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

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* A hidden NES game (which only ended up being available through hacking) in ''[[Animal Crossing]]''
* As part of the ''Legend of Zelda Collector's Edition'' [[Compilation Rerelease]] bonus disc, which came with each [[Nintendo GameCube]]
* As part of the Game Boy Advance Classic NES Series
* On the [[Wii]]'s [[Virtual Console]]
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* It is also present on ''[[Super Smash Bros. Brawl]]'' as one of the unlockable "classic games" made available by completing a specific challenge; however, once the game is started, the player only has a limited amount of time to 'sample' the gameplay.
 
Not to be confused with ''[[Zelda Classic]]'', a [[Freeware]] recreation of the original game and Second Quest that also comes packaged with a program for creating your own ''Zelda''-style quests.
 
{{Tropenamer}}
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* [[Gannon Banned]]: Named for the mistranslation of Ganon's name provided in the title scroll.
* [[Wall Master]]: These notorious enemies make their first-ever appearance.
* [[The Lost Woods]]: TheyThe makeforest theirmaze makes its first appearance in the series here. {{spoiler|To reach the Graveyard, you must go up, left, right, and left again.}}
 
{{Tropemaker}}
* [[Heart Container]]: The first game in the ''Zelda'' series and among video games in general to use a [[Life Meter]] composed of hearts, ''The Legend of Zelda'' also introduced Heart Containers that could extend the meter.
 
{{tropelist}}
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* [[Asteroids Monster]]: Zols and Vires, which split into Gels and red Keese unless hit with a strong enough weapon. The second Digdogger in Level 7 also splits into three miniature copies when the Recorder/Flute is played.
* [[Attract Mode]]: Idling on the start screen treated you to a scrolling and [[Gannon Banned|famously-misspelled]] explanation of the game's plot.
* [[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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* [[Bold Inflation]]: Used in the intro scroll.
* [[Boss in Mook Clothing]]: Darknuts are immune to most forms of attack from the front due to their shield, and are additionally outright immune to fire, arrows, or bolts from the Magic Rod (though not to hits with the Rod itself). They frequently appear in groups and walk around at a steady pace, making attacks from the side dangerous since they can turn towards you with no warning. Red ones take four Wooden Sword hits or two Bombs to defeat - their presence in the third dungeon is a sign for many players to seek out the White Sword. The blue ones are ''even faster'' with twice as much health in addition to the above, and start appearing in level 5.
* [[Boss Room]]: [[Averted]] - boss rooms looked and worked much like any other room in a labyrinth, and the roars of a boss monster served as one of the few indicators that you were close to it.
* [[Cave Mouth]]: The entrances to the first six labyrinths are these.
* [[The Champion]]: The trend of Link being Zelda's champion throughout the serious arguably starts here - the reincarnation of the pair through timelines, as theorized by fans and later [[Word of God|confirmed]] by ''[[Hyrule Historia]]'', confirms as much.
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* [[Convection, Schmonvection]]: Every dungeon located on [[Death Mountain]] in the first quest has lava in place of water. Not only is it non-hazardous, but Link can also cross narrow flows of it with a wooden ladder. [[Lava Is Boiling Kool-Aid|The lava is also completely invisible in the dark]].
* [[Creepy Cool Crosses]]: All the tombstones in the graveyard have crosses on them, as do Link's shields and even the Magic Book. [[Word of God]] explains that the motif is caused by the fact that the original plan was to have Christianity as the main religion in Hyrule; the [[Crystal Dragon Jesus|three goddesses]] weren't invented until after the two NES games were released. The Magic Book is also explicitly a Bible in the Japanese version.
* [[Critical Annoyance]]: A beeping repeatedly plays when you're down to your last heart.
* [[Cyclopean Creature]]: Tektites, Armos, Ghini, Digdogger, Gohma, and Patra.
* [[Damage Discrimination]]: Played straight with Bombs, and averted with flames from the Candles and the enhanced Magic Wand.
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** It's also possible to get the Magic Key very early in the first quest, with only the bow and arrows required to do so. Granted, it's rather ''difficult'' with this bare minimum, but you never have to worry about keys from that point, making dungeon exploration a breeze.
* [[Early Installment Weirdness]]:
** UnlikeThere theare no NPC-filled towns, and NPCs themselves are rather rare - as latera gamesresult, there is little character interaction other than the vague hints given by various old folks, and the "side-quests" consist largely of hunting down optional upgrades and Rupee caches.
** Pieces of Heart did not yet exist; instead, full [[Heart Container]]s are obtained from defeating the main dungeon bosses, and were additionally found in caves around the map.
** A minor example that isn't explicitly mentioned in the game itself, theThe presence of crosses is because Christianity was initially planned to be Hyrule's religion (as discussed above), and is not mentioned in any context within the game itself; the mythology of the Golden Goddesses would come later in the series.
** A less minor example is the fact that there are no NPC-filled towns, and NPCs themselves are rather rare; this was rectified in [[Zelda II: The Adventure of Link|the next game]], which is also generally considered to be the [[Oddball in the Series]].
** Also of note is that Link is going after the Triforce "with" Wisdom, and is not yet the holder of the Triforce of Courage.
** Arrows did not yet have their own dedicated inventory slot - as such, they only have to be bought once, and use the ''Rupee count'' as ammo. {{spoiler|The second quest plays a mean trick on you by making Arrows one of the early dungeon items and hiding the Bow elsewhereinstead.}}
** As discussed in the [[Interchangeable Antimatter Keys]] below, there were no dungeon-specific key counts and only two types of key - "proper" [[Boss Room]]s didn't exist, thus there were no boss keys. You could buy normal ones for 100 Rupees a pop, and it was possible to obtain more keys than there were locked doors in a labyrinth, so spare keys could be used to navigate through later levels quicker - finding the Magical Key in the eighth labyrinth renders normal keys completely obsolete.
* [[Eleventh-Hour Superpower]]: The Silver Arrows are an example of this for those tackling everything strictly in level order, as they are found within the ninth and final labyrinth and are necessary to defeat the [[Final Boss]].
* [[Empty Room Psych]]: While most levels were fairly straightforward, the ninth dungeon and several second quest dungeons tended to feature these.
* [[Exact Words]]: Some caves contain an old woman who says "Pay me and I'll talk". All of them will supply you with info if you pay them their maximum offered amount... except for one who merely replies with "Boy, you're rich." You have to give her the middle amount instead for her to pony up the real information.
* [[Faceless Eye]]: Patra.
* [[Feed It a Bomb]]: Dodongos make their debut in this game, and feeding one two bombs would cause it to die a slow death (the flickering sprite still caused [[Collision Damage]] until it croaked). The actual smoke of the explosions could also severely weaken a Dodongo, allowing you to kill it with any other weapon - doing so always results in more dropping, making Dodongos a good way to replenish your bomb count.
* [[Feed It a Bomb]]
* [[Feelies]]: The game came with a poster -sized map which had the locations of most of the dungeons and could be used for taking notes. Much to the general annoyance of people who owned the original, this map has not been re-released with any of the remakes.
* [[Flash of Pain]]: Both Link and the enemies when hit.
* [[Flip Screen Scrolling]]: In both the overworld and dungeons.
* [[Game Mod]]: Several mods of the first game exist, many of which are made via ''[[Zelda Classic]]'' - the best-known (and best) is probably [https://web.archive.org/web/20131023212928/http://questforcalatia.net/ZeldaC/index.html Zelda Challenge: Outlands].
* [[Giant Eye of Doom]]: Tektites, Digdogger, and ''especially'' Gohma and Patra.
* [[Give Me Your Inventory Item]]:
** A friendly-but-hungry Goriya blocks a path through Level 7 with a {{smallcaps|GRUMBLE, GRUMBLE...}} and requires the Food item that can be found in shops to get past.
** 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.
** {{smallcaps|LEAVE YOUR LIFE OR MONEY.}}
* [[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.
* [[Heart Container]]: The [[Trope Namer]].
** 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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** "Bubbles" are flaming skulls that disable Link's ability to use a sword for awhile, with absolutely no way to kill them. This was even worse in the Second Quest, where two new versions were added -- a red one which took away the sword ability completely, and a blue one which restored it. Touching the first required touching the second, which was sometimes in a completely different ''room''.
** Ghinis will appear if you touch most of the headstones in the graveyard past the Lost Woods. Subverted in that while these are normally invincible, you can "kill" them if you defeat the Ghini that was initially roaming the graveyard section when you entered.
* [[Kaizo Trap]]: After defeating Ganon, Link moves to the final room, where Zelda is held in a cage made of fireballs; the player is supposed to have Link break the cage with his sword, and if he touches it, he will take damage. It's possible to die here if he does so and his Heart Meter is low enough.
* [[Kid Hero]]: According to the ''[[Hyrule Historia]]'', this incarnation of Link is only ten years old.
* [[Kill It with Fire]]: You can emit a flame with either of the Candles, as well as the upgraded Magic Wand after you find the Magic Book.
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** In both quests, there are old men who offer you a choice between a Heart Container or a red potion. You can buy red potions, but you can't buy Heart Containers, so selecting the potions means missing out on them permanently.
** In the second quest, some of the old men in the dungeons ask for 50 rupees, and if you don't have that you must give up a [[Heart Container]]. Not as in one unit of health, we mean ''one heart of your life capacity''.<ref>Of course, you can either use the P2 Up+A trick or attack the old man and wait for the resulting fireballs from his flames to kill you instead.</ref>
* [[The Lost Woods]]: They make their first appearance here. {{spoiler|To reach the Graveyard, you must go up, left, right, and left again.}}
* [[Ludicrous Gibs]]: Of a sort, yes. {{spoiler|When you defeat Ganon, he explodes into a mess of red pixels, which then pile up underneath the Triforce piece he leaves behind.}}
* [[MacGuffin]]: The eight pieces of the Triforce.
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* [[Self-Imposed Challenge]]: As one of the oldest video games, it's been subject to many of these.
** [[Minimalist Run]]: A number of players have worked out how to get through the entire game (except for the final boss) without using a sword.
** [[Speed Run]]: The current Any% record according to [[speedrun.com]] is [https://www.speedrun.com/the_legend_of_zelda/run/ylv878nm this 27-minute 54-second run] by Schicksal without using the Up+A trick. Schicksal also has [https://www.speedrun.com/the_legend_of_zelda/run/mkk7q8lm the fastest Second Quest completion time] without using Up+A.
* [[Sequence Breaking]]: Later games carefully worked out where you could find and use keys so that none were left over and no doors were left locked; this one didn't do that, so you can easily clear level 2 with about six or seven of them in reserve, making it even easier to beat some of the later dungeons.
* [[Sequential Boss]]: Level 6 in the second quest ends withhas a battle against Manhandla in theone room, immediately beforefollowed by Gohma, atbefore theyou endcan ofclaim the levelTriforce Shard.
* [[Skeleton Key]]: The Magic Key functions as one, rending regular keys completely obsolete.
* [[Spell Book]]: It's not necessary for Link to be able to use the Magic Wand, but it does make his shots [[Kill It with Fire|burst into flames]]. Ironically, this actually ''weakens'' the power of the wand, as some enemies who would be injured by the magic are impervious to fire. Many [[Genre Savvy]] players don't bother picking up the book, since it's not a required item for anything, just so they can keep using magic.
* [[Stationary Boss]]: The [[Multiple Head Case|multi-headed]] Gleeok has a stationary body, though it also subverts this: once you damage one of the heads enough, it detaches and begins moving and firing on its own.
* [[Stock Sound Effects]]: Aquamentus, Gleeok, and Ganon all use a low-quality, low pitch pterodactyl roar lifted straight out of a [[Hanna-Barbera]] cartoon. Something similar may also apply to the noise made by Manhandla, Digdogger, and Patra.
* [[Sword Beam]]: If your life meter is at maximum, you can fire these at distant enemies; notably, unlike many later ''Zelda'' titles this sword beam carries the same power level as the blade itself, and is not exclusive to higher-level swords. Even so, this makes getting the White Sword or even the Magical Sword as early as possible is a major boon.
* [[Talking with Signs]]: [[Heroic Mime|Link]] holds up a sign reading "[[ReadAll theThere Freakingin the Manual|PLEASE LOOK UP THE MANUAL FOR DETAILS]]" in the opening title scroll.
* [[Teleport Spam]]: The Red Wizzrobes appear and disappear constantly, and are only vulnerable when partly or completely visible. Blue Wizzrobes can moves normally, but will warp short distances to phase over and through obstacles. {{spoiler|Ganon does this while invisible in the Final Boss fight, and your only clue is the spots where his fireballs come from; this habit of his was carried over into the [[Animated Adaptation]].}}
* [[Tutorial Failure]]: In the instruction manual, the Pols Voice enemy is said to "hate loud noise". Naturally, the player would assume that their weakness would be the flute, then,- but that's not the case at all - the fluteit does absolutely nothing to thethem, Polsbecause Voice."loud Whatnoise" the manual is actually referringrefers to is the built-in microphone found in the Famicom, (the Japanese version of the NES), whose functionality was removed entirely for the American release. This is fixedgiven a [[Call Back]] in later games, where musical items will also kill the Pols Voices.
* [[Unfortunate Names]]: Seriously, ''Manhandla''? Its original name was even worse: ''Testitart''.
* [[Unwinnable]]: In a way,Technically possible in the second quest. Several rooms have all their doors slam shut until you defeat all of the non-Bubble enemies in them. If you get tagged by one of the red Bubbles (which remove your ability to use a sword until you touch a blue Bubble) in such a room without a blue Bubble, then you're down to whatever subweapons you have on hand. It's quite possible to be out of weapons (if you haven't gotten unlimited-use ones like the wand or the red candle yet) and end up stuck in the room. Fortunately, you can just quit and retry via the Up+A trick in all instances.
* [[Useless Useful Spell]]: Part of what makes the second quest so difficult is that certain "useless" items get a lot more mileage on their next go around, as they become essential to finding many helpful power-ups. The [[Guide Dang It|only indication you receive of this]] is finding said items much earlier in the game than before.{{context|And those are...?}}
* [[Video Game Cruelty Punishment]]: If you attack the peaceful dungeon dwellers (usually old men), they respond by having their campfires shoot fireballs at you until you go away. The ones encountered on the surface simply can't be hit.