, or commonly abbreviated LoZ by fans, is the first game in the Legend of Zelda series of video games, made by Nintendo under the direction of game creator Shigeru Miyamoto, who also created Mario. The game was inspired by Miyamoto's adventures in the hills of Kyoto as a young child. It was released in Japan as the first game for the Famicom Disk System add-on to the Famicom on February 21, 1986. As this add-on was not released outside of Japan, it was released in the US and other countries on the regular NES cartridge format in 1987. The music, including the classic Zelda theme, was composed by Koji Kondo.
The game is set in the imaginary land of Hyrule and revolves around a young Hyrulian named Link, who must rescue Princess Zelda from the clasps of the villain Ganon by collecting eight fragments of the Triforce of Wisdom, one of three smaller pieces of the Triforce.
The game was included in Collector's Edition for the Nintendo GameCube. In 2004, Nintendo re-released the original The Legend of Zelda for the Game Boy Advance, as part of the Classic NES Series. The game was also re-released in 1994 in Japan as a Famicom game, rather than a Famicom Disk.
The Music from The Legend of Zelda has become part of pop culture and is easily recognizable even to non-gamers.
The game begins with the player controlling Link armed with a small shield. A simple sword (often believed to be wooden due to its coloring) is immediately available in a cave behind him. To advance further, Link must explore the overworld, a large outdoor map with a variety of environments, fighting an assortment of small creatures in order to locate the entrances to nine underground dungeons. Each dungeon is a unique, labyrinthine collection of rooms connected by doors and secret passages and guarded by a variety of monsters, all of which are different from those found in the overworld. Link must navigate through each dungeon to obtain the eight pieces of the Triforce of Wisdom along with other useful items, many of them necessary to complete his quest. For example, the third dungeon contains a raft which is needed to reach the entrance to the fourth dungeon. Other available items include upgrades for Link's sword and shield, bombs for uncovering secret caverns, and a recorder with magical properties. The first six dungeons have visible entrances, but the remaining three are hidden from view. The order of completing the dungeons is relatively arbitrary, but the ninth and final dungeon can only be entered after collecting the entire Triforce of Wisdom.
Nonlinearity, the ability to take different paths in completing the game, is an important element of Zelda which was largely absent in its contemporaries. Although the dungeons were designed to be completed in order, there are many possible orders. Similarly, Link can wander the overworld, finding and buying items at any point. This flexibility enabled some unusual ways of playing the game; for example, it is possible to reach the final boss of the game (but not defeat him) without taking a sword, which in a normally-played game is the preferred primary weapon. Nonlinearity is also a source of frustration, however, often leaving players wondering what to do next.
Normally, killing all the small Digdoggers was required to defeat the boss. However, because of a glitch, if Link split Digdogger into 3 parts, killed one, and left the room, when he came back Digdogger would be slain. Another glitch occurs by playing the recorder before it has materialized out of the mystic smoke that all monsters appear from, causing it to switch back and forth several times between its initial and smaller forms until settling on the smaller form.
Found only in the final dungeon (in both quests), this sorcerer is the central villain. He would cast an invisibility spell around himself, and move around the room shooting fireballs. By stabbing the air randomly, or figuring out his pattern, players could score a hit. After many hits, he would freeze and turn red. Only by shooting him with the silver arrow while he was in this red state could Ganon be defeated.
Zelda featured many technical innovations as well. It is famed for being one of the first games to include a built-in battery that allowed the player to save progress, even after shutting the system down (previous games used passwords, often long and complicated). Players could save progress when they died or by pressing Up and Start in the second controller while playing. In addition, the plastic casing of the cartridge was gold just like the box instead of the usual gray, making it seem special from the very beginning. It was later re-released in a gray cartridge in 1990. The first Zelda appears relatively simple by today's standards, but it was a very advanced game for its day. Innovations included the ability to use many different items, a vast world full of secrets to explore, and the freedom of relatively nonlinear gameplay. Many of these innovations became staples of the Zelda series and other games, which followed its lead. The game was wildly popular in Japan and the United States, and many consider it one of the most important videogames ever made.
Zelda is also considered one of the spiritual forerunners of the console role-playing game (CRPG) genre. Even though it contains gameplay elements different from those of a typical computer or console RPG, its aesthetics, such as its bright, cartoony graphics, fantasy setting, and music, would be adopted by a number of later RPGs, and its commercial success helped create a market for involved, nonlinear games in fantasy settings, such as those found in successful CRPGs.
Some RPGs that have been compared to Zelda include Square's Seiken Densetsu series, and more recently, Alundra and Brave Fencer Musashi.
The basic overworld map was slightly changed, but the locations and layout of the dungeons were completely different. Also, most of the items and secrets were located in different places than before, many of them requiring Link to uncover them with the recorder. For example, only two of the nine dungeons had visible entrances, and the fifth dungeon is where the fourth dungeon used to be. Some enemies gained new powers, such as the ability to take away Link's sword permanently, the ability to take more damage before dying, or the ability to throw swords. Certain dungeon walls were illusory, and Link had to walk through them in order to proceed. Some items that the player got in earlier dungeons during the first quest come in later dungeons in the second quest. Also, some of the tougher enemies appeared in earlier dungeons. While a more difficult "replay" was not an innovation unique to The Legend of Zelda, few games offered a "second quest" with entirely different levels to complete. This added a great deal to the replay value of the game.
The layouts of the first five dungeons spelled out "ZELDA," (the first was shaped like an "E," the second an "A," the third an "L," the fourth a "D," and the fifth a "Z.") Level Six was a seemingly random layout of rooms that some say resembled Link's hat. The seventh and eighth ones were spirals that resembled the letter "G" (level 7 was an upside-down G or a small spiral, while the eighth level resembled a G on its side or a large spiral). The ninth and final level was shaped like Ganon's head.
When players completed the second quest, they could play the second quest again indefinitely.
1986 computer and video games | 1987 computer and video games | The Legend of Zelda games | NES games | Computer and video role-playing games
The Legend of Zelda | The Legend of Zelda | The Legend of Zelda | ゼルダの伝説 | The Legend of Zelda | The Legend of Zelda | The Legend of Zelda | The Legend of Zelda
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