Thursday, July 23, 2026

GAMES FROM THE FROG'S BOX #11: JEB'S LEGEND OF ZELDA

GAMES FROM THE FROG'S BOX: JEB'S LEGEND OF ZELDA

So. A lot of the games I cover on this blog are fairly short, because short games are easier to get reviews out in a timely manner about. I thought "well I need to fix that", and started hunting for something a bit meatier. And lo and behold, I found it. 

Jeb's Legend of Zelda, by the titular Jeb_Yoshi, is such an unassuming title, and it makes you think it's just going to be a remake of Zelda 1. Which, there are plenty of, such as the venerable Zelda Classic or the myriad of projects that put that game's map in a different engine or format. So, what's different about this one?
Quite a lot, as it turns out. It's definitely built on the bones of Zelda 1, but this is a highly polished and interesting twist on that old classic that's not afraid to throw its creator's personal touch in there.
Sometimes it's good to give an obscure project you've never heard of a shot, and I'm glad I did.

QUALITY OF LIFE IMPROVEMENTS
Zelda 1 has a bit of a reputation for cryptic secrets, with a lot of stuff hidden behind unmarked walls or bushes- which is not entirely fair. Most of those are completely optional things like rupees, the dungeons for the most part are clearly marked. But Jeb took a compromise approach to hiding the vast amount of secrets on the overworld, and it's one that works brilliantly.

All bombable blocks, burnable trees, and pushable blocks are now telegraphed, with small-but-noticeable things. Tree's a bit too small, cracks subtly in the rocks, pushable blocks are a bit darker than the rest.
It's a great balance- they're subtle enough that you might miss them if you're not paying attention, but they're not SO obscure that it feels like bullshit trying to find them.
(I know the compression may murder the ability to find the crack in this wall, but I promise it's there, just look above where Link is.)

In dungeons, meanwhile, the cracked walls are far more obvious, serving more as guides to let you know where you're going than actual secrets. Which is good, because these dungeons are big and convoluted enough without that extra little bit of obtuseness.

Zelda 1 is ALSO unnecessarily punishing for deaths- if you die on the overworld, you get kicked back to the very start. Not so here- there are three statues around that serve as checkpoints if you activate them, and you'll get tossed back there instead. It's a great little touch that helps immensely to cut down on backtracking- which is good, given the scale of the map.

THE ARSENAL

If you've played Zelda 1, you know how this works. Boomerang, Candle, Fire Rod, Bombs, having to collect Arrows and the Bow separately. Though, arrows have their own ammo count instead of taking Rupees, which is a nice change.
The only notable omission is the Magic Book, in favor of giving the Fire Rod that function from the start, which is a perfectly acceptable compromise.

The Monster Bait has also been buffed heavily, and is now basically the best way of getting past enemy-clogged rooms you don't feel like fighting your way through. Placing it on the ground draws enemies towards it, and they don't attack either! It doesn't work on every enemy, but Peahats in particular are a royal pain in the ass that's easily punked by it.

There are also three additions to the item roster- the Pegasus Boots and the Hookshot. To be honest, I never used the Pegasus Boots, they're just not that useful. The Hookshot, though, gets some attention in late-game puzzles and more than earns its place in the arsenal. 

And the Ice Rod, found behind a secret level, works just as well as you'd think it would. Honestly, I find it more useful than the Fire Rod, since the enemy it hits can't still run around and bump into you. Plus, most enemies having unique sprites for being frozen is SUCH a neat touch.


Bottles are also present, with you being able to either fill them with potions or catch fairies in them like later Zelda games. Though, fairies are rare enough that it hardly happens- but it's still a treat when it does.

GRAPHICS:
Now, a lot of fangames I don't really need to mention the graphics, because they're reused from other sources. No shame in that, really. However, THIS game gives me a LOT to say in that department. Basically, the resolution's been beefed up to high heaven while still maintaining the three-colors-per-sprite rule of the NES, so it's a VERY unique look.

And the game makes sure to use this for some atmosphere, too, with crackling torches, fog in certain areas... everything just POPS.

The enemy sprites have so much more character now than they ever did before, I love how adorable they are now. Just look at these Octoroks!

Or other NPCs, like the Great Fairies. Look at those big old eyes, they're so cute.

The dungeons, meanwhile, get a big boost in the presentation department. Having the mysterious statues be clearly defined gives them a lot more menace, and the whole thing just looks dingier and more foreboding than they ever did before.

Some of the bosses especially got a HUGE boost from this, and actually look properly intimidating. Like, look at Aquamentus... he's a far cry from his wimpy former self.

Or the oft-forgotten Digdogger, who's putting on his best Kirby Dark Matter impression with his new sprites. Of course, the final boss gets the best upgrade... but I'll cover that later. 

Special mention, though, has to go to Link himself. He's got so many fun facial expressions now. Just look at how sad he is when he fails the gambling minigame! Even little touches like him looking cheery in the overworld, yet determined when inside a dungeon- clearly a ton of time and effort went into making everything as lively as possible.

CAMEOS GALORE (NOT DONE)
Now, this game isn't constraining itself to simply the small cast of nameless NPCs from Zelda 1, no. It's drawing folks from all over the Zelda timeline, all rendered in the same loving detail as the rest of the game. You may have noticed Ravio running the gambling minigame- well, there's more than that. A lot more.


I tell you, when I saw Tingle here I was giggling like an idiot, as one of two Tingle fans in the world.


There's occasional cameo enemies as well. I'm a huge fan of the Game and Watch Octopuses in this one room, they look so adorable!



A lot of the dungeon midbosses are cameos from other things as well. Reapers from Kid Icarus, Mouser from SMB2, Heck, even Boolossus comes to play as the Level 6 boss. I think all of this is a cute addition- it's no more ridiculous than the stuff in Link's Awakening, and adds a lot of flavor to the proceedings.



I missed a good portion of those secret cameo NPCs, like the Hydlide knight or Luke Skywalker (yes, REALLY)- this game is DENSE. There's a LOT of stuff lurking around the corners, and even with a 100% items playthrough, i STILL missed stuff. Speaking of that...

OVERWORLD- NOT QUITE THE SAME


At first, the overworld seems much the same as the original. Go in the cave, get the sword. But it won't take long before you start noticing differences.


For example, the place where Level 1 is supposed to be now houses Saria, who gives you tips on where to find the first few dungeons. Level 1 is hidden somewhere else entirely. In fact, all the dungeons have completely different locations than before.

This game isn't QUITE as freeform as Zelda 1 is, with some dungeons being locked strictly behind progression items, but there's nothing stopping you from just grabbing those, leaving the dungeons, and exploring some more.


Even outside of the main dungeons, there's a LOT of stuff to do. Surprisingly expansive cave networks are lurking beneath the overworld, hiding useful items inside, and even a couple of extra levels!


Like this mini ice dungeon that hides the Ice Rod, for instance- can't get in here without the Candle or Fire Rod, and has JOJORA from Mario & Luigi: Superstar Saga of ALL PEOPLE holding the item.

 
Not only that, there's a few simple sidequests lurking around, too, like cheering up this sad fairy hidden away for some important information. The more you look around, the more little surprises you'll find. It certainly makes the proceedings a lot more inviting- I was EAGER to find all the little changes. And that's not even the most exciting part of the game... the dungeons are the real star of the show here.

DUNGEONS


The dungeons are the real meat of this game. NONE of the layouts are the same as they are in the vanilla game- the themed glyph maps have been entirely ditched in favor of dense puzzle boxes designed for you to unravel. 


Of note, is that a LOT of screens drop stuff from killing all the enemies now. Arrows, bombs, rupees in particular in the lategame. Sure, it's just consumables, but it's fun to constantly get rewarded for clearing out these monsters. And, of course, maps and keys are occasionally rewards for it as well- so don't shy away from combat.
Now, not every dungeon is especially memorable on their own- but the back of the game especially has a LOT of stuff going on it. Levels 6, 7, 8 and 9 cover this game's biggest strengths between them, so I'll focus on those.


Level 6 is full of a lot of dead ends, with doors slamming shut behind you, and stairs that take you back to the start. 

It can get annoying to constantly be sent back, yes- but you'll rarely fall into the same trap twice, and the goofy brass jingle that plays when you get kicked back takes the edge off. Still, best to make your own map- that applies for the entire game, really. It helps keep track of where you've been.


The entire level has this spooky theme going on, from the Boo statues at the entrance, to ghostly enemies and graves everywhere. It's a nice atmosphere that's kept up the whole way.


The midboss is a Reaper from Kid Icarus, which fits perfectly with that vibe- and also a surprisingly intense fight, with it freaking out and summoning its little minions constantly. I love the sprite work on it, seeing its eye bulge out like that is hilarious.


Plus, the boss is pretty bad ass. Boolossus from Luigi's Mansion shows up, and it fits surprisingly well as a Zelda boss. You have to smack it around enough with the sword when it becomes tangible, tear it apart with the Hookshot when it stops moving...


...then burn as many of the Boos it splits into as you can before it reforms. Definitely a nice change of pace from the usual "smack it until it dies" type of bosses prevalent in this game, and a lovely boss.


Level 7 is probably the most infuriating level, but not for lack of creativity in design. Before I even get to the stage itself, I have to shoutout the entrance- this is the stage that you access by playing the flute in front of an empty lake. Instead of the water just draining anticlimactically, it rumbles and shakes the entire screen as it does so. Such a simple thing, that makes revealing the dungeon so much more exciting.


The entire level is covered in cracked walls, a stark contrast from the usual user-friendliness of bombable walls in this game. For a long time you'll be bumbling about trying to figure out where the hell you're going, especially since the Map is found very late in the level if you wander the wrong way.


But when you find Minister Lefte, she drops a very important tip. The map shows which rooms are next to each other... so when you find that, you can start puzzling out where to go.



It's still a bit of trial and error, but as long as you have enough bombs, it's not too difficult to figure out where you're going. Plus, there's a bomb bag upgrade hidden in this dungeon as well- the designer KNEW that you'd need a lot of bombs for this level, and made sure to make life a little easier for you.


Even outside of that, this stage has some fierce combat encounters. Just look at this room, with the Freezies, Hot heads, and Bubbles... getting frozen and electrically shocked can render you helpless FAST.


Or this narrow passage, with the Jelectros and fairy enemies. The jellyfish shock you, leaving you exposed, while the fairies fly JUST out of reach until they feel like it. I think I died to this room more times than any other in the level.


Ironically, the midboss, the Medusa Head, is actually easier- it just flies around in a sine wave motion all around the room, and by this point you have plenty of ranged options. Plus, it's a huge target. I do love the spritework on it, though.




The boss is real high point and makes up for all the frustration factor of the stage its in. It's TWINROVA, of all people- and she's not messing around. As expected, she uses both fire and ice attacks- but she has two forms she swaps between frequently, and each one is only weak to their respective element, the Fire and Ice Rods. If you didn't have the Ice Rod before coming here... you might be in trouble, since she'd be invulnerable for half the fight.


The fire form has two moves- tossing out a fireball that splits into an 8-way shot that is deceptively difficult to dodge, and throwing out huge fireballs to either side. It's better if she uses the latter, since there's a big blind spot under her when she does. But her erratic movement keeps you from just camping the entire time, as does the 8-way fireball.


The ice form, meanwhile, only has one move, summoning icicles from the north of the screen. However, since getting frozen means you're stuck in place for FAR too long, you really don't want to get hit by it. There's no moments to rest in this boss- she's constantly throwing stuff at you, and you NEED to take every hit you can get. It's a VERY tense boss, and the first one I had to use a potion for- but the hype levels are off the charts with it. One of the best dungeon closers in the game.

Level 8 isn't as deliberately frustrating, but it IS full of long and winding passages connected by stairs that often have three or four exits. If you don't keep careful notes, you will get lost. 


What is worth noting, however, is the tileset. It uses the same white hue as Level 9 from the original Zelda does, which only brought up the question in my mind, "what is Level 9 going to look like?"


Also, by this point you'll have all the major progression items, so the game makes sure to toss the best prizes in the game here. The Red Ring, and the Magical Key. The game knows how valuable they are, though, so there's some special attention paid to how you acquire them. For example, the Magical Key is at the end of the longest underground stair room in the dungeon, with plenty of enemies in your way... Of course, if you're brave, you can try to scrap your way here a little earlier to not have to worry about keys.


Meanwhile, the Red Ring is at the end of a chain of enemy rooms featuring some pretty diabolical combinations, culminating in this room of extra tanky Blue Darknuts and Gibdos...


Then there's the chamber itself, a long hall full of icy bats. I love how you can see it right at the start of the room, but you've still got a little bit longer to get it, it just ramps up the excitement that much more.


As a digression, I love the buildup to this dungeon. A few level entrances are hidden away in pretty obscure spots, but this one takes the cake. Not only do you have to find a secret passage under the forest, but when you pop out, you end up on a deserted island in the middle of nowhere! There's one corner of the map that seemed totally inaccessible on the bottom right, and it was bothering me the WHOLE TIME. So finding out Level 8 was there was SUCH a good reveal. 10/10.


As for the big enemies... well, it's a Zelda 2 sendup. The midboss is Horsehead, and he has a Helmethead thing going on with his head detaching and still coming after you, spewing fireballs constantly. I love how comically tall his sprite is, it's very funny- and also makes him a fair bit more difficult to kite around. The head is the only weakpoint, so make sure to make your strikes count!


The boss, though... seeing Thunderbird in a top-down Zelda game made my jaw drop. And it's no slouch, either! While flying around on the top half of the screen, it spews thunderbolts absolutely everywhere, both in lines and throwing in an arc, and it can get quite hectic trying to dodge everything. It's not a complicated fight- but it is a great test of your reflexes.
I admit, not seeing Gleeok in this game was a bit of a disappointment considering how big of an upgrade all the other bosses got... but oh well. Thunderbird is still an awesome surprise, and a great way to finish Dungeon 8.

THE FINAL DUNGEON- GANON'S LAIR
That's right, this is getting its own section, because this game ends with THAT big of a bang. It's unbelievable how good it is. Level 9 in Zelda 1 is already an enormous, challenging stage, full of deadly enemies and traps, topped off by a climactic finish against the blue pig himself. It's one of the most memorable final levels of the 8-bit era. And, somehow, THIS GAME TOPS IT.


It starts out here, where you manage to fight your way through to the top left of the map. Most of the dungeon entrances up to this point have been mildly imposing caves, generally not too intimidating...
And then you see THIS. A giant tower, with three entrances, jutting out from the earth and sticking out like a sore thumb. No subtle bombable entrance here- you KNOW you've hit the endgame when you see this. There's even a fairy fountain underneath, just to let you get absolutely ready for what's to come.


When I got into this place, I was blown away. The tileset doesn't look like anything else in the game. It's grand and imposing, with this oppressive purple walls bearing down on you. The statues are now Ganon heads, too. Heck, even the DOORS are massive, clunking open with loud, echoing thuds. It really feels like "this is a place for monsters, and NOT FOR YOU."
At the entrance, instead of some random old man getting in your way, you see him slumped off to the side, begging you to find the Silver Arrows... it's a hell of a lot more impactful than the OG, that's for sure.


Needless to say, this level is absolutely enormous. Constant segments connected by stairs, entire portions sectioned off, dead ends EVERYWHERE that force you back if you go the wrong way. I had to make my own map for this dungeon for it to make any sense, and STILL got lost... but it's the good kind of lost.


The enemies here are the toughest the game has to offer, too. Baby Dodongos that are a huge waste of bombs, armored Fokkas that jump around and launch sword beams, and all sorts of other nastiness await.

The amount of enemies in some of these rooms can be quite overwhelming- it reminds me of that one segment in Skyward Sword with the hordes of mooks bearing down on you, except it's an entire level.


As for puzzles, well, they're tough as nails, too. The entire dungeon is a puzzle, trying to figure out where the hell you're supposed to be going. Oftentimes, you'll see stairs in plain view, but they're inaccessible until 20 minutes later when you finally pop out of them after trekking across half the dungeon.

All the while, Breath of the Wild's Hyrule Castle theme is playing. At first I was disappointed there wasn't a remix of the classic Death Mountain theme, but somehow this fits better. It's slow, ominous, yet drives you to keep plumbing the unholy depths of this place.


I love the fact that the dungeon layout is Ganon's head. Even Link looks intimidated when he picks up the map, as if he's just realized the gravity of the situation. A lovely little aesthetic touch.


Another understated bit- the trek for the Silver Arrows. The one thing that can put Ganon down for good, and they're DEVIOUSLY hidden. The passage to them is a long, winding cavern underground, full of enemies trying desperately to keep you away, with only ominous blue torches lighting the way.


Now, for midbosses. Dark Link is the first one, hiding away in here to complete the Zelda II references in this game. He's not terribly hard, but he IS quite erratic and will kick your ass if you don't cut him down quick. I do love the decision to use the OoT Collapsing Tower theme for midbosses- that's an underrated track, so it's nice to see it get some love here.


The 2nd midboss is Patra, because those guys practically qualified as bosses in their own right in Zelda 1- and this one's no slouch either. Now that NES Limitations aren't a thing, it has a LOT more minions to throw around, in all sorts of annoying patterns. But slashing through the cloud of little flies to chop down the one in the center is oh-so-satisfying.


As for the third one... I love that WARIO of all people is the last line of defense before Ganon. He's not even hard, he just runs around like a maniac. It's hilarious- and the fact that he drops a ton of Red Rupees when you kill him makes it even funnier. Greedy bastard.
Fun fact, seeing an "all bosses" thumbnail of this game with Wario on it was what got me to pick this game up. It's incredible.


Eventually, though, you reach the final descent. The music stops, and you're left with echoing roars as you go through the final passage. You enter the final boss room, and the final showdown begins.



You raise up the Triforce of Wisdom, Ganon reveals himself and roars at you, and Link brandishes his sword. Game on.
(I love how you can see the cracks in the Triforce of Wisdom, that's such a cool detail.)


Now, Ganon in the original wasn't much to write home about, and I am happy to report Jeb gave him a much-needed boost in both difficulty and flavor. I mean, just LOOK at this sprite! He looks every bit the towering evil overlord he should be, and I love his gleefully sadistic expressions while he's spinning his trident around.


The battle itself is a real test, taking quite a few cues from A Link to the Past's final battle. Ganon will teleport around all over the place, before performing one of several moves. He'll summon fireballs, ice balls, electric balls... you do NOT want toget hit with that ice attack, you'll be a sitting duck.
The real difficulty comes from how much damage Ganon does. He can do two full hearts of damage with one hit... WITH the Red Ring. Needless to say, if you're not prepared, he's going to tear you to pieces.


As you progress, he'll add a couples of new moves to his arsenal- if he spins his trident without any projectiles appearing, he's going to charge you. This is the ONE TIME the Pegasus boots are actually useful, since it gives you the speed to dodge past him. 


Also, summoning these flame creatures that leave lingering fires all over the ground, which can really crimp your ability to dodge Ganon's moves. Ganon WILL kill you a lot, so mercifully the game gives you a stairway to reach him in the entrance after you get to him once.




But, after a lot of attempts, memorizing his attacks, and a lot of health potion uses, you'll win, and Ganon starts losing it. He starts visibly degrading before your eyes, turning red, looking like he's about to something crazy...
Now's the time to use that Silver Arrow!


As the arrow lands, Ganon literally EXPLODES INTO A PILE OF MELTED GORE, with the Triforce of Power resting atop his viscera. Yes, this visual was in the NES Zelda 1 as well... but DAMN if it isn't made a hell of a lot more impactful here.


Nothing left to do but enter the next room, and rescue Zelda once and for all. She actually has more dialogue than just "Thanks, Link, you're the Hero of Hyrule" now, so that's nice.


I do have to really gush about this endscreen- a lot more exciting than simple sprites, no? And all while keeping the same limited-color ethos of the NES. Perfect ending, couldn't ask for anything better.

FINAL THOUGHTS


This game was pretty unassuming when I found it- finding that Wario thumbnail was a real "holy shit i have to play this" moment, but my expectations were tempered. After all, there's a LOT of Zelda 1 remakes out there, and after enough of them, I was starting to get weary.
Needless to say, I'm very glad I took a chance on this one. This is not just a remake of Zelda 1, it's practically a new game built on the bones of that classic, with enough quality of life improvements, gorgeous spritework, whimsical cameos, and rock-solid game design underneath to more than justify anyone's time with it.
Let alone the fact that it was made in Clickteam Fusion of all things- which makes how ridiculously smooth this game runs even more impressive.
If you like Zelda games, play this. You won't regret it.

GAME LINK:
https://gamejolt.com/games/jzelda_woohoo/1043660

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