This is the moment where the list starts to get a little tricky and, dare we say it, contentious. But, next up we have Twilight Princess, which was simultaneously Zelda's swansong on the GameCube and its introduction on the Wii.
Twilight Princess remains an excellent action adventure in its own right, and one well worth playing for every single fan of Zelda. But that doesn't change the fact it has more than its fair share of problems.
It's biggest issue is that it did little to shake up the Zelda formula, which was feeling a little tired at this point. It plays a bit too similarly to Ocarina of Time and Wind Waker. It also forced you to fight through a few dungeons multiple times, both as Wolf Link – who was questionably fun at best – and regular Link.
Also, the Wii controls were plain naff. Just saying.
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This entry ties together Four Swords (GBA) and Four Swords Adventures (GC). These were multiplayer titles that rounded up four friends to battle through Hyrule together as different coloured Links.
The most genius feature of this entry was the fact that you'd each control the game using a Game Boy Advance, and that your character would display on your GBA when it walked off the TV screen. This allowed each player to explore a dungeon at their will, and opened it up for some far greater team play.
You could play this single player, but why would you want to? It was tailour-made for multiplayer, and its influence shook up Nintendo's console formula for years, first with the DS, then 3DS, Wii U, and now Switch.
Phantom Hourglass was the first exclusive mainline Zelda game on the Nintendo DS, and one which aimed to take full advantage of the touch and dual screens. It achieved that with aplomb, allowing you to take notes, aim your boomerang and arrows, and solve puzzles directly using just the touchscreen.
It also allowed for intriguing boss battles, as certain parts of the enemy could be displayed on the upper or bottom screen. Combat was also a blast considering that you controlled it solely using the stylus.
Spirit Tracks was the direct follow-up to Phantom Hourglass, and traded sailing the high seas for choo-choooing across the kingdom by rail. You'd plot a route, set the speed, and clear the path of enemies using the in-built cannon.
Also new was Link's Phantom companion, which he could take into dungeons with him. The phantom could carry Link across dangerous environments, block Link from harm, or simply be used as a platform.
Spirit Tracks also famously used the DS's microphone as a game mechanic. You could blow into it to use the Whirlwind and Spirit Pipes, among other items. Ultimately, it built on everything Phantom Hourglass achieved to create the ultimate Zelda on DS.
The Minish Cap was the Game Boy Advance's exclusive Zelda, and carried on the trend of giving Link a talking piece of equipment. This time around, it was the Minish Cap, a hat named Ezlo that could shrink Link to microscopic proportions so he can locate the Kinstone fragments and save the Minish people.
This was a pretty traditional Zelda adventure, that didn't do an awful lot to shake up the formula. It introduced a few new items – Mole Mitts, Gust Jar, and Cane of Pacci – and allowed Link to learn new sword techniques throughout the game, as well as the ability to fuse elements to his sword.