Zelda II: The Adventure of Link: Difference between revisions

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  {{Nav Icon|File:TAoL Link Elements Artwork 1.png|Items in The Adventure of Link|Items}}
  {{Nav Icon|File:TAoL Link Elements Artwork 1.png|Items in The Adventure of Link|Items}}
  {{Nav Icon|File:TAoL Link Magic! Artwork.png|Magic of The Adventure of Link|Magic}}
  {{Nav Icon|File:TAoL Link Magic! Artwork.png|Magic of The Adventure of Link|Magic}}
  {{Nav Icon|File:TAoL Link Pondering Artwork.png|The Adventure of Link Translations|Translations}}
  {{Nav Icon|File:TAoL Spell Artwork 2.png|The Adventure of Link Translations|Translations}}
  {{Nav Icon|File:TAoL Link Hint Artwork.png|Zelda II: The Adventure of Link/Credits|Credits}}
  {{Nav Icon|File:TAoL Link Hint Artwork.png|Zelda II: The Adventure of Link/Credits|Credits}}
}}
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{{Infobox Game
{{Infobox Game
|name= ''Zelda II: The Adventure of Link''
|name= ''Zelda II: The Adventure of Link''
|image= [[File:TAoL Black Logo.png|300px]][[File:TAoL NA NES Box Artwork.png|x300px]]
|image= [[File:TAoL English Logo.png|250px]][[File:TAoL NA NES Box Artwork.png|250px]]
|developer= [[Nintendo EAD]]
|developer= [[Nintendo EAD|Nintendo R&D4]]
|publisher= [[Nintendo]]
|publisher= [[Nintendo]]
|designer= Tadashi Sugiyama (director)<br/>Yasuhisa Yamamura<ref>{{Cite web |url=https://www.glitterberri.com/links-awakening/staff-list-interview/ |site=GlitterBerri.com |retrieved=September 29, 2019 |title=「ゼルダの伝説 夢をみる島」開発スタッフ名鑑 (from ''Nintendo Official Guide Book – The Legend of Zelda: Link's Awakening'' pp. 120–124) |published=July 1993/May 4, 2011}}</ref> (director)<br/>[[Shigeru Miyamoto]] (producer)<br/>Akito Nakatsuka (sound composer)
|designer= Tadashi Sugiyama (director), Yasuhisa Yamamura<ref>{{Cite Web|url=https://www.glitterberri.com/links-awakening/staff-list-interview/ |site=GlitterBerri.com |retrieved=September 29, 2019 |title=「ゼルダの伝説 夢をみる島」開発スタッフ名鑑 (from ''Nintendo Official Guide Book – The Legend of Zelda: Link's Awakening'' pp. 120–124) |published=July 1993/May 4, 2011}}</ref> (director), [[Shigeru Miyamoto]] (producer), Akito Nakatsuka (sound composer)
|released= '''Famicom Disk System'''<br/>{{release|jp= January 14, 1987<ref name="E 7">{{Cite Book|quote= |book= E |publisher= |page= 7}}</ref>}}<br/>'''Nintendo Entertainment System'''<br/>{{release|na= December 1, 1988<ref name="E 7"/>|eu= September 26, 1988<ref>{{Cite web|retrieved=September 27, 2017|url=http://www.jeuxvideo.com/jeux/nes/00006760-zelda-ii-the-adventure-of-link.htm |title=Zelda II: The Adventure of Link sur Nes |site=jeuxvideo.com}}</ref>}} <br/>'''Game Boy Advance'''<br/>{{release|na= October 25, 2004|jp= August 10, 2004|eu= January 7, 2005<ref>{{Cite web|retrieved=June 10, 2014|url=http://www.nintendo.co.uk/Games/Game-Boy-Advance/Zelda-II-The-Adventure-of-Link-267673.html |title=Zelda II: The Adventure of Link |site=Nintendo Europe}}</ref>|aus=2005}}<br/>'''Wii Virtual Console'''<br/>{{release|na= June 4, 2007|eu= February 9, 2007<ref name=EU-VC>{{Cite web|retrieved=June 10, 2014|url=http://www.nintendo.co.uk/Games/NES/Zelda-II-The-Adventure-of-Link-823290.html |title=Zelda II: The Adventure of Link |site=Nintendo Europe}}</ref>|jp= January 23, 2007|aus=February 9, 2007}}<br/>'''Nintendo 3DS Virtual Console<br/>(Nintendo 3DS Ambassadors)'''<br/>{{release|jp=August 31, 2011|na= August 31, 2011|eu=September 1, 2011|aus=September 1, 2011}}<br/>'''Nintendo 3DS Virtual Console'''<br/>{{release|jp=June 6, 2012|na= November 22, 2012<ref>{{Cite web|retrieved=June 10, 2014|url=http://www.nintendo.com/games/detail/s9F89w_gvdQw9AHfp5S2yAU901BhQQne |title=Zelda II - The Adventure of Link |site=Nintendo of America}}</ref>|eu=September 13, 2012<ref name=EU-VC/>|aus=September 13, 2012 |kr=May 4, 2016<ref name="Korean VC">{{Cite web|retrieved=May 6, 2016|url=http://www.nintendo.co.kr/3DS/eshop/eshop_virtualconsole.php |title=Virtual Console |site=Nintendo Korea}}</ref>}}<br/>'''Wii U Virtual Console'''<br/>{{release|jp=September 11, 2013<ref>{{Cite web|url=http://www.nintendo.co.jp/wiiu/software/vc/fbcj/index.html|title=<nowiki>Wii U|リンクの冒険|Nintendo</nowiki>|site=Nintendo}}</ref>|na= September 12, 2013<ref>{{Cite web|url=http://press.nintendo.com/articles.jsp?id=40507|title=NINTENDO DOWNLOAD HIGHLIGHTS NEW DIGITAL CONTENT FOR NINTENDO SYSTEMS - SEPT. 12, 2013|site=Nintendo Pressroom}}</ref>|eu=September 26, 2013<ref name=EU-VC/>|aus=September 26, 2013}}<br/>'''Nintendo Switch Online'''<br />{{Release|na=  January 16, 2019<ref name = "SwitchNA">{{Cite web|author= Nintendo|published= 8 January 2019|retrieved= 21 March 2019|url= https://www.youtube.com/watch?v=uJb8KSG1q74|title= Nintendo Entertainment System - January Game Updates - Nintendo Switch Online|site= Youtube.com|type=Video}}</ref>|jp= January 16, 2019<ref name = "SwitchJP">{{Cite web|author= Nintendo|published= 8 January 2019|retrieved= 21 March 2019|url= https://www.youtube.com/watch?v=EKw2EEpKmsc|title= ファミリーコンピュータ Nintendo Switch Online 追加タイトル <nowiki>[2019年1月]</nowiki>|site= Youtube.com|type=Video}}</ref>|eu=  January 16, 2019<ref name = "SwitchEU">{{Cite web|quote=New #NES games have been added to #NintendoSwitchOnline – Nintendo Entertainment System! Wipe out hordes of radioactive mutants in Blaster Master, and seek out the Triforce of Courage in #Zelda II: The Adventure of Link. |author= Nintendo UK|published=January 16, 2019|retrieved=August 8, 2019|url= https://twitter.com/NintendoUK/status/1085487394214854656|title=@NintendoUK|site=Twitter}}</ref>|aus= January 16, 2019<ref name = "SwitchAU">{{Cite web|author= Nintendo|published= 16 January 2019|retrieved= 21 March 2019|url= https://twitter.com/NintendoAUNZ/status/1085688196166500352|title= Nintendo AU NZ on Twitter|site= twitter.com}}</ref>|kr=April 23, 2019 |twsar=April 23, 2019}}<br />
|released=
'''Nintendo Switch Online (SP)'''<br />{{Release|na=March 12, 2019<ref>{{Cite web |author=Ryan Craddock |published=March 12, 2019 |retrieved= August 8, 2020|url=https://www.nintendolife.com/news/2019/03/nintendo_adds_new_nes_games_and_sp_versions_to_switch_online_earlier_than_planned |title=Nintendo Adds New NES Games And SP Versions To Switch Online Earlier Than Planned |site=Nintendo Life}}</ref> |jp=March 13, 2019 |eu=March 12, 2019 |aus=March 13, 2019 |kr=April 23, 2019 |twsar=April 23, 2019}}
'''Famicom Disk System'''
|ratings={{List
{{Release
  |{{Game Rating|ESRB|E}}
|JP= January 14, 1987<ref name="E 7">{{Cite Book|quote= |book= E |publisher= |page= 7}}</ref>}}
  |{{Game Rating|PEGI|3|release=GBA}}
 
  |{{Game Rating|PEGI|7|release=Virtual Console}}
'''Nintendo Entertainment System'''
  |{{Game Rating|CERO|All}}
{{Release
  |{{Game Rating|CB|G}}
|US= December 1, 1988<ref name="E 7"/>
  |{{Game Rating|USK|0}}
|UK= September 26, 1988<ref>{{Cite Web|retrieved=September 27, 2017|url=http://www.jeuxvideo.com/jeux/nes/00006760-zelda-ii-the-adventure-of-link.htm |title=Zelda II: The Adventure of Link sur Nes |site=jeuxvideo.com}}</ref>}}
'''Game Boy Advance'''
{{Release
|US= October 25, 2004
|JP= August 10, 2004
|UK= January 7, 2005<ref>{{Cite Web|retrieved=June 10, 2014|url=http://www.nintendo.co.uk/Games/Game-Boy-Advance/Zelda-II-The-Adventure-of-Link-267673.html |title=Zelda II: The Adventure of Link |site=Nintendo Europe}}</ref>|AU=2005}}
'''Wii Virtual Console'''
{{Release
|US= June 4, 2007
|UK= February 9, 2007<ref name=EU-VC>{{Cite Web|retrieved=June 10, 2014|url=http://www.nintendo.co.uk/Games/NES/Zelda-II-The-Adventure-of-Link-823290.html |title=Zelda II: The Adventure of Link |site=Nintendo Europe}}</ref>
|JP= January 23, 2007|AU=February 9, 2007}}
<div>'''Nintendo 3DS Virtual Console'''</div><div>'''{{Small|(Nintendo 3DS Ambassadors)}}'''</div>
{{Release
|JP=August 31, 2011
|US= August 31, 2011
|UK=September 1, 2011
|AU=September 1, 2011}}
'''Nintendo 3DS Virtual Console'''
{{Release
|JP=June 6, 2012
|US= November 22, 2012<ref>{{Cite Web|retrieved=June 10, 2014|url=http://www.nintendo.com/games/detail/s9F89w_gvdQw9AHfp5S2yAU901BhQQne |title=Zelda II - The Adventure of Link |site=Nintendo of America}}</ref>
|UK=September 13, 2012<ref name=EU-VC/>
|AU=September 13, 2012
|KR=May 4, 2016<ref name="Korean VC">{{Cite Web|retrieved=May 6, 2016|url=http://www.nintendo.co.kr/3DS/eshop/eshop_virtualconsole.php |title=Virtual Console |site=Nintendo Korea}}</ref>}}
'''Wii U Virtual Console'''
{{Release
|JP=September 11, 2013<ref>{{Cite Web|url=http://www.nintendo.co.jp/wiiu/software/vc/fbcj/index.html|title=<nowiki>Wii U|リンクの冒険|Nintendo</nowiki>|site=Nintendo}}</ref>
|US= September 12, 2013<ref>{{Cite Web|url=http://press.nintendo.com/articles.jsp?id=40507|title=NINTENDO DOWNLOAD HIGHLIGHTS NEW DIGITAL CONTENT FOR NINTENDO SYSTEMS - SEPT. 12, 2013|site=Nintendo Pressroom}}</ref>
|UK=September 26, 2013<ref name=EU-VC/>
|AU=September 26, 2013}}
'''Nintendo Switch Online'''
{{Release
|US=  January 16, 2019<ref name = "SwitchNA">{{Cite Web|author= Nintendo|published= 8 January 2019|retrieved= 21 March 2019|url= https://www.youtube.com/watch?v=uJb8KSG1q74|title= Nintendo Entertainment System - January Game Updates - Nintendo Switch Online|site= Youtube.com|type=Video}}</ref>
|JP= January 16, 2019<ref name = "SwitchJP">{{Cite Web|author= Nintendo|published= 8 January 2019|retrieved= 21 March 2019|url= https://www.youtube.com/watch?v=EKw2EEpKmsc|title= ファミリーコンピュータ Nintendo Switch Online 追加タイトル <nowiki>[2019年1月]</nowiki>|site= Youtube.com|type=Video}}</ref>
|UK=  January 16, 2019<ref name="SwitchEU">{{Cite Twitter|quote= New #NES games have been added to #NintendoSwitchOnline – Nintendo Entertainment System! Wipe out hordes of radioactive mutants in Blaster Master, and seek out the Triforce of Courage in #Zelda II: The Adventure of Link.|url= https://twitter.com/NintendoUK/status/1085487394214854656|archive= https://web.archive.org/web/20200914072903/https://twitter.com/NintendoUK/status/1085487394214854656}}</ref>
|AU= January 16, 2019<ref name="SwitchAU">{{Cite Twitter|quote= New #NES games have been added to #NintendoSwitchOnline – Nintendo Entertainment System!<br/><br/>Wipe out hordes of radioactive mutants in Blaster Master, and seek out the Triforce of Courage in #Zelda II: The Adventure of Link.|url= https://twitter.com/NintendoAUNZ/status/1085688196166500352|archive= https://web.archive.org/web/20200808135456/https://twitter.com/NintendoAUNZ/status/1085688196166500352}}</ref>
|KR=April 23, 2019 |TW=April 23, 2019}}
'''Nintendo Switch Online (SP)'''
{{Release
|US=March 12, 2019<ref>{{Cite Web|author=Ryan Craddock |published=March 12, 2019 |retrieved= August 8, 2020|url=https://www.nintendolife.com/news/2019/03/nintendo_adds_new_nes_games_and_sp_versions_to_switch_online_earlier_than_planned |title=Nintendo Adds New NES Games And SP Versions To Switch Online Earlier Than Planned |site=Nintendo Life}}</ref>
|JP=March 13, 2019
|UK=March 12, 2019
|AU=March 13, 2019
|KR=April 23, 2019
|TW=April 23, 2019}}
 
|ratings= {{List|
{{Game Rating|ESRB|E}},
{{Game Rating|PEGI|3|release=GBA}},
{{Game Rating|PEGI|7|release=Virtual Console}},
{{Game Rating|CERO|All}},
{{Game Rating|ACB|G}},
{{Game Rating|USK|0}},
}}
}}
|platforms= [[Famicom Disk System]]<br>[[Nintendo Entertainment System]]<br>[[Nintendo GameCube]]<br>[[Game Boy Advance]]<br>[[Wii|Wii (Virtual Console)]]<br>[[Nintendo 3DS|Nintendo 3DS (Virtual Console)]]<br>[[Wii U|Wii U (Virtual Console)]]<br>[[Nintendo Switch|Nintendo Switch (Online)]]
|platform= [[Famicom Disk System]], [[Nintendo Entertainment System]], [[Nintendo GameCube]], [[Game Boy Advance]], [[Wii|Wii (Virtual Console)]], [[Nintendo 3DS|Nintendo 3DS (Virtual Console)]], [[Wii U|Wii U (Virtual Console)]], [[Nintendo Switch|Nintendo Switch Online]]
|canon= Canon<ref>{{Cite Book|quote= |book= E|publisher= |page= 10}}</ref>
|canon= Canon<ref>{{Cite Book|quote= |book= E|publisher= |page= 10}}</ref>
|predecessor= {{TLoZ}}
|predecessor= {{TLoZ}}
Line 57: Line 108:


===Magic Usage===
===Magic Usage===
When Link is on a side-scrolling perspective, he is able to use [[Magic of The Adventure of Link|Magic]]. Each Magic can be used either for attack, defense, or solving puzzles. Each ability consumes a certain amount of Magic Points on Link's [[Magic Meter]], and while their effects are of unlimited time, they automatically cancel after Link reaches a new area. Certain enemies drop [[Magic Jar]]s that contain Magic Power which replenishes the Magic stock. There are eight Magic Spells in total:
When Link is on a side-scrolling perspective, he is able to use [[Magic of The Adventure of Link|Magic]]. Each Magic can be used either for attack, defense, or solving puzzles. Each ability consumes a certain amount of Magic Points on Link's [[Magic Meter]], and while their effects are of unlimited time, they automatically cancel after Link reaches a new room. Certain enemies drop [[Magic Jar]]s that contain Magic Power which replenishes the Magic stock. There are eight Magic Spells in total:


*'''Shield''': Enemies inflict half of the damage.
*'''Shield''': Enemies inflict half of the damage.
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==Game Information==
==Game Information==
===Development===
===Development===
Development of {{TAoL|-}} started with [[Shigeru Miyamoto]]'s idea of creating a side-scrolling action game which used up and down movements for attacks and defense.<ref>{{Cite person|quote= Development started with Mr. Miyamoto saying he wanted to make a side-scrolling action game that made use of up and down movements for attacks and defense. It's rooted in actions like jump strikes, downward strikes, and high and low shield defense moves. Types of moves that weren't possible in the first game.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref> This idea was developed as a new sword and shield action game that did not follow the system seen in the first ''The Legend of Zelda''.<ref>{{Cite person|quote= Rather than being a continuation of the series, it started as a new sword and shield type of action game. We were experimenting while producing the game so we didn't really have the first game's systems in mind while developing it.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref> At the end of development, the game was considered a type of spin-off until it was decided on a story where Link would be 16 years old, attaching the ''Zelda'' title to it.<ref>{{Cite person|quote= As for it being unique within the series, we were searching for new ways to play so you could say it's like a spin-off. At the end of development we decided on a story and that Link would be 16 years old then attached [The Legend of Zelda 2] and released it as the second game in the series.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref>
Development of {{TAoL|-}} started with [[Shigeru Miyamoto]]'s idea of creating a side-scrolling action game which used up and down movements for attacks and defense.<ref>{{Cite Person|quote= Development started with Mr. Miyamoto saying he wanted to make a side-scrolling action game that made use of up and down movements for attacks and defense. It's rooted in actions like jump strikes, downward strikes, and high and low shield defense moves. Types of moves that weren't possible in the first game.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref> This idea was developed as a new sword and shield action game that did not follow the system seen in the first ''The Legend of Zelda''.<ref>{{Cite Person|quote= Rather than being a continuation of the series, it started as a new sword and shield type of action game. We were experimenting while producing the game so we didn't really have the first game's systems in mind while developing it.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref> At the end of development, the game was considered a type of spin-off until it was decided on a story where Link would be 16 years old, attaching the ''Zelda'' title to it.<ref>{{Cite Person|quote= As for it being unique within the series, we were searching for new ways to play so you could say it's like a spin-off. At the end of development we decided on a story and that Link would be 16 years old then attached [The Legend of Zelda 2] and released it as the second game in the series.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref>


The leveling up system was added so players could battle enemies multiple times, while encounters on the overworld added a luck factor to the narrow map.<ref>{{Cite person|quote= There were various restrictions at that time so we put in the level up system as a way to have players battling enemies time and time again. As for the symbol encounters, the field map was narrow so the system added a luck factor to it.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref> The high difficulty of the game was implemented to extend playing sessions due to the lack of content in games at the time.<ref>{{Cite person|quote= The foundation of action games at the time was to feel difficult for everyone. Games didn't have a ton of content at that time so in order to have them played for as long as possible we felt like we couldn't make them easily clearable.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref>
The leveling up system was added so players could battle enemies multiple times, while encounters on the overworld added a luck factor to the narrow map.<ref>{{Cite Person|quote= There were various restrictions at that time so we put in the level up system as a way to have players battling enemies time and time again. As for the symbol encounters, the field map was narrow so the system added a luck factor to it.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref> The high difficulty of the game was implemented to extend playing sessions due to the lack of content in games at the time.<ref>{{Cite Person|quote= The foundation of action games at the time was to feel difficult for everyone. Games didn't have a ton of content at that time so in order to have them played for as long as possible we felt like we couldn't make them easily clearable.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref>


===Regional Differences===
===Regional Differences===
====Gameplay====
====Gameplay====
*Leveling up is very different between versions.
**In the Japanese version, all stats of a given level cost the same amount, meaning the player is more likely to choose to increase different stats to fit their play style. The international version changes the starting cost of Life to be cheapest and Attack to be most expensive, so that the player is more likely to level each of the three in order of cost, making Link's stat progression more linear.
**Saving in the FDS version causes all stats to reduce to the lowest level of the three; for example, having Life at 3 and Attack and Magic at 4 would mean saving would reduce all three stats to 3. The NES version saves the value of all three separately.
**The overall cost of leveling up gets much higher in the NES version, with the final upgrade costing 8000 Exp and extra lives costing 9000 Exp afterwards. The Japanese version has the final tier of upgrades all cost 3000 with extra lives costing 4000.
*Overworld encounters are more likely to have [[Bit]] in the Japanese version than in European or North American versions.
*In the Japanese version of {{TAoL|-}}, {{Plural|TAoL|Blue Octorok|link}} can be found inside {{Term|TAoL|Midoro Palace|link}}. In international versions, they were replaced with blue {{Plural|TAoL|Aneru|link}}.
*In the Japanese version of {{TAoL|-}}, {{Plural|TAoL|Blue Octorok|link}} can be found inside {{Term|TAoL|Midoro Palace|link}}. In international versions, they were replaced with blue {{Plural|TAoL|Aneru|link}}.
*The location of the {{Term|TAoL|King's Tomb|link}} differs significantly between the Japanese and international versions of {{TAoL|-}}. In the Japanese version, the {{Term|TAoL|King's Tomb}} features a dark sky and enemies such as {{Plural|TAoL|Bot|link}} and a {{Term|TAoL|Goriya|link}}. This area was revamped in international versions to feature a light sky and the enemies have been replaced by an elderly woman who explains the surrounding area. The location present in the original Japanese version was relocated southwest in international versions of the game.
*The NES version uses faster elevators in palaces and sometimes adds or removes enemies.
*The location of the {{Term|TAoL|King's Tomb|link}} differs significantly between the Japanese and international versions of {{TAoL|-}}. In the Japanese version, the {{Term|TAoL|King's Tomb}} features a dark sky and enemies such as Bots and a {{Term|TAoL|Goriya|link}}. This area was revamped in international versions to feature a light sky and the enemies have been replaced by an elderly woman who explains the surrounding area. The location present in the original Japanese version was relocated southwest in international versions of the game.
<gallery class="center">
<gallery class="center">
File:TAoL King's Tomb FDS.png|The {{Term|TAoL|King's Tomb}} in the Japanese version
File:TAoL King's Tomb FDS.png|The {{Term|TAoL|King's Tomb}} in the Japanese version
File:TAoL King's Tomb.png|The {{Term|TAoL|King's Tomb}} in international versions
File:TAoL King's Tomb.png|The {{Term|TAoL|King's Tomb}} in international versions
</gallery>
</gallery>
*Important items in the Japanese version of {{TAoL|-}} need to be stabbed in order to collect. This is most visible in the "Child" item, which is tied up with rope in the Japanese version. This makes it appear as if Link is cutting the child free of the rope. In international versions, Link will simply pick up the item and hold it high.
*The international version of the game increases the damage of certain enemies, as well as making some enemy attacks reduce Link's experience points when taking damage. Conversely, several enemies also give more experience in the international version compared to the Japanese version; for example, {{Plural|TAoL|Bubble|link}} give 50 in the international release compared to the Japanese version's mere 10.
*The boss {{Term|TAoL|Gooma|link}} was added in the international version to replace a second, harder fight against [[Jermafenser]]. Jermafenser's now sole battle is also made to match the harder encounter.
*Two gameplay glitches were introduced in the NES version that were not present in the FDS version:
**The Fairy Warp Glitch, which allows Link to warp back to a previous area if he turns into a fairy near the top of the screen. This causes the pit falling animation to play before placing him elsewhere in the game.
**The fights against [[Dark Link]] now has an exploit where he can easily be beaten by crouching in the corners of the room and stabbing. This makes the FDS version much harder to beat.
**Iron Knuckles use Sword Beams in the FDS version, with the same visual and audio effects as with Link. In the NES version, they instead throw knives that act the same as other projectiles.


====Graphics====
====Graphics and Audio====
*Link's side-view sprite has a visible mouth added in the NES version.
*Zelda's Chamber was changed between versions. The FDS version has the pillars and curtains stop after the steps leading to her altar, while the international version has them continue the whole way across the ceiling.
*Due to additional RAM added by the FDS, the Japanese version does not have slowdown on the overworld that is present in other versions.
*Overworld encounters have vastly different sprites. The Japanese version has a ghost-like sprite for all three types (white for normal, blue for strong, and red for fairy), while the international version uses unique sprites for each (a [[Bot]] for normal, {{Term|TAoL|Moblin|link}} for strong, and {{Term|TAoL|Fairy|link}} for fairy).
*The churches found in towns have a unique sprite for their steeple cross in international versions, while the Japanese version reuses the gravestone cross.
*Water and lava are animated on the overworld in the FDS version, due to its ability to modify VRAM on-the-fly as an added feature. The NES, lacking this ability, uses static sprites instead.
*The Raft has Link always face south in the Japanese version. The international version has Link face the direction of travel and changes the proportions of the raft to compensate, but is inconsistent in construction as a result.
*The Kasuto secret building has different tiles between versions.
*Extra NPC sprites were added to the NES version, and NPC animations better match their movement speeds.
*Internationally, River Guards and Swordsmen are given different sprites to make them look less like generic NPCs. Magicians are also given animated sprites.
*A graphical glitch was introduced during porting to the NES. This causes animated projectile to flash Link's color palette ever 6 frames. While this makes them briefly visible in dark areas, it also makes them appear to reorient to their starting position regardless of if they have been rotated or mirrored on previous frames.
*The {{Term|TAoL|River Devil|link}}'s sprite resembles an ''{{Wp|Oni}}'' in the Japanese version of {{TAoL|-}}. However, in international versions, its sprite was changed to resemble a black hexapod. As ''Oni'' were not culturally relevant to foreign consumers at the time of release, this was possibly done to avoid any connection to {{Wp|Satan}}.
*The {{Term|TAoL|River Devil|link}}'s sprite resembles an ''{{Wp|Oni}}'' in the Japanese version of {{TAoL|-}}. However, in international versions, its sprite was changed to resemble a black hexapod. As ''Oni'' were not culturally relevant to foreign consumers at the time of release, this was possibly done to avoid any connection to {{Wp|Satan}}.
<gallery class="center">
<gallery class="center">
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File:TAoL Trophy Sprite.png|The {{Term|TAoL|Trophy}} in international versions
File:TAoL Trophy Sprite.png|The {{Term|TAoL|Trophy}} in international versions
</gallery>
</gallery>
*Link holds items above his head with one hand in the Japanese version (the other hand on his hip), while the NES version has him holding up with both hands.
*The international version adds different brick sprites for palaces to make them more visually distinct.
*{{Term|TAoL|Carock|link}} has only a single, symmetrical sprite used when fighting him in the Japanese version. In the international version, he has a sprite that appears to be turned slightly toward the side to face Link.
*The boss of {{Term|TAoL|Three-Eye Rock Palace|link}} has an appearance more reminiscent of artwork of Eastern dragons and is named {{Term|TAoL|Volvagia|link}}in the Japanese version. The international release makes his head more sinister and adds extra animation frames, and changes his name to {{Term|TAoL|Barba|link}}
*The {{Term|TAoL|Great Palace|link}} {{Term|TAoL|barrier|link}} and entryway ground are colored differently between versions.
*The end credits use different colors between versions. The NES version's curtain also doesn't use the correct bottom sprite, causing it to simply look like it was cut off at the bottom.
*In the FDS version, some bosses use a bestial roar similar to the one used in {{TLoZ}}. This was completely removed in international versions.
*The {{Term|TAoL|Game Over|link}} screens are completely different between versions. The FDS version is a black screen with the same roar used in boss fights playing over it. In the NES version, Ganon is shown in silhouette laughing.
*The {{Term|TAoL|Reflect|link}} spell is erroneously spelled as "Reflex" in the FDS version. This was corrected in localization.
*Overworld battles begin with a harsh musical sting in the Japanese version. It was changed to a whooshing sound internationally.
*The Overworld encounter music is much different between versions: the FDS version is much shorter and more sinister sounding, while the NES version is longer and more "adventurous". This change makes the music in non-combat encounters like fairies and item locations contrast less contextually.


====Narrative====
====Narrative====
*The English intro crawl text in the Japanese version has some unusual transliteration, as well as incorrect grammar. For example, {{Term|TAoL|Ganon|link}} is spelled as "Gannon" like the first game and {{Term|TAoL|Triforce|link}} is spelled as "Try-Force". The NES version somewhat condenses the text in addition to correcting its spelling and grammar.
*The Japanese version has a ''{{Wp|Dragon Quest}}'' reference in Saria Town, with one grave reading "Here lies Loto" (whose name was changed to Erdrick in America). This was removed entirely for the NES version. A similar reference was utilized in ''Final Fantasy'' at Elfland, only it was retained in the English localization in that case.
*The names of two characters, {{Term|TAoL|Error|link}} and {{Term|TAoL|Bagu|link}}, form plays on the technical terms for "{{Wp|error}}" and "{{Wp|Bug (engineering)|bug}}" respectively. Though {{Term|TAoL|Error}}'s name, {{Romanize|エラー|Erā}}, was localized properly, {{Term|TAoL|Bagu}}'s name was instead mistakenly transliterated from {{Romanize|バグ|Bagu}} and the intended meaning was lost.
*The names of two characters, {{Term|TAoL|Error|link}} and {{Term|TAoL|Bagu|link}}, form plays on the technical terms for "{{Wp|error}}" and "{{Wp|Bug (engineering)|bug}}" respectively. Though {{Term|TAoL|Error}}'s name, {{Romanize|エラー|Erā}}, was localized properly, {{Term|TAoL|Bagu}}'s name was instead mistakenly transliterated from {{Romanize|バグ|Bagu}} and the intended meaning was lost.


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In the [[Zelda Timeline|timeline]] revealed in {{HH}}, {{TAoL|-}} takes place in the "Downfall" branch after {{OoT}}. It is the latest entry in the timeline that has its roots in {{OoT|-}}, and starts with {{ALttP}}. After Ganon is defeated again in {{ALttP|-}}, {{OoS}} and {{OoA}}, and {{ALBW}}, Hyrule then entered The Golden Era, in which the wise [[Royal Family of Hyrule|Hyrule monarchs]] used the [[Triforce]] to govern the land. After the last king's death and the attempt of the [[Prince of Hyrule]] to assemble the complete Triforce, Hyrule was lead into the Era of Decline. The Prince of Darkness Ganon was revived, leading to the events of ''The Legend of Zelda'', but ultimately defeated by Link. The events of {{TAoL|-}} take place a few years later, but refer back to the Princess Zelda that was put under a sleeping spell at the beginning of the Era of Decline.
In the [[Zelda Timeline|timeline]] revealed in {{HH}}, {{TAoL|-}} takes place in the "Downfall" branch after {{OoT}}. It is the latest entry in the timeline that has its roots in {{OoT|-}}, and starts with {{ALttP}}. After Ganon is defeated again in {{ALttP|-}}, {{OoS}} and {{OoA}}, and {{ALBW}}, Hyrule then entered The Golden Era, in which the wise [[Royal Family of Hyrule|Hyrule monarchs]] used the [[Triforce]] to govern the land. After the last king's death and the attempt of the [[Prince of Hyrule]] to assemble the complete Triforce, Hyrule was lead into the Era of Decline. The Prince of Darkness Ganon was revived, leading to the events of ''The Legend of Zelda'', but ultimately defeated by Link. The events of {{TAoL|-}} take place a few years later, but refer back to the Princess Zelda that was put under a sleeping spell at the beginning of the Era of Decline.


===Completion Records===
===Speedrun Records===
{{Main|Speedrun Records}}
{{Main|Speedrun Records}}
<!-- NOTICE: To update completion records, please edit the Speedrun Records article (http://zelda.fandom.com/Speedrun_Records). This table will automatically be updated with the records on that page. -->  
<!-- NOTICE: To update completion records, please edit the Speedrun Records article (https://zelda.fandom.com/wiki/Speedrun_Records). This table will automatically be updated with the records on that page. -->
{| class="wikitable" style="text-align:center; width:500px;"
|-
! Time
! Performer
! Date
! Notes
|-
{{#section:Speedrun Records|TAoL}}
{{#section:Speedrun Records|TAoL}}
|}


==Listings==
==Listings==
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The [[NES Classic Edition]] included {{TAoL|-}} as one of the 30 games available.
The [[NES Classic Edition]] included {{TAoL|-}} as one of the 30 games available.


{{TAoL|-}} was added to the [[Nintendo Switch Online]] Service on January 16, 2019. A special save file was also added to the service which started the player with all {{Term|TAoL|Experience|link}} maxed out at level 8.<ref>{{Cite|Start this version of Zelda II: The Adventure of Link with your Attack, Magic, and Life all maxed out at level eight!|N/A|Nintendo Entertainment System - Nintendo Switch Online}}</ref> This version was named "Zelda II - The Adventure of Link: Link, warrior without equal."<ref>{{Cite|Zelda II - The Adventure of Link™<br>Link, warrior without equal.|N/A|Nintendo Entertainment System - Nintendo Switch Online}}</ref>
{{TAoL|-}} was added to the [[Nintendo Switch Online]] Service on January 16, 2019. A special save file was also added to the service which started the player with all {{Term|TAoL|Experience|link}} maxed out at level 8.<ref>{{Cite|Start this version of Zelda II: The Adventure of Link with your Attack, Magic, and Life all maxed out at level eight!|N/A|[[Nintendo Entertainment System - Nintendo Switch Online]]}}</ref> This version was named "Zelda II - The Adventure of Link: Link, warrior without equal."<ref>{{Cite|Zelda II - The Adventure of Link™<br/>Link, warrior without equal.|N/A|[[Nintendo Entertainment System - Nintendo Switch Online]]}}</ref>


==Legacy==
==Legacy==
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*The ability of [[Ganon]] to be revived/return after defeat/death.
*The ability of [[Ganon]] to be revived/return after defeat/death.
*The introduction of the [[Triforce of Courage]].
*The introduction of the [[Triforce of Courage]].
*The first appearance of [[Dark Link]].
*The first appearance of a [[Link's Shadow|dark doppelganger]] of Link that needs to be fought, which would later be reflected with [[Dark Link]] and [[Shadow Link]] in later games. On a similar note, the concept of an enemy being formed largely from Link's own darker self as a final battle would ultimately be reused to an extent with the [[Shadow Nightmare]] from {{LA}} and its various remakes.
*A [[magic]] system, even though it was never used so excessively after this game.
*A [[magic]] system, even though it was never used so excessively after this game.
*The introduction of several new enemies and one boss (aside from Dark Link) that return in later games, such as the [[Iron Knuckle]].
*The introduction of several new enemies and one boss (aside from Dark Link) that return in later games, such as the [[Iron Knuckle]].
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*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.
*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==
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==External Links==
==External Links==
*[https://www.nintendo.co.uk/Games/Game-Boy-Advance/Zelda-II-The-Adventure-of-Link-267673.html Nintendo UK Game Boy Advance site]
*[https://www.nintendo.co.uk/Games/Game-Boy-Advance/Zelda-II-The-Adventure-of-Link-267673.html Nintendo UK Game Boy Advance site]
*[https://www.nintendo.co.jp/software/zelda2/index.html Official Japanese site (''Game & Watch'' version)]


{{Notes}}
{{Notes}}
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[[Category:2D Games]]
[[Category:2D Games]]


[[de:Zelda_II:_The_Adventure_of_Link]]
[[de:Zelda II: The Adventure of Link]]
[[es:Zelda_II:_The_Adventure_of_Link]]
[[fr:Zelda_II_:_The_Adventure_of_Link]]
[[it:Zelda_II:_The_Adventure_of_Link]]
[[ja:リンクの冒険]]
[[pt-br:Zelda_II:_The_Adventure_of_Link]]
[[zh-tw:薩爾達傳說2:林克的冒險]]
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