I first noticed this while playing around with the Official Third Quest. I was able to duplicate this in my test quest, available here.
On a related note, I don't think enemies are supposed to drop more than one clock per trip to each room. I don't recall this ever happening in the original Legend of Zelda.
I believe that was intended so that they wouldn't get stuck in the walls permanently.
Brandon wrote:I believe that was intended so that they wouldn't get stuck in the walls permanently.
While that is indeed convenient, it's not true to their Zelda 1 behavior. I remember reading years ago in Nintendo Power (I think) about the secret passageway in First Quest, Level 7. They explicitly warned, "Don't pick up clocks if they appear!"
Here's a screenshot of the multiple clock bug I mentioned previously:

If they stayed in the walls and it was a permanent clock instead of temporary that would allow a lot of situations of people being stuck in rooms with closed doors or whatever.
I think they need to be as they are.
Freedom wrote:If they stayed in the walls and it was a permanent clock instead of temporary that would allow a lot of situations of people being stuck in rooms with closed doors or whatever.
I think they need to be as they are.
That's bad quest design in my opinion. If ZC is to remain an authentic Zelda 1 clone (warts and all), this should probably be fixed.
the multple clocks bug is not a bug, it is just a extremely rare situtaion in the original game.
I can smell "quest rule" in the air!
I'm having dejavu here.
The Wall Masters thing is an NES consistancy issue, so It most likely won't be addressed untill after 2.5 is done. And I also agree with Freedom on that one. What the hell did Nintendo use for a testing team on the LOZ1, monkeys? Every so often I'll play Zelda on the NES just for fun, and each time I run across a new bad programming bug. But because so many awesome and innovative games were made during those years, I forgive them. ;p
...Actually, wasn't the multiple clocks appearing bug fixed already?
Gleeok wrote:I'm having dejavu here.The Wall Masters thing is an NES consistancy issue, so It most likely won't be addressed untill after 2.5 is done. And I also agree with Freedom on that one. What the hell did Nintendo use for a testing team on the LOZ1, monkeys? Every so often I'll play Zelda on the NES just for fun, and each time I run across a new bad programming bug. But because so many awesome and innovative games were made during those years, I forgive them. ;p
...Actually, wasn't the multiple clocks appearing bug fixed already?
Apparently it wasn't... 😞
No doubt there were some bugs in Zelda 1, in addition to parts of Zelda 1 that weren't buggy but may be considered bad quest design... but it was a hell of a lot better than the turds put out by a lot of Nintendo's third-party designers at the time (for example, anything by LJN).
It does that on the original NES Zelda 1 game that the wall masters do come out of the wall after the clock is picked up. It should be not a bug.
which emulator you used cbailey 😊 nestopia with the sprite limit enabled is the best one for bug testing... a real NES is the penultimate for bug testing.
I am certain that Zelda 1 on the NES has clocks preventing Wallmasters from coming out of the walls, and 99% certain it had no multiple clocks.
The item sets work a bit differently than ZC. I believe the item is somehow related to the number of remaining enemies. I saw an article that someone made when doing a TAS that explained how it worked. Long story short, the RNG is abusable.
EDIT: Here's the page I was talking about. Slice it and dice it, it should give you much more accurate item drop behavior:
http://tasvideos.org/2091S.html