The Legend of Zelda Phantom Hourglass: Why Fans Still Argue About This Stylus-Only Sequel

The Legend of Zelda Phantom Hourglass: Why Fans Still Argue About This Stylus-Only Sequel

Look, let’s be real. If you bring up The Legend of Zelda: Phantom Hourglass in a room full of Nintendo nerds, you’re going to get some very loud, very different opinions. Some people absolutely adore the way it pushed the boundaries of what the Nintendo DS could do. Others? Well, they’re still having nightmares about the Temple of the Ocean King. It’s a weird game. It’s a bold game. Honestly, it’s one of the most experimental entries in the entire franchise, and even years later, it remains a fascinating piece of gaming history.

Released in 2007 as a direct sequel to the GameCube’s The Wind Waker, Phantom Hourglass had a massive task. It had to translate that sprawling, ocean-faring sense of adventure onto a tiny handheld screen. It didn't just try to mimic the console experience, though. Eiji Aonuma and the team at Nintendo decided to go all-in on the DS hardware. That meant no D-pad movement. No button-mashing for sword swings. Everything—and I mean everything—was handled via the stylus.

The Stylus Controversy: Genius or Gimmick?

For a lot of players, the control scheme is the "make or break" moment for The Legend of Zelda: Phantom Hourglass. You move Link by pointing the stylus on the touch screen. You attack by tapping or slashing. You roll by drawing little circles. It sounds clunky on paper, but in practice, it’s surprisingly fluid once your brain makes the switch. The real magic, though, happened with the items.

Remember the Boomerang? In every other Zelda game, you throw it in a straight line or maybe a slight arc. Here, you literally draw the path you want it to take. You can weave it around corners, trigger switches in a specific order, or hit enemies from behind. It changed the fundamental nature of puzzle-solving. The Grappling Hook and the Bombchu followed suit, turning the DS screen into a canvas for mechanical creativity. It felt tactile in a way that Zelda rarely does.

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However, the "forced" nature of these controls is exactly why some fans bounced off it. If you had a hand cramp or just missed the tactile click of a physical button, Phantom Hourglass could feel like a chore. There’s no secondary control option. You’re either in on the touch-screen lifestyle, or you’re out.

The Temple of the Ocean King: A Love-Hate Relationship

We have to talk about the elephant in the room. The Temple of the Ocean King is basically the central hub of the entire game. Unlike traditional dungeons that you finish once and never look back at, you return here constantly. You go deeper each time. And there’s a timer.

The titular Phantom Hourglass protects you from the temple's life-draining curse, but only for a limited amount of time. This introduces a stealth-speedrun element that was completely foreign to the series. You’re dodging Phantoms—invincible guards that kill you in a few hits—while trying to optimize your route.

A lot of critics at the time, and players today, find the repetition exhausting. Redoing the same early floors can feel like padding. But if you look at it from a design perspective, it’s actually kind of brilliant. As you get new items like the Bow or the Hammer, you find shortcuts through the early levels that were impossible before. It transforms from a terrifying gauntlet into a playground where you’re showing off how much stronger you’ve become. It’s the ultimate "knowledge is power" mechanic.

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Why the Graphics Were a Big Deal

Visually, the game was a technical marvel for the DS. It used a cel-shaded 3D style that mirrored The Wind Waker remarkably well. Obviously, it lacked the high-resolution polish of the GameCube, and the "jaggies" on the character models were real. But the expressive animations—Link’s huge eyes, the goofy reactions of Linebeck—all survived the transition.

Speaking of Linebeck, he’s arguably the best companion character in Zelda history. Sorry, Midna fans. Linebeck is a cowardly, greedy, self-centered treasure hunter who only helps Link because he thinks there’s money in it. His character arc is actually meaningful. By the time you reach the end of the Legend of Zelda: Phantom Hourglass, seeing Linebeck finally grow a backbone is more satisfying than finding any Piece of Heart.

The sailing in this game is a bit different from its predecessor. Instead of manually steering the King of Red Lions, you draw a path on your sea chart and the S.S. Linebeck follows it. This frees you up to use the ship’s cannon to blast octos and jumping fish.

It’s a "snackable" version of exploration. It fits the handheld format perfectly. You can pull out the DS, sail to an island, solve a quick puzzle, and close the lid. That’s where the game really shines. It’s not trying to be an epic 60-hour odyssey; it’s a tight, focused adventure that respects your time while still offering plenty of secrets, like the hidden Spirit Gems or the various ship parts you can collect to customize your vessel.

Real Talk: The Hardware Quirks

One of the coolest (and most frustrating) parts of the game involved the DS hardware itself. There is a specific puzzle where you have to "press" a sea chart against another map. Players spent hours trying to figure out which button to press or where to click.

The solution? You literally had to close your DS console and then open it back up.

It was a "eureka" moment for some and a "throw the DS across the room" moment for others. The game also made you blow into the microphone to extinguish candles or yell at characters to get their attention. In 2007, this felt like the future. In 2026, playing on original hardware, it feels like a charming, slightly loud relic of a time when Nintendo was obsessed with "blue ocean" strategies and reaching non-gamers.

Practical Tips for a Modern Playthrough

If you’re digging out an old DS or 3DS to play The Legend of Zelda: Phantom Hourglass today, there are a few things you should know to make the experience better.

  1. Get a comfortable stylus. The tiny ones that slide into the side of the DS Lite are hand-cramp city. Use a thicker, pen-style stylus if you can find one.
  2. Take notes on the map. This is the game’s best feature. You can scribble anything on your dungeon maps. Mark where traps are. Write down door codes. Don't try to memorize things; the game literally gives you a pen for a reason.
  3. Don't rush the Temple of the Ocean King. Use those shortcuts. If you find a way to skip a floor using a new item, do it. The game rewards efficiency, not just persistence.
  4. Hunt for ship parts. Customizing the S.S. Linebeck isn't just cosmetic. If you equip parts from the same "set," you get a massive boost to your ship’s hit points, which makes the late-game sea battles way less annoying.

The Legacy of the Hourglass

Phantom Hourglass eventually got a sequel, Spirit Tracks, which traded the boat for a train and refined some of the touch controls. But the original DS Zelda still holds a special place. It represents a time when Nintendo wasn't afraid to completely alienate their "traditional" fanbase to try something new.

It isn't a perfect game. The soundtrack is a bit repetitive, and some of the islands feel a little empty. But the sheer creativity packed into the dual-screen interface is undeniable. It’s a game that asks you to interact with it physically—drawing, blowing, shouting, and folding.

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To get the most out of your experience, focus on the seafaring upgrades early on. Collecting the different ship sets—like the Demon set or the Tropical set—vastly increases your survivability during the frantic cannon battles. Also, pay close attention to the trading side-quest involving the Wayfarer's Way; it's the only way to get some of the rarest items in the game. Finally, remember that the "salvaging" minigame is a great way to farm rupees if you find yourself short on supplies before a big dungeon.

The Legend of Zelda: Phantom Hourglass is a masterclass in platform-specific design. Whether you love the stylus or hate it, you can't deny that it’s a pure, uncut shot of Nintendo’s experimental spirit. It’s worth a replay, if only to remember a time when the DS was the king of the world and a little bit of ink on a screen could save a kingdom.


Next Steps for Players:
Start by checking your DS or 3DS battery health, as the constant touch-screen usage and microphone features can drain older systems quickly. If you're playing on a 3DS, remember that holding Start or Select while launching the game will run it in its original resolution, which actually makes the cel-shaded graphics look much sharper than the upscaled default. Once you're in the game, prioritize finding the first three Spirit Gems on Ember Island to upgrade your sword's power as soon as possible.