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1986

36 games in archive from 1986

Nintendo Expands Its Universe: Zelda, Metroid, and the Birth of the Adventure Game

If 1985 established the NES as the dominant home platform, 1986 defined what the NES was for. The Legend of Zelda and Metroid introduced open-world exploration and atmospheric isolation to a medium that had been dominated by left-to-right progression. Meanwhile, Sega launched the Master System in North America in an attempt to break Nintendo's grip — an attempt that would succeed only in Europe and Brazil, but whose failure shaped Sega's entire strategy for the decade ahead.

The Legend of Zelda Launches in Japan (February 1986)
Shigeru Miyamoto's The Legend of Zelda launched on the Famicom Disk System in Japan on 21 February 1986, introducing an open world, the ability to save progress, and a non-linear structure that had no precedent in home gaming.
Metroid Introduces Atmospheric Horror to the NES
R&D1's Metroid, released in Japan in August 1986, combined labyrinthine world design with an isolated atmosphere and a soundtrack by Hirokazu Tanaka that remains among the most distinctive in NES history.
Sega Master System Launches in North America
Sega launched the Master System in North America in September 1986; distribution later passed to Tonka in 1988. Despite superior hardware specifications, the system could not compete with the NES's software library and struggled to gain traction outside of regional markets.
Out Run Redefines the Racing Game
Yu Suzuki's Out Run debuted in arcades with a sit-down cabinet featuring a moving seat, stereophonic sound, and a branching course structure. It became one of the defining arcade experiences of the decade.
Famicom Disk System Launches in Japan
Nintendo launched the Famicom Disk System peripheral in Japan, using magnetic floppy disks to offer larger game capacities than cartridges and a rental/write service through kiosk machines called Disk Writers.

Zelda and the Open World

The Legend of Zelda arrived in Japan in February 1986 as something the NES had not yet demonstrated it could do: a game without a clear beginning, middle, and end in the conventional sense. Players were deposited in the corner of a map and left to discover their own path through nine dungeons, a world of hidden passages, and enemies whose behaviour required genuine study to understand. The disk-based save system, carried over to the 1987 gold cartridge's battery backup in the West, was itself a statement of ambition — the save feature meant that Zelda was a game you lived with over weeks rather than a game you completed in an afternoon.

Shigeru Miyamoto conceived the game as a miniature garden that players could explore freely, and the metaphor holds up perfectly. The overworld of Hyrule was not large by later standards — 128 screens arranged on a 16-by-8 grid — but it was dense with meaning. Every screen had a reason to exist: a passage to a dungeon, a merchant's cave, a fairy fountain, or simply a visual landmark that helped players build their mental map of the territory. The dungeons, designed by Miyamoto and Takashi Tezuka, increased in complexity and length in a carefully calibrated progression that made each new room feel like a reward for the rooms already conquered.

The commercial result was immediate and lasting. Zelda sold more than 6.5 million copies on the NES and became the template for a genre — the action-adventure — that would eventually encompass some of the most influential games ever made. More importantly, it established that the NES was a platform for experiences of genuine depth and duration, not merely for the quick sessions that arcade games provided. The console was not just a domestic arcade machine; it was a storytelling medium, and Zelda was the proof.

Metroid and the Atmosphere of Isolation

Metroid arrived six months after Zelda and completed a philosophical pair with it. Where Zelda was warm, daylit, and populated — a world of villages and merchants and friendly advisers — Metroid was cold, dark, and almost entirely empty. Planet Zebes was a labyrinth of interconnected caverns, each biome distinguished by a colour palette and enemy set, the whole thing wrapped in Hirokazu Tanaka's score: a collection of sparse, repeating motifs that suggested threat rather than describing it. The game was genuinely unsettling in a way that no NES title had previously achieved.

The structural innovation of Metroid — the system in which new abilities unlock previously inaccessible areas, requiring backtracking across a persistent world — would become one of the most influential designs in game history. The genre it established, later named Metroidvania in combination with Castlevania's gothic exploration sequences, remains commercially and critically vital today. But in 1986, the most radical thing about Metroid was simply that it felt like a place. The asteroid-mining colony aesthetic, the drip of atmosphere, the complete absence of any narrative hand-holding: these were choices that treated the player as an adult navigating a hostile environment, not a child being escorted through a theme park.

The reveal of Samus Aran's gender at the game's conclusion — triggered only by finishing the game under a time threshold — was a genuine shock in 1986 and remains one of the most discussed design decisions of the era. Whether intentional as a feminist statement or simply a surprise bonus for skilled players, it established Samus as the most iconic female protagonist in gaming and gave Metroid a cultural resonance beyond its already considerable mechanical achievement. The NES had produced, in a single year, two of the most influential game designs in history.

"It's dangerous to go alone! Take this." — The Legend of Zelda, 1986

Games from 1986

Alex Kidd in Miracle World

Alex Kidd in Miracle World

1986 · Platform

Sega Master System

Arkanoid

Arkanoid

1986 · Action

Arcade

Athena

Athena

1986 · Platform

Arcade

Bubble Bobble

Bubble Bobble

1986 · Platform

Arcade

Castlevania

Castlevania

1986 · Platform / Action

NES / Famicom Disk System

Defender of the Crown

Defender of the Crown

1986 · Strategy

Amiga

Dragon Quest

Dragon Quest

1986 · RPG

NES / Famicom

Enduro Racer

Enduro Racer

1986 · Racing

Arcade

Fantasy Zone

Fantasy Zone

1986 · Shooter

Arcade

Gauntlet II
▶ Play

Gauntlet II

1986 · Dungeon Crawler

Arcade

Ghosts 'n Goblins (NES)

Ghosts 'n Goblins (NES)

1986 · Platform

NES

Ikari Warriors

Ikari Warriors

1986 · Run and Gun

Arcade

Jackal

Jackal

1986 · Run and Gun

Arcade

Kid Icarus

Kid Icarus

1986 · Action / Platform

NES / Famicom Disk System

Kiki Kaikai

Kiki Kaikai

1986 · Shooter

Arcade

Knightmare

Knightmare

1986 · Vertical Shooter

MSX

Legendary Wings

Legendary Wings

1986 · Vertical Shooter

Arcade

Life Force

Life Force

1986 · Shooter

Arcade

Metroid
▶ Play

Metroid

1986 · Action-Adventure

NES / Famicom Disk System

Out Run
▶ Play

Out Run

1986 · Racing

Arcade

Penguin Adventure

Penguin Adventure

1986 · Racing / Platform

MSX

Rampage
▶ Play

Rampage

1986 · Action

Arcade

Renegade

Renegade

1986 · Beat 'em up

Arcade

Rolling Thunder
▶ Play

Rolling Thunder

1986 · Action / Platform

Arcade

Rygar

Rygar

1986 · Action / Platform

Arcade

Side Arms

Side Arms

1986 · Horizontal Shooter

Arcade

Solaris

Solaris

1986 · Space Combat

Atari 2600

Solomon's Key

Solomon's Key

1986 · Puzzle / Platform

Arcade

Space Quest
▶ Play

Space Quest

1986 · Adventure

PC/DOS

Starglider

Starglider

1986 · Space Combat

Atari ST

The Legend of Zelda
▶ Play

The Legend of Zelda

1986 · Action-Adventure

NES

The Sentinel

The Sentinel

1986 · Puzzle

BBC Micro / Multiple

Thrust

Thrust

1986 · Shooter

BBC Micro / Multiple

Trojan

Trojan

1986 · Action

Arcade

Uridium

Uridium

1986 · Horizontal Shooter

Commodore 64

Vampire Killer

Vampire Killer

1986 · Action Platformer

MSX