When you upgrade the Tempered Sword to the Golden Sword: "Your sword is stronger! You can feel its power throbbing in your hand!"
The Desert area features an enemy called the "Geldman."note "Geld" means "castrate", for those unwaware. The romaji of said enemy is "Gerudoman", suggesting that "Gerudo-" was meant to be a prefix for sand enemies in Zelda considering the enemy in Zelda II called the "Geldarm" and the later Gerudo race.
Arrghus is not only a much easier boss than the Helmosaur King, but arguably even the easiest boss in the game overall. If you get the tempered sword before fighting Arrghus, he becomes even easier, as the creatures surrounding him only take one hit that way.
Depending on your strategy, Mothula could be either this or That One Boss. The boss is vulnerable to almost any attack from any angle and dies fairly quickly.
Thieves' Town (Blind's Hideout). It is MUCH smaller and shorter than all of the other Dark World dungeons; in fact, you can obtain the Map, Compass and Big Key less than a minute after entering the dungeon. The only difficult part is the boss.
The Tower of Hera does have six floors, but floors 2, 4, 5, and 6 all have one room apiece, the other 2 floors have few rooms as well, the enemies are mostly easy, and the only difficult part is the boss.
Broken Base: Much like with Ocarina of Time, there are debates in the fandom about whether ALttP continues to be one of the greatest games in the series, or whether it's outdated and is mostly notable for its place in gaming and Zelda history. Compared to its successor, ALttP is lesser known and less infamous for Hype Backlash (though it's still very much present) and its sprite graphics are generally agreed to have aged better, but suffers from a lot of Early Installment Weirdness that makes it less recognizable as a Zelda game to newer fans (more so than deliberately unconventional games such as Majora's Mask and Breath of the Wild), lacking many of the elements that defined the series from OoT onwards.
The Beamos (laser statues). Not only are they unkillable, but their beams are stupidly fast, unblockable (even with the Mirror Shield) and also pack a lot of punch.
The Lynels (Lion-headed Centaurs) of Death Mountain can only be hurt by a few select weapons, have a particularly nasty fireball that cannot be blocked without the Mirror Shield and are often fought in a very narrow mountainside. Thankfully, there are only three in the entire game.
This was the very first prequel game, and for a time was the earliest in the series. However, as the series grew, it developed a debated place in the timeline like all the other games. The reason for the confusion came from the final line of the game: "The Master Sword sleeps again...forever!"...which made no sense a mere three years later when the Master Sword made another appearance in the Oracle games, and then appeared yet again in Wind Waker and Twilight Princess. Hyrule Historia confirmed that LttP is a prequel to the very first two Zelda games as was originally stated, and even then the Master Sword is taken out of its "retirement" for A Link Between Worlds.
Even Better Sequel: Generally considered to be this to its two previous games. It's widely considered the best of the 2D entries (both classic and modern), and a contender for best game in the series overall.
The Cane of Byrna makes you invincible and simultaneously deals damage to enemies. Most experienced players contend that "Only wimps use the cane."
The Bombos Medallion might cost a bit of magic, but it will destroy nearly any enemy on the screen outside of bosses. The one boss it works on is Kholdstare, whose shield of ice can be broken much more quickly with the Bombos Medallion than with the Fire Rod, and with less magic consumption. The Ether Medallion can also count, as even though it doesn't kill as many enemies, the ones it freezes can be hit with the Hammer for magic jars. The Quake Medallion, on the other hand, is significantly weaker than the other two, and usually only gets used for its one required use.
The Magic Powder's ability to turn Anti-Fairies into Fairies probably qualifies.
Speed Runs make heavy use of the Pegasus Boots and the fact that Link flies a few tiles backwards through the air after running into a solid object. This allows players to cross gaps (such as the one at the beginning of the Misery Mire) that would normally require the hookshot or some other item. That feature was used in at least one place in Ganon's Tower, intentionally, in the form of ramming into a wall to fly backward across the gap to get to the entrance of a room on the other side. (The only Hookshot point across the gap is when coming from the side that is accessed by using the Pegasus Boots trick.) It was either that, or use bombs on oneself. Regardless, this room is completely optional, as it only contains several Rupees and is not required to progress.
The Magic Cape, which renders the player invisible and invulnerable, automatically renders any boss fight that doesn't require a magic item ridiculously easy.
Flying enemies that home on you. Crows, Vultures, Dactos... you name it. They're often quick and awkward to hit. The bees count as well, especially if you get an entire swarm after you.
This is also the case of enemies that move quick and have erratic movement patterns, such as Octoroks, Sand Crabs and Deadrocks (the little rock dinosaurs from Death Mountain who are also unkillablenote they can however be transformed by the Quake Medallion or Magic Powder and then killed, but can be stunned for a short while).
The falling boulders from Death Mountain. They're large, fast, can hit while you're climbing up ladders and deal decent damage (one heart per hit). Link will probably be at the 5-7 range at the point when they are first encountered.
Medusas are fireball-spitting statues that are also a big annoyance, especially when paired with other enemies. They're unkillable, so you can't do anything to them. And in Misery Mire, they're all over the place.
The Thieves from the Lost Woods and the Pikkus (the fox-like enemies) from the Village of Outcasts are unkillable and will steal your belongings if you bump into them. Avoiding them, especially in a narrow space, can be very tricky. The positive side is that they don't cause damage.
Hardhat Beetles are often found near chasms. Hitting them with your sword causes a lot of knockback to Link himself, who might end up falling down a nearby hole. In a way, they end up being the enemy equivalent of the Moldorm boss fight, as seen below. Additionally, they can only be damaged with the sword and the hammer, so taking them out from a distance is only possible with the sword beam (only available at full health).
Goddamned Boss: Moldorm might not be the toughest boss in the game, but he's easily the most frustrating one, simply because he has a completely unpredictable pattern and can knock you off the edge of his platform, forcing you to restart the battle. Falling through the hole in the middle of the platform is even worse, as you will end up falling through a second hole on the floor underneath, and have to climb up two stories to fight Moldorm again. Worse still, if you attack him but fail to hit his weak spot, that also sends you flying backwards. It's even worse when this rule still applies outside the boss battle. You can beat Moldorm, but the moment that you fall through the hole in the ground, you have the beat this boss again.
The Hookshot renders you invincible while it's extended. Attacks either pass through you or hit with no effect. Very useful against those pesky Beamos.
This game has Edge Gravity in the form of a (very short) window in which Link can run back to safe ground if he ventures over a Bottomless Pit. However, with fast enough Button Mashing, Link can "hover-dash" over a pit instead; the "reverse boss order" Self-Imposed Challenge takes advantage of this bug to beat several dungeons without relying on the Hookshot.
The Japanese cart of the game has two glitches that allow for faster speedruns - "fake flippers", the ability to swim if Link jumps into water at a screen transition, and "zipping", the ability to run in all directions if a certain set of commands are executed after Link leaves any set of stairs.
All of the dungeon rooms in the game are actually in one giant map sheet, relying on the game's programming to prevent Link from going somewhere he shouldn't....but there is a glitch in the game that causes it to lose track of Link's position, causing him to be able to go out of bounds and walk from Hyrule Castle straight into the ending cutscene.
Growing the Beard: This game is often considered to be this for the Zelda franchise, as it was the first to set the series' formula into gear and introduce more intricate characters and deeper lore for the series (even if not to the extent of OoT).
Upon entering the Dark World for the first time, Link turns into a bipedal bunny unable to do anything except talk; one of the NPCs he meets there tells him that the Dark World transforms people to reflect their inner hearts, and suggests Link must have taken his form because he was so gentle. This is doubly funny because Monty Python and the Holy Grail features a Killer Rabbit, and Odin Sphere has a protagonist similarly cursed into a rabbit-like form that does not make him any less deadly in the least.
That OOOOOoooooOOOOOoooooOOOOOH sound the bosses make right when you hit them that one last time...especially if you're this close to getting beaten yourself. The explosion sounds that accompany every boss defeat aside from the Armos Knights and Agahnim also qualify.
The scene where Link returns to the Sanctuary to find Zelda kidnapped and the Old Man near-death might have been more of a Tear Jerker if the Old Man's body didn't have a typical old-school video game death animation, complete with blinking followed by disappearing, as well as sound effects.
This was the first Zelda game with extensive dialogue; as such, it can come across as simplistic, stilted and harder to take seriously compared to the dialogue in later games, especially since the characters aren't nearly as fleshed out as in the later 3D entries (to the point that the maidens have near-identical appearances and personalities, and share several lines of dialogue between them).
Nintendo of America's copious censorship and bowdlerization in the English version. Very few fans will argue that "Golden Land" and "evil monsters" sound better than "Sacred Realm" and "demons" (terms used extensively from Ocarina of Time onwards) - which becomes even odder when you consider that the manual freely throws around the term and concept of "gods" in explaining the backstory. Along with the use of Never Say "Die", this makes the game's dialogue highly reminiscent of narmtastic 4Kids Entertainment anime dubs (such as Yu-Gi-Oh!) for newer players. The GBA port implies that "Golden Land" was actually an in-universe name for the Sacred Realm, and refers to it "a sacred realm".
Sacred Cow: The game is considered a pinnacle of the series and immune to criticism by old-school Zelda fans - mostly, specifically by those fans, as it suffers from a lack of recognition and Early Installment Weirdness among newer fans.
Scrappy Mechanic: The fact that you need to play through The Legend of Zelda: Four Swords in order to unlock the bonus content added to the GBA port of ALttP, due to Four Swords being multiplayer-only. For introverted players or people who just didn't have any friends with Game Boy Advances, playing the game was pretty much impossible, and even if you forked over enough money for three more GBAs and four wireless adapters, trying to play the same game on four controllers at once isn't exactly a manageable task. The fact that the Game Boy line's been discontinued for several years only adds to the problem nowadays.
"Seinfeld" Is Unfunny: While a less frequent target of this than Ocarina of Time for being a lesser-known game, A Link to the Past is occasionally cited as being a bit too outdated, simplistic and campy compared to later Zelda games, with many of the characters, locations and dungeons lacking the charm, character and identity that would be introduced in later games. As with OoT, some Zelda fans believe that much of the game's praise comes from nostalgia. In addition, The Legend of Zelda: A Link Between Worlds is similar to ALttP but polishes and refines the experiencenote changes include a more convenient travel system, more streamlined combat, a less linear layout, and characters and enemies with more charming personalities and animations and has themes more akin to the plot-driven 3D entries, making its predecessor look even more outdated to some.
Sequel Displacement: While again a lower-profile case than Ocarina of Time, because A Link to the Past introduced many of the elements and tropes that the series is known for, it's not uncommon for people to consider this the "first" real Zelda game. Or, to the very least, have played this game but not the first two.
Moldorm has the infuriating habit of kicking Link out of its arena, forcing the player to start the fight over (with Moldorm back at full HP).
The Helmasaur King is very frustrating, mostly because you face him at a point in the game where you have relatively few upgrades, and between seven to ten heart containers. The latter becomes an even bigger problem when you take into account the fact that he has an attack which drains two full heart containers, and can be difficult to dodge, especially if he uses it and his other attack at the same time (he often does).
Mothula: Not only is his movement pattern random and diagonal, but the floor keeps moving to send you into spikes. While the boss spits fireballs at you. It does not help that the SNES version had a bug where the Infinity +1 Sword's normal attack had no effect on it (apparently this was related to its immunity to spikes).
The Ice Palace, which is full of some of the game's strongest enemies, has a ton of rooms filled with slippery floors, drains your magic metre quicker than any other dungeon bar Turtle Rocknote you'll use the fire rod a lot, and some enemies can only be killed with it, and requires you to double back on yourself twice in order to defeat the infamous "Block-Switch" puzzle. Many players skip over to the following Misery Mire dungeon in order to obtain the Cane of Somaria, which nullifies the aforementioned puzzle — and the fact that so many players are willing to delay getting hold of the Ice Palace's armor upgrade to skip the puzzle should tell you everything. Nintendo themselves seem to have tacitly admitted that the puzzle was overly difficult, by redesigning it to only require backtracking once in the GBA version.
Skull Woods. Not that bad on its own...but if you die during the outdoor segments between entrances and exits? Good luck walking all the way back! Oh, and there are these new enemies you haven't seen yet in any level 'til now called Wallmasters. They drag you all the way back to the beginning. Have fun!
The Misery Mire lives up to its name very well, especially if you show up early to pick up the Cane of Somaria to skip That One Puzzle in the Ice Palace, since you won't have the Blue Mail from said dungeon, and the enemies here, especially the Beamos and Wizzrobes (let alone Vitreous, whose mini-eyes take off three hearts apiece to a green Link), will take you out quickly if you're not careful.
The most complained-about is the music, which a lot of SNES-to-GBA ports seem to suffer from (such as Super Mario World and Yoshi's Island). It's sometimes excused due to technical limitations.note The audio chip for the SNES was created by Sony, who by the time of the GBA's release had become Nintendo's biggest competitor thanks to the PlayStation. Because Sony owned the rights to the SNES's audio chip, Nintendo was unable to make an identical or even similar chip without facing the risk of being Screwed by the Lawyers, to they were forced to give the GBA a technologically inferior audio chip. Because of this, GBA ports of SNES games had to have their audio compressed in order to work with the handheld's inferior audio output. However, detractors cite the Final Fantasy VI SNES music restoration patch, stating that it proves that it's possible to 1:1 port SNES music to the GBA.
Like the Mario ports, some people dislike the addition of voice acting. Link's voice clips are recycled from Young Link's from Ocarina of Time, and some people think a 9-year-old's voice doesn't fit a teenager.
Unwinnable by Insanity: It's possible to glitch your way into the first battle with Agahnim immediately after you rescue Princess Zelda right at the start of the game. If you beat him however, then you get transported into the Dark World — which is a very bad thing since you won't have either the Magic Mirror or the Moon Pearl, meaning that you instantly turn into Bunny Link, can't return to the Light World, and can't do a thing in the Dark World beyond wandering around until you eventually get killed. However, once you die or reset the game, you're given the option to restart at Link's house, allowing you to continue the game as normal (albeit with a few anomalies, such as the priest being alive and the Dark World entrance in Hyrule Castle being active at the same time)
Woolseyism: The Book of Mudora in the Japanese version was treated more like an instruction booklet for what Link can do. The English version translated it in such a way that made it seem as though it contained various myths and prophecies, and worded the instruction in such a way that did seem somewhat prophetic.