Review falithes 4/5 · Jan 12, 2026
A humble beginning that got a lot right
This is one of the first video games I ever played as a kid. I had this, Duck Hunt (which my grandpa amusingly got really into), Super Mario Bros and TMNT. I didn't manage to beat any of these games at the time, except for TMNT. To be fair, these games were legit hard and obtuse since there weren't really …
This is one of the first video games I ever played as a kid. I had this, Duck Hunt (which my grandpa amusingly got really into), Super Mario Bros and TMNT. I didn't manage to beat any of these games at the time, except for TMNT. To be fair, these games were legit hard and obtuse since there weren't really any hard rules or conventions with video game design. This allowed for more experimentation, also helped by how small teams were. Which further encouraged experimentation. It wasn't that long ago when a studio would release a new game in a series each year. Of course, video games were relatively simple back then, due to hardware limitations and also how novel video games were. Firmly a niche and it was unclear if it would ever be anything more than a gimmick.
This OG nascence of a genre and game design pioneer honestly still shines through even with it's baggage and frustrations. An open world with non-linear exploration and only vague hints of where to go. A true adventure that you are plopped right in. The first screen of the game alone is actually pretty brilliant and a great form of natural tutorializing. You have 4 choices. A path to the East/West/North and a cave. The cave stands out as the only unique path and it turns out it's the path you want to go to first. All communicated in a very subtle way. Then, when you enter you get a sword, teaching you that going into caves will reward you. Within the first few minutes of gameplay you are taught to explore and once you move to an adjacent map tile, you will likely encounter your first enemy and learn another core gameplay mechanic (hopefully after you found your sword).
While this is a simple, economical and effective tutorial, from here the game gets far less directed and obtuse. Which is a good and bad thing. What's kind of fun, is the game shipped with a fairly comprehensive guide that will lead you through the first 2 dungeons and includes an overworld map. I did find a version of this on the interweb and would recommend checking it out. The instruction manual is a lost art form now in video games. Without a guide, you will likely get pretty lost after the first 4 dungeons. After the first four, dungeons become hidden. While there are hints about how to discover these hidden dungeons, by weird old men that live in caves, unless you obsessively try to destroy every wall and bush, it will be hard to find these hidden entrances organically. Later Zelda games got around this by including cracks in walls, or in the case of OOT, some walls will make different sounds when hit, hinting at a secret. In this first generation, you just have to have an irrational hate of all walls and trees and try to destroy them all. Not elegant, but you have to start somewhere?
This is certainly the type of game that will likely be more frustrating to a modern gamer if you play it without a guide. I don't think there's a shame in using a guide. Especially since Nintendo often included intentionally obtuse secrets to sell Nintendo Power or Strategy guides. That all said, the instruction manual does a good job of preparing you. It lists all the secret items you can find on the game world, which you could use a check box, and the overworld map does feel necessary. it is a shame you don't get an overworld map in game, but given this was made in 1986 and was one of the first of its kind, it's easy to overlook this. And it did compensate for this by including said map in the instruction manual, which in a way did create an immersive experience.
This first entry certainly had all the trappings of all future Zelda games (for the most part). You have exploration, puzzles, combat, dungeons and some Macguffin you need to collect to beat the bad dude (in this case, pieces of the Tri-Force which would be re-used in Windwaker). These early dungeons have their fair share of secrets, and unlike the overworld, each dungeon has a map and compass (which of course ended up being mainstays in future titles). The only thing I found a bit frustrating was how keys worked in this game. Some dungeons don't contain enough keys to open all doors, but keys can be bought from random merchants on the overworld. The issue here is how expensive everything is, and how slow it is to get money. There are some great upgrades you need to buy. Such as a candle to see in dark places, or a ring that reduces the damage you take. The economy is certainly pretty fucked in this game, but if you use a guide, you can also b-line to secret caves to get large chunks of rupees. Not great, but hey you take what you can get in this economy.
Another nice thing about the game design is how the dungeons feel focused. Something that would have clashed with the exploratory adventure on the overworld. So dungeons end up being a far more focused form of exploration and does a good job of shaking up the game play. Not all dungeons are great, and something I will criticize the game over is the focus on combat in these dungeons and repeated bosses. Combat isn't great. Link moves reasonably fast, but you are limited to four directional attacks and it is certainly clunky. This isn't really a problem for the first 5 dungeons. After that, they really ramp up the combat difficulty and I did find myself more frustrated with later dungeons than engaged. FUCK THE WIZARDS AND KNIGHTS. Those fuckers are so frustrating to fight. The wizards teleport around and move erratically, a lot of the times right on top of you to instantly knock out a heart, and spam projectiles... then the Knights can't be hit from the front, which is fine, but they also constantly move erratically making fighting them pretty frustrating. This is fine, the real issue is how in later dungeons they will throw like 6-8 of these fuckers at you at the same time in confined space while also having statues that constantly spit fireballs at you. It's so brutal and not in a fun way... so this could have used better balancing.
You are mostly free to tackle dungeons in almost any order you like. Though the dungeon order kind of indicates difficulty. So later dungeons will be harder. There are exceptions, such as needing a raft and ladder to get to and navigate through two dungeons, but aside from that you can kind of do them in any order you see fit. All dungeons do contain one treasure, though these treasures are honestly not really necessary to beat the main boss (most of the time. Last dungeon does have a required treasure to beat the last boss). But that's another trapping you would see refined in later Zelda games. One issue I ended up having was how in one dungeon you get a magical key, that removes the need to collect keys since it is reusable, and I didn't find it! This resulted in a problem in the final dungeon, where there are an absurd amount of locked doors. This design was likely due to them expecting you finding the magic key I never found. I actually got stuck in a room and needed to look online how to save and quick... and man is it convoluted. You need a second controller plugged in. Then on the second controller, you need to hold down A and the up arrow while the game is on the subscreen... workable but certainly perplexing considering most everything else in the game has a logical design. I guess Nintendo really wanted to sell more controllers.
Another thing you kind of need are upgrades to your health, defense and sword. These are all hidden, which does play into the focus and reward of exploration, but without a guide you are unlikely to find these early. And a decent amount of these upgrades are hidden behind secret walls you need to destroy.. so yeah, I hope you hate walls and trees or just give up and use a guide to see where they are. These upgrades can fill very necessary, especially with the absurd difficulty spike in later dungeons combat encounters.
That all said, I had fun with this and think its worth playing, but it's certainly not a casual experience. I think there's no shame in using a guide, but respect to those who painstakingly make their own graph map and go tile by tile trying to destroy every wall and tree to uncover every secret. It's possible without a guide, but certainly tedious.