My experience with Basic D&D came in two phases.
The first was circa 1992, when I bought the "Black Box" Basic starter set at Toys R Us and thought it would be really neat to learn to play D&D. I'd heard of D&D, but this was my first actual experience with it.
The misunderstandings with school and parents, wrapped up in the "Satanic panic" scare about D&D aside, as a kid I just couldn't wrap my mind around some of the rules. I remember sitting down, reading through that booklet and pouring through the various materials. . .and THAC0 just eluded me. I was never particularly good with math as a kid, and the mechanic of "do I hit the monster or not" eluded me. I couldn't get together a group to play the game because of misunderstandings with well meaning, but highly misinformed, people in a small town who only had heard vague statements about D&D being some kind of satanic practice. . .but even if I could, I STILL couldn't figure out how to play the game because I couldn't figure out THAC0.
The second phase was circa 2000. One guy in my college gaming club was a big fan of the Rules Cyclopedia. Nobody else was particularly interested in that version of D&D, but, since it was his thing, we agreed to play a one-shot of it with him DM'ing it. It was okay, I guess, if you just wanted, well, Basic D&D. After years of playing AD&D 2e (and other RPG's), the limited options for character creation and progression chafed, to say the least. It was good for a short straightforward, typical wilderness or dungeon crawl adventure, but I remember leaving that session wondering how that game could support more complicated or in-depth adventures.