The Legend of Zelda (NES Review)

August 8, 2025
The Legend of Zelda
aka Zelda no Densetsu: The Hyrule Fantasy (Japan)
Platform: Nintendo Entertainment System, Famicom Disk System
First Released February 21, 1986
Directed by Shigeru Miyamoto and Takashi Tezuka
Developed by Nintendo
Available with Switch Online Subscription (Standard)
Listing at Zelda Wiki

There should be a law that any game where you swing a sword must have a multi-headed dragon. Actually I’m fine with that law being for any video game. Madden would be at least 3% better if a multi-headed dragon interrupted field goal attempts, with the percentage going up depending on the number of heads, naturally.
For this review, I played Legend of Zelda between sessions of Legend of Zelda: The Wind Waker on my Switch 2, and two things stuck out to me. The first is that I couldn’t forget that the gap between Zelda 1 and Wind Waker is five years shorter than the gap between Wind Waker and right now, today. That’s insane! Like, where did my youth go? Wind Waker released when I was 13 and it was one of those benchmark games of my childhood. I was a HUGE Ocarina of Time and Majora’s Mask fan and I couldn’t wait for Wind Waker. I didn’t give a squirt if they changed the graphics style because *I* thought it looked really cool and was confident I would love the game, and I did. But the 2D Zeldas seemed different enough that they might as well have been a separate series to me. At the age of 13, the first Zelda game was so old and primitive that it might as well have happened in the stone age. Like so many Nintendo milestones, I didn’t play it until years later when it was on a GBA cart. You can imagine my surprise that I really enjoyed it a lot. Zelda 1 is right up there with Super Mario 2 and Castlevania as far as NES games I’ve played the most times.

From the time I launched IGC in 2011 and continuing to the present day, the average age of my readers is around ten years older than me. It’s actually closer to seven-to-eight years older now, but amazingly, even though I’m now 36 years old, they’re still older than me. Well, this summer I’ve done a ton of games from the childhoods of my readers, with only WarioWare being a pivotal game of my own youth, and I don’t think anyone would call that a major milestone game. So, one of my next reviews will be for Wind Waker, which I first played at the age of 13, because MY childhood matters too, dammit! By the way, I used to make fun of people who used their shiny new $500 game consoles to play retro games and now I’m one of them. Remember kids, you will grow up to be that which you mock now, so try to mock lovingly. You’ll feel like less of a horse’s ass in the future.
The second thing that stood out was how, of all the NES games that serve as launching points for franchises, the first game in the Legend of Zelda series is easily the title that aged the best. Playing it now, in 2025, I admit I was a little surprised by how much of the core Zelda formula has remained unchanged from this first game. The overworld format with distinct areas like lakes, deserts, graveyards, coastlines, forests, mountains, rivers, etc? It all started here. Really, the only major area not debuting is any form of a town. The dungeon format is in the same boat. The map, compass, enemy pacing, and goal of finding the key items and slaying a boss to collect the macguffin? It all started here too. A lot of the enemies that would be Zelda staples are introduced here, as well. Mummies? Here. The centaurs that are major characters in Breath of the Wild? They debuted all the way back here. So did Octoroks, Moblins, Zoras, Tektites, Wizzrobes, and Darknuts. Some have evolved more than others, so maybe the roster isn’t as close to modern counterparts as, say, a Mario game, but they all feel kin to their modern counterparts. For a series as complex as Zelda, that’s pretty remarkable.

Actually, the weakest enemy to battle with in all of the original Zelda is easily Ganon himself. The gimmick with him is he becomes invisible and teleports around the room, and the only way to beat him is to just mash the attack at NOTHING and hope he eventually teleports his intestines into your sword, then after the fourth hit (assuming you have the magic sword), you have to finish him off with a silver arrow. That part is fine, especially since the silver arrow is hidden within the final dungeon itself. But the fight up until the killing blow? What were they thinking? Who the hell wants a final boss that’s beaten by stabbing blindly at air? Ganon, as generically evil as he is, is still one of my favorite gaming villains and he would eventually go on to become a great final boss (Ganon > Ganondorf IMO, the human version of him is TOO generic), but his debut is one of the very worst boss battles Nintendo ever did. Actually, I think it might be at the bottom. A terrible idea executed horribly.
I played both the first and second quests of Zelda 1 for this review, and in the case of the second quest, I had never played it past a few minutes. It really was like a brand new experience, and it was refreshing given what happened in the first game. In the first quest, I had doubled my hearts from three to six and acquired every item you could get out of the overworld or purchase in shops (except the Magic Sword and two heart containers) before I ever played the first dungeon. You can’t exactly tackle the levels in ANY order because one requires the raft to reach and others require the ladder to win (assuming you’re not using glitches), but there’s still a lack of tightness of design. Really, the modern Zelda format as seen in Breath of the Wild and Tears of the Kingdom feels closer to this original game than the Zeldas of my childhood, in that both lean into a sense of overwhelming vastness.

LOOK AT THAT ARTWORK! I want an anime that looks like that! Now, I grew up in the tail-end of the instruction book era, BUT I STILL READ THEM! Instruction books have since gone the way of corded controllers and game rentals. Mention instruction books to my nieces and nephew and they’ll sort of cock their heads to the side and say “in….truck…..shun…… books? What’s a book?” Kids these days, I swear to God. But I checked and if you bought this game for the NES back in the day, the book would give you pointers to get to the first level and then a map of where the second level was, but THAT WAS IT. While researching this feature, I also found out that Nintendo published a pocket-sized guide to Zelda called “Tips & Tactics” that also says “instruction book” on it. I’m not sure if this was sold separately, bundled with the game, or originally sold separately but then bundled with later pressings. If you had Tips & Tactics, let me know in the comments! I want to hear if you remember how you got it! I’ve mostly heard from readers that they got their Zelda maps from Nintendo Power or the precursor to Nintendo Power, the Nintendo Fun Club Newsletter. So, I went through those. The third issue of the newsletter has a complete overworld map and maps for the first four levels. The fourth issue has a guide to the bosses. NOTHING offered a complete walkthrough, though the first issue of Nintendo Power did include complete maps for the second quest’s first six levels and the overworld. If you truly got stuck, you had to call a 900 number to have someone walk you through it. “What’s a 900 number?” Kids these days.
On the other hand, nobody can bitch about Zelda 1 getting off to a slow start. My Wind Waker review will probably contain a lot of complaining about how damn long it takes for the game to feel like you’ve actually finished the tutorial section and are now playing the game properly. Seriously, it could take hours. Zelda 1 just kind of drops you off into the world with no real direction on what to do or where to go. In the above caption, you can see the lengths gamers had to go to in order to find help with Zelda. If you didn’t have access to those things, well, you’re on your own. I only played the first quest as well as I did because this was like the fourth or fifth time I beat the game. The first time? Oh, it’s overwhelming. But, that loose structure also opens up the possibility to make a mockery of the developer’s intent.

In the Famicom Disk original build of Zelda, you can use this heart container, combined with the whistle, to max out your health early. By blowing the whistling and summoning the whirlwind while standing next to this heart, you’ll collect it, but when you return, it’ll be back. I SHOULD have played the FDS build but instead I played the US game, where the only glitch I activated was the famous Level 1 door glitch.
This especially extends to the dungeons. You can purchase keys for locked doors within the dungeons in the overworld’s shops. That’s weird enough on its own since the dungeons provide more than enough keys that nobody should have to search too far to find one, which was a mechanic MY era’s Zeldas leaned heavily into. In playing Wind Waker, I realized the small keys play a larger role in maintaining the game’s tempo than I initially realized. When you get a key in that game, or any of the future Zelda games, it’s a MOMENT. That is not the case in Zelda 1 at all. The original game might have incentivized exploration, but it didn’t put a premium on maximizing the real estate. You actually don’t need to fully explore the overworld OR the dungeons. When I did the second quest, I realized there were large parts of the game, especially in the upper left-hand corner of the overworld’s map, that I had never been to in any of my previous play sessions.

Amazing how many icons of the franchise are in Zelda 1 and FEEL like prototypes for the ones I played as a kid. Gohma, who is the first boss in both Ocarina of Time and Wind Waker, debuted in Zelda 1 and is probably the scariest villain. A gigantic one-eyed crab that spits fireballs? Jeez, that’s nightmare fuel.
The keys show off this haphazard use of space the most. By the second level of the first quest, there are so many alternative routes within dungeons that you can completely circumvent MOST of the locked doors. As a result, I had collected so many keys that went unused that I decided to not grab the magic key in Level 8. I had eighteen keys going into Death Mountain and was curious if I could still beat Death Mountain, and if so, how many would I have when I rescued Zelda? Would I need to use ten keys? Five? Would I finish with a dozen keys? Because surely Death Mountain won’t drop keys when a magical unlock-all key is one of level eight’s items. Well, to my surprise Death Mountain also drops normal keys, and like any other level, it had pathways I didn’t need to take. I ended up finishing +1 over what I had when I entered the level and beat Zelda with nineteen total unused keys (having bought none in stores). It’s safe to say that what evolved in Zelda wasn’t so much the sublime combat or the format as it was the tightness of design.

Zelda is probably wondering who the f*ck is this locksmith that rescued her. I assume the keys in the shop thing was some kind of holdover from an earlier build that was put into the game as a means to prevent a soft-lock if a player (1) used every key as soon as they found it and (2) picked the wrong sequence of locked doors. Perhaps at some point, it was possible to pick the wrong door to unlock and end up with no option but the shop. But given the layouts of the final game, with the sheer amount of destructible walls, I can’t imagine it’s possible to do that now. Even if you somehow found yourself stuck or missing a key, it’d be quicker and cheaper to grind Moblins until one drops a bomb pick-up than it would be to spend $100 on a key.
Don’t get me wrong: most of Zelda’s play mechanics hold up to the test of time. It might have the best offensive mechanics in the entire NES library. The sword is VERY satisfying and the concept that it shoots a laser out when you have full health is both bonkers and inspired. Unlike the majority of classic gaming tropes where you say to yourself “someone WOULD have come up with something like this eventually” I don’t think the laser-shooting sword is the type of idea that was inevitable, you know? And honestly, I still think the NES version of it is the best one in the franchise. It’s kind of weak in future games, but here, it feels powerful and cathartic, with perfect sound design and that little explosion it makes at the end being the chef’s kiss.

In the second quest, these things that you can grease with one arrow show up long before you get the bow. In the Famicom Disk version, you can blow into the microphone to kill them. In Zelda’s second quest, you have to just hack at them with a sword for a few hours until they croak. HAVE FUN!
To go with the excellent sword, the enemies are generally well made. Probably the best roster of enemies of any early NES game, if not the best overall roster on the entire platform. Given the limitations and the overall experimental nature of the game, the cast is HUGE, but the enemies do feel distinct. Okay, so the mummies are kind of just the skeletons with more hit points (well, at least until the second quest) and the bosses are a little too cinchy. Actually, with the exception of the multi-headed dragon, I found the Wizzrobes and Darknuts to be worse to deal with than ANY boss. Like, they certainly overuse the dinosaurs and the four-headed Manhandla. Uh, this thing:

Overused or not, one-shotting it with a bomb is one of those “stand up and cheer!” moments.
But they utilize the enemies in a way that gives both the dungeons and especially the overworld personality. Zoras always show up in the water to give those areas a sense of menace. The moblins rule the forests, while the centaurs control the mountains, and the spider-like Tektites only appear where it’s rocky. Forty years later and Hyrule STILL feels like a real, living world because of where they put the enemies. It’s just so smart. The Legend of Zelda’s offensive game gives you everything you would want in combat with no real downside besides not getting the best out of the roster of enemies (see the below caption). Nearly forty years later and the combat STILL isn’t boring. What else can you say at that point?

I don’t think they maximized the potential of the roster at all. There’s a lot of repeat bosses, some of which are just baffling. The dragon that’s at the end of the first level also shows up as the boss of the seventh level, but without being buffed-up. By that point, he might die in two shots. Why not replace him with one of these things, called Patras, that are only found in Death Mountain? I get that they wanted that level to feel climatic by having some dangerous creatures, but the Patra feels like a boss. Hell, there’s even two types of them, one of which has the orbiting eyeballs curve differently. There’s also fast moving, dangerous worms called Lanmolas that feel like bosses that are exclusive to Death Mountain. If I didn’t know better, I’d swear that they intended for these creatures to show up earlier and then lost their nerve because they didn’t want the game to be too hard.
However, Zelda’s defensive game isn’t as strong. It feels arbitrary when the magic shield works or not. Like, it’ll shield you from the blasts of the Zoras in the water but not from identical looking blasts from bosses. So frustrating, especially since hearing that PING of a shot successfully deflected is just delightful. Also, the difficulty scaling is pretty bad in general. Level seven could have easily been level three for how much of a cinch it is. I assume they placed it near the end on the assumption players would be hard up for the cash to buy the enemy bait since it’s the only time you NEED it in the first quest. Meanwhile, levels five and six feel like they could be bumped up a slot or two.

“Hey bats, if you have a moment I’d like to have a word with you about our lord and savior Jesus Christ.” “Ugh, someone hit me with a boomerang, already.“
They also ran out of ideas for useful items to fill out the stages. The magic wand and book are just about the most useless items in any Zelda game. One of those “sh*t, we gotta put SOMETHING here for the players to find!” And there were other options. Hide the letter to the lady in a level! Hide the arrows! Hide the ability to carry bombs in a level! Hide the power bracelet in a level! That one really befuddles me. It’s found in some arbitrary spot on the map under one of the statues that comes to life in both quests. It’s so subdued for such an important item. Except, it’s not really important. All the power bracelet does is make it so you can shove rocks that reveal warp zones, at least in the first quest. They could have changed it so you need the bracelet to shove anything in the overworld, making it essential towards getting the magic sword out of the graveyard. My point is, they had better options and the wand sucks. But Legend of Zelda doesn’t suck. It’s one of the best 8 bit games ever, to this day.

The second quest doesn’t f*ck around. Yes, you permanently lose a heart container if you choose the first option.
Even with the rough pacing, sloppy difficulty scaling, and somewhat underwhelming boss roster, it goes without saying that Zelda is a masterpiece that leaves the test of time laying dead with a sword through its heart. There’s nothing I can say that you’ve not already heard before, and the world certainly wasn’t aching to hear what Cathy Vice thinks of the first Zelda game. Finding something unique to talk about was tricky. And then I beat the game, saw that Link was now holding up a sword, and I remembered that Zelda had a second quest that rearranged a lot of the locations and order of the items and upped the difficulty. This is so underplayed that the famous wiki Zelda Dungeon doesn’t even have a walkthrough for it. Until I started this review, I genuinely don’t remember hearing anyone really talk about the meat of the second quest in features or casual conversation. Even the GOAT of NES coverage, Jeremy Parish, pretty much glosses over it. So let’s talk about it!

Famously, you can also enter “ZELDA” as your name and skip right to the second quest. If you’ve never done it, trust me, it’s worth a look.
The second quest of Zelda is a completely different beast. Of the nine dungeons, only the first one remains in the same location. The other eight? They’re somewhere out in the world. Good luck! Some are where dungeons were already previously located, though in different orders. Level four in the first quest is still a dungeon, only now it’s level five. Other levels are in such arbitrary locations that I would never have found them without a guide. Level eight especially is insanely well hidden. The starting sword, white sword, a couple of the heart containers (including the ladder one and the raft one), the bracelet, and some of the burnable bushes are the same. But, the item order is totally different. The bow? You don’t get it until the fifth level. The whistle you normally got in the fifth level? It’s now in the second level, and there’s a LOT more hidden stuff to uncover with it in the overworld, in places you wouldn’t normally think to look. You don’t even get the ladder until the sixth level, and it’s impossible to grind-up heart containers and get the white sword before you start gathering the Triforce pieces.

Even the letter from the old lady that you need to buy medicine isn’t found until VERY late in the game. It was literally the last thing I found before entering the new Death Mountain. In the first quest, it’s in the above door, but it ain’t there anymore. Instead, this is just a shop now. I did manage to grind up enough money to get the Blue Ring before playing the first stage. The shop that sells it I found by accident, as it had previously been a location of a high-yielding coin drop.
And then there’s the dungeons, which have an entirely different vibe to them. They’re MUCH more maze-like this time and some are pretty hard to find their way through. That’s not just because a lot of them put tougher enemies much earlier than you previously encountered them, either. It’s how you find your way through them. Instead of just having a ton of bombable walls (dear auto-correct: bombable is a word, dagnabit), you might have to just walk THROUGH the walls, like this:


The design logic dives really hard into the invisible doors. In fact, a key item is hidden in one of the levels BEHIND the Triforce piece. The second quest’s progression is based more around confusing players after the first quest and having no real rules or flow to the progress, though it mostly works. Mostly, but the level design itself can be problematic. The layouts of the first five stages spell out the word E-A-L-D-Z. I have no clue why the letters are not in the correct order. I assume they were at some point in development and it was changed due to the difficulty, but either way, the third level, the “L” is probably the single worst dungeon in the entire history of the franchise. Hell, it doesn’t even climax with a boss battle. You know those things that throw boomerangs? The big finale to the third stage is a room full of them.

The locked door? It’s the Triforce room. Yes, really! The room on the right directly across from the Triforce room on the map contains the blue boomerang, and you have to use the enemy bait to get it. So these things are the bosses. They’re not even the tougher blue versions! I thought this was supposed to be the harder second quest?! She said after already dying once.
Okay, so when the second quest is bad, it’s REALLY bad, but it never gets worse than that third stage. Other levels have several clever twists to them. The skeletons? Their swords shoot lasers now, just like Link’s does when you have full health. Full sized bosses appear more frequently in dungeons (in fairness, that happened in the first quest too, but not to this degree). There’s red herring keys laying around that there’s hypothetically no way to get since you won’t have the ladder yet. I mean, unless you return to the dungeon at some later point in the game to collect them. It feels like the second quest’s main objective is to trick players and take away any sense of predictability. Some of the staircases might send you to a room that doesn’t have a return staircase, and it becomes easy to get lost or go around in circles.

The “staircase drops you off in a room without a return staircase” gag that I found hugely annoying is paid off in a big way during the game’s climax. It’s actually the key to solving Death Mountain in the second quest.
While some aspects of the second quest can be taken out of order (for example, I beat level four before level three), it’s a lot harder to cheese by getting the sword upgrades or other key items before the game wants you to have them. It wasn’t long into the second quest that I started to wonder if some of the locations and dungeons were actually the original concepts for the main quest that were moved to the bonus after-game content because they were too hard. Like the mechanic with the bubbles in the caption below? That just feels like something that was meant to be in the game all along. It’s too elaborate to have been an afterthought. The same with the walking through the walls bit. While the Z-E-L-D-A shaped dungeons probably weren’t part of the main design, I think most of the gameplay mechanics from the second quest likely were. Maybe. The story behind the second quest is kind of one of those “spilled mold into bacteria and it killed” moments.

Like (like) I’m pretty sure I can’t reach this key yet. I think they did these things to send players on wild goose chases.
Because of how the memory on the NES worked, all the Zelda maps had to be made to fit like a jigsaw puzzle on a grid, and the second quest only exists because Takashi Tezuka only used up half the available space for the nine dungeons of the first quest. Okay, fine. It was a happy accident. But I’m still willing to bet that they used the opportunity to dump gameplay ideas that were deemed “too hard” and deleted from the original build back into the game. These are just too elaborate, too thoughtful, and dare I say it, too elegant to have been throwaway bonuses that only happened because someone only used up half the memory they were supposed to.

The biggest change to the monsters is with the bubbles. In the first quest, if you touch a bubble, you temporarily lose your sword. In the second quest, bubbles come in three colors: the normal ones that shift between red and blue that temporarily take away the sword are still around. But now, there’s also ones that are always red and ones that are always blue. The always-blue ones are harmless and have no negative effect on Link besides causing him to recoil as if he’s taking damage. The always-red bubbles are by far the most dangerous and annoying things in the entire game. If you touch one, you lose your sword permanently until you do any one of the following things: (1) touch a blue bubble (2) visit a fairy fountain, and yes, the effect will linger even if you leave a dungeon (3) use a potion or (4) get a Triforce piece. This isn’t a rare thing, either. Many rooms will have multiple red bubbles and a single blue bubble, while others might have quite a journey between rooms that have red bubbles and rooms that have the blue bubbles you need to regain your sword. There’s a couple REALLY annoying rooms full of red bubbles where you have to hug the wall and there’s no room to dodge in any direction. Since the bubbles have no preset attack pattern and can change direction without any warning, they’re very, very dangerous.
And it’s not a throwaway bonus. In the second quest, there’s an undeniable method to the madness that should make it a stronger experience for veterans of the franchise. I’m SO happy I finally played it. Again, nobody needs me of all people to recommend playing one of the most famous games ever made. BUT, I suspect a lot of my readers have never tried Legend of Zelda’s second quest. It’s not just more of the same. There’s hints of that, but what the second quest really has going for it is that sense that the gameplay is what Zelda 1 would have been like all along if they didn’t have to consider how new this whole idea was. Because there had never been a game like Legend of Zelda (well, except Tower of Druaga, the NES version of which I reviewed for Namco Museum Archives Volume 1), I’m guessing they had to significantly tone back aspects of it. The speed of the darknuts. The red/blue bubbles. The skeletons shooting swords. I suspect that somewhere between the first and second quests is the definitive version Big Shiggy Style and Tezuka WOULD have made if they weren’t breaking new ground. And I think you’ll get that vibe too if you give it a try.
Verdict: YES!