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The Legend of Zelda (video game): Difference between revisions

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* [[Awesome but Impractical]]: The Magic Book/Bible adds a lingering fire effect to Link's Magical Rod blasts, which gives it more utility in lighting rooms and burning groups of enemies... except that several enemies are outright immune to fire, including ones that would be damaged by the rod blasts otherwise!
* [[Bat Out of Hell]]: Vire and Keese.
* [[Betting Minigame]]: A "money making game" NPC can be found in several locations. 3 rupees are on display in theirhis cave, and would either give or take a certain amount when stepped on - only one of them would give you a net profit, and you had to leave and re-enter the cave if you wanted to try again. The game's [[Engrish]] made this somewhat hard to understand for players.
* [[Blackout Basement]]: This starts occurring (and is most prevalent) in Level 4 of the first quest, where nearly every room is pitch black, with Level 5 being a close runner-up; dark rooms appear more intermittently in later dungeons. A single application of a candle lights the entire room.
* [[Blind Idiot Translation]]: To the point that it actually impacts the difficulty of the game - a lot of the trial-and-error aspects of the game would have been averted if the messages had been rendered properly, and indeed Japanese speakers who played the Japanese version have traditionally cited the enemies as being the primary reason for the game's [[Nintendo Hard]] difficulty, rather than the difficulty of finding dungeon entrances and hidden treasures.
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** Certain old men in the Second Quest will force you to {{smallcaps|LEAVE YOUR LIFE OR MONEY}}. Yes, that's either 50 rupees or one of your precious Heart Containers. To add insult to injury, you usually can't leave these "mugging rooms" unless you comply... or you can use the Up+A trick, or else attack them and intentionally die to the blasts from their fires.
* [[Go for the Eye]]: Again, Gohma and Patra.
* [[Guide Dang It]]: This game is notorious for how frustrating it can be to find certain dungeons, items, and other important things. While there are plenty of hints given to you by friendly NPC's, they're badly translated and vague to boot.
* [[Guide Dang It]]: Try to get through the second quest without looking at a map. Just try. You'll probably get to about Level 3 before giving in.
** In general, there's the Candle's ability to burn down certain trees. Nothing in the game even hints that the Candle can do this, and the instruction booklet acts as if it's only used to lighten up dark rooms in the dungeons. While the map poster that comes with the game ''does'' tell you about this feature, that's only if you bought a brand-new copy of the game on NES. The virtual console ports? The playable port in the original ''[[Animal Crossing]]''? The GBA port? Hell, ''rental'' copies of the NES original? You're shit out of luck there. If you can't figure it out for yourself (or crack and use a guide), you'll never find the eighth dungeon.
** The in-game hint for the fifth dungeon's location is given to you by the old lady who says "PAY ME AND I'LL TALK". You may think it's as easy as paying her the highest amount of Rupees she asks for, but nope: it's the middle. Paying the highest amount nets you an admittedly [[Crowning Moment of Funny|funny]] exclamation of "BOY, YOU'RE RICH!"
** The seventh dungeon gives us a two-fer. To find the stupid thing in the first place, you need to play the Recorder, which is otherwise a [[Warp Whistle]], in a specific location: the Fairy Fountain missing its Fairy. While there's an in-game hint that leads you there, nothing about it hints that you'll need the Recorder to reveal the dungeon. And once you're in, your progress through the dungeon will come to a screeching halt when you run into a friendly Goriya that blocks your way, saying nothing other than "GRUMBLE GRUMBLE". To get past him, you have to feed him the otherwise useless Monster Bait. While the intention is for you to realize that the grumbling is supposed to be his stomach growling, it's easy to write it off as him irately grumbling under his breath.
** "SPECTACLE ROCK IS THE ENTRANCE TO DEATH" is a hint that means absolute nothing if you don't realize that it's referring to a pair of rocky outcroppings in one area up in the mountains. Bombing one of them opens the entrance to the final dungeon, Death Mountain, but since they don't look anything like a pair of glasses, chances are you won't connect the dots until you accidentally find it while going on a mad bombing spree.
** And speaking of Death Mountain, the fight with Ganon at the end is [[Unwinnable by Design]] unless you found the Silver Arrows elsewhere in the dungeon. While you're likely to find them while stumbling around Death Mountain's mazelike layout, you're just as likely to miss them entirely.
* [[Guide Dang It]]:* Try to get through the second quest without looking at a map. Just try. You'll probably get to about Level 3 before giving in.
* [[Here There Were Dragons]]: Unlike later games, magic (while it does show up) doesn't play a large role. The artbook ''Hyrule Historia'' officially calls the NES games "The Era of Hyrule's Decline".
* [[Heroes Want Redheads]]: The sprite and artwork of Princess Zelda depict her with red/brown hair.
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