[6] The player controls Link from a top-down perspective and navigates throughout the overworld and dungeons, collecting weapons, defeating enemies and uncovering secrets along the way.
[7] Designed by Shigeru Miyamoto and Takashi Tezuka, it was originally released in Japan as a launch title for the Family Computer Disk System in February 1986.
[8] More than a year later, North America and Europe received releases on the Nintendo Entertainment System in cartridge format, being the first home console game to include an internal battery in the US for saving data.
[15] Each dungeon has a unique maze-like layout of rooms connected by doors and secret passages, often barred by monsters (which must be defeated) or by blocks (which must be moved to gain entrance).
[18] The game may be completed by traversing any given dungeon on the overworld and is largely flexible to players, although gameplay steadily increases in difficulty, and some rooms can only be passed by using items gained in previous locations.
[21] After initially completing the game, a player can begin a more difficult version referred to as the "Second Quest" (裏ゼルダ, Ura Zeruda, translated literally to "Other Zelda"),[22][23] which alters many locations, secrets, and includes entirely distinct dungeons and stronger enemies.
[26] The story of The Legend of Zelda is described in the instruction booklet and during the short prologue which plays after the title screen: The small kingdom of Hyrule is engulfed by chaos when an army led by Ganon, the prince of darkness, invades and steals the Triforce of Power, one part of a magical artifact which alone bestows great strength.
[6] Upon hearing Impa's plea, he resolves to save Zelda and sets out to reassemble the scattered fragments of the Triforce of Wisdom, with which Ganon can then be defeated.
Keiji Terui, a screenwriter who worked on anime shows such as Dr. Slump and Dragon Ball, wrote the backstory for the manual, drawing inspiration from conflicts in medieval Europe.
[34] According to Miyamoto, those in Japan were confused and had trouble finding their way through the multi-path dungeons, and in initial game designs, the player would start with the sword already in their inventory.
Relatedly, this concept turned into the root of another series to be developed many years in the future: Miyamoto said that Zelda became the inspiration for Animal Crossing, a game based solely on communication.
[35] With The Legend of Zelda, Miyamoto wanted to flesh out the idea of a game "world" even further, giving players a "miniature garden that they can put inside their drawer".
[40][41] The hero "Link" was so named in part to connect players inserted into this world with their interactive role, as something of a blank slate representing their individuality or methods.
Designed by Miyamoto as a coming of age motif to identify with, journeying as an ordinary boy strengthened by trials to triumph over great challenges and rise to meet evil.
[42] Early Zelda concepts involved technological elements, with microchips for the Triforce made of electronic circuits and a time-traveling hero, another factor of their name relating to the idea of a computer hyper-"link".
[33] Due to the still-limited amount of disk space, all of the text used in the game was from only a single syllabary known as katakana, which under normal circumstances primarily relates more to foreign words which supplement those of traditional Japanese origin as with hiragana and kanji characters.
[48] The U.S. instruction manual still hints that this enemy "hates loud noise", confusing many into thinking the recorder item could be used to attack (in actuality, it has no effect).
The cartridge version made use of the Memory Management Controller chip (specifically the MMC1 model), which could use bank-switching to allow for larger games than had previously been possible, and could also use battery-powered RAM letting players save their data for the first time on the NES.
[49] 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.
The Fun Club drew kids in by offering tips for the more complicated games, especially Zelda, with its hidden rooms, secret keys and passageways.
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.
[53] 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.
[56] Reggie Fils-Aimé, president of Nintendo of America, said that the games were slated for release on the 3DS, including The Legend of Zelda, Mega Man 2, and Super Mario World 2: Yoshi's Island, using some of the 3DS's features, such as 3D effects, analog control, or camera support.
[74] Upon release in North America, Computer Entertainer called it an "excellent" adventure game that exceeded expectations and said it had "more to offer than the typical hack-and-slash" epics, with "monsters to fight, secret doors to discover, and plenty of frustration" rewarded with new treasures, weapons, experience, places and discoveries.
The review also praised the "very appealing" and "beautiful, fairy-tale" quality, the battery backup save feature, the "charming graphics, superb original music, excellent animation, and smooth transitions in scrolling between locations".
[75] In 1990, the magazine implied that the game was a killer app, causing computer RPG players who had dismissed consoles as "mere arcade toys" to buy the NES.
They said it has "an enormous country to examine" with "dozens of things to collect" along with hidden power-ups and bonuses, while praising the "supreme" playability and the "excellent" graphics and sound, but they criticized the "hefty" price tag of £39 or $69 (equivalent to $180 in 2023) in the United Kingdom.
[101] In 1997 Next Generation listed the North American release in their "Five Greatest Game Packages of All Time", citing the die-cut hole which revealed the gold cartridge, full color manual, and fold-out map.
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.