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* There are a lot of crosses throughout Hyrule, and one of the important upgrades Link can find is explicitly 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]]) explicitly [[Literature/TheBible a Bible.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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* The Triforce has only two pieces in the game: the Triforce of Wisdom, which Link is searching for throughout the game, and the Triforce of Power, which is stated in the backstory to be possessed by Ganon. The third piece, the Triforce of Courage, does not appear until the second game, ''VideoGame/ZeldaIITheAdventureOfLink''. This also means that the iconic three-triangle Triforce symbol is also missing (except for the Japanese cover of ''Zelda II'' and [[AllThereInTheManual being the mark on Link's hand in that game's manual]]), and would not become codified until ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''.

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* The Triforce has only two pieces in the game: the Triforce of Wisdom, which Link is searching for throughout the game, and the Triforce of Power, which is stated in the backstory to be possessed by Ganon. The third piece, the Triforce of Courage, does not appear until the second game, ''VideoGame/ZeldaIITheAdventureOfLink''. This also means that the iconic three-triangle Triforce symbol is also missing (except for the Japanese cover ending of ''Zelda II'' II'', as well as its Japanese box art and [[AllThereInTheManual being the mark on Link's hand in that game's manual]]), and would not become codified until ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''.
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False, Zelda II also has magical abilities (and far more prominently than ALTTP, even)


* Magic as a game element simply didn't exist in the first game. It wouldn't be until ''VideoGame/TheLegendOfZeldaALinkToThePast'' where Link could use magical abilities.
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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.
* Bombs in this game could only be placed and would quickly explode, but Link couldn't be harmed by his own bombs. Bombs in the later games would have much longer fuses, could be picked up and thrown anywhere, and its explosions could injure Link.
* The candles were effectively lanterns and served as a way to light up dark rooms. Link could use the candles as another means of attack and could injure himself with his own fire. Actual lanterns would appear in future games while the candles themselves wouldn't return.
* Magic as a game element simply didn't exist in the first game. It wouldn't be until ''VideoGame/TheLegendOfZeldaALinkToThePast'' where Link could use magical abilities.
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* A few dungeons in this game contain ''two'' special items. Level 1 has both the Boomerang and the Bow; Level 8 has the Magic Book and the Magic Key; and Level 9 has the Silver Arrows and the Red Ring. Later games stick strictly to a one-item-per-dungeon rule, with rare exceptions like the Spirit Temple in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]''[[note]]which has the Silver Gauntlets and Mirror Shield[[/note]], Stone Tower Temple in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]''[[note]]which has the Light Arrows and Giant's Mask[[/note]], and Forsaken Fotress in ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]''[[note]]Link's own sword in the first visit, and Skull Hammer in the second[[/note]].

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* A few dungeons in this game contain ''two'' special items. Level 1 has both the Boomerang and the Bow; Level 8 has the Magic Book and the Magic Key; and Level 9 has the Silver Arrows and the Red Ring. Later games stick strictly to a one-item-per-dungeon rule, with rare exceptions like the Spirit Temple in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]''[[note]]which has the Silver Gauntlets and Mirror Shield[[/note]], Stone Tower Temple in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]''[[note]]which has the Light Arrows and Giant's Mask[[/note]], and Forsaken Fotress Fortress in ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]''[[note]]Link's own sword in the first visit, and Skull Hammer in the second[[/note]].
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* The multiple swords only serve as upgrades for Link and have no bearing on the plot. It wasn't until ''VideoGame/TheLegendOfZeldaALinkToThepast'' where the Master Sword came to be and doubled as a PlotDevice while stronger swords were (usually) made into optional items.

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* The multiple swords only serve as upgrades for Link and have no bearing on the plot. It wasn't until ''VideoGame/TheLegendOfZeldaALinkToThepast'' ''VideoGame/TheLegendOfZeldaALinkToThePast'' where the Master Sword came to be and doubled as a PlotDevice while stronger swords were (usually) made into optional items.
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* A few dungeons in this game contain ''two'' special items, an anomaly that would never be seen again in the series. Level 1 has both the Boomerang and the Bow; Level 8 has the Magic Book and the Magic Key; and Level 9 has the Silver Arrows and the Red Ring. Later games stick strictly to a one-item-per-dungeon rule, with rare exceptions (Example: The Spirit Temple in VideoGame/TheLegendOfZeldaOcarinaOfTime)

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* A few dungeons in this game contain ''two'' special items, an anomaly that would never be seen again in the series.items. Level 1 has both the Boomerang and the Bow; Level 8 has the Magic Book and the Magic Key; and Level 9 has the Silver Arrows and the Red Ring. Later games stick strictly to a one-item-per-dungeon rule, with rare exceptions (Example: The like the Spirit Temple in VideoGame/TheLegendOfZeldaOcarinaOfTime)''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]''[[note]]which has the Silver Gauntlets and Mirror Shield[[/note]], Stone Tower Temple in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]''[[note]]which has the Light Arrows and Giant's Mask[[/note]], and Forsaken Fotress in ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]''[[note]]Link's own sword in the first visit, and Skull Hammer in the second[[/note]].
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* A few dungeons in this game contain ''two'' special items, an anomaly that would never be seen again in the series. Level 1 has both the Boomerang and the Bow; Level 8 has the Magic Book and the Magic Key; and Level 9 has the Silver Arrows and the Red Ring. Later games stick strictly to a one-item-per-dungeon rule, with rare exceptions.

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* A few dungeons in this game contain ''two'' special items, an anomaly that would never be seen again in the series. Level 1 has both the Boomerang and the Bow; Level 8 has the Magic Book and the Magic Key; and Level 9 has the Silver Arrows and the Red Ring. Later games stick strictly to a one-item-per-dungeon rule, with rare exceptions.exceptions (Example: The Spirit Temple in VideoGame/TheLegendOfZeldaOcarinaOfTime)
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* The multiple swords only serve as upgrades for Link and have no bearing on the plot. It wasn't until ''VideoGame/TheLegendOfZeldaALinkToThepast'' where the Master Sword came to be and doubled as a PlotDevice while stronger swords were (usually) made into optional items.
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* Ganon requiring the Silver Arrows in order to slay him was due to him originally being designed more like a vampire before these elements got changed. The Silver Arrows would eventually be changed to the Light Arrows in later games to be more fitting with the setting the series went for.
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* Some old women would offer the player a hint in exchange for some rupees, but they would have three different prices and not all of them would offer hints at the same prices. If you didn't pay the old women the correct price, they would either call you cheap or say how rich you are and take your rupees anyway. Later installments would have [=NPCs=] give you a hint much more directly.
* Some of the old men found in the game can offer the player a "money making game" where the player had to guess which rupee was the winning choice in order to make money. Future games would have way more elaborate mini-games and said games can offer more than just rupees for prizes.
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fixed links


* Heart Containers do not fully restore Link's health upon collecting them. ''ZeldaIITheAdventureOfLink'' would make Heart Containers fully restore Link's energy, but ''TheLegendOfZeldaALinkToThePast'' would skip this feature again. By ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', Heart Containers and Piece of Hearts restoring all life would become a standard feature.

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* Heart Containers do not fully restore Link's health upon collecting them. ''ZeldaIITheAdventureOfLink'' ''VideoGame/ZeldaIITheAdventureOfLink'' would make Heart Containers fully restore Link's energy, but ''TheLegendOfZeldaALinkToThePast'' ''VideoGame/TheLegendOfZeldaALinkToThePast'' would skip this feature again. By ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', Heart Containers and Piece of Hearts restoring all life would become a standard feature.
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* Upgrading your bomb capacity could only be done by old men hidden in dungeons. This was changed in future games where capacity upgrades would be done in the overworld or a town.

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* Upgrading your bomb capacity could only be done by old men hidden in dungeons. This was changed in future games where capacity upgrades would be done in the overworld or a town. Although ''VideoGame/TheLegendOfZeldaAncientStoneTablets'' did include a similar mechanic where thieves can sell upgrades in the dungeons when you encounter them.
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* Link only stabs straight forward with his sword instead of slashing with it.

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* Link only stabs straight forward with his sword instead of slashing with it. In addition, he doesn't have any kind of spin slash, despite it eventually becoming his most iconic sword technique.
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* Heart Containers do not fully restore Link's health upon collecting them. ''ZeldaIITheAdventureOfLink'' would make Heart Containers fully restore Link's energy, but ''TheLegendOfZeldaALinkToThePast'' would skip this feature again. By ''VideoGame/TheLegendOfZeldaOcarinaOfTime'', Heart Containers and Piece of Hearts restoring all life would become a standard feature.
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Grammar


* Even the overall game design was very different to later games, with the original being basically an open world sand box. While the dungeons were numbered and some items such as the raft being required to reach certain places, overall the player us very free to explore the entire world from the start and will very likely stumble across and even complete dungeons outside of the numerical order. Later games, even Zelda II, were a lot more linear in nature with only some minor choice in dungeon completion order. It wouldn't be until Breath of The Wild, thirty years later, that the series would return to this style of game design. Though considering how successful Breath of the Wild turned out to be, this might just be the new face of the franchise.

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* Even the overall game design was very different to later games, with the original being basically an open world sand box. While the dungeons were numbered and some items such as the raft being were required to reach certain places, overall the player us is very free to explore the entire world from the start and will very likely stumble across and even complete dungeons outside of the numerical order. Later games, even Zelda II, ''Zelda II'', were a lot more linear in nature with only some minor choice choices in dungeon completion order. It wouldn't be until Breath ''Breath of The Wild, Wild'', thirty years later, that the series would return to this style of game design. Though considering how successful Breath ''Breath of the Wild Wild'' turned out to be, this might just be the new face of the franchise.
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*Even the overall game design was very different to later games, with the original being basically an open world sand box. While the dungeons were numbered and some items such as the raft being required to reach certain places, overall the player us very free to explore the entire world from the start and will very likely stumble across and even complete dungeons outside of the numerical order. Later games, even Zelda II, were a lot more linear in nature with only some minor choice in dungeon completion order. It wouldn't be until Breath of The Wild, thirty years later, that the series would return to this style of game design. Though considering how successful Breath of the Wild turned out to be, this might just be the new face of the franchise.
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* There are no NPC-filled towns, and [=NPCs=] are rather rare. Ironically enough, this was rectified in [[VideoGame/ZeldaIITheAdventureOfLink the next game]], which is generally considered to be the OddballInTheSeries.

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* There are no NPC-filled towns, and [=NPCs=] are rather rare.rare and consist solely of merchants and hint-giving Old Men and Women hiding in caves. Ironically enough, this was rectified in [[VideoGame/ZeldaIITheAdventureOfLink the next game]], which is generally considered to be the OddballInTheSeries.
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* Prices for some items could vary between shops, thus it was possible to be thrifty with your spending by shopping around for the best price and saving money. Later games would keep prices mostly consistent between shops with some exceptions.
* Warping between areas is done by taking a hidden staircase underneath a rock and each one would teleport you to a random location. The Recorder also did the same thing but with dungeon entrances instead. The sequels refined the warping mechanics by letting the player choose where they want to go.
* Rings were used to boost Link's defense. While this gimmick was used again in the Game Boy titles, later games would use other methods to increase Link's defense like tunics or an enchantment.
* The cap for rupees was 255, 16 for bombs, and 16 hearts was the most health Link could have. The sequels would give a much higher cap.
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* Link cannot swim and can't enter water.
* The ability to save the game could only be done by either dying or using a button code on the second controller. Future games would allow you to save through the pause screen.
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* The Triforce has only two pieces in the game: the Triforce of Wisdom, which Link is searching for throughout the game, and the Triforce of Power, which is stated in the backstory to be possessed by Ganon. The third piece, the Triforce of Courage, does not appear until the second game, ''VideoGame/ZeldaIITheAdventureOfLink''. This also means that the iconic three-triangle Triforce symbol is also missing (except for the Japanese cover of ''Zelda II'' and [[AllThereInTheManual being the mark on Link's hand in ''Zelda II'''s manual]]), and would not become codified until ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''.

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* The Triforce has only two pieces in the game: the Triforce of Wisdom, which Link is searching for throughout the game, and the Triforce of Power, which is stated in the backstory to be possessed by Ganon. The third piece, the Triforce of Courage, does not appear until the second game, ''VideoGame/ZeldaIITheAdventureOfLink''. This also means that the iconic three-triangle Triforce symbol is also missing (except for the Japanese cover of ''Zelda II'' and [[AllThereInTheManual being the mark on Link's hand in ''Zelda II'''s that game's manual]]), and would not become codified until ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''.
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None


* The Triforce has only two pieces in the game: the Triforce of Wisdom, which Link is searching for throughout the game, and the Triforce of Power, which is stated in the backstory to be possessed by Ganon. The third piece, the Triforce of Courage, does not appear until the second game, ''VideoGame/ZeldaIITheAdventureOfLink''. This also means that the iconic three-triangle Triforce symbol is also missing (except for a [[AllThereInTheManual being the mark on Link's hand in the Zelda II manual]]), and would not become codified until ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''.

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* The Triforce has only two pieces in the game: the Triforce of Wisdom, which Link is searching for throughout the game, and the Triforce of Power, which is stated in the backstory to be possessed by Ganon. The third piece, the Triforce of Courage, does not appear until the second game, ''VideoGame/ZeldaIITheAdventureOfLink''. This also means that the iconic three-triangle Triforce symbol is also missing (except for a the Japanese cover of ''Zelda II'' and [[AllThereInTheManual being the mark on Link's hand in the Zelda II ''Zelda II'''s manual]]), and would not become codified until ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''.

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* Full [[HeartContainer Container Hearts]] are found throughout the game (as well as after defeating bosses), so Link doesn't have to assemble each with Pieces of Heart.

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* Full In addition to being earned after defeating bosses, full [[HeartContainer Container Hearts]] are found throughout the game (as well as after defeating bosses), including outside of dungeons, so Link doesn't have to assemble each with Pieces of Heart.Heart. While a few games later in the series reused the idea, most of the games in general do not.



* While Fairies are around to heal you, there's no bottles to hold them in like the later games did, so you really had to be careful with taking damage. ''Link's Awakening'' and the Oracle duo also lack bottles but their fairies still heal more than 3 hearts. Fairies in this game are more akin to later games' Great Fairies, healing you completely but never leaving their fountains.

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* While Fairies are around to heal you, you (for a measly 3 hearts), there's no bottles to hold them in like the later games did, so you really had to be careful with taking damage. ''Link's Awakening'' and the Oracle duo also lack bottles but their fairies still heal more than 3 hearts. There are also permanent Fairies in this game that are more akin to found at springs, but unlike the later games' Great Fairies, healing you completely but never leaving their fountains.these are visually indistinguishable from normal Fairies.



* There are no treasure chests, so any item found inside of a dungeon either just appears out of thin air when all enemies are defeated, or it's just lying around in the open.
* 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.
* The dungeons were named after the shapes of their maps: Dungeon 1 was "Eagle," Dungeon 2 was "Moon," and so on.

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* There are no treasure chests, so any item found inside of a dungeon either just appears out of thin air when all enemies are defeated, or it's just lying around in the open.
open. A dungeon's major treasure would always be in an underground room.
* 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.
*
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.
* In the manual,
dungeons were named after the shapes of their maps: Dungeon 1 was "Eagle," Dungeon 2 was "Moon," and so on.on. In-game, the dungeons are simply numbered "Levels" (Level 1, Level 2, etc.). All subsequent games use more flavorful dungeon names.



* Finding Heart Containers outside of dungeons. While a few games later in the series reused the idea, most of the games in general do not.



* A dungeon's major treasure would always be in an underground room. Later games would have them inside chests and unique rooms.



* A few dungeons in this game contain ''two'' special items, an anomaly that would never be seen again in the series. Level 1 has both the Boomerang and the Bow, Level 8 the Magic Book and the Magic Key, and Level 9 the Silver Arrows and the Red Ring. Later games stick strictly to a one-item-per-dungeon rule, with rare exceptions.

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* A few dungeons in this game contain ''two'' special items, an anomaly that would never be seen again in the series. Level 1 has both the Boomerang and the Bow, Bow; Level 8 has the Magic Book and the Magic Key, Key; and Level 9 has the Silver Arrows and the Red Ring. Later games stick strictly to a one-item-per-dungeon rule, with rare exceptions.



* 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.
* Dungeons are simply numbered "Levels" (Level 1, Level 2, etc.). All subsequent games use more flavorful dungeon names.



* While most dungeons were out in plain sight, some were completely hidden and required a specific item or action to access them and you had little to no hints on where said hidden dungeons are. While later games would continue to use hidden dungeons, the game would usually go out of its way to tell you how to get there and/or how to access them. The dungeon entrances themselves were simple staircases or doorways. Later games would make dungeon entrances much more unique.

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* While most dungeons were out in plain sight, some were completely hidden and required a specific item or action to access them and you had little to no hints on where said hidden dungeons are. While later games would continue to use hidden dungeons, the game would usually go out of its way to tell you how to get there and/or how to access them. The hidden dungeon entrances themselves were simple staircases or doorways. Later doorways in this game, while later games would make dungeon entrances much more unique.unique.
* 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.
* There is no Master Sword in this game; the highest attainable sword is the Magic Sword. Additionally, the SwordBeam can be performed with any sword (even the most basic wooden sword at the start of the game), while later games typically restrict this ability to the Master Sword or other higher-level swords.
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* While most dungeons were out in plain sight, some were completely hidden and required a specific item or action to access them and you had little to no hints on where said hidden dungeons are. While later games would continue to use hidden dungeons, the game would usually go out of its way to tell you how to get there and/or how to access them.

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* While most dungeons were out in plain sight, some were completely hidden and required a specific item or action to access them and you had little to no hints on where said hidden dungeons are. While later games would continue to use hidden dungeons, the game would usually go out of its way to tell you how to get there and/or how to access them. The dungeon entrances themselves were simple staircases or doorways. Later games would make dungeon entrances much more unique.
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* Full [[HeartContainer Container Hearts]] are found throughout the game, so Link doesn't have to assemble each with Pieces of Heart.

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* Full [[HeartContainer Container Hearts]] are found throughout the game, game (as well as after defeating bosses), so Link doesn't have to assemble each with Pieces of Heart.
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* The lowest Rupee units are not green (since Rupees shared their palettes with the enemy characters), but flash between yellow and blue (though they're identified as "yellow" only). Also, the manual called them "rubies," while the in-game intro referred to them as "rupies" (one being a "rupy".)

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* The lowest Rupee units are not green (since Rupees shared their palettes with the enemy characters), but flash between yellow and blue (though they're identified as "yellow" only). Also, the manual called them "rubies," while the in-game intro referred to them as "rupies" (one being a (singular "rupy".)
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As the very first installment in the ''Zelda'' franchise, of course there will be plenty of differences compared to future games.

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As the very first installment in the ''Zelda'' franchise, of course there will be plenty of differences compared to aspects that would be changed or phased out in future games.
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See [[EarlyInstallmentWeirdness/TheLegendOfZelda here]] for the main ''Zelda'' page.
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Old assumption that Nintendo of America's policies made the Japanese devs change their series' lore.


* There are a lot of crosses throughout Hyrule, and one of the important upgrades Link can find is explicitly 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 Nintendo of America's JesusTaboo.

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* There are a lot of crosses throughout Hyrule, and one of the important upgrades Link can find is explicitly 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 Nintendo of America's JesusTaboo.EarthDrift.



* The Triforce has only two pieces in the game: the Triforce of Wisdom, which Link is searching for throughout the game, and the Triforce of Power, which is stated in the backstory to be possessed by Ganon. The third piece, the Triforce of Courage, does not appear until the second game, ''VideoGame/ZeldaIITheAdventureOfLink''. This also means that the iconic three-triangle Triforce symbol is also missing (except for a [[AllThereInTheManual being Link's birthmark in the backstory]]), and would not become codified until ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''.

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* The Triforce has only two pieces in the game: the Triforce of Wisdom, which Link is searching for throughout the game, and the Triforce of Power, which is stated in the backstory to be possessed by Ganon. The third piece, the Triforce of Courage, does not appear until the second game, ''VideoGame/ZeldaIITheAdventureOfLink''. This also means that the iconic three-triangle Triforce symbol is also missing (except for a [[AllThereInTheManual being the mark on Link's birthmark hand in the backstory]]), Zelda II manual]]), and would not become codified until ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''.
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Added DiffLines:

As the very first installment in the ''Zelda'' franchise, of course there will be plenty of differences compared to future games.
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* Full [[HeartContainer Container Hearts]] are found throughout the game, so Link doesn't have to assemble each with Pieces of Heart.
* There are a lot of crosses throughout Hyrule, and one of the important upgrades Link can find is explicitly 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 Nintendo of America's JesusTaboo.
* There are no NPC-filled towns, and [=NPCs=] are rather rare. Ironically enough, this was rectified in [[VideoGame/ZeldaIITheAdventureOfLink the next game]], which is generally considered to be the OddballInTheSeries.
* Collecting the map only alters the radar at the top of the screen, and doesn't affect the map Link creates in dungeons at all. In order to figure out where they haven't been, players have to actually compare the two[[note]]This can be handy for beginners or those who don't have a guide -- the comparison shows you where you haven't been yet, and what areas you should check out[[/note]].
* The Triforce has only two pieces in the game: the Triforce of Wisdom, which Link is searching for throughout the game, and the Triforce of Power, which is stated in the backstory to be possessed by Ganon. The third piece, the Triforce of Courage, does not appear until the second game, ''VideoGame/ZeldaIITheAdventureOfLink''. This also means that the iconic three-triangle Triforce symbol is also missing (except for a [[AllThereInTheManual being Link's birthmark in the backstory]]), and would not become codified until ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''.
* This game has the Clock item, which freezes all enemies on screen and makes Link invincible in the current area. The Clock would not return until ''VideoGame/HyruleWarriors''.
* The lowest Rupee units are not green (since Rupees shared their palettes with the enemy characters), but flash between yellow and blue (though they're identified as "yellow" only). Also, the manual called them "rubies," while the in-game intro referred to them as "rupies" (one being a "rupy".)
* This title, and to a slightly lesser extent the sequel, lacks the elaborate story-lines the series is famous for. There really isn't much in terms of dialogue and the fact there are so few [=NPCs=] makes it even more noticeable.
* Firing arrows depletes your Rupees for every shot due to the game not having a proper ammo system for the arrows.
* While Fairies are around to heal you, there's no bottles to hold them in like the later games did, so you really had to be careful with taking damage. ''Link's Awakening'' and the Oracle duo also lack bottles but their fairies still heal more than 3 hearts. Fairies in this game are more akin to later games' Great Fairies, healing you completely but never leaving their fountains.
* The Compass only shows where the Triforce fragment is located. Later games would have the Compass show the location of the dungeon's treasure chests and the location of the boss. The Map and Compass in the first game were found by either killing all enemies in the room or were in just plain sight while later games would have the two items be inside treasure chests.
* There are no treasure chests, so any item found inside of a dungeon either just appears out of thin air when all enemies are defeated, or it's just lying around in the open.
* 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.
* The dungeons were named after the shapes of their maps: Dungeon 1 was "Eagle," Dungeon 2 was "Moon," and so on.
* Upgrading your sword requires you to have your life meter have a certain number of hearts before the old men would allow you to claim your new sword. This wouldn't happen again until 31 years later in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'' where 13 heart containers are required to pull out the Master Sword.
* Link cannot move diagonally.
* Link only stabs straight forward with his sword instead of slashing with it.
* The second quest can have Link sacrifice a HeartContainer to the old men in dungeons if the player lacks the rupees to proceed. This idea would never be used again, but a revised version of the mechanic would appear in ''Breath of the Wild'' where an NPC can lower Link's maximum health in exchange for higher stamina and vice versa.
* Finding Heart Containers outside of dungeons. While a few games later in the series reused the idea, most of the games in general do not.
* Dungeons in this game acted more like labyrinths which you can easily get lost in and there weren't really any puzzles beyond "push a specific block to reveal the way". The sequel kept the design, but all future games afterwards would have their dungeons be more focused on puzzle solving and rooms being unique instead of copy pasted everywhere. Dungeons in the first game were also mostly just one floor with the basement being used as either shortcuts to other parts of the dungeon or a storeroom containing an item. Later games would use multiple floors and more complex room designs.
* Upgrading your bomb capacity could only be done by old men hidden in dungeons. This was changed in future games where capacity upgrades would be done in the overworld or a town.
* A dungeon's major treasure would always be in an underground room. Later games would have them inside chests and unique rooms.
* 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''.
* Food being used as bait and a way to bypass the hungry Goryia in certain dungeons. It comes back after a fashion with bait seeds in the Oracle duo and in ''Breath of the Wild'' where Mighty Bananas can be used to distract Yiga Clan guards during the game's StealthBasedMission.
* You're required to show an old woman a letter from an old man before she'll allow you to buy potions. Later games would not do this, but a few would have you procure a similar item to be allowed to buy the stronger potions. Likewise, the red potion here comes in two doses. Later games don't give double doses for potions, although a few games would use it for other potion-like items like milk and soup.
* Along with the sequel, Hyrule Castle simply didn't exist and the concept of a king wasn't used until the sequel either, though he was a PosthumousCharacter in that game.
* A few dungeons in this game contain ''two'' special items, an anomaly that would never be seen again in the series. Level 1 has both the Boomerang and the Bow, Level 8 the Magic Book and the Magic Key, and Level 9 the Silver Arrows and the Red Ring. Later games stick strictly to a one-item-per-dungeon rule, with rare exceptions.
* The HUD would display Link's health on the right side of the screen, items in the middle, and the map on the left. By the 3D installments, the life meter was moved to the left, items to the right, and the map and rupee count towards the bottom corners of the screen.
* Unlike in later games, Link has no BagOfHolding or HyperspaceArsenal; artwork depicts him [[https://i.imgur.com/GHAcClQ.png carrying everything on his back]].
* HelloInsertNameHere is [[AvertedTrope averted]]; you can name your file whatever you wish, but Zelda will always refer to Link as "Link" in the ending.
* 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.
* Dungeons are simply numbered "Levels" (Level 1, Level 2, etc.). All subsequent games use more flavorful dungeon names.
* The Magical Rod is an item that lets you shoot magic waves as an effective means of a ranged attack. Later games would use similar rods like the Fire Rod, but the Magical Rod itself wouldn't return. Likewise, the Magic Book, which was used to enhance the Magical Rod, doesn't return in any game.
* While most dungeons were out in plain sight, some were completely hidden and required a specific item or action to access them and you had little to no hints on where said hidden dungeons are. While later games would continue to use hidden dungeons, the game would usually go out of its way to tell you how to get there and/or how to access them.
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