Come for the quest, stay for the commentary!
Recently elsewhere on the internet, Brickroad made the following post in a thread I started about Zelda Classic.
If you can do LA-style items in ZC now, then a quest where you don't get a sword might be pretty fun. I mean, as long as it's not built to mimic a Z1 swordless run, the way many ZC quests are.
Example: start the game with the boomerang, design Level 1 to be populated exclusively (or almost exclusively) with bats and blobs. Put a (respawning?) bomb drop in the treasure room so you can kill aquamentus.
Get the red candle in Level 2, and populate it with ropes (which are fast, but the candle can kill in one hit) and gibdos (which are slow, but take a lot of hits). Both of these monsters should be manageable with the candle in one hand and the boomerang in the other.
Bow in Level 4, Wand in Level 7, and then finally Master Sword in Level 9 (so you can kill Ganon).
I think it would work.
Little does he realize that this has been going on forever.
Determined to prove this, I went back to the oldest attempt at this that I can remember: the one and only ALTADD.qst, by Sludge.
Armed only with a dodgy video stream, I sit down for an hour and venture into the dark past of Zelda Classic. I am joined by BEAT and FanboyMaster on a quest to critically examine game design gimmicks that have been in ZC since time immemorial. Have we learned anything after all these years? Let's find out together.
Check out Part One, featuring Level-1.