Create a playable...
About this model
Create a playable Machinations system map modeling the core progression loop of the 1986 NES game "The Legend of Zelda" (Zelda 1).
Do NOT recreate map layout or individual enemies. Abstract the game into systems and resource flows.
SYSTEM OVERVIEW
The system should model:
Exploration → Combat → Resource Gain → Shop/Dungeon Spending → Boss Fight → Triforce Collection → Final Boss → Victory
NODES AND RESOURCES
Create the following Resource Pools:
Hearts (starting value: 3, max capacity expandable)
Rupees (starting value: 0)
Bombs (starting value: 3)
Keys (starting value: 0)
Dungeon Items (boolean/progression counter)
Triforce Fragments (start 0, win at 8)
OVERWORLD LOOP
Create:
A Source node labeled "Explore Overworld" that continuously triggers encounters.
A Source node labeled "Enemy Appears".
Combat resolution:
A Drain node that removes 1 Heart per combat cycle (damage taken).
A connection where defeating enemies sends resources to a Random Gate.
Random Gate drop probabilities:
40% Rupees (+5)
25% Heart refill (+1)
15% Bomb refill (+1)
20% Nothing
If Hearts reach 0:
Trigger a Loss State node "Player Death"
Reset Hearts to starting value (3)
Keep Rupees and progression
SHOP SYSTEM
Create Converters:
Spend 20 Rupees → +1 Bomb upgrade
Spend 50 Rupees → +1 Heart Container (increase max Hearts)
Spend 30 Rupees → +1 Key
DUNGEON ENTRY
Create a Gate node labeled "Enter Dungeon" that requires:
At least 1 Key
Optional requirement: Dungeon Item (for later dungeons)
Entering dungeon:
Consume 1 Key
Inside dungeon:
Continuous Drain removing Hearts (hazard/enemies)
Optional Bomb consumption (secret walls)
BOSS LOOP
Create Boss node:
Boss drains 1 Heart per combat cycle.
If Hearts 0 long enough → reward 1 Triforce Fragment.
Boss requires Dungeon Item to access (Gate).
PROGRESSION
After collecting 8 Triforce Fragments:
Unlock Final Dungeon Gate.
Final Boss:
Heavy Heart drain.
Victory State when defeated.
REQUIRED MACHINATIONS STRUCTURE
Use:
Sources for spawning
Pools for resources
Drains for damage
Random Gate for drop probabilities
Converters for shops
Gates for progression requirements
Explicit Win State and Loss State nodes
SYSTEM GOALS
Clearly show:
Risk vs Reward (combat for resources)
Resource pressure (Hearts, Keys, Bombs)
Grind loop (overworld refills before dungeon)
Progression gating (Dungeon Items + Triforce Fragments)
Ensure the system runs and flows properly when Play is pressed.
"Create a playable..." is a public Machinations diagram shared in the Community by joe schmoe, with 30 components.
It was created in February 2026 and last edited in February 2026.
Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.