When a friend of mine was studying 19th century literature, she and her classmates complained to their professor that there were too many books on the compulsory reading list. They argued that they wouldn't have the time to read multiple 400+ page books in just a few weeks. The professor simply replied that if they would live how the people lived during the period the books were written in; without TV, without radio, without computers and phones, then they would find it easy to consume that much literature.
The takeaway was thus that in order to appreciate something created in a certain time, one also needs to understand the broader context of its creation and reception.
I was reminded of this anecdote when I recently started playing the original The Legend of Zelda. Designed by Shigeru Miyamoto in 1986 for the Famicom, or Nintendo Entertainment System, the game is famous for its open world exploration that helped to shape the way games are made today.
I had already acquired the game about ten years ago, yet I had quickly given up on playing it then. I couldn't get a grip on the game and found it too frustrating to figure out what to do and where to go. My mistake was that I tried to play the 40-year old game like one would approach a modern game; by going in blind, without any prior knowledge, without even reading the instruction manual. Unsurprisingly, the abundant limitations of 1980's technology were unable to properly impart to me the subtleties of the games' design.
So, when I decided to retry the game, I aspired to adhere as closely to the experience and expectations that someone would have when the game first came out.
The internet wasn't yet a presence in people's homes, but printed media were a vital and abundant source of information. I therefore sourced a copy of the game's printed instruction manual and read it thoroughly. Magazines like Nintendo Fun Club News also contained maps of the game that showed the location of many (hidden) aspects, as well as tips about how to approach traversing its landscape. Miyamoto had also meant for kids to collaborate on beating the game by exchanging information, so I found it acceptable to consult a modern internet guide for the beginning of my journey. This meant that I wouldn't spend a long amount of time finding vital items to aid me in the early parts and I could focus my energy on exploring the bulk of the game by myself.
In this manner, I found the game surprisingly forgiving and accommodating to the player. The present-day consensus is that this is a difficult game, but this thus seems to be principally an issue of knowledge. Going in head first is not always the answer, yet learning, or developing, some strategies to overcome obstacles is nevertheless easier than in some later games.
As for the game itself, you play as a boy named Link, trying to rescue princess Zelda and destroy the evil forces of antagonist Ganon. You do this by traversing the world, discovering useful items and weapons in underground labyrinths, and defeating the villains you find there.
Practically, this means that the game is broken up into an overworld, together with nine 'levels', which in theory can be played in any order.
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| The overworld, the entrance to a level, and a level, or 'dungeon'. |
The manual, however, mentions that 'if Link does not fight in the right Level order, he might meet a miserable end at the end of the labyrinth.' A player is thus warned from the start.
The location of the first two levels, or dungeons as they are now known, are shown in the instruction manual. The third dungeon is easily found, or stumbled upon, by going left instead of right at the starting screen.
In the third dungeon the player also obtains the raft, which according to the instruction manual can be used to 'float across seas and lakes when Link launches this from a dock'. There are only two docks in the game and the closest one to the third dungeon leads directly to the entrance of the fourth.
The first four dungeons are thus straightforward to find, and complete, with only the information found in the instruction manual. It was only at the fifth dungeon that I encountered my first difficulty that had me seek further advice from a guide.
In the fourth dungeon one finds a clue telling you to 'Walk into the waterfall'. With some wandering around the overworld, I found the only waterfall in the game and walked into it. There I was greeted with an old woman who gave me another clue: 'Go up, up, the mountain ahead'. As had I arrived from the right, I proceeded left and there I didn't find any path that led me up any mountain.
Being confused, I found that the shortest route to this point would have had me enter from the left and that the road up the mountain lay on the right, the place where I had come from. If I were a kid in the 1980's, I would have had more spare time and probably figured this out with a bit more trial-and-error, or else I would have seen the position of the fifth dungeon in a map found in the third issue of Nintendo Fun Club News...
Dungeon number six is once again easy to find if one wanders into the new area of the overworld that has become accessible by the acquisition of the ladder in dungeon five, which 'lets Link cross holes or rivers that are as wide as he is', and its workings are demonstrated immediately after it comes into the players possession.
The dungeon is however the first real 'difficult' part of the game, as a greater number of powerful enemies are found in it, as well as an enemy that will eat your defensive shield. Although the player has probably died a few times getting to this point, this is the first part where a number of attempts will be required before proceeding.
However, with the patience, and spare time, of a kid in the 1980's, replaying the dungeon and progressing a little further each time is simply part of the fun. All it takes to beat this challenge is a little bit of practice that comes from a few repeated attempts.
In contemporary commentary on the game, dungeon seven is often considered one of the easiest in the game. I beg to differ and would argue it's the most difficult by some margin.
Dungeon seven is the most puzzle-centric dungeon in the game. Its clues are cryptic, if they are present at all, and they aren't covered by either the instruction manual or the maps found in Nintendo Fun Club News. Even the detailed 108-page book The Legend of Zelda: Tips and Tactics (available for Fun Club Members for $4.99) has only three pages dedicated to dungeon seven and provides no solutions to any of its puzzles.
Finding the entrance to the dungeon is the first chore. A clue is found in dungeon six, which tells you that 'there are secrets where fairies don't live'. Such a location is easily found, as there are two identical ponds where a fairy restores Link's health, while a third pond exists that has no fairy. These ponds are useful places that the player has surely found and noted at this point.
However, nothing happens when the player uses the strategies that have so far led to the discovery of secret passages, like bombing walls or burning bushes. Even the detailed Tips and Tactics book merely tells you to 'use your imagination to find a way into level 7'. If one proceeds to try anything and everything, you'll find that the whistle, which otherwise summons a whirlwind that transports you to different parts of the overworld, now drains the water in the pond and exposes the entrance to the seventh dungeon. Or as the instruction manual clearly states: 'The whistle is the most mysterious of all the treasures in this game. [...] People say it opens up paths for Link.'
Such leaps of logic are exactly what gives games of this era their punishing reputation a few decades later.
Unfortunately, this is only the first curveball that dungeon seven throws at the player. In previous dungeons, hidden rooms could still be seen on the map of the dungeon. Yet in order to progress to the end of dungeon seven, you need to find the entrance to a room that according to the map doesn't exist. There is also a room with an enemy that is impossible to pass, and a text that says 'grumble, grumble'. The solution here is to use an otherwise completely optional item that can only be bought, at a rather high price, in some of the shops found in the overworld.
The boss of the dungeon is located at the end of a tunnel. The entrances to such tunnels are found by pushing blocks that thus far followed a few clear patterns. Although the location of the room with the tunnel entrance is hinted at in the dungeon, no mention is made on what kind of 'secret' is to be found there, even in the Tips and Tactics book. The frustration of finding this entrance is further exacerbated by the presence of multiple enemies that are difficult to avoid and transport the player back to the beginning of the dungeon.
There is no f-ing way that I would have figured any of this out with the materials that were available to me in the 1980's. The only redeeming quality of this dungeon is that its enemies are easy to beat, which makes the constant retracing of your steps somewhat bearable. Otherwise the dungeon undermines all patterns that the game has shown the player so far and demands of them to make these mental leaps without any external help.
The only reason this dungeon is considered easy today is that its enemies don't put up much of a fight. Therefore it's a straightforward walk to the end if you already know where to go and what to do, but if you don't, then navigating its rooms is a Herculean task.
Conversely, dungeon eight has a hidden entrance that isn't mentioned in any official materials in- or outside the game. Yet its location looks sufficiently out of place that I deduced its presence when I entered the screen for the first time, just after finishing the second dungeon.
This dungeon is a straightforward fight with many tough enemies. Like dungeon six, it has a reputation for being difficult, but all it takes is some practice and repeated attempts.
I had some trouble finding the entrance to the ninth, and final, dungeon, because the clue I had been given is that 'spectacle rock is an entrance to death'. Apparently the rock formation is meant to resemble spectacles or something?
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| Spectacle Rock |
In either case, I was intent on finishing the game without any further hints. To my surprise, even the daunting labyrinth of the final dungeon was not too difficult to navigate with some repeated attempts and the aid of a notebook and a pen. The first time I entered the final dungeon I had died 37 times. After recovering all the items hidden in the dungeon and defeating the final boss Ganon, I had only died a further nine times.
So with about ten hours of playtime, I had finished the game that a few years earlier I had given up on in the first ten minutes. By playing the game in the way it was intended to be played, I was able to complete it with relative ease. Everything needed to complete dungeons one through four, or the first half of the game, can be found in the instruction manual that accompanied the game. Dungeons five and six are manageable with some determination or the aid of widely distributed maps. Dungeon eight can be found by simply being observant and the final dungeon is tough, but far from impossible.
The only part of the game that is then poorly designed by any standard is the 7th dungeon. Its puzzles are too esoteric, its logic is too convoluted and there are too many variables to brute force a solution. This is the only point where any player would throw up their hands in frustration if left to their own devices.
Puzzles in a video game are notoriously difficult to design, as it's tricky to imagine the kind of connections a player is (un)able to make with the information they have. For this reason games today are extensively playtested during development. At the time of The Legends of Zelda's development, only a handful of people worked on a game and they were literally figuring out how these things could designed and implemented. It was clear that the developers wanted the players to use their own investigative skills to solve the mysteries of the game, yet at times they ask a more from the player than is reasonable. Their ambition, combined with the novelty of the experience, has left The Legend of Zelda with some flaws that are difficult to ignore and make the game unpalatable to modern audiences.
But in the end such observations are irrelevant. Shigeru Miyamoto himself has said that the
inspiration for The Legend of Zelda was the feeling of adventure he had
while exploring the forests of the Kyoto countryside as a child. Seen this way, it doesn't matter if you beat the game or not, and it doesn't
matter if you discover all of its secrets.
In The Legend of Zelda, there
is a strong sense of things to discover and there are genuine obstacles to
overcome. No matter how far you progress through the game, it
will be an adventure, and getting anywhere at all will leave you with a
sense of accomplishment. In 1986, when most games were high score chasers
mimicking those designed to gain profits in the arcades, it was an pioneering project and an experience that would leave a lasting impact in
the mind of any child who decided to spend their time on it.