Anyways, I'd say it's a solid quest. Maybe not all that I was hoping it'd be though. There's many times where it feels like it's struggling between being an NES quest and a modern quest in ways that make it feel like neither. So the overworld is just Zelda 1 as one might expect. The dungeons on the other hand are where the quest expresses itself for better or worse.
This quest's dungeons are decorated, with bits of detail strewn about the walls and floors. It helps to set them apart when the gameplay doesn't always manage. That gameplay is pretty standard NES dungeon design but without generic keys. Early on dungeons feel pretty open ended, possibly owing to their size. By the end they end up more gauntlet-esque. I generally preferred the earlier ones overall. Consistent throughout the quest is this one puzzle where you have to walk a path marked on the floor or else the way forward closes. I found that it way overstayed its welcome and hurt the pace of the dungeons. This is one of those ways that the quest tries to reconcile NES and modern quest design and stumbles: by mixing puzzles into NES dungeons, the pacing and exploration takes a huge hit. The threat of bomb walls to check means that any part of the dungeon being gated by a puzzle I have to repeat becomes a terrible slog. Then there's more modern parts of the quest that are hurt by NES esoteric design. In one dungeon I had to bomb a mountain that I assumed was just decoration, in another I had to burn a tree in a room of similar looking trees. Neither of these things are out of place in Zelda 1, but that game mercifully left these elements out of its dungeons due to the growing number of guesswork based options they include. There were even more out there triggers such as random blocks I had to bomb, but they were thankfully hinted at. Still these types of triggers built a general sense of distrust.
And then come the gimmicks. Starting at level 4, dungeons begin to get funky. Level 6 actually ended up being my favorite dungeon of the quest despite its gimmick (reversed controls) being downright malicious. I'm not sure how that ended up happening, but I had a lot of fun with it. Somewhat less so with the confusing maze that is 7 or the painful gauntlet that is 8. Actually level 8 was also pretty fun in hindsight but good lord, some of those setups made me want to take away MBW's combo cycling license.
Overall it's a pretty alright quest, pretty hard. I wish it had either reeled in the puzzles and gimmicks or reeled in the difficulty and esoteric design.





