Zelda 1: So after stumbling upon level 8, I decided to go left and see how far I could go blind. I managed to get the book, but took enough damage in the process to convince me not to go any further. At that point I decided to go look up maps online, and just blitz through until I got back to level 9 with a full inventory. I realize that by doing so I was kinda missing the point of Zelda 1 for a lot of people, but I wanted to get to level 9 while my interest was still strong. I remembered enough of the game between my vague childhood memories and some speedruns I've watched recently to have a truly blind experience, anyhow.
Once I beat the initial eight dungeons, I bought a fresh potion, went to the entrance of the final dungeon (which I still remembered clearly, it's a pretty memorable location), and attempted to go as far as I could while playing blind. I used NSO's rewind if a bomb didn't reveal a hidden path since the bomb count is so low, but otherwise avoided save states or rewind within the dungeon. My general strategy was to go down any stairs that I came across since I needed the Silver Arrows and wanted the Red Ring if possible, and otherwise avoid any unnecessary combat. I managed to get the Silver Arrows along the way, but didn't find the Red Ring. Eventually I stumbled upon the Patra room that I knew from watching speedruns was right before Ganon with ~5 hearts left and no more potion uses remaining. I did not expect to beat Ganon blind since I didn't even know his pattern at the time, so I saved and quitted from the dungeon, to buy another red potion before coming back.
Some thoughts on Level 9, as well as Zelda 1 in general:
- Level 9 is seriously huge compared to previous dungeons, no wonder I got stuck as a kid in the pre-internet age. The huge quantity of non-item stairs complicated navigation a lot, as well. If I were taking this more seriously I would've resorted to hand-drawing my own map, just to mark down all the stair connections since you don't see those on the in-game map.
- IMO the low bomb count (8, upgradable to 16) works well for combat purposes, but was low for finding hidden passageways. Not being to spam bombs freely makes Darknut rooms a lot more challenging and also kept midboss Dodongo encounters from being total fodder, the limits felt like they really made sense there. On the other hand, every bomb that you waste trying to find a secret passage but failing is really painful, especially in a large dungeon like level 9, hence the limited rewind use. The larger bomb counts of newer Zelda games would've made up for the lack of wall indicators in dungeons, since you know hidden paths can only be in the very center of a wall if they exist, but as it is you do wind up feeling that absence.
- Ganon's pattern is kinda neat once you understand it, but if you don't the fight winds up being kinda dumb and frustrating.
- In general, I think the greatest strength of Zelda 1 is the brisk pacing. The game goes by really quickly in segments where you know what you're doing, and even when you're stumped it doesn't take long to wander around trying stuff out. Neither the combat mechanics or the game's primitive puzzles are all that interesting in a vacuum, but moving quickly from room to room felt quite satisfying, while even wandering around blindly didn't feel tedious since I never got *completely* stumped at point in time. It helps that while the game can be admittedly obtuse at times, the actually mechanical difficulty never gets painful the way it does in many NES games, while still retaining enough challenge to feel engaging.
A lot has been said and written about how later Zelda games have gotten progressively more linear and guided up (up until the radical course change of ALBW and BOTW), but I suspect the reason Nintendo went in that direction is because they realized that the games were getting slower to navigate, especially after the jump to 3D. It's a lot more reasonable to expect a player to explore every nook and cranny of an overworld when you can go from one end of the map to the other in a few minutes without a fast travel mechanic.
Super Mario Maker 2While I'm at it, I might as well write something about the game that spiked my interest in Zelda for the first time since ALBW's release back in 2014. I've played SMM2 on and off since it was released last year, but most of my favorite levels have been utilizing the Master Sword power-up added last December.
For self-explanatory reasons, Mario Maker will never have the extensive one-off stage features that Nintendo utilizes to keep things fresh in regular Mario games. The unfortunately consequence of this, though, is that it can make the easier levels really forgettable if they don't have some sort of theme or really clever design to them. Easy difficulty Endless mode in particular got tedious pretty quickly. That largely left puzzle levels, gimmicky levels, and high difficulty levels. The former two are hit-or-miss for me, and while I do enjoy the occasional challenge level so long as it doesn't hit Kaizo level, my hands start hurting after playing one of those for a while, which forces me to take a break. The various speedrun levels that clog up popular can be fun in moderate doses, but too many of them gets repetitive, plus they obviously don't amount to long play times.
The Master Sword mixed things up by encouraging level creators to make exploration heavy levels in Zelda-esque manner, which I wound up really enjoying. Link's moveset adds a ton of options for interacting with on/off switches, pow blocks, p switches, etc., while also making combat more engaging than the usual Mario level. The net result is a lot of lengthy, moderate difficulty levels that can keep me engaged without causing hand pains while offering an experience that obviously can't be obtained from any commercial Mario game. Or Zelda game, for that matter, although I now wish Nintendo would make a Zelda platformer that played like this. Incidentally, I also tried out Zelda 2 on Switch, but lost interest in it pretty quickly - its combat mechanics are much less interesting to me than SMM2 Link's.
(It has also resulted in some kaizo levels that are mind blowing to watch when a top-level player manages to complete them, like
this one by CarlSagan42, not that I'm crazy enough to ever attempt those myself.).
I briefly considered replaying ALTTP or ALBW or Cadence of Hyrule to follow-up on Zelda 1, but then I spotted OoT 3D going for really cheap on ebay and order it on a whim. Stay turned in a few weeks for my incredibly belated opinions on Zelda's jump to 3D, assuming I don't have to resort to ebay's money-back program.