The Legend of Zelda – Review

Originally released on the NES in a gold cart, there's a little cutout on the box for it to shine through.

I completed The Legend of Zelda a few weeks ago. I originally purchased it something like five years ago at a garage sale along with a Nintendo Entertainment System and some other games. At that time I was beginning to realize I really liked what The Legend of Zelda games offered. I played The Legend of Zelda and probably got halfway through it but gave up. But I recently decided to compose an encyclopedia dedicated to the franchise and thought I should begin with the first installment. Besides playing through the game, I crafted graph paper maps of the overworld and each dungeon, as well as an item list, a bestiary, and a synopsis.

The Legend of Zelda has no intricacy to the story. Ganon has captured princess Zelda and wishes to rule Hyrule. Link saves Zelda’s nursemaid who tells Link of this and he decides to save Zelda by completing the Triforce of Wisdom, which Zelda broke into eight shards to prevent Ganon from getting them. Akin to the story, Hyrule itself is rather sparse. There are towns in Hyrule, occasionally caves will house merchants or some helpful elderly citizens, but that’s it. The Legend of Zeldais a lonely adventure.

The overworld of Hyrule as made by me! 8 pages long by 4 pages tall for a total of 32 pages.

That’s not to say there isn’t much life in Hyrule, to the contrary. There is a plethora of enemies throughout the kingdom, as well as in the many dungeons. There’s actually a wide variety of enemies too. Sure some are variations of other monsters, e.g. red and blue versions, but defeating all these different enemies requires many weapons and items.

So now that Link has an objective, complete the Triforce of Wisdom and save princess Zelda, and he has enemies in between him and his goal, it’s quest time proper! But what’s an adventurer without a weapon? Well Link receives a sword at the very beginning of the game, the first screen to be precise, from a helpful old man. But besides the trusty sword, there are many additional weapons throughout Hyrule that are necessary to progression.

Even though I feel Hyrule is very sparse because of the lack of towns or humans, it’s a wonderful place to adventure through. Exploring Hyrule was often very satisfying, made more so as I completed another screen of my maps. With each screen, I stumbled upon a new arrangement of enemies, the screen itself a battle puzzle, and once I finished off the remaining enemies, I’d explore my surroundings and see if anything was out of place. At some point the areas of Hyrule I could reach would force me to battle through a new dungeon, obtaining a new weapon or item, and clue, that would help me defeat more enemies, reach new places, and hopefully, set me on the path to my next destination.

Once in a dungeon, the object is to reach the boss, defeat it, and claim the shard of the Triforce. Each dungeon has a dungeon map that reveals the layout and a compass that shows where the Triforce shard is located. In most dungeons, there is a secret item that is necessary to defeating that dungeon’s boss, or a subsequent dungeon’s boss. Also located in nearly every dungeon is an old man who gives a hint as to Link’s next steps. Some of the clues were vague, but it was enjoyable deciphering them and figuring out for myself what to do next.

A photo of an individual page of my overworld map. Everything is colored in accordingly and included are notations about each screen.

I found the first half of the game quite easy. The areas of Hyrule I had access to at this stage was limited, due to the items I had at the moment, so the enemies weren’t too difficult. As I got closer to completing the Triforce though, I was able to explore Hyrule more fully, and not only that, but the dungeons began growing in size and becoming much more troublesome. The enemies took more hits to defeat and there was a greater quantity of them in the later dungeons. In many of the later dungeons I’d often get stuck on one room in particular, usually because it contained a lot of enemies that would take multiple hits to defeat. The layouts were more confusing as well; instead of obvious room to room progression, there’d be more dead ends or secret paths that opened when bombing walls. That aspect didn’t bother me at all however. It would be annoying when I ran out of bombs to try and find some more, but finding secret paths made me feel like I was mapping a world unseen.

Finding paths, deciphering clues, and mapping the world in general was very appealing to me. Completing The Legend of Zelda was fun, but much of my enjoyment came from making my maps and learning Hyrule. The combat got difficult in some areas, but it was also simple and fun. At some point, mapping dungeons or the overworld would become necessary to complete the game, but doing it from the beginning adds an extra sense of accomplishment and I will always have these maps to look back on.

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