There’s nothing quite like it: that satisfying swish of the sword, the flutter of leaves, and the chance of a rupee or heart dropping out of the grass. Cutting grass has been a weirdly addictive part of The Legend of Zelda for over three decades, from the simple squares in A Link to the Past to the sprawling fields of Breath of the Wild. But not all grass is created equal — some games just make it feel so much better. So today, we’re asking: which Zelda game has the most satisfying grass to cut?
Grass cutting in Zelda isn’t just a side activity — it’s part of the series’ DNA. It’s how we heal, how we farm rupees, and honestly, how we blow off steam between dungeons. But what makes it truly special is how every game puts its own spin on the experience, from classic 2D slashes to cinematic lawnmower moments in 3D. To settle the debate, I asked the Zelda community which game feels the best when it comes to mowing down greenery — and today, we’re diving into their answers alongside my own take.
The Classics
A Link to the Past is where grass-cutting really became iconic. Suddenly, Hyrule’s fields weren’t just scenery — they were interactive. Slicing through neat rows of bushes and patches of grass gave you rupees, hearts, and sometimes even secrets. Fans point out that the GBA re-release took it further, letting the Whirlwind Spin Attack clear entire patches in one satisfying sweep. And if you had the Sword Beam, it wasn’t just close combat — you could cut from a distance too. This was the game that set the standard: Zelda grass wasn’t just background art, it was part of the gameplay loop.
Then came Link’s Awakening on the Game Boy, and for many players, it felt magical. For some fans, it was the first Zelda they played, and the very first time they realized grass could be more than just pixels on a screen. As one person put it, it ‘feels like the first time’ every time you play it — simple, but endlessly satisfying. The Switch remake carried that same spirit, updating the visuals while keeping that core joy of carving through patches of grass for quick rewards. It’s nostalgia wrapped in gameplay — cutting grass here feels like the purest form of the tradition.
Grass cutting in three dimensions
When Ocarina of Time arrived, it brought Zelda into 3D — and with it, grass cutting took on a whole new dimension. No longer confined to flat tiles, blades of grass and bushes had weight, presence, and physics, even if they were pretty simple by today’s standards. Swiping through clumps in Kokiri Forest or around Hyrule Field felt fresh and immersive at the time. It wasn’t flashy compared to later games, but it introduced the idea that grass in a 3D world could respond to you in a way that made Hyrule feel alive. It was the humble start of a tradition that would get wilder with each generation.
Then came Wind Waker, and this is where fans say Zelda truly nailed the art of lawnmowing. The cel-shaded style made long grass sway and bend before your sword cut it down, and with the Hurricane Spin, you didn’t just clear grass — you became a blender tearing through entire fields in seconds. As one fan put it, ‘you truly feel like a lawnmower,’ and it’s hard to argue with that. Another mentioned how cutting grass felt fun even beyond the items you found — it was about the pure satisfaction of watching the environment react in big, sweeping arcs. For many, this was the peak of grass cutting as spectacle, turning a simple side action into a full-on gameplay highlight.
Twilight Princess is where grass cutting got a new kind of physicality. For the first time, Link could actually run and swing at the same time, turning Hyrule’s fields into something you could mow down without ever breaking stride. Fans loved how natural it felt — one even called it the only Zelda where you could truly ‘walk and cut’ in rhythm. On the Wii version, that satisfaction went a step further, since swinging the Remote translated into Link’s sword slash. It gave the simple act of cutting grass a tactile punch, as if you were the one trimming down the fields yourself. Twilight Princess didn’t just make grass cutting useful, it made it kinetic and immersive.
Skyward Sword pushed the concept in a different direction. With the introduction of the Skyward Strike, you could charge your blade and unleash an energy wave that sliced through entire patches of grass from a distance. It wasn’t just about cutting up close anymore — it was about clearing fields with style. While it didn’t get as much fan chatter as Wind Waker or Twilight Princess, this game deserves credit for making grass cutting feel magical, like you were channeling the Master Sword’s full power into something as simple as lawn maintenance. It’s a reminder that even in the motion-control era, Zelda kept finding new ways to make the small things fun.
Handheld grass cutting
On the DS, grass cutting took on a whole new twist. In Phantom Hourglass and Spirit Tracks, it wasn’t about button combos or stick inputs — it was about the stylus. Drawing little slashes across the touchscreen to cut grass gave the act a different kind of tactile satisfaction. It was simple, direct, and playful, and for many fans it stood out precisely because it broke away from tradition. One person even said they preferred it to most of the 2D entries, just because swiping through grass with the stylus felt fresh compared to mashing buttons.
Meanwhile, The Minish Cap offered something different: grass that was rewarding beyond the feeling of slicing it down. The Great Spin Attack let you shred through entire patches at once, and instead of just finding rupees or hearts, you could also uncover kinstones — collectibles that tied directly into the game’s fusion side quest. That mix of satisfaction and utility made cutting grass here feel purposeful, not just fun. For some fans, Minish Cap’s combination of tight combat and rewarding exploration made it one of the most memorable grass-cutting experiences in the series.
Open-world lawn mowing
When Zelda leapt into its massive open-world era, grass cutting wasn’t the main attraction anymore — but it never fully disappeared. In Breath of the Wild and Tears of the Kingdom, the Master Sword could still slice through grass with satisfying sweeps, and fans pointed out how both the Great Spin and sword beams could clear patches in one go. Weapons like the Windcleaver gave it extra flair, letting you carve paths with gusts of energy. While grass here wasn’t about rupee farming the way it was in earlier games, it still carried that iconic feedback loop — the satisfying sound, the visual burst, and the occasional item drop. Cutting grass in the open fields of Hyrule wasn’t the focus anymore, but it was a nostalgic thread tying these modern epics back to the series’ roots.
Then came Echoes of Wisdom, and surprisingly, it made grass cutting feel fresh again. Fans praised how Zelda’s spin attack maintains momentum, letting you slice through multiple bushes in a single fluid motion. On top of that, the game adds twists like pathblades, peahats, and fire to expand the ways you can clear grass. It feels like a deliberate nod to the past, but with new tools that make mowing down greenery more dynamic and rewarding. For some, this instantly shot it up as a favorite — proving that even after decades, Zelda can still find creative ways to make cutting grass one of the most oddly satisfying parts of the adventure.
Community showdown
After asking the community, some clear favorites emerged. Wind Waker came up again and again, largely because of the Hurricane Spin. @Zeldian231 said it simply: “Wind Waker for sure! Especially with the Hurricane Spin!!” while @rikustorm13 added, “In Wind Waker you truly feel like a lawnmower tbh.” Others echoed that sentiment, like @Adventureiswaiting40, who loved the look of tall grass getting cut down, saying “plus being able to cut trees down is fun.” And @keithcastillo5434 summed it up with, “Windwaker with the spin attack.”
Twilight Princess also stood tall in the responses. @ShadowWizard224 pointed out how unique it felt compared to other entries: “Twilight Princess was unique in a way that it was the only Link that could actually run and cut grass at the same time lol.” @twilightburial agreed, saying “Twilight Princess simply because of the walk + swing feels so damn good.” And for players on the Wii, it was even more immersive. As @daniebello put it, “Twilight Princess on the Wii because you could run and swing the sword to cut grass with the remote at the same time.”
There was plenty of nostalgia too. @ggbetz gave their pick to Link’s Awakening, saying “OG Link’s Awakening, because it was the first time… cue Foreigner’s Feels Like The First Time.” For @Cosmosis-86, it was a tie between Link’s Awakening and Echoes of Wisdom, showing how the series keeps finding ways to recreate that first magical feeling. And @Uniclowndaddy went back even further, calling out A Link to the Past with no hesitation.
Meanwhile, Echoes of Wisdom quickly proved it belongs in the conversation. @ketzerapathetic1414 called it their easy favorite, explaining “you use a spin that maintains your momentum and hits multiple bushes. Pegasus boots in other games can feel satisfying, but Zelda also has pathblades, peahats, and fire.” That combination of momentum and creativity struck a chord with fans who wanted something fresh but familiar.
Other games got love too. @Romulus879 picked Minish Cap, saying “The great spin attack is a lot of fun and you can find a lot of kinstones there. So it‘s very useful as well.” @Memo-yh4nc remembered the Skyward Sword Skyward Strike, “Using a Skyward Strike to mow down entire fields of grass from a distance felt cool.” And @BipedAthlete851 praised the DS entries, “Phantom Hourglass/Spirit Tracks purely because using the stylus to cut grass is fun compared to the other (2D) games.”
Taken together, it’s clear that Zelda fans don’t just love grass cutting — they have strong opinions on how each game does it best. From the spectacle of Wind Waker, to the immersive feel of Twilight Princess, to the nostalgia of Link’s Awakening and the innovation of Echoes of Wisdom, every era of the series has its champions.
My verdict
For me, the crown has to go to A Link to the Past on the Super Nintendo. There’s just something timeless about it. The grass isn’t flashy, it doesn’t sway in the wind like in the 3D games, but it has that perfect feedback loop. You swing your sword, the little square of grass vanishes instantly, and more often than not, you’re rewarded with a rupee or a heart. It’s quick, clean, and endlessly satisfying.
What I love most is how this version of grass cutting feels baked into the rhythm of the game. You’re running between dungeons, clearing paths, and farming supplies, and the grass is always there — just enough resistance to make you want to cut it, but never enough to slow you down. It’s the perfect blend of utility and pure fun.
And let’s be honest: nothing beats the sound design. That crisp slash of the SNES sword cutting through grass is burned into my memory. It’s the kind of thing you never forget, and even after all the fancy spin attacks and open-world tricks in later games, I always come back to A Link to the Past. For me, that’s where grass cutting will always feel the best.
So that’s my pick, but now I want to hear from you. Which Zelda game has the most satisfying grass to cut in your opinion — do you agree with me on A Link to the Past, or are you more of a Wind Waker or Twilight Princess fan? Drop your thoughts in the comments, and if you enjoyed this deep dive into one of Zelda’s quirkiest traditions, don’t forget to like, subscribe, and share it with a fellow fan. Until next time, happy grass cutting!
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