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NES box art for The Legend of Zelda, the cover of NEStalgia episode 58

058 · THE LEGEND OF ZELDA

▶ Game info
March 8, 2019 · 1 hr 59 min · transcript available

Long ago in the faraway land of Hyrule, a dark army led by the evil Ganon stole the legendary "Triforce of Power." Now the only one who can save the kingdom and its fair Princess, Zelda, is Link. But he is only a young lad! And the task is great! For more NEStalgia as well as show notes for this episode visit www.NEStalgiacast.com

Release 06:22

Music 07:41

Tales from the Manual 11:03.1

The State of RPGs before Zelda 18:00

The Adventure 23:21

Dungeons and Items 33:39

Difficulty and Fairness 37:07

On Hints 45:42

More on Bosses/Weapons/Enemies 51:09

What did you look up? 58:47

Final Dungeon 1:05:42

Timeline 1:11:27

What to fix? 1:15:28

Statistics 1:20:07

Developer Interviews 1:21:55

Sequels and Spinoffs 1:35:47

Essential Games List 1:44:40

Our verdict: Essential

The Legend of Zelda is the game we have been waiting for on this journey: one we could all tell you to go play. It drops you in a field with no sword and no instructions, trusts you to work things out, and rewards you for it. We talked about it for almost two hours and still didn't cover everything.

What makes it essential

  • A world that exists without you. You start with nothing. The first cave hands you a sword with the line "It's dangerous to go alone," and that is the game's only tutorial: find things, enter caves, explore. Walk into a screen full of enemies with three hearts and you will turn around. The landscape quietly nudges you too, with a wide path straight ahead and a cave that stands out, so even a first-time player has a sense of where to go.
  • Different adventures for everyone. Almost every dungeon is open from the start, and we each found our own route through it. Sean paid an old woman for a secret and wandered into dungeon six with three hearts, while someone went hunting for a missed item and called it a little side quest. We loved that we all had stories and tips for each other, which is exactly how the game was meant to be played.
  • Hard, but fair. Dying sends you back to the start of the dungeon (or the opening screen on the overworld) with three hearts and every enemy back, so you learn instead of grind. It felt modern, and we called it the template for how difficult an NES game should be.
  • It plays like an RPG without the numbers. There are no experience points, but heart containers, better swords and rings add up to real progress. We argued over whether it's an RPG or its own genre, and agreed it was the most RPG-like game we'd played so far.
  • It saves. After all the games we've complained about, a battery-backed save is a relief.
  • The manual matters. It was crucial back then, with a Dungeons & Dragons feel, a map, great enemy art (the most metal Octorok ever drawn) and a sealed emergency map you were meant to open only when truly stuck.
  • Beautifully vague hints. "Dodongo dislikes smoke," the waterfall man asking whether you are worthy, the hint to aim at Gohma's eyes. The clumsy translation makes them better.

Where it's rough

  • Secrets with no clue. The burnable bush that leads to dungeon seven, the bare wall you must bomb to reach level nine, and the pig in dungeon seven who wants meat you can only buy outside. With a limited bomb supply, some of this is pure guess and check.
  • Items that feel unfinished. The raft and ladder open one dungeon and then do very little, and a few rooms aren't shown on the map.
  • Stiff controls. Your sword only swings in four directions, and movement and attacks can feel clunky.
  • Two songs. The overworld and dungeon themes are iconic, but they loop forever, and there's not much else.
  • Uneven enemies. Dodongo goes down in a couple of hits (we felt bad about it), the three-headed dragon is an onslaught, and Darknuts racked up more deaths than any boss.
  • A few wishes. Better backtracking, diagonal swings, and, as a joke, a small friend to tell us what to do next.

Beyond the game

We read Miyamoto's interviews on how hardware limits kept him from burning big trees or draining water the way he wanted, and on wanting games to be "pure toys." We also covered the Satellaview version of the third quest, the second quest, and the Switch Online "SP" version that hands you everything at the start. The game sold two million copies by 1988, and warranty cards earned a Fun Club newsletter.

The bottom line

Essential. Playing is the good part, and it's satisfying even if you never beat it. Joe put it best: the game pairs with your imagination, so you feel like you're telling the story yourself. Played alongside Breath of the Wild, it was clear how much that game still owes to this one, from the freedom to go anywhere to the lack of hand-holding, and many later games, like The Binding of Isaac, can't exist without it. All four of us voted it onto the Essential Games List.

Written from our conversation in this episode.

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