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* Firing arrows depletes your Rupees for every shot due to the game not having a proper ammo system for the arrows.

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* Firing arrows depletes your Rupees for every shot due to the game not having a proper Arrows aren't consumable ammo system for -- instead, there's a singular Arrow item that you need to buy to make the arrows.Bow fireable, and then it consumes one rupee each shot.
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* There are a lot of crosses throughout Hyrule, and one of the important upgrades Link can find is ([[{{Bowdlerize}} in Japan]]) explicitly [[Literature/TheBible a Bible]]. This is because Christianity was supposed to be Hyrule's religion; [[CrystalDragonJesus the mythology of the Golden Goddesses]] came later as a result of EarthDrift.

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* There are a lot of crosses throughout Hyrule, and one of the important upgrades Link can find is ([[{{Bowdlerize}} in Japan]]) Japanese]]) explicitly [[Literature/TheBible a Bible]]. This is because Christianity was supposed to be Hyrule's religion; [[CrystalDragonJesus the mythology of the Golden Goddesses]] came later as a result of EarthDrift.
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* Idling at the tile screen would have the game give a plot summary as well as listing every single item in the game. While future games would continue to use the plot summaries as a hook for the player to get into, none of the games would show off all the obtainable items.

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* Idling at the tile title screen would have the game give a plot summary as well as listing every single item in the game. While future games would continue to use the plot summaries as a hook for the player to get into, none of the games would show off all the obtainable items.

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* In the second quest, dungeons could have invisible walls and some of them were only accessible in one direction. The idea was dropped, though the concept of invisible walls hiding things were brought back in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''VideoGame/TheLegendOfZeldaMajorasMask''.

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* In the second quest, dungeons could have invisible false walls and some of them were only accessible in one direction. The idea was dropped, though the concept of invisible walls doors hiding things were brought back in ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''VideoGame/TheLegendOfZeldaMajorasMask''.



* HelloInsertNameHere is [[AvertedTrope averted]]; you can name your file whatever you wish, but Zelda will always refer to Link as "Link" in the ending.

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* HelloInsertNameHere is [[AvertedTrope averted]]; you can name your file whatever you wish, but Zelda will always refer to Link as "Link" in the ending.[[note]]Naming your save file "ZELDA" will start you off on the second ([[NintendoHard and much more difficult]]) quest.[[/note]]


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* There's no magic meter, though this is justified since the Magical Rod (which has infinite ammo) is the only item that would need it.


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* A few other old men found in the game will actually charge you 20 rupees for burning/blowing up his door.
--> '''Old Man:''' PAY ME FOR THE DOOR REPAIR CHARGE
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* Defeating enemies are the only means of restocking consumable items (i.e. rupees, bombs, and hearts) in the overworld and dungeons. There are no pots to break or grass to cut, which would become iconic series attributes of later installments.

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* Defeating enemies are is the only means of restocking consumable items (i.e. rupees, bombs, and hearts) in the overworld and dungeons. There are no pots to break or grass to cut, which would become iconic series attributes of later installments.
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* Keys were interchangeable, meaning you could use any key on any door in any dungeon, making it possible to run out of keys. Luckily, you could also buy keys from a shop if you happened to run out, though the concept of buying keys would stay in the first game. Zelda II continues this trend, but you can bypass locked doors with the Fairy spell. Starting with the third game, all keys can only be used in the dungeons they're found within. On a similar note, this game and the sequel has the Magical Key, an item that basically acted like infinite keys so you could open every door. The item was never brought back in later installments.

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* Keys were interchangeable, meaning you could use any key on any door in any dungeon, making it hypothetically possible to run out of keys.[[note]]In practice, you can't actually wedge yourself except by taking a very specific route on [[NewGamePlus the second quest]].[[/note]] The number of keys in a dungeon also frequently did not match the number of locks; Death Mountain in particular has ''far'' fewer keys than locks. Luckily, you could also buy keys from a shop if you happened to run out, though the concept of buying keys would stay in the first game. Zelda II continues this trend, but you can bypass locked doors with the Fairy spell. Starting with the third game, all keys can only be used in the dungeons they're found within. On a similar note, this game and the sequel has the Magical Key, an item that basically acted like infinite keys so you could open every door. The item was never brought back in later installments.

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