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The backstory of the Triforce was inspired by the battles of medieval Europe according to the writer of the game's manual Kejii Terui.
Archived official website of Keiji Terui:
https://web.archive.org/web/20040925210737/http://oni.skr.jp/terui.html
"ちなみにゲームの仕事は、任天堂より初代「ゼルダの伝説」のストーリーを頼まれたのがきっかけです。(当時「デス・マウンテン」と呼んでいた)中世ヨーロッパの覇権争いに似た話を書き、トライフォースの伝説を作りました。バラバラになったアイテムを拾い集めるという今ではどうって事のないシステムですが、当時は結構斬新だったのです。(それが自慢!)"
https://web.archive.org/web/20040925210737/http://oni.skr.jp/terui.html
"ちなみにゲームの仕事は、任天堂より初代「ゼルダの伝説」のストーリーを頼まれたのがきっかけです。(当時「デス・マウンテン」と呼んでいた)中世ヨーロッパの覇権争いに似た話を書き、トライフォースの伝説を作りました。バラバラになったアイテムを拾い集めるという今ではどうって事のないシステムですが、当時は結構斬新だったのです。(それが自慢!)"
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When writing the story and setting of the first two The Legend of Zelda games, Takashi Tezuka was inspired by J. R. R. Tolkien’s "The Lord of the Rings" high fantasy book series.
Club Nintendo April 1996 Issue (Page 72):
https://archive.org/details/ClubNintendo1996German/page/n35/mode/1up
https://archive.org/details/ClubNintendo1996German/page/n35/mode/1up
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In a 1994 interview with the game's creator Shigeru Miyamoto, featured in the liner notes of "The Legend of Zelda: Sound and Drama" CD, he was asked what were the things he struggled with during the game's development. He responded:
"We were brimming with new ideas on how to fully utilize the Disk System’s new capabilities: a name entry system, using better music, recording the player’s progress, and so forth. In that sense it was a very fun game to create. The flip side of doing something new, however, is that Zelda was a game where we were very concerned whether players would understand what they were supposed to do (much like the fear Nakamura had when Dragon Quest was first released). Once we decided there’d be riddles and puzzles in Zelda, that carried a lot of anxiety with it as well. Some of the puzzles are quite difficult to solve, after all."
"Since we were working on Super Mario at the same time, once Mario was finished, we grabbed the Mario programmers and used them for Zelda in a final programming sprint. That was really tough."
"Since we were working on Super Mario at the same time, once Mario was finished, we grabbed the Mario programmers and used them for Zelda in a final programming sprint. That was really tough."
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In a 1994 interview with the game's creator Shigeru Miyamoto, featured in the liner notes of "The Legend of Zelda: Sound and Drama" CD, Miyamoto revealed that his team started development on the game as a launch title for the 1984 Famicom Disk System. Shortly before that, they began working on Super Mario Bros., which led to a period of 5 to 7 months where they worked on both games simultaneously, consequently causing the design stage of development to be very busy.
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In the publication "The Legend of Zelda Encyclopedia" by Dark Horse Comics, it was strongly suggested that the entirety of the first legend of Zelda game actually takes place on Death Mountain. Furthermore there are a lot of similarities between the entire map of The Legend of Zelda and the Death Mountain portion of the overworld from The Legend of Zelda: A Link to the Past, giving more credence to the claim.
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Shigeru Miyamoto stated, in a developer interview, that he wanted to remake “Ravel’s Bolero” for the title screen as he thought it best suited the opening crawl seen in the final game. However, this was changed to avoid legal issues since the song was 1 month away at the time from entering the public domain.
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In a developer interview, Shigeru Miyamoto stated that the game was meant to inspire the sense of adventure that Indiana Jones and adventure movies, which were popular at the time, inspired in their viewers.
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The Second Quest was an afterthought. After completing development for the original quest, the developers realized it only took up half the NES cartridge's usable memory. Not wanting it to go to waste, they added a second quest where many things were changed around.
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The Japanese release features a glitch that allows the player to obtain hearts only accessible through the use of the bridge or raft items by using the whistle parallel to a heart container. After using the whistle, the player is taken off screen over the item, and thus it is collected. This was remedied in the international release, wherein the player simply doesn't collect the container when they fly over it.
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![Attachment](/media/thumbs/4/7488.jpg)
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![Attachment](/media/attachments/4/6972.png)
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This game was the first home console game to use an internal battery and RAM to allow the player to save their data.
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The English manual gives you wrong information when it comes to the boss, Digdogger. In the Japanese manual, it states that "shockwaves will cause its body to shrivel up," hinting at the recorder being it's weakness. Instead, the English manual states that it "shrivels up when attacked," which, in fact, will do nothing to it, as it is impervious to your attacks without playing the recorder first.
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![Attachment](/media/thumbs/2/3463.png)
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![Attachment](/media/thumbs/2/3396.jpg)
The following is an excerpt from "The Ultimate History of Video Games" by Steven Kent:
When the first prototypes of The Legend of Zelda arrived in the United States, Minoru Arakawa was not sure how people would respond to a complex game with text windows in it. He worries that perhaps the game was too complicated for American audiences. To test this out, he had several employees try the game. In order to give the game a fair chance, Arakawa arranged for Japanese-speaking workers to sit with American employees and translate any Kanji that appeared in the text boxes.
"It was all in Japanese, which made it really hard to play, but it was just so compelling that we kept playing it and playing it. The way the game mechanics worked, the fact that it did this great thing with that sword... It had great mechanics. Typical of Miyamoto, it had puzzles. You would come across things that would be on the island or behind a door or whatever, and you could see them, but you couldn't have them." - Howard Phillips
As he tested The Legend of Zelda on his employees, Arakawa noticed a disturbing trend. Most American workers who played the game did not warm up to it instantly. They all ended up giving the game high marks, but Arakawa noticed that some people needed as much as ten hours before they understood the game and enjoyed it.
"It was all in Japanese, which made it really hard to play, but it was just so compelling that we kept playing it and playing it. The way the game mechanics worked, the fact that it did this great thing with that sword... It had great mechanics. Typical of Miyamoto, it had puzzles. You would come across things that would be on the island or behind a door or whatever, and you could see them, but you couldn't have them." - Howard Phillips
As he tested The Legend of Zelda on his employees, Arakawa noticed a disturbing trend. Most American workers who played the game did not warm up to it instantly. They all ended up giving the game high marks, but Arakawa noticed that some people needed as much as ten hours before they understood the game and enjoyed it.
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