The Legend of Zelda Phantom Hourglass: Why Everyone Hated the Controls (But Loved the Game)

The Legend of Zelda Phantom Hourglass: Why Everyone Hated the Controls (But Loved the Game)

Honestly, the Nintendo DS was a weird time for gaming. We had this dual-screen handheld that everyone thought was a gimmick until it suddenly wasn't. Then, in 2007, Nintendo decided to drop The Legend of Zelda Phantom Hourglass, and it changed everything we knew about how Link moves. It wasn't just a sequel to The Wind Waker. It was a total experiment. Some people still can't stand it because of the stylus controls, but if you actually sit down and play it today, you realize it’s one of the most clever entries in the entire franchise.

It’s a direct sequel. That matters. Usually, Zelda games are loosely connected by lore and reincarnation, but here, we’re back with the same Link and the same Tetra from the GameCube era. They’re sailing the high seas, looking for new lands, when a creepy ghost ship appears. Tetra gets kidnapped—classic—and Link ends up washed ashore on Mercay Island. This is where the real "DS magic" starts to happen, for better or worse.

The Stylus Debate: Did It Actually Work?

You couldn't use the D-pad. Not at all. For a lot of old-school fans, this was a massive "what were they thinking?" moment. You had to point the stylus where you wanted Link to go. To swing your sword, you tapped enemies or drew a line. It felt clunky for the first ten minutes. Then, suddenly, it clicked.

The precision you get with the stylus is actually kind of insane when you think about the boomerang. Remember the old games? You’d throw it and hope for the best. In The Legend of Zelda Phantom Hourglass, you literally draw the path. You can weave that thing through narrow corridors and hit five switches in one go. It’s satisfying in a way a joystick just isn't.

But let's be real—your hand cramped. Holding a DS Lite for four hours while scribbling on the bottom screen was a workout. It’s one of the reasons the game is hard to port to modern consoles like the Switch. Without that resistive touch screen, the core mechanics basically fall apart. You can't just map "drawing a path" to a thumbstick and expect it to feel the same. It’s a very specific product of its time.

That Infamous Temple of the Ocean King

We have to talk about it. The Temple of the Ocean King is the most polarizing dungeon in Zelda history. Most dungeons in these games are "one and done." You find the map, get the compass, beat the boss, and never look back.

Not here.

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You go back to this temple over and over again. Every time you finish a different dungeon, you return to the Ocean King’s lair to go deeper. It’s a stealth-based gauntlet where a timer is constantly ticking down. If you run out of sand in your Phantom Hourglass—the titular item—you start losing health. It was stressful. It was repetitive. It was... actually kind of brilliant?

The genius part is how you use new items to find shortcuts. That floor that took you ten minutes the first time? Now that you have bombs or the hookshot, you can clear it in thirty seconds. It’s a meta-commentary on getting stronger. You aren't just getting more hearts; you're mastering the layout of a specific place. Still, I get why people hated the backtracking. It felt like chores sometimes.

Hidden Details and the DS Hardware Tricks

Nintendo was showing off. They wanted every single feature of the DS to be used in The Legend of Zelda Phantom Hourglass.

Remember the map? You could scribble notes on it. This was a revolution. If a sign told you "press the buttons in this order: up, down, left," you didn't have to memorize it. You just wrote it on the map. It made you feel like an actual explorer with a physical journal.

Then there were the "gimmicks" that were actually genius:

  • Blowing into the mic: To put out fires or call out to NPCs. It felt silly, but it worked.
  • Closing the DS: There’s a puzzle where you have to press a seal onto your map. The solution? You literally had to physically close your DS so the top screen "touched" the bottom screen. People spent hours trying to figure that out. It’s the kind of fourth-wall breaking that Nintendo does better than anyone else.
  • The Cannonball Game: Sailing was a huge part of the experience, and while it was more "on rails" than Wind Waker, the stylus-controlled cannon made sea combat way more active.

The Linebeck Factor

Can we talk about Linebeck for a second? He’s easily one of the best sidekicks in the series. Most Zelda companions are helpful but a bit dry—think Navi or Fi. Linebeck is a coward. He’s greedy. He’s basically only helping Link because he thinks there’s treasure involved.

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His character arc is actually the emotional core of the game. Watching him go from a guy who hides in a box to someone who actually takes a risk is great storytelling. He brings a level of humor that's usually missing from the more "epic" titles like Twilight Princess.

Comparing it to Spirit Tracks

People always group these two together because they use the same engine. But The Legend of Zelda Phantom Hourglass feels more "Zelda-y." Spirit Tracks put you on a train, which felt incredibly restrictive. The boat in Phantom Hourglass still gave you that sense of being on the open water, even if you were just drawing a line for the path.

The boss fights in this game were also a massive step up for handhelds. Because of the two screens, bosses could be huge. One screen would show the boss's perspective, and the other would show Link. You’d have to use the information on the top screen to aim your attacks on the bottom. It was some of the most creative use of hardware ever seen in 2007.

Is It Still Worth Playing in 2026?

The short answer is yes, but with a caveat. If you’re playing on original hardware or a 3DS, it’s a 10/10 experience for what it is. If you're trying to emulate it on a PC with a mouse, it feels weird. The game was designed for a stylus and a small screen.

It’s not a perfect game. The soundtrack is a bit repetitive compared to the sweeping orchestral scores of the console games. The graphics are "DS 3D," which means lots of jagged edges and pixelated textures. But the charm is undeniable. It’s a game that isn't afraid to be annoying if it means being unique.

Things You Probably Missed

Most players just rush through the main story, but the side content is where the world-building happens.

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  1. The Wayfarer’s Way: There’s a whole side quest involving a man looking for a mermaid that is surprisingly funny and weird.
  2. Ship Customization: You can collect different ship parts. Getting a full set (like the Golden Set) actually increases your ship’s stamina. It’s a proto-version of the gear systems we see in modern RPGs.
  3. The Island of Unwanted Objects: A very meta location where things from previous games—or just things people throw away—end up.

How to Get the Most Out of Phantom Hourglass Today

If you’re dusting off your old handheld to dive back in, or if you’re a newcomer looking to see what the fuss was about, here is the "pro" way to handle it.

Don't fight the controls. A lot of people try to hold the DS like a controller. Don't. Lay it flat on a table or in your lap. Use the stylus like a pen. Your movements will be more precise, and your hand won't hurt after twenty minutes.

Also, take notes. The game gives you a notepad for a reason. Don't just write down puzzle solutions; mark where you saw "cracked walls" or chests you couldn't reach yet. It makes the backtracking in the Temple of the Ocean King feel like a tactical mission rather than a slog.

Finally, pay attention to the fishing minigame. It’s actually one of the better ones in the series and offers some great rewards if you have the patience for it.

The Legend of Zelda Phantom Hourglass might not be the "best" Zelda game in the eyes of the hardcore community, but it is undeniably the most creative use of the Nintendo DS. It proved that you don't need a traditional controller to have a traditional adventure. It’s weird, it’s frustrating, and it’s beautiful.

Actionable Steps for Players:

  • Check your hardware: Ensure your DS or 3DS touch screen is calibrated. These games rely on pixel-perfect taps.
  • Invest in a comfortable stylus: If you have the original tiny stylus, your hand will cramp. Get a "pen-sized" one for a much better experience.
  • Don't skip the dialogue: Linebeck’s lines are actually funny. If you mash through the text, you miss the best part of the game.
  • Embrace the notes: Use the map annotation feature for everything. It’s the game's "secret weapon" for immersion.