How Zelda ended up on Philips’ CD-i

The three games at the center of the jokes were Link: The Faces of Evil, Zelda: The Wand of Gamelon, and Zelda’s Adventure. They appeared on Philips’ CD-i, a multimedia machine built to play discs and interactive programs—not a Nintendo console. Philips was able to make Zelda games through a licensing arrangement with Nintendo, after plans for a joint CD-ROM project between the companies fell through.

That distinction mattered. Nintendo licensed the characters and setting, but Philips and its development partners made the games. They had to create Zelda experiences for unfamiliar hardware, with its own controller and very different strengths from Nintendo’s game systems.

Why the cutscenes became the lasting memory

The first two games use animated scenes to connect their stages. Instead of making the story feel like another playable adventure, the scenes often interrupt the action—and their exaggerated expressions, unusual movement, and uneven voice performances made them easy to parody. The third game took a different approach, including live-action video, but it did not erase the impression left by the earlier cartoons.

The gameplay also departed from the series’ familiar pattern. Faces of Evil and Wand of Gamelon are side-scrolling action games, while Zelda’s Adventure uses a top-down view and filmed backgrounds. Those differences were not simply a matter of presentation: they changed how players moved through the world and fought enemies.

The games’ official license gives the contrast its staying power. They look like Zelda, but their scenes and play feel unlike the Nintendo-led adventures most people associate with the name. The cutscenes became the punchline; the licensing deal is why they belong in the series’ history at all.