The Legend of Zelda (video game): Wikis

  

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The Legend of Zelda
Legend of zelda cover (with cartridge) gold.png
Gold box art from August 1987.
Developer(s) Nintendo R&D4
Publisher(s) Nintendo
Designer(s) Shigeru Miyamoto
Takahi Tezua
Toshiko Nago
Composer(s) Kōji Kondō
Series The Legend of Zelda
Platform(s) Family Computer Disk System, Nintendo Entertainment System, Game Boy Advance, Nintendo GameCube, Virtual Console
Release date(s) FDS[1]
JP February 21, 1986
NES[2]
JP February 19, 1988
NA August 22, 1987
EU November 15, 1987
Virtual Console
JP December 2, 2006
NA November 19, 2006
EU December 8, 2006
Genre(s) Action-adventure
Mode(s) Single-player
Rating(s) ESRB: E
OFLC: G
Media Floppy disk (FDS version), 1-megabit cartridge (NES and FC version)
System requirements 22 blocks (Wii)

The Legend of Zelda, known in Japan as The Hyrule Fantasy: The Legend of Zelda (The Hyrule Fantasyゼルダの伝説 The Hyrule Fantasy Zeruda no Densetsu?) is a video game designed by Shigeru Miyamoto and developed and published by Nintendo. Set in the fantasy land of Hyrule, the plot centers on a boy named Link, the playable protagonist, who aims to rescue Princess Zelda from the primary antagonist, Ganon, by collecting eight fragments of the Triforce of Wisdom, a powerful artifact.

As the inaugural game of The Legend of Zelda series, it was first released in Japan as a launch game for the Family Computer Disk System peripheral a year and five months before it was released in the United States. Since the Disk System was not released outside Japan, the game was published internationally on the Nintendo Entertainment System's cartridge format in 1987. The NES cartridge has an internal battery to allow data saving. Nintendo released the game in Japan in 1988 on cartridge format for the Family Computer.

Contents

Gameplay

Gameplay of The Legend of Zelda is in overhead view. Here, Link attacks Octorok monsters with his sword in the overworld

The Legend of Zelda's gameplay incorporates elements of action, adventure, role-playing, and puzzle games. The player controls Link from a flip-screen-like overhead perspective as he travels in the overworld, a large outdoor map with varied environments. Link begins the game armed with a small shield, but a sword becomes available to Link after he ventures into a cave which is accessible from the game's first map screen. Throughout the game, merchants, fairies, townspeople, and others guide Link with cryptic clues. These people are scattered across the overworld and hidden in caves, shrubbery, or behind walls or waterfalls.

Barring Link's progress are creatures he must battle to locate the entrances to nine underground dungeons. Each dungeon is a unique, maze-like collection of rooms connected by doors and secret passages and guarded by monsters different from those found on the overworld. Link must successfully navigate each of the first eight dungeons to obtain one of the eight pieces of the Triforce of Wisdom. Only when he has the completed Triforce can he enter the ninth dungeon. Dungeons also hide useful tools which Link can add to his arsenal, such as a boomerang for retrieving distant items and stunning enemies, and a recorder with magical properties. The first six dungeons have visible entrances, but the entrances to the remaining three dungeons are hidden. Except for the final dungeon, the order of completing dungeons is somewhat arbitrary, but some dungeons can only be reached and/or completed using items gained in a previous one.

Nonlinearity and the ability to take different paths to complete the game separated Zelda from its contemporaries. Link can freely wander the overworld, finding and buying items at any point. This flexibility enables unusual ways of playing the game; for example, it is possible to reach the final boss of the game without taking the sword.[3] Nintendo of America's management initially feared that players might become frustrated with the new concept, and be left wondering what to do next. As a result, the American version of the game's manual contains many hints for players.

After completing the game, the player has access to a more difficult quest, officially referred to as the Second Quest,[4] where dungeons and the placement of items are different and enemies stronger.[5] Although a more difficult "replay" was not unique to Zelda, few games offered a "second quest" with entirely different levels to complete.[3] The Second Quest can be replayed each time it is completed. It can also be accessed at any time by starting a new file with the name "Zelda".[6]

Plot and characters

The Legend of Zelda's plot is largely described in back story given in the short, in-game prologue and instruction booklet. The game's setting, Hyrule, was engulfed in chaos after an army led by Ganon, the Prince of Darkness, invaded the kingdom and secured the Triforce of Power, a magical artifact bestowing great strength.[7] Hyrule's Princess Zelda split one of the artifact's pieces, the Triforce of Wisdom, into eight fragments, hiding them in secret dungeons throughout the land to prevent Ganon acquiring them.

According to the manual, Impa, an old woman who was Zelda's nursemaid, is surrounded by Ganon's henchmen when a youth, Link, repels them. Impa then tells him of Hyrule's plight.[8] Link resolves to save Zelda, but to fight Ganon he has to find and reassemble the scattered fragments of the Triforce.[8]

During the course of the game, Link locates the eight underground labyrinths and retrieves the Triforce fragments after defeating guardian monsters. Along the way, he earns many items and upgrades to aid him. With the Triforce of Wisdom, Link is able to infiltrate Ganon's fortress on Death Mountain. He confronts Ganon, destroying him with a Silver Arrow found inside Death Mountain. Link gets the Triforce of Power from Ganon's ashes and returns both pieces of the Triforce to Princess Zelda, whom he releases from a nearby cell. According to Zelda's words, peace then returns to Hyrule.

A "symbol of courage, strength and wisdom",[9] Link was designed by Miyamoto as a coming-of-age motif for players to identify with: he begins the game an ordinary boy but strengthens to triumph over the ultimate evil.[10]

The name of the princess was inspired by Zelda Fitzgerald: "Zelda was the name of the wife of the famous novelist Francis Scott Fitzgerald. She was a famous and beautiful woman from all accounts, and I liked the sound of her name. So I took the liberty of using her name for the very first Zelda title," Miyamoto explained.[11]

Development

Concept and design

The Legend of Zelda was designed by Shigeru Miyamoto. His team worked on The Legend of Zelda and Super Mario Bros. concurrently, trying to separate the ideas: Super Mario Bros. was to be linear, where the action occurred in a strict sequence, whereas The Legend of Zelda would be the opposite.[citation needed] In Mario, Miyamoto downplayed the importance of the high score in favor of simply completing the game.[12] This concept was carried over to The Legend of Zelda. Miyamoto was also in charge of deciding which concepts were "Zelda ideas" or "Mario ideas." Contrasting with Mario, Zelda was made non-linear and forced the players to think about what they should do next with riddles and puzzles.[13] With The Legend of Zelda, Miyamoto wanted to take the idea of a game "world" even further, giving players a "miniature garden that they can put inside their drawer."[12] He drew his inspiration from his experiences as a boy around Kyoto, where he explored nearby fields, woods, and caves, and through the Zelda titles he always tries to impart to players some of the sense of exploration and limitless wonder he felt.[12] "When I was a child," he said, "I went hiking and found a lake. It was quite a surprise for me to stumble upon it. When I traveled around the country without a map, trying to find my way, stumbling on amazing things as I went, I realized how it felt to go on an adventure like this."[14] The memory of being lost amid the maze of sliding doors in his family's home in Sonobe was recreated in Zelda's labyrinthine dungeons.[15]

In the initial game designs, the player would start the game with the sword already in their inventory. According to Miyamoto, those in Japan were confused and had trouble finding their way through the multiple path dungeons. Rather than listening to the complaints, Miyamoto took away the sword, forcing players to communicate with each other and share their ideas to solve puzzles. This was a new form of game communication, and in this way, "Zelda became the inspiration for something very different: Animal Crossing. This was a game based solely on communication."[16]

Technology

The Legend of Zelda disk card

In February 1986, Nintendo released the game as the launch title for the Family Computer's new Disk System peripheral. The Legend of Zelda was joined by a re-release of Super Mario Bros. and Tennis, Baseball, Golf, Soccer, and Mahjong in its introduction of the Disk System. It made full use of the "disk card" media's advantages over traditional ROM cartridges with a disk size of 128 kilobytes, which was expensive to produce on cartridge format.[12] Due to the still-limited amount of space on the disk, however, the Japanese version of the game was only in katakana. It used rewritable disks to save the game, rather than passwords. The Japanese version used the extra sound channel provided by the Disk System for certain sound effects; most notable are the sounds of Link's sword when his health is full, and enemy death sounds. The sound effects used the NES's PCM channel in the cartridge version. It also used the microphone built into the Famicom's controller that was not included in the NES.[17] This led to confusion in the U.S. as the instruction manual reads that Pols Voice, a rabbit-like enemy in the game, "hates loud noise".[18] Blowing or shouting into the Famicom's microphone kills these creatures.[17] However, they cannot be killed through use of the flute, and on the NES must be killed with either the sword or bow and arrow. The cartridge version made use of the Memory Management Controller chip, specifically the MMC1 model. The MMC could use bank-switching, allowing larger games than had been previously possible. They also allowed for battery-powered RAM, which let players save progress for the first time on any system or game.[19]

Release

The gold-colored cartridge

Contrary to the fears of Nintendo's management, the game was popular and well received. A year later, Nintendo released the sequel, Zelda II: The Adventure of Link, for the Disk System. This was not released in North America until almost two years later. The Legend of Zelda had been available a year and a half and Zelda II for six months before Nintendo brought the game to North America.

When Nintendo published the game in North America, the packaging design featured a small portion of the box cut away to reveal the unique gold-colored cartridge. In 1988, The Legend of Zelda became the second NES game to sell one million copies.[20] In 1987, 7 million more NES units were sold, along with 33 million game cartridges. Nintendo of America sought to keep its strong base of fans: anyone who purchased a game and sent in a warranty card became a member of the Fun Club, whose members got a four-, eight- and eventually thirty-two-page newsletter. Seven hundred copies of the first issue were sent out free of charge, but the number grew as the data bank of names got longer.[21]

From the success of magazines in Japan, Nintendo knew that game tips were a valued asset. Players enjoyed the bimonthly newsletter's crossword puzzles and jokes, but game secrets were most valued. The Fun Club drew kids in by offering tips for the more complicated games, especially Zelda, with its hidden rooms, secret keys, and passageways.[21] The mailing list grew. By early 1988, there were over 1 million Fun Club members, which led then-Nintendo of America president Minoru Arakawa to start the Nintendo Power magazine.[21]

Since Nintendo did not have many products, it made only a few commercials a year, meaning the quality had to be phenomenal. The budget for a single commercial could reach US $5 million, easily four or five times more than most companies spent.[22] One of the first commercials made under Bill White, director of advertising and public relations, was the market introduction for The Legend of Zelda, which received a great deal of attention in the ad industry. In it, a wiry-haired, nerdy guy (John Kassir) walks through the dark making goofy noises, yelling out the names of some enemies from the game, and screaming for Zelda.[22]

Nintendo released a great deal of merchandise related to The Legend of Zelda, including toys, guidebooks, watches, apparel, trash cans, and a breakfast cereal called Nintendo Cereal System. The game and its sequel, The Adventure of Link were adapted into an animated series, episodes of which were shown on television each Friday on The Super Mario Bros. Super Show!. Link and Zelda appeared in several episodes of Captain N: The Game Master that revolved around themes from The Adventure of Link.

Reception

The Legend of Zelda was a bestseller for Nintendo, selling over 6.5 million copies.[23] It was reissued in 1990 as part of Nintendo's "Classic Series", along with Zelda II, Metroid, Super Mario Bros., and other games. The game placed first in the player's poll "Top 30" in Nintendo Power's first issue[24] and continued to dominate the list into the early 1990s. The Legend of Zelda was also voted by Nintendo Power readers as the "Best Challenge" in the Nintendo Power Awards '88.[25] They also listed it as the best Nintendo Entertainment System video game ever created, stating that it was fun despite its age and it showed them new ways to do things in the genre such as hidden dungeons and its various weapons.[26] The save game option was highly praised by many as it did not a require a password as many games for the NES did.[citation needed]

Zelda was reviewed in 1993 in Dragon #198 by Sandy Petersen in the "Eye of the Monitor" column. Petersen gave the game 4 out of 5 stars.[27]

The Legend of Zelda is often featured in lists of games considered the greatest or most influential. It placed first in Game Informer's list of "The Top 200 Games of All Time",[28] fifth in Electronic Gaming Monthly's 200th issue listing "The Greatest 200 Videogames of Their Time",[29] seventh in Nintendo Power's list of the 200 Best Nintendo Games Ever,[30] 77th in Official Nintendo Magazine's 100 greatest Nintendo games of all time[31] and 80th among IGN readers' "Top 99 Games".[32] Zelda was inducted into GameSpy's Hall of Fame in August 2000[33] and voted by GameSpy's editors as the tenth best game of all time.[34] Editors of the popular Japanese magazine Weekly Famitsu voted the game among the best on the Famicom.[35]

The Legend of Zelda's Game Boy Advance port is rated 79% and 87% respectively on Game Rankings' and Game Ratio's rankings compilations. In individual ratings, IGN scored The Legend of Zelda with an 8 out of 10, GamePro a 4.5 out of 5, Nintendo Power a 4.5 out of 5, and 1UP.com an A.[36][37]

Guinness World Records has awarded The Legend of Zelda series five world records in Guinness World Records Gamer's Edition, including "Highest-Rated Game of All Time" and "First Game with a Battery Powered Save Feature".

Impact and legacy

The Legend of Zelda is considered a spiritual forerunner of the console role-playing game (RPG) genre.[3] Though its gameplay elements are different from those of typical computer or console RPGs, its bright, anime-ish graphics, fantasy setting, and musical style were adopted by many RPGs. Its commercial success helped lay the groundwork for involved, nonlinear games in fantasy settings, such as those found in successful RPGs, including Crystalis, Soul Blazer, Square's Seiken Densetsu series, and, more recently, Alundra and Brave Fencer Musashi. The popularity of the game also spawned several clones trying to emulate the game.[38]

The Legend of Zelda spawned numerous sequels and spin-offs and is one of Nintendo's most popular series. It established important characters and environments of the Zelda universe, including Link, Princess Zelda, Ganon, Impa, and the Triforce as the power that binds Hyrule together.[12] The overworld theme and distinctive "secret found" jingle have appeared in nearly every subsequent Zelda game. The theme has also appeared in various other games featuring references to the Zelda series.

In 2009, Game Informer called The Legend of Zelda "no less than the greatest game of all time" on their list of "The Top 200 Games of All Time", saying that it was "ahead of its time by years if not decades".[39]

Releases

The Legend of Zelda has been rereleased on multiple platforms since its original domestic and international releases. The game was first re-released in cartridge format for the Famicom in 1994.[40] The cartridge version slightly modified the title screen of the disk card version of the game, such that it displayed Zelda no Densetsu 1 instead of simply Zelda no Densetsu. In 2001, players using various cheat devices such as the Action Replay discovered that a version of the game was also obtainable in the GameCube game Animal Crossing. An official re-release was included in 2003's The Legend of Zelda: Collector's Edition for the Nintendo GameCube,[41] and the game was again re-released on the Game Boy Advance in 2004 along with its sequel, The Adventure of Link, as part of the Classic NES Series. In 2006, another rerelease was made available to players on the Wii's Virtual Console, and most recently a timed demo of the game was released for the 2008 Wii game Super Smash Bros. Brawl, available in the Vault section. All rereleases of the game are virtually identical to the original, though the GameCube, Game Boy Advance, and Virtual Console versions have been altered slightly to correct mistranslations from the original, most notably in the intro story.

Intro Story

(Famicom & NES
versions)

Intro Story

(Zelda Collectors' Edition,
Classic NES Series &
Wii Virtual Console versions)

MANY YEARS AGO PRINCE

DARKNESS "GANNON" STOLE

ONE OF THE TRIFORCE WITH

POWER. PRINCESS ZELDA

HAD ONE OF THE TRIFORCE

WITH WISDOM. SHE DIVIDED

IT INTO " 8 "UNITS TO HIDE

IT FROM "GANNON" BEFORE

SHE WAS CAPTURED.

GO FIND THE 8 UNITS

"LINK" TO SAVE HER.

LONG AGO, GANON, PRINCE

OF DARKNESS, STOLE THE

TRIFORCE OF POWER.

PRINCESS ZELDA OF HYRULE

BROKE THE TRIFORCE OF

WISDOM INTO EIGHT PIECES

AND HID THEM FROM GANON

BEFORE SHE WAS KIDNAPPED

BY GANON'S MINIONS.

LINK, YOU MUST FIND THE

PIECES AND SAVE ZELDA.

Sequels

There have also been a few substantially altered versions of the game that have been released as pseudo-sequels, and ura- or gaiden-versions. As part of a promotional advertisement campaign for their charumera (チャルメラ?) noodles, Myojo Foods Co., Ltd. (明星食品 Myoujou Shokuhin?) released a version of the original The Legend of Zelda in 1986[42] entitled The Legend of Zelda: Charumera Version (ゼルダの伝説 チャルメラバージョン?).[43][44] This game is one of the rarest video games available on the second-hand collector's market, and copies have sold for over $1,000 USD.[45]

From August 6, 1995 to September 2, 1995,[46] Nintendo, in collaboration with the St.GIGA satellite radio network, began broadcasts of a substantially different version of the original The Legend of Zelda for a Super Famicom subsystem, the Satellaview—a satellite modem add-on. The game, titled BS Zelda no Densetsu (BS ゼルダの伝説?), was released for download in four episodic, weekly installments which were rebroadcast at least four times between the game's 1995 premier and January 1997. BS Zelda was the first Satellaview game to feature a "SoundLink" soundtrack—a streaming audio track through which, every few minutes, players were cautioned to listen carefully as a voice actor narrator, broadcasting live from the St.GIGA studio, would give them plot and gameplay clues.[47] In addition to the SoundLink elements, BS Zelda also featured updated 16-bit graphics, a smaller overworld, and different dungeons. Link was replaced by one of the two Satellaview mascots: a boy wearing a backward baseball cap or a girl with red hair.

From between December 30, 1995 and January 6, 1996,[48] a second version of the game, BS Zelda no Densetsu MAP 2 (BS ゼルダの伝説MAP2?), was broadcast to the Satellaview as the functional equivalent of the original The Legend of Zelda's Second Quest. MAP 2 was rebroadcast only once, in March 1996.[46]

Notes

  1. ^ "Zelda no Densetsu". GameSpot. http://www.gamespot.com/famicomds/adventure/zeldanodensetsu/index.html. Retrieved 2006-09-30. 
  2. ^ "The Legend of Zelda". GameSpot. http://www.gamespot.com/nes/adventure/legendofzelda/index.html. Retrieved 2010-03-18. 
  3. ^ a b c Andrew Long. "Oldest School". RPGamer. http://www.rpgamer.com/games/zelda/z1/reviews/z1strev1.html. Retrieved 2006-10-01. 
  4. ^ ZELDA: The Second Quest Begins (1982), p. 27
  5. ^ ZELDA: The Second Quest Begins (1982), p. 28
  6. ^ No byline. "IGN: The Legend of Zelda Cheats, Codes, Hints & Secrets for NES". http://cheats.ign.com/ob2/068/005/005990.html. Retrieved 2009-08-26. 
  7. ^ The Legend of Zelda Instruction Booklet (1989), p. 3
  8. ^ a b The Legend of Zelda Instruction Booklet (1983), p. 4
  9. ^ "The Great Hyrule Encyclopedia — Link". Zelda Universe. 2006. http://www.zelda.com/universe/pedia/l.jsp. Retrieved 2005-09-20. 
  10. ^ "Shigeru Miyamoto Interview". Superplay Magazine. 1997-04-23. http://www.miyamotoshrine.com/theman/interviews/230403.shtml. Retrieved 2000-09-24. 
  11. ^ Mowatt, Todd. "In the Game: Nintendo's Shigeru Miyamoto". Amazon.com. http://www.amazon.com/exec/obidos/tg/feature/-/117177/. Retrieved 2000-10-01. 
  12. ^ a b c d e Vestal, Andrew; Cliff O'Neill; and Brad Shoemaker (2000-11-14). "History of Zelda". GameSpot. http://www.gamespot.com/gamespot/features/video/hist_zelda/index.html. Retrieved 2000-09-30. 
  13. ^ Bufton, Ben (2005-01-01). "Shigeru Miyamoto Interview". ntsc-uk. http://www.ntsc-uk.com/feature.php?featuretype=int&fea=ShigeruMiyamoto. Retrieved 2006-09-23. 
  14. ^ Sheff (1993), p. 51
  15. ^ Sheff (1993), p. 52
  16. ^ Fahey, Michael (2007-03-08). "GDC07: Liveblogging Nintendo". Kotaku. http://kotaku.com/gaming/gdc07/gdc07-liveblogging-nintendo-242670.php. 
  17. ^ a b Edwards, Benj (2008-08-07). "Inside Nintendo's Classic Game Console". PC World. http://www.pcworld.com/article/148391-7/inside_nintendos_classic_game_console.html. Retrieved 2008-11-11. 
  18. ^ The Legend of Zelda Instruction Booklet (1987), p. 36
  19. ^ "Why Your Game Paks Never Forget", Nintendo Power (Nintendo) (20): 28–31, January 1985 
  20. ^ Sheff (1987), p. 172
  21. ^ a b c Sheff (1987), p. 178
  22. ^ a b Sheff (1993), p. 188
  23. ^ "March 25, 2004". The Magic Box. 2004-03-25. Archived from the original on 2005-11-26. http://web.archive.org/web/20051126100623/http://www.the-magicbox.com/game032504.shtml. Retrieved 2007-04-01. 
  24. ^ "Top 30", Nintendo Power 1: 102, July/August 1988 .
  25. ^ "Nester Awards", Nintendo Power (Nintendo) (6): 18–21, May/June 1989 
  26. ^ (Magazine) Nintendo Power - The 20th Anniversary Issue!. Nintendo Power. 231. San Fransisco, California: Future US. August 2008. p. 71. 
  27. ^ Petersen, Sandy (October 1993). "Eye of the Monitor". Dragon (198): 57–60. 
  28. ^ Game Informer staff (December 2009). "The Top 200 Games of All Time". Game Informer (200): 44–79. 
  29. ^ S.B. (February 2006). "The 200 Greatest Video Games of their Time". Electronic Gaming Monthly. http://egm.1up.com/do/feature?pager.offset=6&cId=3147448. Retrieved 2006-10-01. 
  30. ^ "NP Top 200", Nintendo Power 200: 58–66, February 2006 .
  31. ^ "80-61 ONM". ONM. http://www.officialnintendomagazine.co.uk/article.php?id=7206. Retrieved 2009-02-19. 
  32. ^ "Readers' Picks Top 99 Games: 80-71". IGN. April 11, 2005. http://microsites.ign.com/kfc/top99games/3.html. Retrieved 2006-09-30. 
  33. ^ Buecheler, Christopher (August 2000). "The Gamespy Hall of Fame". GameSpy. http://archive.gamespy.com/legacy/halloffame/zelda_a.shtm. Retrieved 2006-09-30. 
  34. ^ GameSpy Staff (July 2001). "GameSpy's Top 50 Games of All Time". GameSpy. http://archive.gamespy.com/articles/july01/top501aspe/. Retrieved 2006-09-30. 
  35. ^ taragan (2006). "Famitsu Readers' All-time Favorite Famicom Games". Pink Godzilla. http://www.pinkgodzillagames.com/pinkytsu_news/famitsu_readers_alltime_favori_1.php. Retrieved 2006-09-20. 
  36. ^ "Classic NES Series: The Legend of Zelda". Game Rankings. http://www.gamerankings.com/htmlpages2/919777.asp?q=Legend%20of%20Zelda. Retrieved 2006-10-01. 
  37. ^ "Classic NES Series: The Legend of Zelda". Game Ratio. http://www.gameratio.com/gba/games/Classic_NES_Series_The_Legend_of_Zelda/index.php. Retrieved 2006-10-01. 
  38. ^ An example is a clone for the TRS-80 Color Computer III called "The Quest for Thelda", written by Eric A. Wolf and licensed to Sundog Systems. It was released in 1989 and was available on floppy disk only. The game can be played with either the keyboard or a joystick, and requires only the computer's stock 128K of RAM to run. Game play is set in the land of Galaduirl and revolves around a nameless squire who must rescue Princess Thelda from the evil wizard Divinax by collecting the six pieces of Life Force scattered throughout the underground."Quest For Thelda". 2003-10-06. http://nitros9.lcurtisboyle.com/questforthelda.html. Retrieved 2008-04-02. 
  39. ^ The Game Informer staff (December 2009). "The Top 200 Games of All Time". Game Informer (200): 44–79. ISSN 1067-6392. OCLC 27315596. 
  40. ^ "'The Legend of Zelda'". NinDB. http://www.nindb.net/legend-of-zelda.html. Retrieved 2008-02-18. 
  41. ^ IGN Staff (2003-10-06). "True Zelda Love". IGN. http://cube.ign.com/articles/453/453356p1.html. Retrieved 2006-10-01. 
  42. ^ Keef. ファミコン ディスクシステム. Urban Awakening DiX (覚醒都市DiX?). Yuri Sakazaki Museum. 2009.
  43. ^ Kahf, A. ファミコン非売品リスト. No Enemy in Our Way! Retrieved 22 April 2009.
  44. ^ 2008 5/13現在価格. Mr. Shop. 13 May 2008.
  45. ^ Rare Video Games. Retro Games Australia. Retrieved 22 April 2009.
  46. ^ a b Kameb (2008-02-12). "かべ新聞ニュース閲覧室" (in Japanese). The Satellaview History Museum. http://www.f3.dion.ne.jp/~kameb/satella/st_kbn/st_kbn.htm. Retrieved 2009-04-22. 
  47. ^ "BS The Legend of Zelda". IGN. http://cheats.ign.com/objects/010/010808.html. Retrieved 2006-10-01. 
  48. ^ Kameb (2008-02-12). "サウンドリンクゲーム一覧" (in Japanese). The Satellaview History Museum. http://www.f3.dion.ne.jp/~kameb/satella/st_slg.htm. Retrieved 2009-04-22. 

References

  • Sheff, David (1993). Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children. Random House. ISBN 0-679-40469-4. 
  • The Legend of Zelda Instruction Booklet. Nintendo of America, Inc.. 1987. Stock No. 004-000-00345-4. 
  • "ZELDA: The Second Quest Begins", Nintendo Power 1: 26–36, July/August 1988 

External links

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The Legend of Zelda

Developer(s) Nintendo R&D4
Publisher(s) Nintendo
Designer(s) Shigeru Miyamoto
Takashi Tezuka
Toshihiko Nakago
Koji Kondo (composer)
Release date NES:
February 21, 1986 (JP)
August 22, 1987 (NA)
November 27, 1987 (EU)
GBA:
2004
Genre Action/Adventure/RPG
Mode(s) Single player
Age rating(s) ESRB: E
Platform(s) FDS, NES, GBA, Wii VC
Media 1 Megabit Cartridge
Floppy disk (Famicom Disk System)
System requirements 22 blocks (Wii)
Credits | Soundtrack | Codes | Walkthrough

The Legend of Zelda is the first game created in the much lauded Legend of Zelda series. The game is an Adventure/RPG hybrid created by Shigeru Miyamoto for the Famicom Disk System in Japan and later released on the NES in other areas. The story features a young boy, Link, saving Hyrule and Princess Zelda from the evil Ganon.

As the inaugural game of The Legend of Zelda series, The Legend of Zelda was first released in Japan as a debut title for the Famicom's Disk System peripheral. With its vast world, open-ended gameplay, scrolling capabilities, and save system, The Legend of Zelda featured groundbreaking technological and gameplay advancements. Because the Famicom Disk System was not released outside of Japan, the game was published internationally on the Nintendo Entertainment System's cartridge format in 1987, with an internal battery to facilitate data saving, where it enjoyed even greater critical and financial success. As one of Nintendo's flagship franchises, Zelda is among the most recognized names in video games.

Contents

Story and Characters

The Legend of Zelda's plot relies heavily on back story given in the short (in-game) prologue and the instruction booklet. Hyrule was engulfed in chaos after an army led by Ganon, the Prince of Darkness, invaded the kingdom and secured the Triforce of Power, a magical artifact bestowing great strength. Hyrule's Princess Zelda split the artifact's counterpart, the Triforce of Wisdom, into eight fragments, hiding them in secret dungeons throughout the land to prevent them from falling into Ganon's hands. She commanded her most trustworthy nursemaid, Impa, to escape and find a man courageous enough to destroy Ganon. Upon hearing this, Ganon grew angry, imprisoned the princess, and sent a party in search of Impa.

According to the manual, Impa fled for her life, but was overtaken by her pursuers. As Ganon's henchmen surrounded her, a youth drove the monsters off. The boy's name was Link, and Impa told him of Hyrule's plight. Link resolved to save Zelda, but to fight Ganon he had to find and reassemble the scattered fragments of the Triforce. Undeterred, Link set off for Hyrule in an epic adventure.

During the course of the game, Link locates the eight underground labyrinths (or, dungeons) and retrieves the Triforce fragments from the clutches of powerful guardian monsters. Along the way, he picks up a variety of useful items and upgrades to aid him in his quest. With the Triforce of Wisdom, Link is able to infiltrate Ganon's fortress high upon Death Mountain. He confronts the Prince of Darkness, destroying him with a Silver Arrow discovered deep within Ganon's dungeons. Link picks up the Triforce of Power from Ganon's ashes and returns both Triforces to Princess Zelda, whom he releases from her nearby cell. According to Zelda's words, peace would then return to Hyrule.

A "symbol of courage, strength and wisdom", Link was designed by Miyamoto as a coming-of-age motif for players to identify with: the silent protagonist begins the game an ordinary boy but grows in strength and fortitude to triumph over the ultimate evil.

The name of the princess was inspired by Zelda Fitzgerald: "Zelda was the name of the wife of the famous novelist Francis Scott Fitzgerald. She was a famous and beautiful woman from all accounts, and I liked the sound of her name. So I took the liberty of using her name for the very first Zelda title," Miyamoto explained.

Gameplay

When The Legend of Zelda was released its gameplay defied categorization, incorporating elements from action games, adventure games, role-playing games, and puzzle games. The game begins with the player controlling Link from an overhead perspective, armed with a small shield. A sword is immediately available in a cave in front of him on the opening screen of the game. To advance, Link must explore the overworld, a large outdoor map with varied environments. Scattered across the overworld (which according to Nintendo Power, was modelled after the state of Washington) and hidden in caves, shrubbery, or behind walls are merchants, gamblers, old ladies, and other people who guide Link with cryptic clues. Barring Link's progress are creatures he must battle to locate the entrances to nine underground dungeons.

A screenshot from The Legend of Zelda

Each dungeon is a unique, maze-like collection of rooms connected by doors and secret passages and guarded by monsters different from those found on the overworld. Link must successfully navigate each dungeon to obtain one of the eight pieces of the Triforce of Wisdom. Dungeons also hide useful items, such as a boomerang for retrieving items and stunning enemies, and a recorder with magical properties. The first six dungeons have visible entrances, but the remaining three are hidden. Except for the final dungeon, which cannot be entered until the previous eight have been completed, the order of completing dungeons is somewhat arbitrary, but many dungeons can only be reached using items gained in the previous one.

Nonlinearity, the ability to take different paths to complete the game, separated Zelda from its contemporaries. Link can freely wander the overworld, finding and buying items at any point. This flexibility enables 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. Nintendo of America's management initially feared that players might become frustrated with the new concept, left wondering what to do next. As a result, the American version of the game's manual contains many hints, tips, and suggestions for players.

After completing the game, the player has access to a more difficult quest, officially referred to as the Second Quest, where dungeons and the placement of items are different and enemies stronger. Although a more difficult "replay" was not unique to Zelda, few games offered a "second quest" with entirely different levels to complete. Entering "ZELDA" as the player's name starts the second quest immediately. The Second Quest can be replayed each time it is completed.

External links

  • Interactive Flash map of the Overworld and Maps of all Dungeons for The Legend of Zelda at NESMaps

See also:



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The Legend of Zelda series
The Legend of Zelda | Adventure of Link | A Link to the Past | Link's Awakening
Ocarina of Time / OOT: Master Quest | Majora's Mask | Oracle of Seasons | Oracle of Ages
The Wind Waker | The Minish Cap | Twilight Princess | Phantom Hourglass | Spirit Tracks
Spinoff games
Four Swords | Four Swords Adventures | Tingle RPG | Tingle's Balloon Fight DS
Link's Crossbow Training
CD-i games
Zelda: The Wand of Gamelon | Link: The Faces of Evil | Zelda's Adventure

This article uses material from the "The Legend of Zelda" article on the Gaming wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Simple English

The Legend of Zelda

File:Famicom Zelda
Developer(s) Nintendo R&D 4

Publisher(s)Nintendo
Designer(s)Shigeru Miyamoto
Koji Kondo
Takashi Tezuka
Toshihiko Nakago
Release date(s) JPN February 21 1986[1]
NA August 22 1987[2]
EU November 27 1987
Genre(s) Action-adventure
Mode(s) Single player

Rating(s)ESRB: E (Everyone) (GBA, Wii)
OFLC: G
Platform(s) FDS, NES, GBA, GCN, Wii (VC)

MediaFloppy disk (FDS version), 1 megabit cartridge (NES version)
System requirements22 blocks (Wii)

The Legend of Zelda (ゼルダの伝説 Zeruda no Densetsu?) is the first video game in The Legend of Zelda series of games. The game was made by a Japanese man named Shigeru Miyamoto. It was sold to stores by Nintendo in 1986. The game was sold to be played on the Nintendo Entertainment System. In the game the player plays as a hero named Link. Link must save Princess Zelda from a powerful person named Ganon. It was the first game to ever let the player continue where they last played the game after they had turned the game off. The game also let the player go wherever they wanted to go at any time in the games world. The game was very popular. Many more Zelda games were made because of it.

References

  1. "Zelda no Densetsu". GameSpot. http://www.gamespot.com/famicomds/adventure/zeldanodensetsu/index.html. Retrieved 2006-09-30. 
  2. "The Legend of Zelda". GameSpot. http://www.gamespot.com/nes/adventure/legendofzelda/index.html. Retrieved 2006-09-30. 

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