The Legend of Zelda: A Retrospective
Thursday, June 23, 2011 at 09:16PM By Andy
So, 2011 is actually the 25th anniversary of the release of the original Legend of Zelda for the Famicom Disk System in Japan, a game that started a revolution in the adventure genre, mixing complex puzzle play with exciting action and travel. Obviously, the franchise still continues to be successful today, with Nintendo continually producing fantastic (and sometimes questionable) new Zelda titles in the series. At least one Legend of Zelda game has appeared on every single Nintendo console, each adding new twists and innovations above the last. As this is a retrospective, why not start at the beginning.
The Legend of Zelda (NES/FDS, 1986):
The original Zelda title was released in 1986 in Japan as one of the most open ended and challenging games for the system, let alone games in general at the time. A young boy (the player/Link) wakes up in a mysterious forest, and hears an old man basically tell him that he is the chosen hero of time, destined to rid the evil of the world. Walking forward as the man entices will allow the player to pick up a sword. The game introduced the dungeon system, where the player travels around the overworld to find dungeons, each with its own unique layout, puzzles, enemies, and boss in a 2d environment. Using new weapons, including a bow, boomerang, and even a magic recorder that are found in the overworld, caves, and the dungeons themselves conquers each dungeon. After finishing the first 8, a ninth is unlocked with the completion of the legendary Triforce, and the Princess Zelda can be rescued. The game introduced a new level of difficulty, as it gave no clues as to the location of the dungeons, weapons, or passageways, having the player figure everything out on his or her own. This plot and gameplay system continues to be a mainstay in almost every Zelda title, culminating with the defeat of the evil lord Ganon.
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(A map of the vast overworld)
The Legend of Zelda 2: The Adventure of Link (NES/FDS, 1987):
The Adventure of Link was the second Zelda title released for the NES, and became very controversial for its fundamental gameplay changes with respect to its predecessor. This game introduced a side scrolling system for dungeons and towns, with a slow moving overworld, similar to an early RPG. It also focused far less on puzzle solving than precise battling, also including a higher focus on magic. Its RPG element also extended to a system of experience points, boosting the players magic and power ability as the game progressed. While this game did introduce a more coherent and obvious plot than its prequel, it was plagued by now famous absurd English dialogue spoken by the townspeople. The game was still innovative both in its faster action sword and shield battle system and use of dungeons to progress the story, all ending in a player-favorite final boss, Shadow Link. Despite its seemingly inaccessible qualities to modern gamers, Zelda 2 was still a game ahead of its time, but its tradition would not be followed by future titles in the series.

(Link walking past an enchanted Zelda)
The Legend of Zelda: A Link to the Past (SNES, 1991):
As the first Zelda title on the Super Nintendo, A Link to the Past boasted improved graphics and scenery, as well as some new weapons, including the now-beloved puzzle-solving staple, the hookshot. It also included other improvements, such as the sideways sword swings and newfound speed when using the Pegasus boots. My personal favorite now item introduced in this game however is the cane of somaria, which simply creates blocks to solve puzzles (some call it useless, I call it secondary defense). What stands out mainly about this title however is its use of two parallel worlds, the Dark World and the Light World, each traveled through by Link, and each having their own unique dungeons. This game is generally praised as the best 2D Zelda title, and sometimes even the best overall game in the series. This praise could be attributed to the fantastic adventure and puzzle element of the game combined with a moving soundtrack and quality graphics for the time. A Link to the Past was truly a game ahead of its time, and still holds up today as such with the creation of a few well-deserved ports onto other Nintendo consoles. This game also should be credited with popularizing the master sword, now an item included in almost every single Zelda game afterwards.
Note: The Game boy advance port of A Link to the Past was released in 2002, also including 4 swords, which will be expanded upon in the title’s GameCube installment. 4 swords is a multiplayer Zelda adventure which takes advantage of team based attacks.

(Link fighting Ganon in the Dark World)
The Legend of Zelda: Link’s Awakening (GB/GBC, 1993):
The first portable title gives the player a new world to travel through, called Kohonlit Island, also making the game the first to be set out of the fictional land of Hyrule. The plot quickly becomes much more absurd than that of the previous titles, as an owl immediately tells the player that he must wake the Wind Fish (then dormant inside of an egg) by collecting instruments hidden in dungeons around the island in order to return home. The absurdity only continues with cameos by other popular Nintendo characters such as Kirby and the Chain Chomp. And, by the end of the game, the Wind Fish, who for some reason can talk after Link vanquishes the final boss (a morphing shadow), tells the player that the entire game was Link’s dream. While the game, other than its portability, did not make any huge improvements over the previous title, it is still one of the most exciting adventures in the series, with great dungeon design and a complex overworld filled with interconnecting passages. Link’s Awakening is my personal favorite title in the series, and its uniqueness can be best described by this screenshot of the Wind Fish, a sort of dream deity:
Note: The color (DX) version of Link’s awakening was also released in 1998.
The Legend of Zelda: Ocarina of Time (N64, 1998):
Ahhh, Ocarina of Time. This is the Legend of Zelda’s first foray into the third dimension as well as the first Zelda title available for the Nintendo 64. This game is often hailed as the best Zelda title and sometimes even the best game ever created. This praise can be attributed to its beautiful graphics for its era in its lush landscapes and seamlessly connected world. Not only that, but Ocarina boasted a lengthy adventure with incredible dungeon design that, for the first time, could incorporate depth and height as integral parts of rooms and puzzles. Ocarina also has my personal favorite Zelda soundtrack, containing musical masterpieces ranging from the epic Gerudo Valley Theme to the ever popular and mysterious Song of Storms. While the third dimension did not truly add a great deal of true content to the series, it did make the game extremely accessible and enjoyable from start to finish, with the small roadblock of the forever confusing water temple. And while the game did not add any really new elements to the core Zelda gameplay, it did introduce true time travel to the series, where the player would traverse different versions of Hyrule as either young or adult Link, able to use different weapons and abilities in his different forms. This game’s popularity is obvious when looking at its numerous remakes, appearing in Master Quest and the Collector’s edition for GameCube and its newly visualized port to 3DS, let alone its appearance in the Wii’s virtual console.

(Link meeting his adversary Ganondorf… in 3D)
The Legend of Zelda: Majora’s Mask (2000, N64):
Link’s second adventure on the Nintendo 64 is both one of the most unique installments in the series and a major fan favorite, although not extremely popular otherwise. It also features its own unique land, a town called Termina as well as its surrounding domains and dungeons. The story is also unique, having link’s new quest be to stop the moon from crashing into the town (and destroying the world) within 3 days by collecting masks and conquering 4 dungeons to do so. By defeating the bosses, giants are activated to hold back the moon and protect the town. Do not be alarmed at the apparent lack of dungeons; Majora’s Mask is a game focused on side quests, putting emphasis on interacting with the townspeople to earn masks, each with its own unique power. These masks’ effects range from character transformation (such as becoming a zora and goron) to mask-based tools (like the automatic bomb mask). The quirky plot and characters add a great deal of charm to this adventure, and the action when both fighting bosses and chasing people for information is, for the most part, very exciting. This game does however have one of the most challenging and bothersome starts, but completing it reveals a wonderful experience that should be enjoyed on the original system, the Wii virtual console or the collector’s edition on GameCube.

(Link in fierce deity mode, a prize for collecting every mask)
The Legend of Zelda: Oracle of Seasons/Ages (GBC, 2001):
These entries into the series were the first and only paired set. Similar to the Pokémon Series, Seasons and Ages contained minor differences, such as travel through time in Ages being replaced by travel through seasonal periods in Seasons. The order of dungeons was also changed, as well as the weapons that the player was able to upgrade. Each game built on the gameplay of the last Game boy installment, Link’s Awakening, featuring basically the same weapons, controls, and mechanics. Despite their general lack of originality, Seasons and Ages are still exceptional games, shown both by the rave reviews and stellar sales. And despite their seemingly minor differences, each game is still definitely worth a play through, and offers one of the most refined 2d Zelda experiences to this date.
The Legend of Zelda: The Windwaker (GC, 2002):
The Windwaker featured a new cell shaded and more cartoonish art style, with an appearance highly changed when compared to the previous 3D Zelda installments. The overworld of Windwaker also brought a new mechanic into play: sailing across the open sea, leading to a great deal of exploration on islands both large and small. Link wields a conductor’s baton as his new instrument, using its magic to control the wind. He uses this ability to his advantage to more easily cross the often unforgiving ocean. Featuring only four dungeons, the first GameCube Zelda title shifted focus again onto its vast array of side-quests. However, these were often not as rewarding as those in Majora’s Mask, usually leading to a useless treasure or just another piece of heart. This installment is also one of the easiest Zelda game to date, with many fans complaining about its “kiddie” appeal concerning its art style and difficulty. However, Windwaker was truly another fantastic adventure, and although it was on the short side, it offered a new level of accessibility to the series, in stark contrast to the often unforgiving early titles. This title also boasts a fantastic soundtrack; while it does not rival Ocarina’s musical mastery it does supplement The Windwaker’s whimsy and sense of freedom, best implemented with pan flute leads while sailing on the massive waters.

(Link sailing the sea on his boat, King of Red Lions)
The Legend of Zelda: Four Swords Adventures (GC, 2004):
Four Swords is probably the most unique installment in the series, providing players with a multiplayer-focused adventure while retaining the core 2D Zelda game mechanics. The game can be played with from 1 to 4 players, however multiplayer is only enabled by plugging GBA’s into the GameCube, Nintendo’s approach to market the Game Boy player attachment to the system. While the handheld version of the game offered randomly generated levels (similar to a rouge like), the GameCube rendition offers eight self-contained and standard dungeons, offering 3 levels and a boss each. This game also implements special multiplayer abilities and attacks, having players put their individual link sprites into certain positions in order to execute special attacks. The only real complaint I personally have about this game is that it offers no overworld to explore and the fact that it is really a big-screen version of the original Four Swords, which offers similar gameplay and can be covered by the aforementioned explanation.
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(The diamond formation)
The Legend of Zelda: The Minish Cap (GBA, 2004):
The Minish Cap was the first standard and new Zelda game to be released for the Game Boy Advance. Instead of switching between two almost completely separate worlds like in most other Zelda’s, the Minish Cap allows the player to explore the single world at both standard and reduced size. The advantage of becoming smaller presents itself in the necessity to explore miniscule crevices of the world to search for both crucial items and treasure around the land. The plot of the game is an extension of the Four Swords story with the addition of Link’s new pal, a magical shrinking cap called Ezlo, whose dialogue is far more enjoyable than most of Link’s sidekicks and far less annoying (I’m looking at you, Navi). This game received overwhelmingly positive reviews, and deservedly so for an adventure that is extremely accessible yet still appealing to the hardcore crowd. The Minish Cap also offers side quest content similar to that of the Windwaker, having the player collect figurines and other items to access additional content. The game also offered the best 2D handheld Zelda graphics at that point in time, and still stands as one of Links finest portable adventures.

(Original artwork featuring Link and his new hat)
The Legend of Zelda: Twilight Princess (2006, GC/Wii):
Released as both a Wii launch title and as one of the final first party GameCube releases, Twilight Princess essentially follows the same formula of the first 3D console Zelda title, Ocarina of Time. It features 9 dungeons and Hyrule Field as its overworld once again, but adds a few new twists to improve gameplay. First, the player has the ability to turn into a wolf, having a new moveset and able to track others by smell. The game also adds new weapons such as a ball and chain for increased power and a spinning top that Link can ride on to solve platforming puzzles. Twilight Princess is also the finest Zelda title graphically, showing off beautiful environments and characters alike throughout the vast land of Hyrule. The art style of the game is also more western and mature than its cell-shaded console predecessor, and stands as one of the more visually striking entries in the franchise. Another obvious improvement is the addition of a new helper character named Midna, who actually has an interesting story and adds to the plot of the game, unlike a certain bothersome fairy. It is also the longest Zelda title, with enough story and side content to give the player over 25 hours of gameplay. Because of all of these new features, Twilight Princess is objectively the best Zelda title to date, offering the most diverse features and being the most technologically advanced game in the series.

(Midna and Wolf Link fighting a shadow creature)
The Legend of Zelda: Phantom Hourglass (DS, 2007):
The first DS Zelda follows the story, art style, and mechanics of the Windwaker, offering the same character design and sea overworld. It does however employ an updated control scheme that utilizes the DS’s touch capability, having the player touch the screen to both move Link and guide the boat to different locations. The player also uses the touch screen to guide phantom statues on land, a unique puzzle and battle element that adds a lot of variety to the game. The upper screen is often employed as a map view, making a visual of the player’s location more easily accessible. Boss battles however employ both screens, with big baddies showing off their grand scale by towering over the player (who is still solely on the bottom screen) by taking up the entire viewable area. Also present is a small multiplayer segment over wi-fi, where one player controls Link battling the other who controls the phantom statues. Phantom Hourglass was both a sales success and a critical darling, selling over 4 million copies and achieving a metacritic aggregate score of 90.

(Link battling moblins in a dungeon)
The Legend of Zelda: Spirit Tracks (DS, 2009):
Spirit Tracks as a whole did not add a great deal of innovation to the series, employing most of the same mechanics as its predecessor. While Spirit Tracks takes place 100 years after Phantom Hourglass plot wise, it does not feel like the features are improved at all. The main difference is the use of a train to travel through the overworld, which results in an extremely confining experience. The player really has no way to explore the vast land of Hyrule, only able to stay on the tracks and ride from town to town with a few train-based minigames thrown in. It also continues the phantom statue mechanic, however limiting the player to controlling one other statue inhabited by the spirit of Zelda. This is certainly not to say that the game is not enjoyable, but the lack of exploration seems like a step backwards for the franchise as a whole. Otherwise, the continued DS Zelda mechanics still offer an exciting adventure featuring excellent dungeon and character design, still in a beautiful cell-shaded art style. While the game received positive reviews, it was a sales dud in Japan and ended up selling only a little over half of the numbers of its predecessor.

(Left, the train overworld and right, a dungeon)
The Legend of Zelda: Skyward Sword (Wii, 2011):
This title was announced at E3 2010, and is supposed to come out in the near future. It was shown to have 1 to 1 swordplay mechanics using the WiiMotionPlus and offer a less dark art style than the last console installment, Twilight Princess. I am highly anticipating this game, and we should all hope for a release soon. If you learned anything from reading this, it should be evident that a new, innovative Zelda title will not disappoint. Released so far is gameplay flying on a bird using motion controls and a classic dungeon crawl, even with a boss. This gameplay was released this past E3.

Reader Comments (1)
-Gucci ladies scarfda title will not disappoint. Released so far is gameplay flying on a bird using motion controls and a classic dungeon crawl, even with a boss. This gameplay was released this past E3.