Zelda II: The Adventure of Link: Difference between revisions

Jump to navigation Jump to search
Tags: Mobile edit Mobile web edit
Tags: Mobile edit Mobile web edit
(2 intermediate revisions by the same user not shown)
Line 282: Line 282:
*Although the Japanese title for {{TAoL|-}} uses the English name of {{TLoZ|-}}, and the game's backstory explicitly defines {{TLoZ|-}} as a plot concept, the English language game is the only one in the main series not to include {{TLoZ|-}} in its title.
*Although the Japanese title for {{TAoL|-}} uses the English name of {{TLoZ|-}}, and the game's backstory explicitly defines {{TLoZ|-}} as a plot concept, the English language game is the only one in the main series not to include {{TLoZ|-}} in its title.
*{{TAoL|-}} marks one of the few times where Link speaks in a main game, by saying "I found a mirror under the table" while in [[Saria Town]] and "Looks like I can get in the fireplace" in [[Kasuto]].
*{{TAoL|-}} marks one of the few times where Link speaks in a main game, by saying "I found a mirror under the table" while in [[Saria Town]] and "Looks like I can get in the fireplace" in [[Kasuto]].
*The Famicom Disk System version of the game uses the infamous "Gannon" spelling in the intro, as well as other typos such as "Tryforce." This intro was largely re-written in the North American release.
*The Japanese version of the game uses the infamous "Gannon" spelling in the intro, as well as other typos such as "Tryforce." This intro was largely re-written in the international release.
*Acording to series creator [[Shigeru Miyamoto]], {{TAoL|-}} is the only {{TLoZ|-}} game he considers a failure,<ref>{{Cite Person|quote= Compared to Legend of Zelda, Zelda II went exactly what we expected... All games I make usually gets better in the development process, since good ideas keep coming, but Zelda II was sort of a failure...|name= Shigeru Miyamoto|url= https://www.nintendoforums.com/articles/40/super-play-magazine-interviews-shigeru-miyamoto-about-zelda|title= SUPER PLAY MAGAZINE INTERVIEWS SHIGERU MIYAMOTO ABOUT THE LEGEND OF ZELDA}}</ref> this due to the limitations of the hardware.<ref>{{Cite Person|quote= I think specifically in the case of Zelda II we had a challenge just in terms of what the hardware was capable of doing, [...] So one thing, of course, is, from a hardware perspective, if we had been able to have the switch between the scenes speed up, if that had been faster, we could have done more with how we used the sidescrolling vs. the overhead [view] and kind of the interchange between the two. But, because of the limitations on how quickly those scenes changed, we weren't able to. The other thing, is it would have been nice to have had bigger enemies in the game, but the Famicom/NES hardware wasn't capable of doing that. Certainly, with hardware nowadays you can do that and we have done that, but of course nowadays creating bigger enemies takes a lot of effort.|name= Shigeru Miyamoto|url= https://kotaku.com/shigeru-miyamotos-bad-game-514017583|title= Shigeru Miyamoto's 'Bad' Game}}</ref>
*Acording to series creator [[Shigeru Miyamoto]], {{TAoL|-}} is the only {{TLoZ|-}} game he considers a failure,<ref>{{Cite Person|quote= Compared to Legend of Zelda, Zelda II went exactly what we expected... All games I make usually gets better in the development process, since good ideas keep coming, but Zelda II was sort of a failure...|name= Shigeru Miyamoto|url= https://www.nintendoforums.com/articles/40/super-play-magazine-interviews-shigeru-miyamoto-about-zelda|title= SUPER PLAY MAGAZINE INTERVIEWS SHIGERU MIYAMOTO ABOUT THE LEGEND OF ZELDA}}</ref> this due to the limitations of the hardware.<ref>{{Cite Person|quote= I think specifically in the case of Zelda II we had a challenge just in terms of what the hardware was capable of doing, [...] So one thing, of course, is, from a hardware perspective, if we had been able to have the switch between the scenes speed up, if that had been faster, we could have done more with how we used the sidescrolling vs. the overhead [view] and kind of the interchange between the two. But, because of the limitations on how quickly those scenes changed, we weren't able to. The other thing, is it would have been nice to have had bigger enemies in the game, but the Famicom/NES hardware wasn't capable of doing that. Certainly, with hardware nowadays you can do that and we have done that, but of course nowadays creating bigger enemies takes a lot of effort.|name= Shigeru Miyamoto|url= https://kotaku.com/shigeru-miyamotos-bad-game-514017583|title= Shigeru Miyamoto's 'Bad' Game}}</ref>
*Ganon's laugh on the game over screen in the English version is also used in the NES game ''{{Wp|Punch-Out!! (NES)|Punch-Out!!}}'' as {{Wp|Soda Popinski}}'s laugh.
*Ganon's laugh on the game over screen in the international version is also used in the NES game ''{{Wp|Punch-Out!! (NES)|Punch-Out!!}}'' as {{Wp|Soda Popinski}}'s laugh.
*The Japanese version's sprite for Link does not have a visible mouth. The Japanese version's sprite for Link is used in all versions of Nintendo Badge Arcade.
*Link's side-view sprite does not have a visible mouth in the Japanese version. The Japanese version's sprite is used in all versions of ''Nintendo Badge Arcade''.


==Nomenclature==
==Nomenclature==
489

edits

Navigation menu