I’ve been playing this game since the early 90s, but I can’t be the only one who knows throwing 2 pots at the knight in hyrule castle with the mace is the easiest way to kill it. It can’t even get close enough to swing at you.
That intro with the rain to the secret entrance of the castle to hearing the thunder inside the castle is a core memory for me. It's probably the best opening ever made for a video game and one of the reasons ots the beat video game ever made.
I think there is significance to the entrance of the Eastern Palace beyond just giving an illusion of complexity. First, it creates a mirror with its dark world counterpart, the Palace of Darkness, which has a similar entrance but it's reversed in that the center path doesn't go anywhere. But more in the moment, this immediately showcases one of the biggest differences between Zelda 1 and aLttP in terms of dungeon design. In Zelda 1, dungeons were set up in a grid. You would never have a room with two or more exits on the same wall. The design of this room teaches the idea that, even though two doors in the same room go to the same area, they do not necessarily go to the same place. And throughout the game, which exit you take is significant many times. Furthermore, the button under the pot necessary to open the center door serves as a reminder that you can lift objects, and teaches the player pots can be lifted like bushes if they haven't figured that out yet. In addition, it also teaches that there will be times where lifting a pot is necessary to find something important. And again, throughout the game, there are many instances of switches and keys being hidden under pots.
I literally experienced PTSD when you walked into Moldorm's boss room. I think that was the most frustrating video game boss I'd ever fought until I met the Bed of Chaos in Dark Souls 1. Not "hard", per se, but frustrating due to his ability to kick you out of the boss room and make you restart from the beginning.
Nah, man, you're right, the Book of Mudora was a puzzling...puzzle back in the day. I think it was due to the fact that we were still learning spatial awareness as gamers at that time and the book was clearly on a higher level. So our minds were doing some first order thinking and assuming we should be able to get up on the level of the book at some point when really we needed to engage with another degree of separation and do something that brought the book to us instead of us going to the book.
I say this all the time, but I'll say it here, too: Agahnim's attacks can be deflected with the Bug Catcher's Net. In fact, the whole "deflect the attack with a ridiculous weapon" started here. Case in point, the ability to deflect Ganondorf's attacks with an empty bottle is a callback to this. Anyways, excellent video as always! I'm really enjoying the seeing the differences between the original text and the translations we got. Clyde is an awesome resource for that. I'm excited to see your Dark World revisit next week!
I always took the ending line of the uncle saying "Zelda is your..." Was meaning that he died while speaking the last words. However it always confused me in the ending credits when Link was reunited with his uncle who appears alive, so I didn't know what to really think.
24:22 Maybe I'm going nuts but a lot of the LTTP game capture up to this point is really fuzzy, to the point where I can't read the Switch Online controller prompts at the bottom, but cutting to things like BOTW or TP clips are fine.
I noticed it around 18 minutes in, I think it's a video error since even the NES gameplay looked fuzzier in this video compared to the original videos posted
49:05 "There were things we couldn't use in the first Zelda, you see, but as time passed and the statute of limititation was about to expire, we thought about using them again and ended up implementing them in this game." ...How does this relate to the fire bars? I don't understand...
06:18 "But when we tried to put in a diagonal thrust, the operability of the game declined, and we ended up using a spin attack instead." This doesn't make much sense to me since charging the spin is slower than just moving into position. The spin attack is useful because it is more powerful and can hit things anywhere around Link, it is not exactly a substitute for a diagonal attack specifically. In the end, they gave Link a wide swing that can hit things diagonal to Link's position anyway. How does a diagonal thrust negatively effect the operability of the game anyway? It is a very incomplete explanation.
I’ve been playing this game since the early 90s, but I can’t be the only one who knows throwing 2 pots at the knight in hyrule castle with the mace is the easiest way to kill it. It can’t even get close enough to swing at you.
That's always my strategy too; I don't recall ever seeing another playthrough use the pots to take him out and it's surprising.
Yes, and it's mentioned to use them in the video
I always go for the pots, too. It's the fastest and safest way to take him out.
That intro with the rain to the secret entrance of the castle to hearing the thunder inside the castle is a core memory for me.
It's probably the best opening ever made for a video game and one of the reasons ots the beat video game ever made.
I think there is significance to the entrance of the Eastern Palace beyond just giving an illusion of complexity.
First, it creates a mirror with its dark world counterpart, the Palace of Darkness, which has a similar entrance but it's reversed in that the center path doesn't go anywhere.
But more in the moment, this immediately showcases one of the biggest differences between Zelda 1 and aLttP in terms of dungeon design. In Zelda 1, dungeons were set up in a grid. You would never have a room with two or more exits on the same wall. The design of this room teaches the idea that, even though two doors in the same room go to the same area, they do not necessarily go to the same place. And throughout the game, which exit you take is significant many times.
Furthermore, the button under the pot necessary to open the center door serves as a reminder that you can lift objects, and teaches the player pots can be lifted like bushes if they haven't figured that out yet. In addition, it also teaches that there will be times where lifting a pot is necessary to find something important. And again, throughout the game, there are many instances of switches and keys being hidden under pots.
@@aurafox1 That's a good point about multiple doors on one wall and helping establish the difference between Zelda 1 and ALttP.
I literally experienced PTSD when you walked into Moldorm's boss room. I think that was the most frustrating video game boss I'd ever fought until I met the Bed of Chaos in Dark Souls 1. Not "hard", per se, but frustrating due to his ability to kick you out of the boss room and make you restart from the beginning.
haven’t been able to finish the vid yet, but so far amazing stuff, keep up the good work :) love your content
My favorite game, and the greatest game ever made
Nah, man, you're right, the Book of Mudora was a puzzling...puzzle back in the day. I think it was due to the fact that we were still learning spatial awareness as gamers at that time and the book was clearly on a higher level. So our minds were doing some first order thinking and assuming we should be able to get up on the level of the book at some point when really we needed to engage with another degree of separation and do something that brought the book to us instead of us going to the book.
I say this all the time, but I'll say it here, too: Agahnim's attacks can be deflected with the Bug Catcher's Net. In fact, the whole "deflect the attack with a ridiculous weapon" started here. Case in point, the ability to deflect Ganondorf's attacks with an empty bottle is a callback to this.
Anyways, excellent video as always! I'm really enjoying the seeing the differences between the original text and the translations we got. Clyde is an awesome resource for that. I'm excited to see your Dark World revisit next week!
I always took the ending line of the uncle saying "Zelda is your..." Was meaning that he died while speaking the last words. However it always confused me in the ending credits when Link was reunited with his uncle who appears alive, so I didn't know what to really think.
24:22 Maybe I'm going nuts but a lot of the LTTP game capture up to this point is really fuzzy, to the point where I can't read the Switch Online controller prompts at the bottom, but cutting to things like BOTW or TP clips are fine.
I noticed it around 18 minutes in, I think it's a video error since even the NES gameplay looked fuzzier in this video compared to the original videos posted
I noticed it too. seems to be gone at around the 30 minute mark.
Throw empty bottles in the fairy pool for free magic refill every time
49:05 "There were things we couldn't use in the first Zelda, you see, but as time passed and the statute of limititation was about to expire, we thought about using them again and ended up implementing them in this game."
...How does this relate to the fire bars? I don't understand...
06:18 "But when we tried to put in a diagonal thrust, the operability of the game declined, and we ended up using a spin attack instead."
This doesn't make much sense to me since charging the spin is slower than just moving into position. The spin attack is useful because it is more powerful and can hit things anywhere around Link, it is not exactly a substitute for a diagonal attack specifically. In the end, they gave Link a wide swing that can hit things diagonal to Link's position anyway. How does a diagonal thrust negatively effect the operability of the game anyway? It is a very incomplete explanation.
*spits drink* B-BUBBLES?!
I need this in spanish!