You have already had your say on the very best Zelda games as we celebrate the series’ 30th anniversary – and you did a mighty fine job also, even though I’m pretty certain A Link to the Past goes in the head of any record – so now it’s our turn. We requested the Eurogamer editorial team to vote for their favourite Zelda games (though Wes abstained since he still doesn’t understand what a Nintendo is) and below you’ll discover the whole top ten, along with a number of our own musings. Can we get the games in their real order? Probably not…

10.

How brilliantly contradictory that one of the best first games on Nintendo’s 3DS would be a 2D adventure sport, which among the most adventurous Zelda entrances are the one which closely aped one of its predecessors.

It really helps, of course, that the template was lifted from one of the best games in the show and, by extension, one of the finest matches of all time. There is an endearing breeziness into A Link to the Past, a fleet-footedness that sees that the 16-bit adventure pass as pleasurably and memorably as a perfect late summer day.Read about the legend of zelda phantom hourglass rom At website A Link Between Worlds takes all that and positively sprints together with it, running into the recognizable expanse of Hyrule using a new-found freedom.

In providing you the capacity to lease any of Link’s well-established applications from the away, A Link Between Worlds broke with the linear progression which had reverted past Zelda games; it is a Hyrule that was no more characterized by an invisible course, but one that offered a feeling of discovery and absolutely free will that was starting to feel absent from previous entries. The feeling of experience so dear to the series, muffled in the past several years by the ritual of reproduction, was well and truly revived. MR

9. Spirit Tracks

An unfortunate side-effect of this fact that more than one generation of players has grown up with Zelda and refused to go has become an insistence – through the series’ adolescence, at any rate – which it grow up with them. That resulted in some interesting areas as well as some silly tussles over the series’ leadership, as we will see later on this list, but sometimes it threatened to leave Zelda’s original constituency – that you know, kids – supporting.

Happily, the portable games have always been there to look after younger players, and Spirit Tracks for the DS (now accessible on Wii U Virtual Console) is Zelda at its most chirpy and adorable. Though superbly designed, it is not an especially distinguished match, being a comparatively laborious and laborious followup to Phantom Hourglass that reproduces its construction and flowing stylus controller. But it has such zest! Link utilizes a tiny train to get around and its own puffing and tooting, along with an inspired folk music soundtrack, set a brisk pace for your experience. Then there is the childish, tactile pleasure of driving that the train: placing the adjuster, yanking the whistle and scribbling destinations on your map.

Most importantly is that, for once, Zelda is in addition to the ride. Link has to rescue her entire body, but her spirit is with him as a companion, occasionally able to possess enemy soldiers and perform the barbarous heavy. Both even enjoy an innocent youth love, and you would be hard pressed to think of another game that has captured the teasing, blushing strength of a reggae beat so well. Inclusive and sweet, Spirit Tracks recalls that kids have feelings too, and also will show grownups a thing or two about love. OW

8. Ghost Hourglass

In my head, at least, there has been a raging debate going on regarding whether Link, Hero of Hyrule, is actually any good with a boomerang. He has been wielding the loyal, banana-shaped piece of wood because his first adventure, however in my experience it’s only ever been a pain in the arse to use.

The exception which proves the rule, nevertheless, is Phantom Hourglass, in which you draw the trail on your boomerang through the hand. Poking the stylus in the touch display (which, in an equally beautiful transfer, is how you control your own sword), you draw a precise flight map for the boomerang and it just… goes. No faffing about, no clanging into columns, only easy, simple, improbably responsive boomerang trip. It was when I used the boomerang at Phantom Hourglass that I realised this game might just be something particular; I immediately fell in love with the remainder.

Never mind that viewing some gameplay back to refresh my memory lent me powerful flashbacks into the hours spent huddling on the screen and grasping my DS like I needed to throttle it. Never mind I did want to throttle my DS. JC

7. Skyward Sword

It bins the familiar Zelda overworld and collection of distinct dungeons by throwing three enormous areas in the participant which are continuously rearranged. It is a beautiful game – one I’m still hoping will soon be remade in HD – whose watercolour visuals make a shimmering, dream-like haze within its azure skies and brush-daubed foliage. Following the filthy, Lord of the Rings-inspired Twilight Princess, it is the Zelda series re-finding its own feet. I can defend many of familiar criticisms levelled at Skyward Sword, such as its overly-knowing nods to the remainder of the series or its marginally forced origin narrative that retcons recognizable elements of the franchise. I can even get behind the smaller general amount of place to explore when the match continually revitalises each of its three areas so ardently.

I could not, sadly, ever get in addition to the match’s Motion Plus controllers, which demanded you to waggle your own Wii Remote to be able to do battle. It turned into the boss battles against the brilliantly bizarre Ghirahim into infuriating fights with technology. Into baskets that made me anger stop for the remainder of the night. Sometimes the motion controls functioned – that the flying Beetle item pretty much constantly found its mark but when Nintendo was forcing players to leave behind the reliability of a control strategy, its replacement needed to work 100 per cent of the time. TP

6. Twilight Princess

I was also pretty awful at Zelda games. I really could stumble my way through the Great Deku Tree and the Fire Temple okay but, from the time Connect dove headlong into the Great Jabu Jabu’s belly, my desire to have pleasure with Ocarina of Time easily started outstripping the fun I was really having.

When Twilight Princess wrapped around, I had been at college and something in me most likely a deep romance – was prepared to test again. This time, it was worked. I recall day-long stretches on the sofa, huddling underneath a blanket in my chilly apartment and only poking out my hands to flap about using the Wii remote during battle. Then there was the magnificent dawn when my then-girlfriend (now fiancée) woke me up with a gentle shake, asking’can I watch you play with Zelda?’

Twilight Lady is, frankly, captivating. There is a wonderful, brooding setting; the gameplay is hugely diverse; it has got a beautiful art style, one that I wish they’d kept for only one more game. That is why I’ll always adore Twilight Princess – it’s the sport that made me click with Zelda. JC

5.

Zelda is a succession defined by copying: the narrative of the long-eared hero and the queen is handed down from generation to generation, a self-fulfilling prophecy. But some of its best moments have come when it stepped outside its framework, left Hyrule and then Zelda herself and asked what Link might do next. It took an even more radical tack: weird, dark, and structurally experimental.

Although there’s plenty of humor and adventure, Majora’s Mask is suffused with despair, sorrow, and also an off-kilter eeriness. A number of this stems from its true awkward timed arrangement: the moon is falling on the world, that the clock is ticking and you can’t stop that, only rewind and begin, somewhat stronger and wiser each time. Some of it stems in the antagonist, the Skull Kid, who’s no villain but an innocent having a gloomy story who has given in to the corrupting influence of their titular mask. A number of this stems from Link himself: a kid again but with the increased man of Ocarina still somewhere inside him, he bends rootlessly to the land of Termina like he’s got no better place to be, so far from the hero of legend.

Mostly, it comes in the townsfolk of Termina, whose lifestyles Link observes moving helplessly towards the close of the world together their appointed paths, over and over again. Despite an unforgettable, most surreal finish, Majora’s Mask’s main narrative isn’t among those series’ most powerful. But these bothering Groundhog Day subplots about the stress of ordinary life – loss, love, family, job, and death, constantly death – locate the show’ writing at its absolute best. It’s a melancholy, compassionate fairytale of the regular which, with its ticking clock, needs to remind one that you simply can’t take it with you personally. OW

4.

If you’ve had children, you’ll know that there’s unbelievably unexpected and touching moment if you are doing laundry – stick with me – and these tiny T-shirts and pants first begin to turn up on your washing. Someone new has come to reside with you! Someone implausibly small.

This is among The Wind-Waker’s best tips, I think. Link had been young before, but today, with the toon-shaded change in art direction, he actually appears young: a Schulz toddler, enormous head and tiny legs, venturing out among Moblins and pirates as well as those mad birds that roost around the clifftops. Connect is little and vulnerable, and so the adventure surrounding him sounds all the more stirring.

Another fantastic trick has a great deal to do with those pirates. “What’s the Overworld?” This has been the standard Zelda query because Link to the Past, but with the Wind-Waker, there didn’t appear to be one: no alternate dimension, no shifting between time-frames. Instead, you had a wild and briney sea, reaching out from all directions, an infinite blue, flecked with abstracted breakers. The sea was controversial: a lot of racing back and forth over a massive map, a lot of time spent in crossing. But look at what it brings with it! It brings pirates and sunken treasures and ghost ships. It brings underwater grottoes along with a castle waiting for you in a bubble of air back on the seabed.

Best of all, it brings that unending sense of discovery and renewal, one challenge down and another awaiting, as you jump from your boat and race up the sand towards another thing, your miniature legs glancing through the surf, your eyes fixed over the horizon. CD

3. Link’s Awakening

Link’s Awakening has been near-enough a perfect Zelda game – it’s a vast and secret-laden overworld, sparkling dungeon layout and unforgettable characters. In addition, it is a fever dream-set side-story with villages of speaking creatures, side-scrolling areas starring Mario enemies and also a giant fish who sings the mambo. This was my first Zelda encounter, my entry point into the series and the game against which I judge every other Zelda title. I totally adore it. Not only was it my very first Zelda, its greyscale entire world was among the very first adventure games I truly played. I can still visualise much of it today – the cracked floor from that cave from the Lost Woods, the stirring music as you input the Tal Tal Mountains, the shopkeeper electrocuting into an instant death in case you dared return to his shop after stealing.

There’s no Zelda, no Ganon. No Guru Sword. And while it feels like a Zelda, even after enjoying many of the other people, its quirks and characters set it aside. Link’s Awakening packs an astonishing amount onto its small Game Boy cartridge (or Game Boy Color, in the event that you played with its DX re-release). It’s a vital experience for any Zelda fan. TP

2.

Bottles are OP at Zelda. Those little glass containers can turn the tide of a conflict if they have a potion or even better – a fairy. When I had been Ganon, I’d postpone the evil plotting and the dimension rifting, and I would just set a solid fortnight into traveling Hyrule from top to bottom and hammering any glass bottles that I stumbled upon. Following that, my dreadful vengeance would be all the more terrible – and there would be a sporting chance I may have the ability to pull it off too.

All of that means that, as Link, a bottle can be a real benefit. Real treasure. Something to put in your watch by. I think you will find four glass bottles in Link to the Past, every one making you that little more powerful and that little bolder, purchasing you confidence from dungeoneering and hit points in the center of a bruising boss encounter. I can not recall where you get three of the bottles. But I can remember where you get the fourth.

It’s Lake Hylia, and if you are like me, it’s late in the game, with all the major ticket items accumulated, that lovely, genre-defining moment at the peak of the hill – where a single map becomes two – taken care of, and handfuls of streamlined, inventive, infuriating and enlightening dungeons raided. Late match Connect to the Past is about looking out every last inch of this map, which means working out how both similar-but-different versions of Hyrule fit together.

And there’s a difference. An gap from Lake Hylia. An gap hidden by means of a bridge. And underneath it, a guy blowing smoke rings with a campfire. He feels as though the greatest key in all Hyrule, and the prize for uncovering him would be a glass container, ideal for keeping a potion – plus a fairy.

Connect to the Past feels like an impossibly smart match, divides its map into two measurements and asking you to distinguish between them, holding both landscapes super-positioned in mind as you solve one, huge geographical mystery. In fact, however, someone could probably replicate this layout if they had enough pens, sufficient quadrille paper, sufficient time and energy, and when they had been determined and smart enough.

The best reduction of the electronic age.

However, Link to the Past is not simply the map – it’s the detailing, as well as the figures. It is Ganon and his wicked plot, but it is also the guy camping out beneath the bridge. Maybe the entire thing is somewhat like a jar, then: that the container is very important, but what you’re really after is that the stuff that is inside . CD

1.

Maybe with all the Z-Targeting, a remedy to 3D battle so simple you barely notice it is there. Or maybe you speak about an open world that’s touched by the light and color cast by an inner clock, even where villages dance with activity by day prior to being seized by an eerie lull at nighttime. How about the expressiveness of that ocarina itself, an delightfully analogue device whose music has been conducted with the newest control afforded by the N64’s pad, notes bent wistfully at the push of a pole.

Maybe, however, you simply focus in on the moment itself, a great picture of video games appearing sharply from their very own adolescence as Connect is thrust so suddenly into a grownup world. What’s most notable about Ocarina of Time is how it arrived therefore fully-formed, the 2D adventuring of past entries transitioning into three measurements as gracefully as a pop-up novel folding quickly into life.

Additional Zeldas may make for a much better play now – there is something about the 16-bit adventuring of A Link to the Past that stays forever impervious to time – although none could claim to be as important as Ocarina. As a result of Grezzo’s exceptional 3DS remake it has retained much of its verve and impact, as well as putting aside its technical achievements it is an adventure that still ranks among the series’ best; psychological and uplifting, it has touched with the bittersweet melancholy of climbing up and leaving the childhood behind. By the story’s end Link’s childhood and innocence – and of Hyrule – is heroically revived, but after that most radical of reinventions, video games would never be the same again.