The Legend of Zelda artwork

The Legend of Zelda Review

1986NintendoGame

A battery in the cartridge, a map with no arrows, and the first game that trusts you to get lost.

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Difficulty to makeGreat
VisualsAverage
StoryAverage
GameplayExceptional
OverallExceptional

The Legend of Zelda ships on the Famicom Disk System in 1986 with a feature that changes what a game is allowed to be: it remembers. Saving progress means Hyrule does not have to fit inside one sitting, so Shigeru Miyamoto and Takashi Tezuka build a world you are expected to leave and come back to. You start with nothing, an old man hands you a sword in a cave, and from there the game says almost nothing at all.

Dungeons sit behind bushes you have to burn and walls you have to bomb on a hunch. The overworld is a grid of screens that pays out for the player who walks the edges. Every tool is a key and a weapon at once, so the ladder, the raft and the recorder each open the map wider. Two axis grades sit well under the overall and the reasons are the same reason. The art is flat even for 1986, one still screen of green with rock shapes and no scrolling, because the memory went into the world rather than the picture.

The story is a paragraph in the manual and a rescue at the end, written small enough to fit around the hardware. Neither is what the game is for. It is for the second quest hidden behind a name entry, the secrets nobody finds without comparing notes at school, and a structure that four decades of open world design has been quoting ever since.

Reviewed Sep 11, 2026 · Last verified Sep 11, 2026 · How we grade

The Legend of Zelda at a glance

Platforms
Famicom Disk System, NES, Game Boy Advance, Switch
Developer
Nintendo
Year
1986

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