I'm not sure if you forget, and I know this isn't a part of a translation. But, if you go to the first dungeon then there was a locked door in the beginning. So, If you get out of the 1st dungeon and go back into dungeon, then it unlocks itself which means you don't even need a key to unlock the 1st door. I guess this one was bugged I'm sure.
No problem, have not forgotten. But I don't know if there's any cure for it. I don't know, perhaps someone with more hacking experience than me would be able to fix it. See this thread for info on some of the mechanics at work behind it: http://www.gamefaqs.com/boards/563433-the-legend-of-zelda/63821853
Another gameplay bug is the "Patra Glitch" The rotating pattern is sometimes disrupted on the types that rotate like a gyroscope. What happens is that some of the smaller ones break loose and begins to rotate around their own axis, when you kill some of the small ones. Don't know exactly what it is that trigger it but I have experienced it several times.
There's also a lot of minor audio and visual quirks:
* No sound effect for the cursor on the subscreen when you select the boomerang, in the rare case you're not equipped with a sword.
* The heart cursor on the file select screens share palette with the Magical Sword. This makes the hilt white if you go to the erase screen.
* Palette issue on movable block in Level-8 (2nd Quest) where a Digdogger resides. The block receive a palette change when you move it. A Digdogger and pushable block in the same room is probably the reason for it.
* The compass mark turn light green when you face a Gleeok and brown when you encounter a Dodongo or Digdogger. (the mark alternate between those colors and red) It also turns red when you face Ganon, and when you beat him the mark turns orange due to the Triforce.
* The dark color on movable blocks turns black when you push them in Level 4 (1st Quest) and Level 5 (2nd Quest). Similary, the dark grey on movable blocks turns black when you push them in Level 9 (both Quests). But if I fix it, the palette of Zols, Gels, and Keese is affected, which makes them visible in the dark. This was a quite late change in the development as the prototype version didn't have the dark type of these enemies, hence the pushable blocks look normal in that version.
I guess most are due to memory and palette limitations. And fortunately these are extremely minor issues. Also, the "missing audio" when buying a key I pointed out earlier makes sense, keys and hearts aren't subscreen items and therefore does not have the additional item-get tune, you don't hear it when picking them up elsewhere either. So I don't know what I was thinking.