Main game
2.92 average rating based on 1668 ratings
Second on the docket: Zelda II: The Adventure of Link (Played on the 2021 Zelda Game & Watch and then that was NOT a good way to do it so moved to NES Classic)
I want to first and foremost offer my upmost respect to every 8 year old who beat this when it came out. You are the only true gamers among us. Playing this game was certainly frustrating at times but it's definitely not without its merits or fun sections. Namely the middle chunk (palaces 3-6) I actually really got into the groove of things and was enjoying the mechanics. I think the leveling is a really cool idea and the villages had a lot of charm to them (especially for an 8 bit game).
But this game is HARD. And I really want to say it's unnecessarily and unfairly hard, but I understand that this game came out in a era where it kind of WAS necessary. Similar to Zelda I- I can try my best to put myself in a 1988 mindset, but I can't pretend this is the only game I have to play for the next several months. My backlog grows at an unnerving …
Second on the docket: Zelda II: The Adventure of Link (Played on the 2021 Zelda Game & Watch and then that was NOT a good way to do it so moved to NES Classic)
I want to first and foremost offer my upmost respect to every 8 year old who beat this when it came out. You are the only true gamers among us. Playing this game was certainly frustrating at times but it's definitely not without its merits or fun sections. Namely the middle chunk (palaces 3-6) I actually really got into the groove of things and was enjoying the mechanics. I think the leveling is a really cool idea and the villages had a lot of charm to them (especially for an 8 bit game).
But this game is HARD. And I really want to say it's unnecessarily and unfairly hard, but I understand that this game came out in a era where it kind of WAS necessary. Similar to Zelda I- I can try my best to put myself in a 1988 mindset, but I can't pretend this is the only game I have to play for the next several months. My backlog grows at an unnerving rate and Deku Deals has sent me 3 separate deal alert emails today alone. And like, school and work and stuff.
I played the game on NES Classic and I can't even imagine going through it without restore points. Certain sections got so dire that I was basically save scumming between every successful hit on an enemy. And I think that gets to the root of what I found the most frustrating about this game, which is the same thing that's prevented me from ever finishing Majora's Mask- this game punishes you for exploring and taking your time. The first Zelda was all about seeing a weird rock and then trying a bunch of stuff to see if that rock moved. I had no problem bombing every wall in a dungeon, because bombs were cheap and commonly dropped and often led to great secrets. In Zelda II, you can try to see what's in that cave over there but you're on your last life and you're at 2450/3000 XP and it's probably not worth the risk of loosing all your progress. I spent most of this playthrough glued to a guide, because I didn't want to make a wrong turn and then realize I had wasted my magic meter only to reach a dead end, and now be totally screwed for the boss fight.
I think it was cool to try something so different for a sequel. And when it worked it did definitely work! I just don't think it holds up phenomenally 30+ years later in the culture of games today. And that's fine! We can't all be Super Metroid!
Onwards to a Link to the Past, which I tried once a long time ago and never got into. But after the endurance trial of Zelda II I'm actually super excited. See y'all in 16 bit!
Completed on emulator using a guide + savestates.
Zelda 2 is a tough game. I have played 6 other Zelda games, but Zelda 2 feels completely different. It's a lot more focused on combat.
The worst aspect of Zelda 2 is the difficulty curve: the game is hard right from the beginning and merciless up to the 3rd temple. Then, after getting some crucial upgrades, I was easily beating the other temples, even without using savestates. Finally, the difficulty spikes once again on the last temple, which is brutal when playing it for the first time.
Many call this game underrated or underappreciated. I'd say it's just "ok" and I completely understand that most people today will stop playing when trying to beat Death Mountain, easily the most frustrating part of the game. I don't think this game is better than other Zelda games just because it's a challenge to beat, so to me this is surely a candidate to be the weaker Zelda I have played.
I played this game right off the heals of a legend of zelda for NES playthrough. I tried for hours to get into this game. There are so many bad gameplay decisions. The combat is horrible, which is why I see they came so hard back to the first game's gameplay when link to past came out. There are almost no redeeming qualities to this game. The only thing I liked was the animation of link; the enemies have almost no animation. This was my honest try to get into this game, but after hours of struggling and even reading guides on what to do, I've given up. If you aren't going to play this for nostalgia purposes, save yourself the time and skip it.
So, this game is frustrating. I say that having made heavy use of Nintendo Switch Online's rewind feature and save states and using a guide.
Early in the game, I did enjoy the leveling up and grinding process. Early grinding in the game can make late grinding unnecessary. I was maxed out before the sixth palace.
I desperately wanted to have the ability to say I experienced this game! I don't recommend it to casual gamers. Strangely, I do want to say that I feel this game hits a sweet spot for fans of both retro games and very difficult games. It has an almost "Souls-like" gameplay quality that a certain type of person may enjoy. (Or maybe it's on the brain because Elden Ring was just released.)
I gave this a low score from a general audience standpoint. My feeling at the end was one of relief to have it off my list as opposed to joy of reaching the game's ending.
I am excited to continue on my LoZ journey with A Link to the Past!
This game is unexpectedly and unnecessarily hard. It is still (or even more so than the first game) cryptic, but my biggest problem with Zelda II is that combat in it is way too hard. It simply feels poorly balanced. God bless the emulators with infinite save states.
When playing Zelda II, I kept thinking about Castlevania II. While Castlevania II made a move toward Zelda's adventure/RPG territory, Zelda II has become a Castlevania-like sidescroller action game. And, to be honest, I think Zelda's sequel failed even harder than Simon's Quest. I enjoyed wandering around the world and 'dungeons', looking for items and clues (mostly) in The Adventure of Link. Well.. actually, everything about the game is cool except for combat, but it's the biggest part of the game, so it spoiled the whole experience for me. Unlike in the classic Castlevania games, it wasn't fun killing monsters: most of them took too many hits to kill, some had difficult to reach hit boxes, and the resources were never enough to make up for that. If Zelda II's action had been more like in Castlevania, I would have absolutely loved the game. But it is hard and frustrating instead.
I …
This game is unexpectedly and unnecessarily hard. It is still (or even more so than the first game) cryptic, but my biggest problem with Zelda II is that combat in it is way too hard. It simply feels poorly balanced. God bless the emulators with infinite save states.
When playing Zelda II, I kept thinking about Castlevania II. While Castlevania II made a move toward Zelda's adventure/RPG territory, Zelda II has become a Castlevania-like sidescroller action game. And, to be honest, I think Zelda's sequel failed even harder than Simon's Quest. I enjoyed wandering around the world and 'dungeons', looking for items and clues (mostly) in The Adventure of Link. Well.. actually, everything about the game is cool except for combat, but it's the biggest part of the game, so it spoiled the whole experience for me. Unlike in the classic Castlevania games, it wasn't fun killing monsters: most of them took too many hits to kill, some had difficult to reach hit boxes, and the resources were never enough to make up for that. If Zelda II's action had been more like in Castlevania, I would have absolutely loved the game. But it is hard and frustrating instead.
I can't say I was bored playing through Zelda II as the challenging combat kept me uptight, but there wasn't much pleasure involved either. The internet says there are a lot of great games in the series, so I'll just forget about this one fast and move on to the next installments.
Often derided as the odd man out in the Zelda series, I got strangely addicted to Zelda II on my current playthrough. I was listening to the Insert Credit podcast and Tim Rogers was espousing the virtures of the game. As a shamefully devoted zealot of the man, I decided to give the game another serious look. I had previously beaten the game on the Zelda Collector's Edition on the Gamecube but that was fifteen years ago. I had dabbled in it recently as it is on the Switch NES online and found myself agreeing with the detractors who dismissed the game.
I decided to not abuse save states and see how the game would work played in its original context. Using the game's own save system, you are able to save when Link's three lives are depleted. When this happens, you get a game over, the option to save, and must restart from the beginning shrine. The game is similar to some roguelikes in that you lose a good chunk of your progress when you perish but do retain some things. Your current experience points vanish but your levels remain. (yes this Zelda has levels) All the items you …
Often derided as the odd man out in the Zelda series, I got strangely addicted to Zelda II on my current playthrough. I was listening to the Insert Credit podcast and Tim Rogers was espousing the virtures of the game. As a shamefully devoted zealot of the man, I decided to give the game another serious look. I had previously beaten the game on the Zelda Collector's Edition on the Gamecube but that was fifteen years ago. I had dabbled in it recently as it is on the Switch NES online and found myself agreeing with the detractors who dismissed the game.
I decided to not abuse save states and see how the game would work played in its original context. Using the game's own save system, you are able to save when Link's three lives are depleted. When this happens, you get a game over, the option to save, and must restart from the beginning shrine. The game is similar to some roguelikes in that you lose a good chunk of your progress when you perish but do retain some things. Your current experience points vanish but your levels remain. (yes this Zelda has levels) All the items you have acquired remain. And, most importantly, the dungeons, or palaces as they are called in this game, are run-based affairs. If you are playing the game without a guide (which is nearly impossible for some of the progression) you basically need to make maps of the dungeons, an exercise that I found thoroughly enjoyable. The palaces are the most fun part of the game. You run through them, find keys, and basically eliminate pathways. When you die, you do have to walk all the way back to the palace, which is annoying, but if you are tracking your progress through the palace your next run can be more efficient. Bosses are never hard enough that you can't take them down if you appropriately use your magic.
Speaking of magic, magic is the key to mastering Zelda II. The first spell you learn is Shield, which doubles your defense, which is essential for most of the game. When traversing palaces, I used the Shield spell liberally to extend my exploring runs as much as possible. With bosses, obviously doubling your life is a smart strategy.
Balancing my use of spells and increasing the efficiency of my palace traversal was the addictive loop here. Traversing the overworld and trying to find its obtuse secrets can be frustrating. There is some serious NES era nonsense hidden on the overworld. The game also requires you to collect all the magic potions (the item that grants you more MP) to finish the game, one of which is hidden in a pretty darn obscure place in a midgame maze. If this were 1988, I would be spending the big money calling up that hint hotline.
As the game nears its conclusion, walking your way all the way back to palaces can become a bit tedious. You also pretty much need to be at max level for the Great Palace ( the last one) which does require grinding.
Thankfully, the final palace does allow you to restart at the entrance, so the designers clearly understood it would be way too tedious to walk back. However, by the time I reached the final palace, the tedium had become a bit too strong and I ended up using save states for the final bosses. I felt pretty good about making it that far without them. How I beat this game legitimately with a Gamecube controller is beyond me and I'm beginning to believe I fabricated that memory.
I had a good time with this game and it does some really interesting things. I'm not the first person to make this observation but there are definitely a lot of Dark Soulsy type things about this game. It has a similar progression in that once impossible tasks become cakewalks later and that a lot of time you are playing to unlock shortcuts or find more efficient paths. The 2D side-scrolling gameplay is actually pretty good and it was fun to gather information in towns, even if sometimes the hints were a bit too obscure. I also really enjoyed the labyrinthine aspects of the palaces although the Great Palace gets a bit out of hand with this. I had to consult a walkthrough just a couple of times, when the game hides its progression behind asinine secrets.
Honestly, in 2020, this game is probably more worth playing than the original. Zelda 1 is cool, but if you need a top-down Zelda, A Link to the Past, Link's Awakening, and a Link Between Worlds are all way more enjoyable. The first Zelda can become somewhat samey and punishingly difficult. Zelda II offers a more unique entry in the series and its gameplay has not really been duplicated or refined in any way. Any sane person in 2020 will need a walkthrough to get through some of the ridiculous progression blocks but there is definitely some rewarding gameplay to be had and the influence of Zelda II is definitely apparent in many of the "Souls-Like" games we see today.
Below is my hand-map of the maze caves you must traverse to find the hammer.

If you forget the strange and awful CDi games, Zelda II is the ugly stepchild of the Zelda franchise. It is filled with weird design choices and features a battle system that is at times seemingly unfair and frustrating. Zelda II is an interesting entry in the series, more Metroid than Zelda at points, but despite being infuriatingly frustrating at parts the game is fun and completing it is satisfying.
Playthrough of Zelda II: The Adventure of Link (NES)
Like with Castlevania's Simon's Quest, this is an odd pivot. One critical difference though between those games: Simon's Quest still had a lot of features from the original Castlevania game. It was after all a 2-D action game with items, bosses and gauntlets. The RPG elements certainly changed the game, but the moment to moment gameplay on a screen was loosely similar. Albeit progression became obtuse with the shift to exploration and RPGs. Zelda 2, much like Simon's Quest, also has a focus on exploration, RPG and 2-D action.
What makes Zelda 2 so odd is how it combines together elements of 2-D action side scrollers with Final Fantasy style RPGs. They don't combine together seamlessly, but it's not as terrible as you may think (while also not being good either).
The first screen of the game is again actually pretty good (not as brilliant as Zelda 1). You see Zelda in the background asleep, communicating to you the quest of the game (realistically you would need to read the instruction manual to fully understand, but that was expected of you back in the day). This is also a 2-D screen, allowing you a safe space to come to grip …
Like with Castlevania's Simon's Quest, this is an odd pivot. One critical difference though between those games: Simon's Quest still had a lot of features from the original Castlevania game. It was after all a 2-D action game with items, bosses and gauntlets. The RPG elements certainly changed the game, but the moment to moment gameplay on a screen was loosely similar. Albeit progression became obtuse with the shift to exploration and RPGs. Zelda 2, much like Simon's Quest, also has a focus on exploration, RPG and 2-D action.
What makes Zelda 2 so odd is how it combines together elements of 2-D action side scrollers with Final Fantasy style RPGs. They don't combine together seamlessly, but it's not as terrible as you may think (while also not being good either).
The first screen of the game is again actually pretty good (not as brilliant as Zelda 1). You see Zelda in the background asleep, communicating to you the quest of the game (realistically you would need to read the instruction manual to fully understand, but that was expected of you back in the day). This is also a 2-D screen, allowing you a safe space to come to grip with the new controls. You can exit either left or right and both will lead you to the right place. Then you exit Hyrule and are greeted with the overworld. This was pretty jarring the first time. It moves and feels like a classic turned based JRPG. There is a road that does lead you to two different towns. While moving on the overlord, eventually 3 random sprites will appear and run at you (it's possible to avoid but really hard). When one of these sprites collide with you, you enter an action screen. You can view these as a 2-D version of an action RPG battle screen. These are small, have the same theme as the tile you were on when the collide happen. And you basically just need to move off the screen to go back to the overworld (killing enemies isn't necessary but gives XP and other rewards).
You can theoretically grind levels, it is an RPG after all, but honestly grinding isn't really necessary. It does help, but I never had to grind. I just killed most enemies I encountered and tried to collect XP bags when I saw them. Combat is odd... for one thing, a lot of enemies are tanky, move erratically and can block your attack. They clearly wanted to create the feeling of dueling enemies. They got in the ballpark, but it still feels very janky and unreliable. Most of the time, I just figured out a way to cheese an enemy, rather than try to react and duel. A lot of early enemies aren't too bad, dying in a few hits and not able to block. But once you start encountering the knights, which is pretty early on, shit gets real.
These knights are able to block and attack from two different planes. Making hitting them and avoiding damage very hard. You might be crouched to stab the knight under their shield, but they might swing high and hit you while you hit them... the NES had limitations on its control scheme, which was certainly part of the issue. Another bigger issue though is it seemed like the enemies could react to you input. So you try to strike high, the game reads it then reacts... making fighting pretty frustrating and boils down to luck to score hits. If you are in a high ceiling room, I found jumping and attacking to be the most reliable way to deal with knights. If you time it right, you can hit them, back off to avoid their attack, then jump in again. The knights do escalate over the course of the game though.
There's one variation that throws knives at you. They at first will only throw one at a time, but land a hit, and they unleash a combo of knife throws, that will vary between high and low and need to be guarded. When I realized they would throw a barrage after an attack, I was able to actually react to them which was satisfying. But some of the other, more difficult enemies don't have this luxury. Such as the bird knights in the final dungeon who constantly throw a barrage of knives at you while jumping around. Fuck these guys. They are so frustrating to fight.
I did like the combat by the end. It certainly takes a while to get used to it, and it is janky, but I did still find it fun by the end. It certainly needed improvements, enemies felt pretty unfair a lot of the times, particularly knights in rooms where you can't jump, so you just have to rely on glitching out it's input reader to your actions...
Fighting is mostly necessary since you get XP for each kill. There are still heart containers and magic jars that increase your mana (first Zelda game to have a magic meter). You don't get an upgraded sword, instead, this time around you level up your sword while leveling. You don't get to pick which stat gets upgraded on a level up, that all happens automatically, but you can see what levels up next on the pause menu.
There are also magic spells you learn throughout your Quest. Some of these are necessary. To use them, you pause, select, then unpause and push the select button to use. It's clunky, but there were limited controller options on the NES. You also get power ups that unlock new abilities for Link. These are mostly used to get past environmental obstacles, such as a hammer to smash boulders, or boots that let you walk across some water.
Progression in this game is fairly linear. You have the roads that will mostly guide you to the key towns, though you will have to venture off the beaten path to get to the Palaces (the dungeons in this game). In town, townsfolks will give you hints and at these locations are where you will always get spells and new sword abilities. Kind of a fun detail is how Link's upward thrust and downward thrust of Super Smash Brothers comes from this game. You learn both of those abilities over the adventure. There are issues with the hints in this game. At least the version I played. Two times a Townsfolk told me where I needed to go, but used the opposite cardinal direction of where I needed to go. So the Palace is East? They told me West! So that was frustrating, but I eventually figured it out.
Palaces are needed to reach the final Palace and they also will always contain one treasure, typically used to traverse past an obstacle. Palaces themselves are far more linear than Dungeons were in Zelda 1. Often times, you will want to clear each floor, before going deeper, rinse and repeat. Like with Zelda 1, most of the focus of these Palaces are combat and searching for keys. There are bosses, but a decent amount of them will feel kind of samey to each other, and often the gauntlets getting to bosses is far more challenging than the bosses themselves.
There was one time I got stuck in a palace and needed to backtrack all the way out and go to a hidden town to get a key power up to finish the dungeon... this was annoying and I would have likely been stuck for hours if I hadn't looked it up. This is certainly a type of game where there is no shame in using a guide. The game is linear, but the path forward can still be fairly obtuse.
The game also suffers from how it punishes you on death. You have extra lives, but if you deplete them all, you can save your game, but you start all the way back at Hyrule with the sleeping Zelda... then you have to run all the way back to the Palace and try again... certainly a way to pad out the game. The final palace does allow you to reset at the entrance to that palace, which is good because it is stupidly hard, but that really should have been a feature for each palace.
In the end, this is a really weird game that is honestly weirder than Majora's Mask. I respect the boldness in its departure from the first Zelda game, but it ultimately feels too janky for it's own good. It presented some interesting ideas and I do think it's structure could work if it was highly refined. The combination of JRPG navigation with 2-D action side scroller action as an RPG I think could be compelling with fine tuning. It just wasn't here. Castlevania understood the limitations of the NES, making most enemies die in one hit, so you are more focused on avoiding damage and striking tactically. This works for the limited ways you have to move your character. Trying to impose a more nuanced system like Sekiro when you have only 2 action buttons and four directions was ambitious and they didn't really succeed. I still had fun, but it's certainly frustrating and not for everyone.
I'll give this some credit, as one of the presumably many people who tried it in the past and turned it off very quickly. After giving it more of a chance, I have enjoyed some of its combat more than expected, as the sword and shield play gets a fun extra element of challenge out of being able to duck and jump. It is used well with the verticality of the levels and enemies' offensive and defensive strategies in a way that can be satisfying, though sometimes pretty frustrating. I was pretty energized on this at first, but getting into the second and third hour, I found the "game over"s with no warping back just got too punishing for how much fun I was having. (Even if I used save states heavily, or did some grinding, is it really thaaat fun? Not sure, it's been feeling just okay.) I'm glad I at least got a better feel for this game than I had in the past, but I think the prospect of pushing through to the end is still a little too tough to swallow.
Finished playing this today with my husband! My fingers/hands hurt but we actually had a lot of fun with this! Definitely a hard as heck but I feel like if I practiced enough I'd be better. I'm laughing at the final fight in the game though because of that exploit, haha. Made it the easiest boss in the game, but I'll try to fight Dark Link without it eventually. :^)
Beat this on nes a long time ago which seems crazy, then only got to the end palace on the gba five or more years ago- played through the whole thing with rewind this time and it's still hard.
I had this back in the day as a kid and did not get far before handing it back to my dad. I assume he must have sold it. Many years later I tried to play it blind and ended up in the death mountain maze at very low level without completing any dungeons; it was not a fun time. Now I have finally finished the game. I can't remember if it was the same playthrough where I went to death mountain, but I started off in the first dungeon, at the candle, with a few levels up and 1 hit from death. I referred to a walkthrough as I played after I had completed an area, to see if I missed anything, and a few times to remind me what to do next.
This game was brutally difficult. The default game speed on my emulator was unmanageable so I set a button to toggle slow motion 25 frames per second, which made the combat fun instead of frustrating. I felt quite a lot of satisfaction when I pulled off some badass move, or defeated a powerful enemy without getting hit. I did enjoy the simple combat mechanics: automatic blocking …
I had this back in the day as a kid and did not get far before handing it back to my dad. I assume he must have sold it. Many years later I tried to play it blind and ended up in the death mountain maze at very low level without completing any dungeons; it was not a fun time. Now I have finally finished the game. I can't remember if it was the same playthrough where I went to death mountain, but I started off in the first dungeon, at the candle, with a few levels up and 1 hit from death. I referred to a walkthrough as I played after I had completed an area, to see if I missed anything, and a few times to remind me what to do next.
This game was brutally difficult. The default game speed on my emulator was unmanageable so I set a button to toggle slow motion 25 frames per second, which made the combat fun instead of frustrating. I felt quite a lot of satisfaction when I pulled off some badass move, or defeated a powerful enemy without getting hit. I did enjoy the simple combat mechanics: automatic blocking as long as he was not attacking, high and low guard/attacks, dive stabs, jump attacks, and jump upwards thrusts. They really pushed these mechanics to the limit with the enemy design, especially the enemies who could block and attack both low and high. Those battles were very nuanced with the back and forth guarding while trying to sneak a hit in. On one hand they were impressive design but on the other they were annoyingly difficult, especially the late types that threw projectiles or had weapons that could not be blocked. The ones in the final dungeon that jumped around were extremely difficult. I found I really had to take my time and focus on defense; button mashing was a quick way to game over. Early on I fought them toe to toe, while a bit later I mastered the jump attack, though the end game forms were too dangerous to try jumping. The final boss even used this mechanic and I found him too fast even on slow motion mode. The only way I could hit him was by hiding in the corner and low attacking while he jumped. The other bosses had good mechanics and were not too difficult. By the end I was max level and a little over half way to the 9000 to get a free life. I never lost any lives because I made sure to save state scum as needed. A few times I grinded enemies for xp before getting the free level up at the end of a dungeon, or to get magic drops for healing. Shield and heal were my most used spells. Jump, fly and reflect were occasionally used in situations where I did not need to use them, and the offense magic I only used if absolutely required.
I did not mind the side scrolling; it made this game feel a lot like Metroid, Castlevania and Mario, even if Link and platforming do not really go hand in hand. I did not mind the rpg mechanics, random overworld battles, and the arbitrary fetch quests. It felt like they took many features from the most popular games of the time and wanted to see what would happen by combining them. There were 3 major flaws in the game. The biggest flaw to me was the lack of maps for dungeons, though Metroid had the same problem. This game really needed the maps of its predecessor to help with exploration. The second flaw was the difficulty, which I think could have been fixed by allowing any enemy to randomly drop health on defeat. I really liked how powerful enemies did not respawn until after leaving a dungeon, but it would have been nice to have the option the grind weak enemies for hp. Magic drops and the heal magic kind of accomplished this, but not during the early game where it was sorely needed. The third flaw was the penalty for game over and saving, neither of which I had to suffer through. Surely there did not need to be an xp penalty, especially just for having to stop playing. Checkpoints at each dungeon and maybe even each boss would have been good too. Despite the good design for some parts of the game, these flaws really hold the game back.
6.5/10
I was excited to start playing the Redux romhack of this hoping it would make it more playable...and it did, but only for a short while. I completed the first palace and kinda enjoyed it. Then moved onto progessing through the overworld, got stuck, and pulled out a guide. OK, that's fine as long as I don't need to constantly refer to it.
Got to a platforming part and kept falling into the water and eventually restarted at Hyrule Castle. OK, let's just use cheats so I have infinite lives and don't have to go through everything again on game over (didn't feel much like a cheat).
Traveling the overworld comes with many random encounters which are only good for grinding/leveling. Checking the cheats list...ahh yes, disable random encounters.
I get to a cave which leads to another cave which leads to many caves. And of course they're all full of enemies that suck your health away. Roll out the next cheat for infinite health (temporarily). Also using fast-forward feature to zoom through the caves maze, but I still can't find the exit unless I look up the guide.
Do I want to play through the game like this? I …
I was excited to start playing the Redux romhack of this hoping it would make it more playable...and it did, but only for a short while. I completed the first palace and kinda enjoyed it. Then moved onto progessing through the overworld, got stuck, and pulled out a guide. OK, that's fine as long as I don't need to constantly refer to it.
Got to a platforming part and kept falling into the water and eventually restarted at Hyrule Castle. OK, let's just use cheats so I have infinite lives and don't have to go through everything again on game over (didn't feel much like a cheat).
Traveling the overworld comes with many random encounters which are only good for grinding/leveling. Checking the cheats list...ahh yes, disable random encounters.
I get to a cave which leads to another cave which leads to many caves. And of course they're all full of enemies that suck your health away. Roll out the next cheat for infinite health (temporarily). Also using fast-forward feature to zoom through the caves maze, but I still can't find the exit unless I look up the guide.
Do I want to play through the game like this? I think this is one Zelda game I won't beat (sorry, don't got time for it and doesn't feel like I'm playing using all these workarounds). I appreciate that Nintendo tried combining aspects of Zelda, Mario, and RPGs, but I'm not a fan of the mix and prefer my traditional Zelda.
I am so close... I wish this guy existed in real life so I couLD KICK ITS TEETH IN (but it's fine I'm fine) 
Well this is not NOT frustrating to play. I'm not giving up but I might play it alongside other games moving on with the marathon. I also might switch to a version of the game that has restore points because if I die 20 points from an upgrade one more time I'm gonna throw my Game & Watch through the wall and it deserves better. In the mean time I think it's time to see what all this Link to the Past fuss is about..
I'm excited to start this game. I think this is the game I played the most at my grandparents', along with Dragon Warrior II or III haven't figured out which one yet, although I do remember dislike Adventure of Link. I do remember preferring it over the first Zelda, which we also owned, though. The reason I am excited to start this, though, is, I know it is quite poorly received--but a lot of that has to do with difficulty and with leveling. I love leveling, so hoppppefully I can grind and enjoy this. If it denies me grinds, with limited enemies or only certain experience bags or whatever, I will probably end up hating it too heh. We shall see, here goes nothing! All I know is, the game e.g. the towns and the progression made no sense to me as a kid.
I unironically love this game. And it’s one of the best ”2D” Zeldas, even though it is considerately different. It’s fun and addicting and it’s better than the first. Oh god how will people respond.