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The Legend of Zelda
Video game series From Wikipedia, the free encyclopedia
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The Legend of Zelda[a] is a video game series created by the Japanese game designers Shigeru Miyamoto and Takashi Tezuka. It is primarily developed and published by Nintendo; some installments and re-releases have been outsourced to Flagship, Vanpool, Grezzo, and Tantalus Media.
The series centers on the various incarnations of Link, a courageous young man of the elf-like Hylian race, and Princess Zelda, a princess within the bloodline of the goddess Hylia, as they fight to save the land of Hyrule from Ganon, an evil warlord turned demon king, who is the principal antagonist of the series. Ganon wishes to use the Triforce, a sacred relic left behind by the three goddesses that created Hyrule, to remake the world in his own dark image. When gathered together, the power of the Triforce can grant any wish its user desires, but if someone with a heart that does not possess a balance of the three virtues of Power, Courage, and Wisdom attempts to touch the Triforce, it will split into three triangles and bond with three people whose hearts embody the required virtue.
Although their personalities and backstory differ from game to game, the incarnations of Link and Zelda often have many traits in common, such as Link often being left-handed and clad in green, and Zelda being associated with wisdom, light, and prophecy. While the conflict with Ganon serves as a backbone for the series, some games have featured other settings and antagonists, with Link traveling or being sent to these other lands in their time of need.
Since The Legend of Zelda was released in 1986, the series has expanded to include 21 entries on all of Nintendo's major game consoles, as well as a number of spin-offs. An American animated TV series based on the games aired in 1989 and manga adaptations commissioned by Nintendo have been produced in Japan since 1997. The Legend of Zelda is one of Nintendo's most successful franchises; several of its entries are considered among the greatest video games of all time.
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Gameplay
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Gameplay of The Legend of Zelda games feature a mix of puzzles, action-adventure, and exploration. These elements used to be constant[b] throughout the series, with smaller refinements and additions in each new game. Later games in the series include stealth gameplay, where the player must avoid enemies while proceeding through a level, as well as racing elements. Depending on the game, players control Link or Princess Zelda from a fixed top-down perspective,[c][8][9] or Link in a 3D game world with a free-roaming camera.[7][10]
Although the games can be beaten with a minimal amount of exploration and side quests, the player is frequently rewarded with helpful items or increased abilities for solving puzzles or exploring hidden areas. Some items are consistent and appear many times throughout the series. Staples of the series such as bombs (which can be used both as weapons and to open blocked or hidden doorways); boomerangs, which can kill or paralyze enemies; keys for locked doors; shields; bows and arrows; candles; lanterns; magical rods; magical musical instruments; magical hammers; digging tools; and a grappling hook-like device called the hookshot can be bought, rented, or found as a puzzle-solving reward, depending on the game. These are generally used through by swapping out to one or more selected button prompts through a menu, while the sword is generally fixed.[d] Echoes copied by Zelda in Echoes of Wisdom also attack or clear paths with bombs.[18] Some weapons or abilities are unique to a single game. Early in certain Zelda games, swords are given to Link and/or found in a secluded area.[19] More powerful swords, or special sword abilities, can be discovered by Link or taught to him in the series. Existing weapons can also receive upgrades.[20][21][22]
Though the games contain role-playing elements (Zelda II: The Adventure of Link is the only one to include an experience system), they emphasize straightforward hack-and-slash-style combat. The game's role-playing elements, however, have led to much debate over whether or not the Zelda games should be classified as action role-playing games, a genre on which the series has had a strong influence.[23] In 1992 series co-creator Shigeru Miyamoto disagreed with the role-playing label, and classified Zelda as "a real-time adventure game"; he said that he was "not interested in systems where everything in the game is decided by stats and numbers" but wanted "to preserve as much of that 'live' feeling as possible", and felt that action games are better suited to convey to players.[24] In 2012 Dark Souls director Hidetaka Miyazaki listed A Link to the Past as one of his top RPGs, alongside video games such as Dragon Quest III, Wizardry, and The Elder Scrolls IV: Oblivion, and the collectable card game, Magic: The Gathering.[25]
The motion controls of Skyward Sword, using either the Wii's Wii MotionPlus or the Nintendo Switch's Joy-Con, used sword fighting to swing the controller in specific directions to counter an enemy's attempt to block, or to slash or stab at enemies.[26][27] By 2017's Breath of the Wild the combat had evolved into not only slashing with a sword, but also physics-based solutions such as crushing the enemy with a boulder rolled by the player from above as a result of the game's physics engine.[28] The team also developed what was known as a chemistry engine, or chemical reaction play. This is a rule-based state calculator in which various elements—fire, water, ice, wind, and electricity—interact with other objects and elements in different ways.[e][30] Swords and other weapons that used to be a singular treasure found in dungeons or purchased from a shop are found in the game world and stolen from defeated enemies,[31][32] and 2023's Tears of the Kingdom utilizes a Fuse ability where Link can improve his weapons' existing durability and strength,[6] and grant arrows elemental powers before shooting them from a bow.[33]
A similar idea to the chemistry engine was carried into 2024's Echoes of Wisdom, where that game's development team had to figure out, for example, what happens when an echo copied from a monster in a snowy area is pasted into a volcanic area. Echoes of Wisdom itself was also a departure from other games' style of combat. Princess Zelda is primarily unable to directly hit enemies on her own.[f] Instead she uses the Tri Rod to copy monsters and recreate them to solve puzzles and defeat enemies. The team made sure that they gave the player an immediate sense of accomplishment where the echo would instantly attack an enemy or interact with the environment. The team came up with a key phrase that they regularly went back to: "being mischievous". An internal document stated the three rules of being michievous are: "Be able to paste [copied enemy and item echoes] however, wherever, and whenever you like"; "Make it possible to complete puzzles using things that aren't there"; and "Being able to find uses for echoes that are so ingenious it almost feels like cheating should be part of what makes this game fun".[35] Another physics-based technique in Zelda titles of the 2010s and 2020s involves using abilities such as the Sheikah Slate's Stasis and Magnesis Runes (in Breath of the Wild), Ultrahand (in Tears of the Kingdom), and Bind and Reverse Bond (in Echoes of Wisdom), in which Link or Zelda can move objects remotely or drop the objects on top of enemies, drop enemies themselves down holes, or propel the player themselves across gaps.[g]

Many games in the main Zelda series have consisted of three principal areas: an overworld which connects all other areas, in which movement is multidirectional, allowing the player some degree of freedom of action;[46] areas of interaction with other characters (merely caves or hidden rooms in the first The Legend of Zelda game, but expanding to entire towns and cities in subsequent games) in which the player gains special items or advice, can purchase equipment or complete side quests;[47][48] and dungeons (or labyrinths, or palaces, or temples, or towers), areas of labyrinthine layout, often underground,[49][50][51] (though some dungeons are partially open-air or in the skies, some are unfriendly or ruined settlements, and some are the insides of living entities),[52][53][54] comprising a wide range of difficult enemies, bosses, and items.[55][56] Each dungeon usually has one major item inside, which can be essential for solving many of the puzzles within that dungeon[8] and often plays a crucial role in defeating that dungeon's boss,[57][58] as well as progressing through the game.[8][15] In 2013 A Link Between Worlds made the game progression more open-ended by having Link receive items to reach and beat the last seven dungeons by renting them.[8] Following this, all of the main dungeons in Breath of the Wild and Tears of the Kingdom can be accessed in any order before reaching the final boss in their open world setting. Neither of them have items hidden inside dungeons to progress the game, but Tears of the Kingdom involves the help of the Water, Fire, Wind, and Lightning Sages to solve tasks specific to their respectively themed Temples.[1][59] In nearly every Zelda game, navigating a dungeon is aided by locating a map, which reveals its layout, and a magic compass, which reveals the location of significant and smaller items such as keys and equipment.[60] In games released after the NES, the dungeon includes a special "big key" or "boss key" that will unlock the door to battle the dungeon's boss enemy.[61] In place of a big key, Breath of the Wild has Link use his Sheikah Slate to activate all the control terminals inside the dungeon before the boss attacks him,[62] and Tears of the Kingdom has the Sages reach and interact with the locations of multiple locks in the relevant Temple to open the door to the boss.[53][59] The original Zelda on the NES and Famicom Disk System had its dungeons known as "the underworld" in contrast to the overworld,[49] but later games had broad sections located underground or behind rifts that were not dungeons in of themselves, but connected to the overworld or other dungeons, such as Subrosia in Oracle of Seasons,[63] the Depths in Tears of the Kingdom,[64] and the Still World in Echoes of Wisdom.[65] Some games like Four Swords, Four Swords Adventures, and Tri Force Heroes, have no broadly-connecting overworld, and use randomly picked levels,[66] a linear progression of numbered levels,[67] or a hub world like Hytopia Castle Town.[68]
While a raft first appeared in the first The Legend of Zelda, in that game they have limited use and can only be boarded from a dock.[69] Sailing is by design the only way to traverse the island-dotted overworlds of The Wind Waker in 2002 and Phantom Hourglass in 2007.[70] By Breath of the Wild, rafts' sails could be propelled by wind using the chemistry engine, and logs could also be used as makeshift boats.[71] The introduction of Ultrahand and Zonai machine parts in Tears of the Kingdom gave players the ability to build a raft or a flying machine out of parts.[6][72] While gliding had previously been used for puzzles and minigames with the guidance of chickens known as Cuccos,[73] and an item to help scale cliff faces appeared in 2004's The Minish Cap,[74] Breath of the Wild and Tears of the Kingdom use both elements more prominently. In the games' open world, climbing walls and gliding off them on a paraglider makes it possible for the player to plot out multiple routes; in contrast to the way some players had been "glitching" up mountains players while controlling Geralt in The Witcher series[h] and Dovahkiin in The Elder Scrolls V: Skyrim (2011), here it is not considered unintentional climbing. Instead of mountains being impassable walls they are fully climbable for the players by design.[76][77][78] Tears of the Kingdom also allows Link to be launched into the sky and travel further with either Zonai machines or gliding.[6] The Reverse Bond ability in Echoes of Wisdom also has Zelda attach herself to a climbing spider or flying bird monster to progress through the game world.[45]
In most Zelda games, the player's HP or life meter is represented by a line of hearts. At the start of many games the player only has three hearts;[79] players can increase their max hearts by finding heart-shaped crystals called heart containers. Full heart containers are usually received at the end of dungeons and dropped by dungeon bosses. Smaller "Pieces of Heart" are awarded for completing side quests or found hidden around the game world in various places, and require a certain number (most commonly four) to form a full heart container.[80] Health can be replenished by picking up hearts left by defeated enemies or destroyed objects, consuming items such as potions or food, or going to a Great Fairy Fountain to have the Great Fairy heal Link completely.[81][82] Breath of the Wild and Tears of the Kingdom broke from this tradition, and had Link hunt and cook his food or find potion ingredients in cut grass rather than freely be given hearts to pick up.[83][84][85] Occasionally the player will find fairies hidden in specific locations; these fairies can either heal Link immediately,[86] or be kept in empty bottles, and will revive the player the next time they die.[87]
The games pioneered a number of features that were to become industry standards. The original Zelda was the first console game with a save function that enabled players to stop playing and then resume later. Ocarina of Time introduced a targeting system that let the player lock the camera on to enemy or friendly non-player characters which simplified 3D combat.[88]
Inspiration

The Legend of Zelda was principally inspired by Shigeru Miyamoto's "explorations" as a young boy in the hillsides, forests, and caves surrounding his childhood home in Sonobe, Japan where he ventured into forests with secluded lakes, caves, and rural villages. According to Miyamoto, one of his most memorable experiences was the discovery of a cave entrance in the middle of the woods.[89] After some hesitation, he apprehensively entered the cave, and explored its depths with the aid of a lantern. Miyamoto has referred to the creation of the Zelda games as an attempt to bring to life a "miniature garden" for players to play with in each game of the series.[90]
The story and setting were developed by Takashi Tezuka. Seeking to create a fairytale adventure game, Tezuka drew inspirations from fantasy books such as J. R. R. Tolkien's The Lord of the Rings.[91][92][93] According to Keiji Terui, who wrote the backstory in the first game's manual, the location named Death Mountain was initially a working title for the legend of the Triforce which was written with inspirations from the battles of medieval Europe.[94][95] The Master Sword was introduced as Excalibur in the French version of A Link to the Past,[96][97] which is regarded as reminiscent to the legend of King Arthur.[98][93] Celtic mythology inspired the name of Link's steed, Epona, based on Epona, Celtic goddess of fertility.[99][100]
Hearing of American novelist, socialite and painter Zelda Fitzgerald, Miyamoto thought the name sounded "pleasant and significant".[101] Paying tribute, he chose to name the princess after her, and titled it The Legend of Zelda. Tezuka modeled Link's appearance after the eponymous character of Walt Disney's Peter Pan (1953).[102][103] When the series made the transition to 3D, the combat system of Ocarina of Time was based on the chanbara (samurai) style of Japanese sword fighting.[10]
Audio

Games in The Legend of Zelda series frequently feature in-game musical instruments, particularly in musical puzzles, which are widespread.[104] Often, instruments trigger game events: for example, the recorder in The Legend of Zelda can reveal secret areas, as well as warp Link to the dungeon entrances. This warping with music feature has also been used in A Link to the Past and Link's Awakening. In Ocarina of Time, playing instruments is a core part of the game, with the player needing to play the instrument through the use of the game controller to succeed.[105] Ocarina of Time is "[one of the] first contemporary non-dance title[s] to feature music-making as part of its gameplay",[106] using music as a heuristic device and requiring the player to utilise songs to progress in the game[107] – a game mechanic that is also present in Majora's Mask.[108]
"The Legend of Zelda Theme" is a recurring piece of music that was created for the first game. The composer and sound director of the series, Koji Kondo, initially planned to use Maurice Ravel's Boléro as the game's title theme, but was forced to change it when he learned, late in the game's development cycle, that the copyright for the orchestral piece had not yet expired. As a result, Kondo wrote a new arrangement of the overworld theme within one day.[109]
Up until Breath of the Wild, the Legend of Zelda series avoided using voice acting in speaking roles, relying instead on written dialogue. Series producer Eiji Aonuma previously stated that as Link is entirely mute, having the other characters speak while Link remains silent "would be off-putting".[110]
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Plot
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Setting
Maps of Hyrule
Map of Hyrule, as seen in Ocarina of Time
Map of Hyrule, as seen in Breath of the Wild (legend in Spanish)
The Legend of Zelda takes place predominantly in a medieval Western Europe-inspired fantasy world called Hyrule,[111][112] which has developed a deep history and wide geography over the series's many releases. Hyrule's principal inhabitants are pointy-eared, elf-like humanoids called Hylians, which include the protagonists Link and Zelda.[i]
The fictional universe established by the Zelda games sets the stage for each adventure. Some games take place in different lands with their own back-stories. Labrynna (from Oracle of Ages), Holodrum (from Oracle of Seasons), and Hytopia (from Tri Force Heroes) are different countries separate from the Kingdom of Hyrule,[114] Termina (from Majora's Mask), the World of the Ocean King (from Phantom Hourglass), and Lorule (from A Link Between Worlds) serve as parallel worlds,[115][116] and Koholint is an island far away from Hyrule that appears to be part of a dream.[117]
Story
This article needs additional citations for verification. (August 2025) |

According to the in-game backstories, the world of Hyrule was created by the three golden goddesses: Din, Farore, and Nayru.[118] They created the world to trap Null, which absorbed all life that appeared in an endless void created by it. Before departing, the three goddesses left a sacred artifact called the Triforce, which could grant powers to the user. It physically manifests itself as three golden triangles in which each embodies one of the goddesses' virtues: Power, Courage, and Wisdom.[119] However, because the Triforce has no will of its own and it can not judge between good and evil, it will grant any wish indiscriminately.[120][121] Because of this, it was placed within an alternate world called the "Sacred Realm" or the "Golden Land" until one worthy of its power and has balanced virtues of Power, Wisdom, and Courage in their heart could obtain it, in its entirety. If a person is not of a balanced heart, the triforce part that the user mostly believes in will stay with that person and the remainder will seek out others. In order to master and control the triforce as a whole, the user must get the other parts found in other individuals and bring them together to reunite them. The Sacred Realm can itself be affected by the heart of those who enter it: those who are pure will make it a paradise, while those who are evil will transform it into a dark realm.[122]
In Skyward Sword, the Triforce was sought by the Demon King Demise,[123] an eternal being that had conquered time itself.[124] After a long battle against the goddess Hylia, guardian of the Triforce, Demise was sealed away within her temple.[119][125] Hylia, placing the Hylians on a floating island in the sky called Skyloft to protect them, orchestrated a means to stop the demon from escaping: creating the Goddess Sword (later becoming the Master Sword) for her chosen hero[126] and discarding her divinity to be reborn among the people of Skyloft.[127] In time, Zelda and Link (the reborn Hylia and her predestined warrior) enacted the goddess's plan and Demise was destroyed, but he vowed that his rage would be reborn and forever plague those descended from Link and Zelda.[128] Following the establishment of Hyrule Kingdom, Demise's prophecy came to fruition in Ocarina of Time, when Ganondorf's attempt to get the Triforce scattered it with him gaining the Triforce of Power. The Triforce of Wisdom ended up with the Hylian princesses descended from Zelda, each named after her, while the Triforce of Courage is passed to a youth named Link across generations. While the Triforces of Power and Wisdom have been part of the series since the original The Legend of Zelda, it was in Zelda II: The Adventure of Link that the Triforce of Courage was introduced, being obtained by Link at the end of his quest. The Triforce, or even a piece of it, is not always distributed as a whole. Such as in The Wind Waker, Link must find all the pieces (called Triforce Shards) of the Triforce of Courage before he can return to Hyrule. Even in the original The Legend of Zelda, Zelda breaks her Triforce of Wisdom into eight pieces for Link to find, before she was captured by Ganon.
Fictional chronology
The chronology of the Legend of Zelda series was a subject of much debate among fans until an official timeline was released within the Hyrule Historia collector's book, first released in Japan in December 2011.[131][132] Prior to its release, in a 2003 interview, series creator Shigeru Miyamoto confirmed the existence of an internal document which connected all the games, with series producer Eiji Aonuma later revealing in 2010 the confidential nature of this document, which only Miyamoto himself and the director of each game had access to.[133][134]
In-game content, marketing material, and developer statements once partially established a timeline of the released installments: the original The Legend of Zelda was followed by Zelda II: The Adventure of Link as a direct sequel, which takes place several years later;[135][136] A Link to the Past is a prequel to the previous two games,[137][138][139] and is followed by Link's Awakening;[140][141] Ocarina of Time is a prequel to A Link to the Past and takes the story many centuries back – according to character designer Satoru Takizawa, it was meant to implicitly tell the story of the Imprisoning War,[142][143] and was followed by Majora's Mask as a direct sequel, set a few months later;[144] Four Swords, upon its release, was considered the oldest tale in the series's chronology, predating Ocarina of Time;[145] The Wind Waker takes place in one of the parallel timelines that emerged from Ocarina of Time, more than a century later, in the "adult era";[146][147] Four Swords Adventures, upon its release, was considered to be a direct sequel to Four Swords, set sometime after its events;[145] The Minish Cap is a prequel to Four Swords, telling of the origins of villain Vaati and the creation of the Four Sword;[148] Twilight Princess takes place in another of the parallel timelines that emerged from Ocarina of Time, more than a century later, in the "child era";[146][147] Phantom Hourglass is a direct sequel to The Wind Waker,[149] and is followed by Spirit Tracks, which is set about a century later on a land far away from the setting of The Wind Waker.[150] Skyward Sword precedes The Minish Cap, telling the story of the creation of the Master Sword.[151][152]
In the early 2000s, Nintendo of America released a timeline on the official website of the series as one of the possible interpretation of the events from all entries released up to that point, featuring a single protagonist named Link, the "Hero of Time" from its first adventure in Ocarina of Time. It was followed by Majora's Mask, A Link to the Past, Oracle of Seasons, Oracle of Ages, the original The Legend of Zelda, Zelda II: The Adventure of Link, and finally Link's Awakening.[153] In 2011, series translator Daniel Owsen revealed that, at one point, his coworkers at Nintendo of America and him conceived another complete timeline and intended to make it available online, but the Japanese series developers rejected the idea so that the placement of each game would be kept open to the imagination of the players.[154]
On December 21, 2011, to celebrate the 25th anniversary of the series, The Legend of Zelda: Hyrule Historia art book was published by Shogakukan, which contained an official timeline of the fictional chronology of the series up to that point.[131] This timeline subsequently posits that following Ocarina of Time, it splits into three alternate routes: in one, Ganon is not defeated, leading into the Imprisoning War and A Link to the Past, Oracle of Seasons and Oracle of Ages, Link's Awakening, The Legend of Zelda and The Adventure of Link. The second and third, where Ganon is defeated by Link, lead to a split timeline between his childhood (where Zelda sends him back in time so he can use the wisdom he has gained to warn young Zelda of the horrifying fate of Hyrule) and adulthood (where adult Zelda lives on to try and rebuild her kingdom). His childhood continues with Majora's Mask, followed by Twilight Princess and Four Swords Adventures. The timeline from his adult life continues into Wind Waker, Phantom Hourglass and Spirit Tracks.[131]
Released in 2013, A Link Between Worlds takes place six generations after A Link to the Past, and features the Triforce being reunited, and Ganon being resurrected,[155] while 2015's Tri Force Heroes is a direct sequel to A Link Between Worlds, which takes place several years later.[156][157]
In 2018, Nintendo revealed the placement of the timeline of the previous year's Breath of the Wild was after all previous games in the series, without specifying a connection to any of the three timeline branches. Aonuma and Breath of the Wild director Hidemaro Fujibayashi justified the vague placement with the previous idea of keeping it open to players' imaginations.[130] Nintendo moved Link's Awakening to take place before Oracle of Seasons and Oracle of Ages.[130] In 2020, Nintendo released Hyrule Warriors: Age of Calamity, a gameplay-wise sequel to the 2014 spin-off game Hyrule Warriors, set 100 years before Breath of the Wild,[158] but with the events of Age of Calamity diverging from the backstory established in Breath of the Wild, creating an alternate timeline separate from it.[159] In 2023 Tears of the Kingdom, a direct sequel to Breath of the Wild, was released;[160] it depicts the Imprisoning War as taking place shortly after Hyrule's founding by the Zonai king, Rauru.[161] In 2025 Echoes of Wisdom was added to the timeline after Tri Force Heroes and before The Legend of Zelda.[129]
Characters
Link
The central protagonist of The Legend of Zelda series, and the primary player character of every individual game except for Echoes of Wisdom, Link is the name of various Hylian young men or boys who characteristically wear a green tunic and a pointed cap, and are the bearers of the Triforce of Courage. In most games, the player can give Link a different name before the start of the adventure, and he will be referred by that given name throughout by the non-player characters (NPCs). Miyamoto said in a 2002 interview that he named the protagonist "Link" because the character is/was supposed to be the "link" between the player and the game world. The various Links each have a special title, such as "Hero of Time", "Hero of Winds" or "Hero of the Wild". Like many silent protagonists in video games, Link does not speak and only produces grunts, yells, and similar sounds, but he is not mute – dialogue from him is referenced second-hand by in-game characters, despite not being seen or heard by the player. Link is depicted as a silent protagonist so that the audience is able to have their own thoughts as to how their Link would answer the characters instead of him having scripted responses.
Princess Zelda
Princess Zelda is the princess of Hyrule and the guardian of the Triforce of Wisdom. Her name is present in many of her ancestors and descendants. She sometimes plays a supporting role in battle, using magical powers and weapons such as Light Arrows to aid Link. She was not playable in the main series until Spirit Tracks, where she becomes a spirit and can possess a Phantom Knight that can be controlled by the player, and becomes the primary playable character in Echoes of Wisdom, in which Link is largely absent and Zelda does not speak. Zelda appears under various other aliases and alter egos, including Sheik (in Ocarina of Time) and Tetra (in The Wind Waker and Phantom Hourglass). In Skyward Sword, it is revealed that the Zelda of that game is a reincarnation of the goddess Hylia, whose power flows through the royal bloodline. The name "Zelda" derives from the American novelist Zelda Fitzgerald.[162]
Ganon
Ganon, also known as Ganondorf in his humanoid form, is the final boss in a slight majority (12 out of 21, including Demise) of The Legend of Zelda games. In the series, Ganondorf is the leader of a race of desert brigands called the Gerudo, which consists entirely of women save for one man born every one hundred years. He is significantly taller than other human NPCs, but his looks vary between games, often taking the form of a monstrous anthropomorphic boar. His specific motives vary from game to game, but most often, he seeks the complete Triforce, a powerful magical relic, part of it often in the possession of Link and Zelda. He often possesses a portion of the Triforce called the Triforce of Power, which gives him great strength, but it is often not enough to accomplish his ends, leading him to hunt the remaining Triforce pieces. Unlike Link, Zelda, and most other recurring characters, he is actually the same person in every game, with the exception of Four Swords Adventures, where he is a reincarnation of the original. In each game the battles with him are different and he fights using different styles. The game Skyward Sword indicates that Ganon is a reincarnation of a Demon King known as Demise.
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Main series
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Perspective
1986 | The Legend of Zelda |
---|---|
1987 | The Adventure of Link |
1988 | |
1989 | |
1990 | |
1991 | A Link to the Past |
1992 | |
1993 | Link's Awakening |
1994 | |
1995 | |
1996 | |
1997 | |
1998 | Ocarina of Time |
Link's Awakening DX | |
1999 | |
2000 | Majora's Mask |
2001 | Oracle of Seasons and Oracle of Ages |
2002 | Four Swords |
The Wind Waker | |
2003 | |
2004 | Four Swords Adventures |
The Minish Cap | |
2005 | |
2006 | Twilight Princess |
2007 | Phantom Hourglass |
2008 | |
2009 | Spirit Tracks |
2010 | |
2011 | Ocarina of Time 3D |
Four Swords Anniversary Edition | |
Skyward Sword | |
2012 | |
2013 | The Wind Waker HD |
A Link Between Worlds | |
2014 | |
2015 | Majora's Mask 3D |
Tri Force Heroes | |
2016 | Twilight Princess HD |
2017 | Breath of the Wild |
2018 | |
2019 | Link's Awakening |
2020 | |
2021 | Skyward Sword HD |
2022 | |
2023 | Tears of the Kingdom |
2024 | Echoes of Wisdom |
2025 | Breath of the Wild - Nintendo Switch 2 Edition |
Tears of the Kingdom - Nintendo Switch 2 Edition |
1986–1997: 2D origins
The Legend of Zelda, the first game of the series, was first released in Japan in February 1986, on the Famicom Disk System.[164] A cartridge version for the Nintendo Entertainment System, using battery-backed memory, was released in 1987 in the United States on August 22, and in Europe on November 27. The game features a "Second Quest", accessible either upon completing the game, or by registering one's name as "ZELDA" when starting a new quest. The "Second Quest" features different dungeons and item placement, and more difficult enemies.[165]
The second game, Zelda II: The Adventure of Link, was released for the Famicom Disk System in Japan in January 1987,[164] and for the Nintendo Entertainment System in Europe in September 1988 and North America in December 1988. The game exchanged the top-down perspective for side-scrolling (though the top-down point of view was retained for overworld areas), and introduced RPG elements (such as experience points) not used previously or thereafter in the series.[166]
A Link to the Past returned to the top-down view and added the concept of an alternate dimension, the Dark World. The game was released for the Super NES in November 1991.[164] A Link to the Past was re-released for the Game Boy Advance in 2002. The SNES version was later re-released on the Wii Virtual Console in January 2007, on the Wii U Virtual Console, and on Nintendo Classics.
The next game, Link's Awakening, for Nintendo's Game Boy, is the first Zelda for a handheld, and the first set outside Hyrule and to exclude Princess Zelda. Link's Awakening was re-released, in full color, as a launch game for the Game Boy Color in 1998 as Link's Awakening DX. This remaster features additions such as an extra color-based dungeon and a photo shop that allows interaction with the Game Boy Printer. Link's Awakening DX was released on the Nintendo 3DS Virtual Console in June 2011. An HD remake of Link's Awakening was released for the Nintendo Switch in 2019.[167][168]
1998–2001: Transition to 3D

The series made the transition to 3D with Ocarina of Time for the Nintendo 64, which was released in November 1998. This game, initially known as Zelda 64, retains the core gameplay of the previous 2D games, and was very successful commercially and critically, considered by many critics and gamers to be the best video game of all time, and ranking highly on IGN and EGM's "greatest games of all time" lists, as well as scoring perfect scores in several video game publications.[169] In February 2006, it was ranked by Nintendo Power as the best game released for a Nintendo console.[170] The game was originally developed for the poorly selling, Japanese-only 64DD, but was converted to cartridge format when the 64DD hardware was delayed.[171] A new gameplay mechanic, lock-on targeting, is used in the game, which focuses the camera on a nearby target and alters the player's actions relative to that target.[172] Such mechanics allow precise sword fighting in a 3D space. The game heavily uses context-sensitive button play, which enabled the player to control various actions with Link using only one button on the Nintendo 64's controller. Each action was handled slightly differently but all used the A button to perform. For instance, standing next to a block and pressing A made Link grab it (enabling him to push/pull it), but moving forwards into a block and pressing A allowed Link to climb the block. The game featured the first appearance of Link's horse, Epona, allowing Link to travel quickly across land and fire arrows from horseback. Ocarina of Time was re-released on the GameCube in 2002, when it was offered as a pre-order incentive for The Wind Waker in the U.S., Canada and Japan.[173] It includes the cancelled 64DD expansion for Ocarina of Time known as Ura Zelda during development. Named Ocarina of Time Master Quest, the game was given reorganized dungeon layouts for greater difficulty.[173][174] Europe continued to receive this "Two-Game Bonus Disc" free in every copy of The Wind Waker, except for the discounted Player's Choice version. Ocarina of Time was available through the Wii's Virtual Console service.[175] Nintendo re-released it for the Wii U Virtual Console in July 2015. Ocarina of Time 3D for the Nintendo 3DS, featuring remade graphics and stereoscopic 3D, was released in mid-June 2011. Ocarina of Time has been made available through Nintendo Classics in HD resolution.
Ocarina of Time's follow-up, Majora's Mask, was released in April 2000. It uses the same 3D game engine as the previous game,[176] and added a time-based concept, in which Link relives the events of three days as many times as needed to complete the game's objectives. It was originally called Zelda Gaiden,[177] a Japanese title that translates as Zelda Side story. Gameplay changed significantly; in addition to the time-limit, Link can use masks to transform into creatures with unique abilities. While Majora's Mask retains the graphical style of Ocarina of Time, it is also a departure, particularly in its atmosphere. It features motion-blur, unlike its predecessor. The game is darker in tone,[176] dealing with death and tragedy in a manner not previously seen in the series, and has a sense of impending doom, as a large moon slowly descends upon the land of Termina to destroy all life. Majora's Mask was available on the Wii and Wii U Virtual Console catalogues. The Legend of Zelda: Majora's Mask 3D was released for 3DS in North America, Europe, Japan, and Australia in February 2015. The Nintendo 64 version was added to Nintendo Classics in February 2022.
Oracle of Seasons and Oracle of Ages were released simultaneously for the Game Boy Color in 2001, and interact using passwords[178] or a Game Link Cable.[179] After one game has been completed, the player is given a password that allows the other game to be played as a sequel.[178] They were developed by Flagship in conjunction with Nintendo, with supervision from Miyamoto. After the team experimented with porting the original The Legend of Zelda to the Game Boy Color, they decided to make an original trilogy[180] to be called the "Triforce Series".[181] When the password system linking the three games proved too troublesome, the concept was reduced to two games at Miyamoto's suggestion.[182] These two games became Oracle of Ages, which is more puzzle-based, and Oracle of Seasons, which is more action-oriented.[183] Both titles were later released on the 3DS Virtual Console and Nintendo Classics.
2002–2005: Introduction of Toon Link and multiplayer

The Game Boy Advance release of A Link to the Past in 2002 featured a new game, Four Swords,[164] the first multiplayer Zelda. This game introduced Toon Link, a name first used in Super Smash Bros. Brawl to refer to cartoon-based visual designs of Link. Four Swords Anniversary Edition[184] was released in September 2011, as free DSiWare available until February 20, 2012.

The Wind Waker, a 3D cel-shaded game also featuring Toon Link, was released in Japan in December 2002, and the US and Europe in 2003. The gameplay centers on controlling wind with a baton called the Wind Waker and sailing a small boat around an island-filled ocean, retaining similar gameplay mechanics as the previous 3D games in the series. The Legend of Zelda: Collector's Edition, released for the GameCube in 2003,[185] included the original The Legend of Zelda, Zelda II, Ocarina of Time, Majora's Mask, and a demo of The Wind Waker. The Legend of Zelda: The Wind Waker HD was released for Wii U in 2013.
Four Swords Adventures was released for the GameCube in early 2004 in Japan and America, and January 2005 in Europe. Based on the handheld Four Swords, Four Swords Adventures was another deviation from previous Zelda gameplay, focusing on level-based and multiplayer gameplay. The game contains 24 levels and a map screen; there is no connecting overworld. For multiplayer features, each player must use a Game Boy Advance system linked to the GameCube via a Nintendo GameCube – Game Boy Advance link cable. The game features a single-player campaign, in which using a Game Boy Advance is optional. Four Swords Adventures includes two gameplay modes: "Hyrulean Adventure", with a plot and gameplay similar to other Zelda games, and "Shadow Battle", in which multiple Links, played by multiple players, battle each other. The Japanese and Korean versions include an exclusive third segment, "Navi Trackers", which contains spoken dialogue for most of the characters.
In November 2004 in Japan and Europe, and January 2005 in America, Nintendo released The Minish Cap for the Game Boy Advance. In The Minish Cap Link can shrink in size using a mystical, sentient hat named Ezlo. While shrunk, he can see previously explored parts of a dungeon from a different perspective, and enter areas through otherwise-impassable openings. It was later released on the Wii U Virtual Console and Nintendo Classics.
2006–2011: Motion and touch-based swordplay

In November 2006, Twilight Princess was released as the first Zelda game on the Wii. It was later released in December as the last Nintendo-published game for the GameCube, the console for which it was originally developed. The Wii version features motion controls and a reversed world where everything that is in the west on the GameCube is in the east on the Wii. The display is mirrored in order to make Link right-handed to make use of the Wii Remote feel more natural for the majority of players. The game chronicles the struggle of a young adult Link to confront the troubles of the "Twilight Realm", a mysterious force that appears around and interacts with Hyrule. When he enters this realm, he is transformed into a wolf, and loses the ability to use his sword, shield or other items, but gains other abilities such as sharpened senses from his new form. Twilight Princess includes an incarnation of Link's horse, Epona, for fast transportation, and features mounted battle scenarios including boss battles that were not seen in previous games. Twilight Princess diverted from the cel-shading of Wind Waker, integrating graphics featuring more detailed textures, giving the game a darker atmosphere. The Legend of Zelda: Twilight Princess HD was released for Wii U in 2016.[186]
Phantom Hourglass was released in June 2007 in Japan and October in North America and Europe for the Nintendo DS. It had a cel-shaded 3D graphical design with top-down gameplay and gameplay optimised for the DS' touch screen. It was later released on the Wii U Virtual Console.
The next Legend of Zelda game for the DS, Spirit Tracks, was released in December 2009. In this game, the "spirit tracks", railroads which chain an ancient evil, are disappearing from Hyrule. Zelda and Link go to the Spirit Tower (the ethereal point of convergence for the tracks) to find out why, but villains Cole and Byrne[k] steal Zelda's body for the resurrection of the Demon King. Rendered disembodied, Zelda is left a spirit, and only Link (and a certain few sages) can see her. Together they go on a quest to restore the spirit tracks, defeat the Demon King, and return Zelda to her body. Using a modified engine of that used in Phantom Hourglass, the notably new feature in this game is that the Phantom Guardians seen in Phantom Hourglass are, through a series of events, periodically controllable by Zelda. It was later released on the Wii U Virtual Console.
Skyward Sword for the Wii was in development since the end of 2000s.[187] The game, the earliest in the Legend of Zelda timeline, reveals the origins of Hyrule, Ganon (here known as Demise), and many elements featured in previous games; it uses Wii's MotionPlus feature as well. It was released in November 2011. An HD remaster, with optional button-only controls, was released for Nintendo Switch in 2021.[188]
2013–present: Open-world emphasis
In 2013, Nintendo released A Link Between Worlds for the Nintendo 3DS, a sequel to A Link to the Past.[189][190] Progression is more open-ended than previous titles, with the possibility of completing many of the game's dungeons in any order. Certain dungeon obstacles require the use of rented or purchased items.
Tri Force Heroes, a cooperative multiplayer game, was released for the 3DS in October 2015.[191]
Breath of the Wild was released in March 2017, as the last Nintendo-published game for the Wii U and a launch title for the Nintendo Switch.[192] Similar to the original The Legend of Zelda, players are given little instruction and can explore the world freely. The world is designed to encourage exploration and experimentation and the main story quest can be completed in a nonlinear fashion. An enhanced port was released as a launch title for the Nintendo Switch 2 worldwide in June 2025.
A Breath of the Wild sequel, Tears of the Kingdom, was released on the Switch in May 2023.[193][194] New to Tears of the Kingdom are the battery-powered Zonai devices, which the player can use for combat, propulsion, and exploration. The game also features the new abilities to fuse materials together, ascend through ceilings, reverse objects' movement through time, and autobuild structures. An enhanced port was released as a launch title for the Nintendo Switch 2 worldwide in June 2025.
Echoes of Wisdom, which features Zelda as the main protagonist, was released in September 2024 for the Switch.[195]
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Spin-off games
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As the franchise has grown in popularity, several games have been released that are set within or star a minor character from the universe of The Legend of Zelda but are not directly connected to the main The Legend of Zelda series or its core timeline.[129][196]
Three Zelda-themed LCD games were created between 1989 and 1992.[l] The Game & Watch game Zelda was released first in August 1989 as a dual-screen handheld electronic game. It was re-released in 1998 as a Toymax, Inc. Mini Classic and was later included as an unlockable extra in Game & Watch Gallery 4, a 2002 compilation for the Game Boy Advance. While the Game & Watch Zelda was developed in-house by Nintendo, the subsequent two LCD games were developed by third parties under license by Nintendo. In October 1989, The Legend of Zelda was developed by Nelsonic as part of its Game Watch line. This game was an actual digital watch with primitive gameplay based on the original Legend of Zelda. In 1992, Epoch Co. developed Zelda no Densetsu: Kamigami no Triforce for its Barcode Battler II console. The game employed card-scanning technology similar to the later-released Nintendo e-Reader.
Three video games were developed and released on CD-i in the early 1990s as a product of a compromise between Philips and Nintendo, after the companies failed to develop a CD-ROM peripheral for the Super NES. Created independently with no observation by or influence from Nintendo, the games are Link: The Faces of Evil, Zelda: The Wand of Gamelon, and later, Zelda's Adventure. Nintendo never acknowledged them in the Zelda timeline,[m] and they are considered to be in a separate, self-contained canon. These games are widely acknowledged to be the worst installments in the series, though have since gained a cult following in the form of internet memes.[197]
The Satellaview games from The Legend of Zelda series (1995–1997) are spin-offs, not listed on core timelines of the franchise.[129][196]
Other spin-off games include RPG Freshly-Picked Tingle's Rosy Rupeeland, its sequel Ripened Tingle's Balloon Trip of Love, and Balloon Fight rerelease Tingle's Balloon Fight for the Nintendo DS. All of these star Tingle.[198]
Though also stated to be in the world of Twilight Princess, The Legend of Zelda Encyclopedia considers the rail shooter game Link's Crossbow Training for the Wii to be a spin-off.[199]
Hyrule Warriors is a spin-off[198] and a crossover game developed by Omega Force and Team Ninja which combined the setting of Nintendo's The Legend of Zelda series and the gameplay of Koei Tecmo's Dynasty Warriors series. It was released in North America in September 2014 for Wii U. Hyrule Warriors Legends, a version for the Nintendo 3DS containing more content and gameplay modifications, was released in March 2016. The Nintendo Switch game Hyrule Warriors: Definitive Edition was released on the Nintendo Switch in 2018 and contained content from both the Wii U and 3DS versions.
To commemorate the launch of the My Nintendo loyalty program in March 2016, Nintendo released My Nintendo Picross: The Legend of Zelda: Twilight Princess, a nonogram puzzle game in the Picross series developed by Jupiter for download to the Nintendo 3DS.[200][201]
Cadence of Hyrule, developed by Brace Yourself Games and released in June 2019 for the Nintendo Switch, is an officially licensed crossover of Zelda with Crypt of the NecroDancer.[202]
Hyrule Warriors: Age of Calamity, developed by Omega Force, shares the hack-and-slash style of the spin-off game Hyrule Warriors.[n][203] Age of Calamity was released in November 2020.[204][158]
A Zelda-themed variant of Vermin was included on the limited edition Game & Watch: The Legend of Zelda unit, released in 2021. This special edition of the Game & Watch also included The Legend of Zelda, The Adventure of Link, and Link's Awakening.
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Cancelled games
In 2001, Nintendo partnered with Capcom subsidiary Flagship to concurrently release The Legend of Zelda: Oracle of Seasons and The Legend of Zelda: Oracle of Ages for the Game Boy Color. The original plan, however, was to release three titles concurrently, but one title, The Legend of Zelda: Mystical Seed of Courage, had to be cancelled due to technical issues arising from complications related to the interconnected nature of the titles.[205][206][207][208][209]
Close Nintendo collaborator Retro Studios did preliminary work on two separate Zelda pitches. Heroes of Hyrule would have been a Nintendo DS game that would have combined the traditional gameplay of the series with that of tactical role-playing games like Final Fantasy Tactics. They additionally proposed an action game for the Wii starring Sheik that would have explored the origins of the Master Sword. Both were cancelled after being rejected by Nintendo.[210][211][212]
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Reception
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The Legend of Zelda series has received outstanding levels of acclaim from critics and the public. Ocarina of Time, Skyward Sword, Breath of the Wild and Tears of the Kingdom have each received a perfect 10/10 score by British Edge magazine.[282] All four plus Wind Waker also received a 40/40 score (10/10 by four reviewers) by Japanese Famitsu magazine,[283][284] making Zelda one of the few series with multiple perfect scores. Ocarina of Time was even listed by Guinness World Records as the highest-rated video game in history, citing its Metacritic score of 99 out of 100.[285] Computer and Video Games awarded The Wind Waker and Twilight Princess a score of 10/10.[286][287] A Link to the Past has won Gold Award from Electronic Gaming Monthly. In Nintendo Power's Top 200 countdown in 2004, Ocarina of Time took first place, and seven other Zelda games placed in the top 40.[288] Twilight Princess was named Game of the Year by X-Play, GameTrailers, 1UP, Electronic Gaming Monthly, Spacey Awards, Game Informer, GameSpy, Nintendo Power, IGN, and many other websites. The editors of review aggregator websites GameRankings, IGN and Metacritic have all given Ocarina of Time their highest aggregate scores.[289] Game Informer has awarded The Wind Waker, Twilight Princess, Skyward Sword, A Link Between Worlds and Breath of the Wild with scores of 10/10. Phantom Hourglass was named DS Game of the Year by IGN and GameSpy.[290][291] Airing in December 2011, Spike TV's annual Video Game Awards gave the series the first ever "Hall of Fame Award", which Miyamoto accepted in person.[292] Ocarina of Time and its use of melodic themes to identify different game regions has been called a reverse of Richard Wagner's use of leitmotifs to identify characters and themes.[293] Ocarina of Time was so well received that sales increased for real ocarinas.[294] IGN praised the music of Majora's Mask for its brilliance despite its heavy use of MIDI. It has been ranked the seventh-greatest game by Electronic Gaming Monthly, whereas Ocarina of Time was ranked eighth.[295][296] The series won GameFAQs Best Series Ever competition.[297]
As of March 2025, The Legend of Zelda franchise has sold 156.28 million copies, with the original The Legend of Zelda being the fourth best-selling NES game of all time.[298][299] The series was ranked as the 64th top game (collectively) by Next Generation in 1996.[300] In 1999, Next Generation listed the Zelda series as number 1 on their "Top 50 Games of All Time", commenting that Zelda series had always more gameplay and innovations than most other titles in their series.[301] According to British film magazine Empire, with "the most vividly-realised world and the most varied game-play of any game on any console, Zelda is a solid bet for the best game series ever".[302]
The Legend of Zelda franchise has garnered the most Game of the Year nominations in the history of the Academy of Interactive Arts & Sciences' D.I.C.E. Awards with eight (Ocarina of Time,[303] Majora's Mask,[304] The Wind Waker,[305] Twilight Princess,[306] Skyward Sword,[307] A Link Between Worlds,[308] Breath of the Wild,[309] and Tears of the Kingdom[310]); two of them, Ocarina of Time[303] and Breath of the Wild,[311] would go on to win the top honor during their respective awards ceremonies.
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Legacy
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Multiple members of the game industry have expressed how Zelda games have impacted them, including Rockstar Games founder and Grand Theft Auto director, Dan Houser, who said that Zelda and Mario games on Nintendo 64 greatly influenced them in developing Grand Theft Auto series, as well in other 3D games in general.[312] Rockstar founder and Grand Theft Auto director Sam Houser also cited the influence of Zelda, describing Grand Theft Auto III as "Zelda meets Goodfellas".[313] Ōkami director and PlatinumGames founder Hideki Kamiya said that he has been influenced by The Legend of Zelda series in developing the game, citing A Link to the Past as his favorite game of all time.[314] Soul Reaver and Uncharted director, Amy Hennig (formerly of Crystal Dynamics and Naughty Dog), cited Zelda as inspiration for the Legacy of Kain series, noting A Link to the Past's influence on Blood Omen and Ocarina of Time's influence on Soul Reaver.[315] Soul Reaver and Uncharted creator, Richard Lemarchand, also cited A Link to the Past's approach to combining gameplay with storytelling as inspiration for Soul Reaver.[316] Wing Commander and Star Citizen director, Chris Roberts (Origin Systems and Cloud Imperium Games), cited Zelda as an influence on his action role-playing game, Times of Lore.[317]
Dark Souls series creator Hidetaka Miyazaki named A Link To The Past as one of his favorite role-playing video games.[25] Ico director Fumito Ueda cited Zelda as an influence on Shadow of the Colossus.[318] Miyazaki also described The Legend of Zelda as a sort of textbook for 3D action games.[319] Lionhead Studios founder Peter Molyneux stated that the Twilight Princess is one of his favorite games and an influence for the Fable series.[320] Darksiders director David Adams (Vigil Games) cited Zelda as an influence on his work.[321] Prince of Persia and Assassin's Creed director Raphael Lacoste cited The Wind Waker as an influence on Assassin's Creed IV: Black Flag.[322] CD Projekt Red cited the Zelda series as an influence on The Witcher 3: Wild Hunt.[323] Majora's Mask served as the primary influence on Alex Hall's web series Ben Drowned.[324] Final Fantasy and The 3rd Birthday director Hajime Tabata cited Ocarina of Time as inspiration for the open world of Final Fantasy XV.[325]
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Crossovers
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The Legend of Zelda series has crossed over into other Nintendo and third-party video games, most prominently in the Super Smash Bros. series of fighting games published by Nintendo. Link appears as a fighter in Super Smash Bros. for the Nintendo 64, the first entry in the series, and is part of the roster in all subsequent releases in the series as well. Zelda (who can transform into Sheik), Ganondorf, and Young Link (the child version of Link from Ocarina of Time) were added to the player roster for Super Smash Bros. Melee, and appeared in all subsequent releases except for "Young Link" (who is later replaced by "Toon Link" from The Wind Waker, in subsequent releases Super Smash Bros. Brawl and Super Smash Bros. for Nintendo 3DS and Wii U). Sheik becomes a separate playable character from Super Smash Bros. for Nintendo 3DS and Wii U onwards.[326][327] Both Young Link and Toon Link appear in the fifth installment, Super Smash Bros. Ultimate. Other elements from the series, such as locations and items, are also included throughout the Smash Bros. series, including Assist Trophies, where computer-controlled versions of characters in the Zelda series including Tingle, Skull Kid, Midna, and Skyward Sword antagonist Ghirahim can fight as an ally.[327] Outside of the series, Nintendo allowed for the use of Link as a playable character exclusively in the GameCube release of Namco's fighting game Soulcalibur II.[328]
Link, using a design based on Skyward Sword, appears as a playable character in Mario Kart 8 via downloadable content (DLC), along with a Hyrule Circuit racetrack themed on The Legend of Zelda series.[329] The first pack is named after the series. In a post-launch update for Mario Kart 8 Deluxe, Link and his vehicle received alternate styles based on Breath of the Wild.[330]
In the Wii U version of Sonic Lost World, a DLC stage based on The Legend of Zelda series was released in March 2014, named "The Legend of Zelda Zone". It was built around the core gameplay mechanics of Sonic Lost World, with some elements from the Zelda series, including a heart-based vitality meter, rupee collection, and a miniature dungeon to explore.[331]
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In other media
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TV series
A 13-episode American animated TV series, adapted by DiC and distributed by Viacom Enterprises, aired in 1989.[332] The animated Zelda shorts were broadcast each Friday, instead of the usual Super Mario Bros. cartoon which was aired during the rest of the week.[333][334] The series loosely follows the two NES Zelda games (the original The Legend of Zelda and The Adventure of Link), mixing settings and characters from those games with original creations.[335] The show's older incarnations of both Link and Zelda appeared in various episodes of Captain N: The Game Master during its second season.[336]
A live-action television series had been in development around 2015, as reported from an anonymous Netflix employee to The Wall Street Journal. The program was a joint effort between Netflix and Nintendo, and was said to be aimed as a family-friendly version of Game of Thrones.[337] Further details of this series went sparse until 2021 when Adam Conover gave an interview regarding his College Humor period. There, the College Humor team had been planning a skit that would have combined Star Fox with Fantastic Mr. Fox and had even talked to Miyamoto on the project. Conover said that they were told about a month into the project that Nintendo had requested they stop all work on the project as a result of the leak related to the live-action Zelda show; Nintendo, already protective of its IP, had pulled many external projects including the live-action show.[338]
Print media
Valiant Comics released a short series of comics featuring characters and settings from the Zelda cartoon as part of their Nintendo Comics System line. Manga adaptations of many entries in the series, including as of February 2022[update] A Link to the Past, Ocarina of Time, Majora's Mask, Oracle of Seasons and Oracle of Ages, Four Swords Adventures, The Minish Cap, Phantom Hourglass, and Twilight Princess have been produced under license from Nintendo, primarily written and drawn by Japanese artist duo Akira Himekawa. These adaptations do not strictly follow the plot of the games from which they are based and may contain additional story elements.
A number of official books, novels, and gamebooks have been released based on the series as well. The earliest was Moblin's Magic Spear, published in 1989 by Western Publishing under their Golden Books Family Entertainment division and written by Jack C. Harris. It took place sometime during the first game. Two gamebooks were published as part of the Nintendo Adventure Books series by Archway, both of which were written by Matt Wayne. The first was The Crystal Trap (which focuses more on Zelda) and the second was The Shadow Prince. Both were released in 1992. A novel based on Ocarina of Time was released in 1999, written by Jason R. Rich and published by Sybex Inc. under their Pathways to Adventure series. Another two gamebooks were released as part of the You Decide on the Adventure series published by Scholastic. The first book was based on Oracle of Seasons and was released in 2001. The second, based on Oracle of Ages, was released in 2002. Both were written by Craig Wessel. In 2006, Scholastic released a novel as part of their Nintendo Heroes series, Link and the Portal of Doom. It was written by Tracey West and was set shortly after the events of Ocarina of Time.
In 2011, to coincide with the 25th anniversary of the series, an art book, Hyrule Historia, was published in Japan by Shogakukan. It was followed by an international release by Dark Horse Books in 2013. It contains concept art from the series's conception to the release of Skyward Sword in 2011 and multiple essays about the production of the games, as well as an overarching timeline of the series. It also includes a prequel manga to Skyward Sword by Akira Himekawa.[339] The English-language release took the number one spot on Amazon's sales chart, taking the spot away from E. L. James's 50 Shades of Grey trilogy.[340] Dark Horse released The Legend of Zelda: Art & Artifacts, a follow-up art book to Hyrule Historia containing additional artwork and interviews,[341][342] in North America and Europe in February 2017.[343]
Music
Taking place in Cologne, Germany, on September 23, 2010, the video game music concert Symphonic Legends focused on music from Nintendo and, among others, featured games such as The Legend of Zelda. Following an intermission, the second half of the concert was entirely dedicated to an expansive symphonic poem dedicated to the series. The 35-minute epic tells the story of Link's evolution from child to hero.[344][345]
To celebrate the 25th anniversary of the series in 2011, Nintendo commissioned an original symphony, The Legend of Zelda: Symphony of the Goddesses. The show was originally performed in the fall of 2011 in Los Angeles and consists of live performances of much of the music from the series.[346] It has since been scheduled for 18 shows so far throughout the United States and Canada.[346][347] Nintendo released a CD, The Legend of Zelda 25th Anniversary Special Orchestra CD. Featuring eight tracks from live performances of the symphony, the CD is included alongside the special edition of The Legend of Zelda: Skyward Sword for the Wii. Nintendo later celebrated The Legend of Zelda's 30th anniversary with an album which was released in Japan in February 2017.[348]
The Nintendo Music streaming service included soundtracks from eight Zelda games as of June 2025[update] for subscribers to Nintendo Switch Online to stream and listen to, including The Legend of Zelda, A Link to the Past, Ocarina of Time, The Wind Waker, Ocarina of Time 3D, Skyward Sword, Breath of the Wild, and Tears of the Kingdom.[349]
Merchandise
The Legend of Zelda-themed Monopoly board game was released in the United States in September 2014.[350] A Clue board game in the style of The Legend of Zelda series was released in June 2017.[351] A UNO-styled The Legend of Zelda game was released in February 2018, exclusively at GameStop in North America.[352] A limited edition Zelda 25th anniversary 3DS was released in December 2011, in Australia.[353]
Film
In 2007, Imagi Animation Studios, which had provided the animation for TMNT and Astro Boy, created a pitch reel for a computer-animated The Legend of Zelda film. Nintendo did not accept the studio's offer due to the memory of the failure of the 1993 live-action film adaptation of Super Mario Bros.[354] In 2013, Aonuma said that, if the development of a film began, the company would want to use the opportunity to embrace audience interaction in some capacity.[355][356] In June 2023, it was said that Nintendo was close to closing a deal with Illumination and Universal Pictures to produce a film adaptation of the franchise following the success of their film, The Super Mario Bros. Movie,[357] but Illumination CEO Chris Meledandri denied these reports later that month.[358]
By November 2023, Nintendo was developing a live-action Legend of Zelda film with Sony Pictures, which will co-finance and distribute it worldwide.[359] Wes Ball has been attached to direct, and Miyamoto and Avi Arad will be producing alongside Ball and his producing partner Joe Hartwick Jr. through their Oddball Entertainment company.[360] In July 2025, Bo Bragason and Benjamin Evan Ainsworth had been cast as Zelda and Link respectively.[361] The film was scheduled for worldwide release on March 26, 2027,[362] which was later changed to May 7.[363]
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Notes
- Attributed to multiple sources since Breath of the Wild began development in 2011:
- Eiji Aonuma, 2013: "Our mission in developing this new game for Wii U is quite plainly to rethink the conventions of Zelda. I'm referring to things such as the player is supposed to complete dungeons in a certain order. That you are supposed to play by yourself. We want to set aside these 'conventions', get back to basics to create a newborn Zelda so players today can enjoy the real essence of the franchise."[1]
- Eurogamer, 2016: "[Until Breath of the Wild, i]t's hard to think of many entries since [the original The Legend of Zelda] which have refreshed the series so completely, and with so much style."[2]
- GamesRadar+, 2017: "Well, Breath of the Wild doesn't want to play by the rules. The rulebook isn't just torn up. It's crushed beneath boulders, burned in a forest inferno and struck by lightning. Science has arrived in Hyrule, a rush of freeform simulation that brings with it a spark of life that could never quite ignite in the hand-crafted worlds of old... As a long-term fan, it's a treat to see Nintendo take its gift for problem solving outside of the Zelda comfort zone - a place the series has arguably inhabited since Ocarina of Time. Not since that game's leap to 3D and introduction of lock-on targeting has a Zelda game made this many breakthroughs."[3]
- Hidemaro Fujibayashi, 2017: "[W]e chose March 3, 2017 as the release date [of Breath of the Wild] because we wanted more time to make the game as interesting as possible. We were thinking about breaking the conventions of the Zelda series from the very start of development. Specifically, our process was to think of all kinds of different mechanics, and to try to distiguish between the unchanging, universal traits of the Zelda franchise and things that had simply become conventions of the series."[4]
- The Guardian, 2017: "The greens of the open plains contrast with the dark black of Death Mountain, which is streaked with orange lava on the distant horizon. As the sweeping orchestral soundtrack swells, you realise that you can go anywhere and that this is not like any Zelda you've played before. Released on Wii U and Switch in March, The Legend of Zelda: Breath of the Wild (BotW) is the biggest Zelda title ever made. One-and-a-half times the size of open-world trailblazer Skyrim and 12 times the size of Twilight Princess, it provides a vast terrain to explore with barely any restrictions beyond a few hours of subtly enclosed preparation."[5]
- GameSpot, 2023: "[Tears of the Kingdom] builds upon the foundation so thoroughly and transformationally that it feels like a revelation. This is The Legend of Zelda at its finest, borrowing the best pieces and qualities from across the franchise's history and creating something new that is emotionally resonant, captivating, and endlessly rewarding... Breath of the Wild upended the Zelda formula by presenting a vast and lush open world to explore--a reenvisioning of the unguided experience of the original Legend of Zelda for the Nintendo Entertainment System... These tools, and the sprawling world they inhabit, give Tears of the Kingdom a particular flow that feels unique to the Zelda franchise. You aren't simply solving puzzles or fighting battles--you're engineering solutions."[6]
- Top-down games in the series have been released with both 2D and fixed 3D computer graphics.[7]
- Technical director Takuhiro Dohta explained that wind and electricity are not elements in a textbook, but they are in Breath of the Wild for the sake of how the chemistry engine is built.[29]
- With the exception of a swordfighter form that requires charging after a short period of combat.[34]
- Players controlled Geralt in the first three installments of the series and their downloadable content, released from 2007 to 2016.[75]
- Satoru Takizawa, the art director of Twilight Princess, Breath of the Wild, and Tears of the Kingdom, described Zelda as the heroine.[113]
- With the exception of Four Swords Anniversary Edition, everything through Breath of the Wild for Wii U and Nintendo Switch is considered a main series title by The Legend of Zelda Encyclopedia, including the remakes.[163]
- One of these three, 1989's Zelda, is specifically listed as a spin-off title in The Legend of Zelda Encyclopedia. None of them are listed on core timelines.[129][196]
- Self evidenced from their absence from timelines in The Legend of Zelda Encyclopedia and the official Zelda website.[129][196]
- Released in English in 2018, The Legend of Zelda Encyclopedia does not provide a statement on whether later Hyrule Warriors games from 2020 and 2025 are mainline Zelda games. It does consider the Wii U and 3DS games to be spin-offs.[198]
- A Link to the Past sales breakdown:
- Super Nintendo Entertainment System version: 4.61 million[213]
- Game Boy Advance version: 2.82 million[220]
- Link's Awakening sales breakdown:
- Game Boy/Game Boy Color version: 3.83 million[213]
- Nintendo Switch version: 6.46 million[224]
- Ocarina of Time sales breakdown:
- Nintendo 64 version: 7.6 million[213]
- Nintendo 3DS version: 6.44 million[224]
- Majora's Mask sales breakdown:
- Nintendo 64 version: 3.36 million[213]
- Nintendo 3DS version: 3.44 million[224]
- The Wind Waker sales breakdown:
- GameCube version: 4.43 million[245]
- Wii U version: 2.37 million[246]
- Twilight Princess sales breakdown:
- GameCube version: 1.43 million[245]
- Wii version: 7.42 million[255]
- Wii U version: 1.15 million[220]
- Skyward Sword sales breakdown:
- Wii version: 3.67 million[266]
- Nintendo Switch version: 4.15 million[224]
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References
External links
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