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the_dengle said:

@ Bolded, the maps will usually show rooms you haven't been to (although if I recall correctly, some do not even appear on the map), which can hint at some of the bombable walls, but it will not make you suspect a bombable wall between two rooms you have already visited. Your sword makes the regular slashing sound no matter what wall you hit; the 'ping' sound of a bombable wall was added in a later entry (I think A Link to the Past, even though that one's bombable walls are clearly cracked).

@ Italicized, Miyamoto created Zelda from his experience exploring caves as a child with a lantern. Item usage is integral to the core experience.

Second bolded sentence amounts to, "I don't want Zelda to be like Dark Souls, I just want it to feel like Dark Souls," which is pretty funny. You liken Miyamoto to Picasso painting like Da Vinci, yet Zelda represents an extremely unique mix of action and true adventure as it is, and you are the one urging for it to be more like another already existing experience!

I have provided a detailed analysis of The Legend of Zelda to support my argument, and you have responded with your best "nuh-uh." In conclusion,


I didn't include a detailed analysis because yours fails to prove your point. You don't prove anything, so there's no reason to go into a detailed analysis of why a dungeon in NES zelda 1 proves you wrong. The entire dark souls series was inspired by the experiences in Zelda 1, so Miyamoto would not be copying someone else's work. He'd be "copying" his own. And a lantern in a cave is an optional tool to make exploring easier, just like the bombs and lanterns in Zelda 1. They were not an integral peace to exploring the dungeons. They were tools, just like the maps and the compass, to make exploring easier. There were no lock and key moments with those items.

No analysis needed. Nu huhs suffice.