25 Years Ago the Most Melancholy Zelda Foreshadowed the Rise of Roguelikes

Majora’s Mask, which was originally released 25 years ago this weekend, is something of an outlier in the long-running Legend of Zelda series. It fits the early conventions of the series in that it’s a direct sequel that gets a little weird with it—a time-honored tradition that, in the case of games like Link’s Awakening and Majora’s Mask itself, produced a better game than its Triforce-centered predecessor—but otherwise… well, there’s nothing quite like it. Not structurally, not thematically, not gameplay-wise.
At its most basic level, the gameplay of Majora’s Mask is quite like that of Ocarina of Time. You enter some dungeons, you solve some puzzles, you get new items and powers, you progress. There’s an overworld, there are familiar faces and tropes, but it’s all filtered through a different lens here. Whereas Ocarina of Time was Nintendo EAD showing everyone what an action-adventure title could be in this brave new 64-bit world, the transfer of the Zelda formula from its top down, 2D origins to an expansive 3D space, Majora’s Mask was focused on something altogether different—a return to a Zelda concept that never saw the light of day, at least not in its original form. Majora’s Mask was Zelda as roguelike.
It’s the time loop that does it. You—famously—get three repeating days, and they repeat exactly, unless your own actions change the shape of things within those days. Those changes are temporary, however, even when you’ve done something right or to completion, unless we’re talking about things like acquiring a bow or a bag for your bombs or some heart pieces or the masks that are so central to the entire game. Whenever you play the Song of Time in order to travel back to [dramatic audio cue] the dawn of the first day, you’ve ended a loop, and started a new one. A loop, a run, call it what you will: It’s a roguelike in action.
Every run in Majora’s Mask teaches you something new about the world, or the people in it, or the layout of it. What treasures it holds, what dangers there are, the most efficient paths you must take, the secrets that will help you survive longer and more effectively. Link has possession of a notebook that is constantly being filled out with more specific information that doesn’t have to be contained in your head, where it will bump up against all of your pathfinding and curiosity and obsession with getting things just right. This is where you keep your memories of the people of Clock Town and the surrounding areas—memories that only you possess, since they are otherwise wiped clean every time you kick yourself back to that first dawn. This structure, and these notes, are why people have so long referred to the structure of Majora’s Mask as akin to Groundhog Day. Bill Murray’s character in that movie constantly relives the same day over and over again, trying to solve its mystery, to find the key that will free him from this particular prison, bettering himself in myriad ways until he can use all of his accumulated knowledge to escape. Does this mean that Groundhog Day is also a roguelike? The evidence says what the evidence says, you know?
Majora’s Mask was released two whole decades before Hades, which—among other games—helped make roguelikes a more popular genre in the present, internationally, than they’d been at the time of this offbeat Zelda. While the structure of the two is different in a number of ways, the length of the loops are about the same, and they both have in common the protagonist—and the player controlling them—coming to an understanding of the game world through those repeated loops. An understanding they would not have otherwise. That’s just the core gameplay of these titles, which can be dressed up and presented in different ways in different structures. In the end, though, loops and runs, loops and runs, that’s what we’re talking about here. Slay the Spire is a deck-building roguelike. Balatro used playing cards for a fake poker roguelike. Shiren the Wanderer was supposed to be a kinder, welcoming roguelike even as it hid whether items were cursed from you or what their function was, which tells you a lot about roguelikes. Fatal Labyrinth made death by starvation possible, but also death by overeating, and did not tell you the size of the food items you found on the ground that could solve the first problem or cause the second one. It’s a pretty broad genre with all kinds of subgenres and rudeness attached, which is why Majora’s Mask can have loads of roguelike elements but still not really be considered a real one by, say, the “Berlin Interpretation” of the genre, due to the lack of randomization or procedural generation or permadeath. Which, call Majora’s Mask a roguelite rather than roguelike if you want to satisfy your urge for pedantry, but the main point here is to emphasize how different this particular Zelda game is from the rest, based on a gameplay structure it borrowed from a genre as old as the one it had recently brought to 3D. If not a roguelike itself, it’s at least got some of the genre’s soul dwelling within.
Namco’s arcade smash hit—in Japan, anyway—The Tower of Druaga was a predecessor to roguelikes. Not the predecessor, but a stepping stone on the path that brought us to the invention of the term nearly a decade later. It’s got a lot of the Zelda thing going on, actually, in that you could classify it a number of ways—action-adventure, action RPG, roguelike, dungeon crawler—if for no other reason than its existence helped along the refinement of all of those genres. Shigeru Miyamoto was smitten with it, to the point that Nintendo’s headquarters had a Druaga cabinet within, and the original The Legend of Zelda was, at one point by Miyamoto’s own admission, far more Druaga-like than the final product ended up being. Before Nintendo’s team discovered how wonderful the open-world portion of the game they were making was, Zelda was a game about descending further and further down a dungeon, one floor at a time, progressing via item discovery and use and continually solving environmental puzzles and the like. In some ways, Majora’s Mask is a return to that original promise that required a notebook stuffed with secrets to solve. It’s obviously a much different game than either Druaga or the original vision of The Legend of Zelda, one married to the series’ expansive open-world and its villages and its people and so on, all the parts developed over years and many games until it was much more difficult to detect what it might have had its origins in, but Majora’s Mask did end up as more of a nod to that version of Zelda that never happened thanks to those loops, and their purpose.