Breather Boss: 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.
Breather Level: 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 same could apply for the Mountain Tower in the Light World. It 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 once again, the only difficult part is the boss.
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 Ltt P 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.
Game Breaker: 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 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 patters, 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.
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 Molodorm, but the moment that you fall through the hole in the ground, you have the beat this boss again.
Mothula, where the biggest hazard is not the boss itself but the whirling spikes on the floor under it. If you do some Sequence Breaking before completing this dungeon and get the Tempered Sword, it won't work on Mothula due to a glitch in how it takes damage, so you better hope you have a lot of magic in reserve if you do this.
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.
As for in the game itself, after Agahnim warps Link to the Dark World is when the game starts to become truly epic.
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.
The Sacred Realm being consistently referred to as the "Golden Land" can come across as a bit grating to fans used to the newer games, and also adds to the comparative stiffness of the dialogue. This seems to be justified due to its being named in-universe after legends of the sky shining gold rather than blue. The GBA remake refers to it as a "sacred realm" but otherwise continues to use the term "Golden Land", suggesting that this is indeed the case, while the term "Golden Power" (referring to the Triforce) already existed in the original Japanese.
Narm Charm: The characters and setting are fairly simplistic and aren't as well-developed as in later games. Many NPCs are unnamed and simply go by their titles, such as "Flute Boy", in contrast to the many named characters with distinct personalities that Ocarina of Time would introduce. The dungeons have similarly simple names and themes as well and all share one or two pieces of music, while the dungeons in later games have more distinguishable themes and often have some sort of lore and story relevance as well as a unique musical theme. Along with this, the dialogue is fairly stilted compared to later games, even more so due to NoA's censorship policies at the time. For some people, this gives the game a certain type of nostalgic, simplistic charm, which The Legend of Zelda: A Link Between Worlds ended up revisiting (albeit updated to Nintendo's current translation standards and modern Zelda lore).
Seinfeld Is Unfunny: While a less frequent target of this than Ocarina of Time due to its lower profile, 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.
That One Boss: The Helmasaur King is very frustrating, mostly because you face him at a point in the game where you have relatively few upgrades, and probably only six or seven heart containers. The latter becomes an even bigger problem when you take into account the fact that he has an attack which drains a full heart container, 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.
That One Level: 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.
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 alotofSNES-to-GBAports seem to suffer from. It's sometimes excused due to technical limitations, but others cite the Final Fantasy VI SNES music restoration patch, which proves it's possible to 1:1 port SNES music to GBA, making it look like They Just Didn't Care.
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 - ironically, the same clips were used for Young Link's reappearance in Majora's Mask, where he was closer to the age of this game's Link (but largely looked the same as in OoT).
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.
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.