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{{GameNav}}
{{Italic Title}}
<br>
{{Quick Links|
{{Game
{{Nav Icon|File:TAoL Link Artwork.png|Characters in The Adventure of Link|Characters}}
|image = [[File:Aol logo.png|center|260px]][[File:Zelda II The Adventure of Link boxfront.jpg|260px|Zelda II US Boxart]]
{{Nav Icon|File:TAoL Link's Shadow Artwork.png|Bosses in The Adventure of Link|Bosses}}
|developer = [[Nintendo EAD]]
{{Nav Icon|File:TAoL Link with Bot Artwork.png|Enemies in The Adventure of Link|Enemies}}
|publisher = [[Nintendo]]
{{Nav Icon|File:TAoL Link Stone Statue Artwork.png|Dungeons in The Adventure of Link|Dungeons}}
|designer = Tadashi Sugiyama (director)<br>Yoichi Yamada (director)<br>[[Shigeru Miyamoto]] (producer)
{{Nav Icon|File:TAoL Link Door Artwork.png|Locations in The Adventure of Link|Locations}}
|released = '''FDS/NES release'''<br>{{release|na= December 1, 1988|jp= January 14, 1987|eu= November 26, 1988}}<br>'''GBA release'''<br>{{release|na= October 25, 2004|jp= August 10, 2004|eu= January 7, 2005}}<br>'''Wii Virtual Console release'''<br>{{release|na= June 4, 2007|eu= February 9, 2007|jp= January 23, 2007}}<br>'''3DS Virtual Console release'''<br>{{release|jp=August 31, 2011|na= August 31, 2011|eu=September 1, 2011|aus=September 1, 2011}}{{Exp|3DS Ambassadors}}
{{Nav Icon|File:TAoL Link Elements Artwork 1.png|Items in The Adventure of Link|Items}}
|esrb = E
{{Nav Icon|File:TAoL Link Magic! Artwork.png|Magic of The Adventure of Link|Magic}}
|pegi = 3{{exp|GBA}} / 7{{exp|Virtual Console (Wii and 3DS)}}
{{Nav Icon|File:TAoL Spell Artwork 2.png|The Adventure of Link Translations|Translations}}
|cb = G
{{Nav Icon|File:TAoL Link Hint Artwork.png|Zelda II: The Adventure of Link/Credits|Credits}}
|usk = 0
|platforms = [[Famicom Disk System]], [[Nintendo Entertainment System]], [[Nintendo GameCube]], [[Game Boy Advance]], [[Wii]], [[Nintendo 3DS]]
|predecessor = [[The Legend of Zelda (Game)|The Legend of Zelda]]
|successor = [[The Legend of Zelda: A Link to the Past]]
}}
}}
'''''Zelda II: The Adventure of Link''''' is the direct sequel to ''[[The Legend of Zelda (Game)|The Legend of Zelda]]'', both originally released on the [[Famicom Disk System]] in Japan and then the [[Nintendo Entertainment System]] in the US and PAL territories. While retaining many of the features of its predecessor, ''The Adventure of Link'' altered certain elements of gameplay, most notably affecting movement and combat. Traveling across a large world map (not unlike those seen in the ''Final Fantasy'' series of video games) would lead to enemy encounters which took place on a side-scrolling field of play rather than the top down perspective for which the series became known.
{{Infobox Game
|name= ''Zelda II: The Adventure of Link''
|image= [[File:TAoL English Logo.png|250px]]<br/>[[File:TAoL NA NES Box Artwork.png|250px]]
|developer= [[Nintendo EAD|Nintendo R&D4]]
|publisher= [[Nintendo]]
|designer=
{{List|
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'''
{{Release
|JP= January 14, 1987<ref name="E 7">{{Cite Book|quote= |book= E |publisher= |page= 7}}</ref>
}}
 
'''Nintendo Entertainment System'''
{{Release
|US= December 1, 1988<ref name="E 7"/>
|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}},
}}
|platform=
{{List|
[[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>
|predecessor= {{TLoZ}}
|successor= {{ALttP}}
|strategy= {{StrategyWiki}}
|zu= {{ZU Guide|https://zeldauniverse.net/guides/the-adventure-of-link/|{{TAoL|-}}}}
}}
''{{Term/Store|Zelda II: The Adventure of Link||Series, TAoL}}'' is the second main installment of {{TLoZ|Series}} and the direct sequel to {{TLoZ}}.{{Note|This game was referred to as '''The Legend of Zelda II''' in {{Guide|SS|Prima}}.<ref>{{Cite Guide|quote= |game= SS|publisher= Prima|page= 7}}</ref> However, as this contradicts the name of the game, it is not considered [[Guidelines:Canon|Canon]].}} It was originally released on the [[Famicom Disk System]] in Japan and eventually on the [[Nintendo Entertainment System]] in North America and Europe. While retaining many of the features of its predecessor, {{TAoL|-}} altered certain elements of gameplay, most notably affecting movement and combat. Traveling across a world map would lead to enemy encounters which took place on a side-scrolling field of play rather than the top down perspective for which the series became known.
 
{{OTOC}}


==Story==
==Story==
===Plot Synopsis===
[[File:TAoL Princess Zelda I Artwork.png|thumb|left|Link and Impa observing Princess Zelda I]]
[[File:AoL Sword.png|128px|left]]  
A few years after the defeat of [[Ganon]] and the rescue of [[Princess Zelda]], [[Link]], now at the age of sixteen,<ref>[http://www.nintendo.co.jp/wii/vc/vc_lb/vc_lb_02.html Nintendo Virtual Console: Adventure of Link]</ref> is disturbed by the appearance of a mark on the back of his hand. Upon seeing this mark, [[Impa]], the nurse of Princess Zelda, tells him the story of how, ages ago, the [[King of Hyrule|King of Hyrule]] had hidden a third part of the [[Triforce]], the Triforce of Courage, in the [[Great Palace]] to safeguard it from evil.
Following the defeat of [[Ganon]] and rescue of [[Princess Zelda]], the land of Hyrule began to recover from the ills that had been visited upon it by Ganon. Content to aid in the restoration of [[Hyrule]], [[Link]], at the age of sixteen,<ref>[http://www.nintendo.co.jp/wii/vc/vc_lb/vc_lb_02.html Nintendo Virtual Console: Adventure of Link]</ref> was disturbed one day by the appearance of a mark of three triangles on the back of his hand. Upon seeing this mark, [[Impa]], the nurse of Princess Zelda, related to Link the story of how, ages ago, the King of Hyrule had hidden a third part of the [[Triforce]], the Triforce of Courage, in the [[Great Palace]] to safeguard it from evil.


The story goes that upon the death of the [[King of Hyrule (The Adventure of Link)|king]], his son had searched eagerly for the missing Triforce, but its location had been imparted only to the king's daughter, [[Sleeping Zelda|Princess Zelda]]. Angered upon learning this, the [[Prince of Hyrule|Prince]] tried to use the power of a [[Magician|wizard]] to force the truth from his sister, but when she refused the wizard cast a spell upon her to put her into a deep and unending sleep, the wizard died soon after. Only by uniting the Triforce of Courage with its counterparts could Link awake the sleeping Princess Zelda.
Upon the death of the king, his son had searched for the missing Triforce, but its location had been imparted only to the king's daughter, [[Sleeping Zelda|Princess Zelda]]. Angered upon learning this, the [[Prince of Hyrule|Prince]] tried to use the power of a [[Magician]] to force the truth from his sister. After she refused, the wizard cast a spell upon her to put her into a deep sleep, which caused the wizard to die soon after. Only by uniting the Triforce of Courage with its counterparts, Link would be able to awake the sleeping Princess Zelda. Upon hearing this tale, Link receives from Impa [[Crystal|six crystals]] that serve as keys to open the seal on the Great Palace.
Upon hearing this tale, Link received from Impa [[Crystal|six gems]] that served as keys to open the seal on the Great Palace.


Even as Link learned all of this, the minions of Ganon had begun to stir once again. Believing that they could revive their master by pouring the blood of his conqueror (Link) over his ashes, they began again to spread across the land, seeking for him. Traveling the land and working with the peoples of its many remote towns, Link was able to discover each of the six palaces and overcome the tests that had been set against any who would seek to gain the Triforce of Courage. In the end, Link made his way into the depths of the Great Palace and discovered the Triforce guarded by a wizened old sage, who relinquished the prize to Link after putting him through one last test of courage: defeating his own shadow. Uniting the three Triforces, Link returned to the Northern Palace and awoke the slumbering Zelda.
[[File:TAoL Ending.png|thumb|right|Link waking up Princess Zelda]]
As Link learns all of this, the minions of Ganon begin to attack once again. Believing that they could revive their master by pouring the blood of Link over his ashes, they begin to spread across the land, seeking for him. Eventually, Link is able to gain the Triforce of Courage. Uniting the three Triforces, Link returns to the Northern Palace to wake the slumbering Zelda.


===Manual Excerpt===
[[File:AoL_pg3.jpg|frameless|right]]
[[Hyrule]] was on the road to ruin. The power that the vile heart of [[Ganon]] had left behind was causing chaos and disorder in Hyrule. What's more, even after the fall of Ganon, some of his underlings remained, waiting for Ganon's return. The key to Ganon's return was the blood of Link - the valiant lad that overthrew the King of Evil. Ganon would be revived by sacrificing [[Link]] and sprinkling his blood on the ashes of Ganon.
{{clear}}
[[File:AoL_pg4.jpg|frameless|left]]
Meanwhile, [[Link]] remained in the little kingdom of [[Hyrule]] and lent his hand to its restoration. But circumstances did not look very good. One day a strange mark, exactly like the crest of the kingdom, appeared on the back of Link's hand as he approached his 16th birthday. The worried Link went to [[Impa]], [[Princess Zelda|Princess Zelda's]] nursemaid, who was shocked and frightened when she saw the birthmark. When she regained her composure, she took Link to the North Castle.
{{clear}}
[[File:AoL_pg5.jpg|frameless|right]]
There was a door in the North Castle called "the door that does not open." Only the descendants of the Impa family who served the king knew how to open the door. [[Impa]] took Link's left hand and pressed the back of it against the door. There was a sound of a lock falling open, the door slowly creaked open and there on an altar in the middle of the room lay a beautiful woman. "Here lies the Princess Zelda." Impa began to speak calmly. "Link, the time has come when I must tell you the legend of Zelda handed down in Hyrule.
{{clear}}
[[File:AoL_pg6.jpg|frameless|left]]
"It is said that long ago, when Hyrule was one country, a great ruler maintained the peace in Hyrule using the [[Triforce]]. However, the king too was a child of man and he died. Then, the prince of the kingdom should have become king and inherited everything, but he could inherit the [[Triforce]] only in part. The Prince searched everywhere for the missing parts, but could not find them.
{{clear}}
[[File:AoL_pg7.jpg|frameless|right]]
Then, a magician close to the king brought him some unexpected news. Before he died, the king had said something about the Triforce to only the younger sister of the prince, Princess Zelda. The prince immediately questioned the princess, but she wouldn't tell him anything.
{{clear}}
[[File:AoL_pg8.jpg|frameless|left]]
After the prince, the magician threatened to put the princess into an eternal sleep if she did not talk, but even still, she said nothing." "In his anger, the magician tried to cast a spell on the princess. The surprised prince tried to stop him, but the magician fought off the prince and went on chanting the spell. Then, when the spell was finally cast, Princess Zelda fell on that spot and entered a sleep from which she might never awake. At the same time, the magician also fell down and breathed his last.
{{clear}}
[[File:AoL_pg10.jpg|frameless|right]]
"In his grief, the prince placed the princess in this room. He hoped that someday she would come back to life. So that this tragedy would never be forgotten, he ordered every female child born into the royal household should be given the name Zelda."
From the stand next to the alter where Princess Zelda lay in a deep sleep, Impa took the six crystals and a scroll with the same crest and handed them to Link. "For generations, my family has been handed down these things which have been set aside for a time when a great king will come. They are written in ancient script that no one can read now. But you who have the crest may be able to read it. It is said that the key to uniting the Triforce is hidden there. Now it is time for you to read it." Link glanced at the scroll half in doubt, but what do you know? Although he never seen the letters before, he found that he could read them as if they were talking to him...
{{clear}}
[[File:Helmethead.jpg|frameless|left]]
"This was written on the Scroll. "You who'll control the Triforce of the future. I shall hand down to you the secrets of the Triforce. There are three kinds of Triforce - Power, Wisdom, and Courage. When these three are brought together, the Triforce will share its maximum power. Of the three, I have left Power and Wisdom in the kingdom. But the Triforce of Courage I have hidden for a reason. Not everybody can use the Triforce. It requires a strong character with no evil thoughts. But an inborn special quality is also necessary. Unfortunately, I have not found such a person during my lifetime." "Therefore, I have decided to cast a spell on all of Hyrule. A crest will appear on a young man with that character who has been brought up correctly, has gained many kinds of experiences and reached a certain age. But, what will happen if someone else uses the Triforce before then? If it is misused, it will produce many evils".
{{clear}}
[[File:AoL_pg12.jpg|frameless|right|110px]]
"The Triforce of Courage is hidden in the Great Palace in the Valley of Death on the largest island in Hyrule. However, to enter you must first fight the guardians and undo the 'binding force.' When you have defeated the guardians, which I made to prevent enemies from invading the six palaces in Hyrule, set a crystal in the forehead of the statue you find. When you have set crystals in all of the statues in the six palaces, the 'binding force' placed on the Valley of Death will be removed and you will be able to enter the great palace. There you must fight the last guardian. And you can obtain the Triforce only by defeating that guardian. There's nothing to fear. You are the one to get the Triforce. You are the beacon of hope for Hyrule."
Impa implored Link, who raised his head slowly after reading the scroll. "The magic spell cast upon the Princess Zelda will sure to be broken if the Triforce is used. Please, Link. Unite the Triforce and save the princess. And bring back peace to Hyrule."
Link nodded silently in approval, and left the room after taking a long glance at the altar. Then with a magical sword in his left hand and a magical shield in his right, he set off alone on his long travels. At that time, Ganon's underlings were calling up new allies from the Underworld, and were beginning to work devilishly towards the revival of Ganon.
{{clear}}
==Gameplay==
==Gameplay==
''The Adventure of Link'' was the sequel to the highly acclaimed ''[[The Legend of Zelda (Game)|The Legend of Zelda]]'', and the second [[The Legend of Zelda (Series)|''Zelda'' game]] ever to be released. Like its prequel, ''The Adventure of Link'' features dungeons that must be located in the overworld; inside them is a boss that will challenge Link when they find each other, as well as a treasure item that will prove useful for Link eventually. However, the game features many and very significant gameplay changes from the previous installment, the quest progress is more complex and the difficulty level has reached a peak level.
{{TAoL|-}} was the sequel to the highly acclaimed {{TLoZ}}, and the second [[The Legend of Zelda (Series)|''Zelda'' game]] released. Like its predecessor, {{TAoL|-}} features dungeons that must be located in the overworld. Inside them, Link can find a boss and an item that will prove useful. However, the game features many and very significant gameplay changes from the previous installment.
 
Combat is restricted to the Sword and Shield. The main projectile weapon is the [[Sword Beam]], which can only be used when Link has full health. The game also lacks recovery [[Heart]]s, meaning that Link can only recover his health by leveling up, using the Life Magic, finding Fairies or [[Heart Container]]s, or by talking to some women in towns.


===Screen Interface===
===Screen Interface===
The first mechanic to be noted is the side-scrolling perspective, which conjugates with the also present top-view perspective. The former is used when Link is exploring a town, a cavern, a secret open field with some reward, a bridge, a mid-way track or a dungeon. The latter is just to move across the overworld so that Link can indeed travel towards any of the aforementioned places; in addition, when an enemy group (represented in the overworld map as black-colored creatures) manages to make contact with Link after chasing him, the perspective is side scroll as well, and here Link has to either defeat those who are bothering him and flee, or just do the latter (if he can do so easily, of course).
The game features a more prominent use of a side-scrolling perspective, which is used when Link is exploring a town, cavern, secret open field, bridge, or dungeon. The top-view perspective is only used when moving through the overworld. In addition, when an enemy group (represented in the overworld map as black-colored creatures) manages to make contact with Link, the perspective changes to a side-scrolling one, where Link must either defeat the enemies or flee.
 
===Magic Usage and [[Experience]]===
The second mechanic, arguably more noteworthy, is that for attack, defense and action. Link, when he's on a side-scrolling place, is able to use [[Magic of The Adventure of Link|Magic]]. Each magic has a specific purpose, and depending of its effect, it's used either for attack, defense or solving a puzzle; each ability consumes a certain amount of Magic Points on Link's [[Magic Meter]], and while its effect is of unlimited time, it automatically cancels after Link reaches a new segment or zone. If Link needs the spell again, he needs then to perform it again, and thus needs magic reserve once more. Certain enemies drop [[Magic Jar]]s that contain magic power, ideal for replenishing the magic stock. There are eight [[Magic of The Adventure of Link|magic spells]] in total:


*'''Shield''': Gives Link extra defense. Enemies inflict half of the damage to him.
===Magic Usage===
*'''Jump''': Makes Link jump twice as high as before.
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:
*'''Life''': Makes Link recover three segments of life energy (this is, in fact, one of the only three ways to recover life, the others being collecting rare fairies and being healed in a town).
*'''Fairy''': Turns Link into a [[Fairy]], extremely useful to reach high places, escape from enemy battles and passing through locked doors.
*'''Fire''': Makes Link able to shoot fireballs from his sword (only two at a time, however).
*'''Reflect''': Enhances Link's shield, which allows it to counter stronger projectiles.
*'''Spell''': Turns enemies into weak [[Bot]]s.
*'''Thunder''': Eliminates every foe in the screen.


The third mechanic, earnestly vital for survival, is the [[experience]] system. As Link defeats enemies, he gains experience points, when a certain number of points is matched, the player can make Link improve by an increment of 1 level one of these attributes: Health (enemies' attacks won't hurt too much, therefore will inflict less damage), Attack (the sword will gain strength, and enemies will take less hit to be pulverized) and Magic (spells will require less magic power to be performed); each attribute can be improved up to the eighth level, and the maximum experience amount to be matched is 8000. After nothing else can be enhanced, every time Link accumulates 9000 points he will gain an extra life (see below).
*'''Shield''': Enemies inflict half of the damage.
*'''Jump''': Makes Link jump twice as high.
*'''Life''': Makes Link recover three life points.
*'''Fairy''': Turns Link into a [[Fairy]], used to reach high places and pass through locked doors.
*'''Fire''': Makes Link able to shoot fireballs from his Sword (two at a time).
*'''Reflect''': Allows Link's Shield to counter stronger projectiles.
*'''Spell''': Turns enemies into [[Bot]]s.
*'''Thunder''': Eliminates every enemy in the screen.


===Lives and Item Usage===
===Experience===
The fourth new mechanic is the life system. The player starts with Link having three ''lives''; unlike all other Zelda games, there is no way to instantly revive after depleting the entire health meter. This means that when Link dies, he loses a life, but resumes his quest from the same place where he died; he can increase his life stock by collecting dolls portraying Link himself, generally hidden in secret spots or even in the last dungeons. When he loses all lives, the game is over and, while the player can save his progress in this moment, next time Link resumes his quest, he'll restart from the Northern Palace (where the game begins). Of course, unlike most video games with life system, which reset absolutely everything the player did after all lives were lost, ''The Adventure of Link'' retains everything Link collected, and losing all lives simply bring Link back to the starting line. Now, this also has a severe disadvantage: By "everything Link collected", this also includes '''the dolls Link collected to have more lives'''; they are gone forever after being collected the first and only time. Experienced ''Zelda'' fans recommend the average player to refrain from collecting any doll until the final dungeon is to be explored, due to it being more difficult than the also difficult rest of the game.
[[File:TAoL Gooma Fight.png|thumb|200px|Link fighting Gooma]]
As Link defeats enemies, he gains [[Experience]] points. When a certain number of points is reached, Link can increase the level of his health, attack, or Magic up to level 8. The maximum Experience amount that can be reached is 8,000. After leveling all three attributes to their maximum, every time Link accumulates 9,000 points, he receives an extra life. Link can also increase his Experience points by collecting [[Treasure Bag]]s.


Fifth mechanic: A modified item usage. Besides the magic spells, traditional items can also be collected, but not all of them can be used directly (by pressing a button). For example, the hammer and the flute are indeed used in the overworld (by pressing certain buttons, to which said items are assigned permanently) to open new ways to new areas, whereas the boots and the raft are for crossing otherwise prohibitive spots (respectively, a lake and an entire ocean), but without the need of being used by a button press; the other half of the items have permanent effects for the side-scrolling mode. The candle illuminates darkened caves, the glove allows Link to break hardened blocks inside dungeons, the gold key can open an infinite amount of floors, and the cross allows Link to see invisible enemies.
===Lives===
Link starts with three lives, and when he is defeated, he loses one, afterwards resuming his quest from the same place where he was defeated. Link can increase his life stock by collecting [[Link Doll]]s, generally hidden in secret areas or dungeons. When Link loses all his lives, the game is over and the next time he resumes his quest, he will restart from the Northern Palace. However, Link retains everything he has collected.


Additionally, this game also cancels out the use of a map and a compass. Finding one's way around a palace can be quite difficult, especially in risk of a Game Over moment.
===Item Usage===
Link can also collect different items, however, not all of them can be used directly by pressing a button. The [[Hammer]] and the [[Flute]] are used in the overworld by pressing certain buttons, to which said items are assigned permanently. They can be used to open new ways to new areas, whereas the [[Boots]] and the [[Raft]] are used for crossing otherwise unreachable areas without the need of a button press. Other items have permanent effects for the side-scrolling perspective. The [[Candle]] illuminates darkened caves, the [[Handy Glove]] allows Link to break blocks inside dungeons, the [[Magical Key]] can open any locked door, and the [[Cross]] allows Link to see invisible enemies.


===Second Quest===
===Second Quest===
The game also offers a [[Second Quest]], though the only changes seen after ending the game are that the experience stats and spells learned are retained.
The game also offers a [[Second Quest]] after completing it. However, the game is the same, only that the Experience stats, Sword techniques, and Magics learned are retained from the previous playthrough.


==Game Information==
==Game Information==
===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>
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===
====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}}.
*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">
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
</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 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}}.
<gallery class="center">
File:TAoL FDS River Devil Sprite.png|The {{Term|TAoL|River Devil}} in the Japanese version
File:TAoL River Devil Sprite.png|The {{Term|TAoL|River Devil}} in international versions
</gallery>
*The {{Term|TAoL|Trophy|link}} has a different sprite in the Japanese version compared to international versions. In the original Japanese build, the {{Term|TAoL|Trophy}} has its wings outstretched and its hands held open whereas in international versions, the {{Term|TAoL|Trophy}} has folded wings and has its hands clasped together in prayer.
<gallery class="center">
File:TAoL FDS Trophy Sprite.png|The {{Term|TAoL|Trophy}} in the Japanese version
File:TAoL Trophy Sprite.png|The {{Term|TAoL|Trophy}} in international versions
</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====
*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.
===Graphics and Audio===
===Graphics and Audio===
The overworld map has a similar visual style to that of the first ''Zelda'' game, but more polished and incorporating new elements that reflect the variety of the ecosystems; there is also a clear distinction between the enemy-free paths and the rest of the ground territory (grass, trees, sand, etc.). The side-scrolling visuals are more reminiscent of the platform
The overworld map has a similar visual style to that of the first ''Zelda'' game, but more polished and incorporating new elements that reflect the variety of the ecosystems; there is also a clear distinction between the enemy-free paths and the rest of the ground territory (grass, trees, sand, etc.). The side-scrolling visuals are more reminiscent of the platform
games for NES, especially ''Super Mario Bros.''; it's also worth mentioning that each dungeon has a different texture and architecture, favoring realism.
games for the NES, especially ''Super Mario Bros.''. Also, each dungeon has a different texture and architecture, not like in the original game.


Unlike all other games in the series, none of the music in this game was composed by famed composer [[Koji Kondo]] with the exception of the overworld theme, which was based off of his original overworld theme. Therefore, almost none of the music in this game was brought back in other games. The Temple music, however, has been remixed several times, and can be heard in ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]''. The composer of this game is [[wikipedia:Akito Nakatsuka|Akito Nakatsuka]] who also composed the music for ''Ice Climbers''.
Unlike most other games in the series, none of the music in this game was composed by famed composer [[Koji Kondo]] with the exception of the overworld theme, which was partly based on his original overworld theme. Perhaps for this reason, almost none of the music in this game was brought back in other games. The Temple music, however, has been remixed several times, and can be heard in {{SSBM}}, {{SSBB}} and notably returned to the Zelda series as the "Streetpass Battle Theme" of {{ALBW}}. An alternate slower version of the temple music also serves as the Victory theme. The only other Zelda game to include music from {{TAoL|-}} is {{TMC}}. Since both games contain scenes of Zelda awakening, the music was reused from ''Adventure of Link''. The miniboss music in {{TMC}} is also a remix of a song from {{TAoL|-}}: the Famicom version of the battle theme. The composer of this game is {{Wp|Akito Nakatsuka}}, who also composed the music for ''Ice Climbers''.


As for sound effects, there are also many differences in the Japanese version. A few examples include different music for the title screen and for when Link encounters an enemy. In the Famicom version, the bosses also roar, and the sound effects are more harsh sounding than in the [[NES]] version.
As for sound effects, there are also many differences in the Japanese version. A few examples include different music for the title screen and for when Link encounters an enemy. In the Famicom version, the bosses also roar, and the sound effects are harsher sounding than in the [[Nintendo Entertainment System|NES]] version.


===Setting===
===Setting===
''The Adventure of Link'' features the largest incarnation of [[Hyrule]] in the entire franchise; the only game that can compare to the NES game in this aspect is ''[[The Legend of Zelda: Twilight Princess|Twilight Princess]]''. Covering two continents and two islands, it features eight towns, named (in-universe) after characters from ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]'' (mostly [[Sage]]s); the first four towns are located in [[Western Hyrule]], the other four in [[Eastern Hyrule]].
[[File:TAoL Overworld.png|thumb|165px|Overworld of Hyrule]]
Hyrule in {{TAoL|-}} consists of two continents and two islands. It features eight towns, which names were later used to name the [[Sage]]s in {{OoT}}. Four Towns are located in [[Western Hyrule]] and four are found in [[Eastern Hyrule]].


Like [[The Legend of Zelda (Game)|the first game's]] incarnation of the land, and unlike that of most of the others, this one is not landlocked, meaning that Link will have to travel overseas to move from one side of Hyrule to the other. [[Death Mountain]], which used to be north, is now in the southwestern zone, and it's been now explored further, as it's now a complex rocky labyrinth.
Like [[The Legend of Zelda|the first game's]] incarnation of Hyrule, the world of ''Adventure of Link'' is not landlocked, meaning that Link will have to travel overseas to move from one side of Hyrule to the other. [[Level-9|Death Mountain]], which was in the north in the first game, is now in the southwest. While it was a simple mountain region in the first game, it is now a complex rocky labyrinth.


===Timeline Placement===
===Timeline Placement===
Both this game and [[The Legend of Zelda (Game)|the first]] are linked in continuity, since the first game revolves around retrieving two of the major fragments of the [[Triforce]], and [[Ganon]] is fought in order to rescue [[Princess Zelda]]; the second game revolves around finding the third major fragment in order to revive an incarnation of Zelda that was sleeping for a very long time, and to impede the revival of Ganon.
Both this game and [[The Legend of Zelda|the first]] are linked in continuity, since the first game revolves around retrieving two of the major fragments of the [[Triforce]], and [[Ganon]] is fought in order to rescue [[Princess Zelda]]; the second game revolves around finding the third major fragment in order to revive an incarnation of Zelda that was sleeping for a very long time, and to impede the revival of Ganon.


In the [[Zelda Timeline|timeline]] revealed in ''[[Hyrule Historia]]'', ''The Adventure of Link'' takes place in the "Downfall" branch after ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]''. It is the latest entry in the timeline that has its roots in ''Ocarina of Time'', and starts with ''A Link to the Past''. After Ganon is defeated twice in ''[[The Legend of Zelda: A Link to the Past|A Link to the Past]]'' and the [[Oracle Series|''Oracle'' series]], Hyrule 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 in'' [[The Legend of Zelda (Game)|The Legend of Zelda]]'', but ultimately defeated by Link. The events of ''The Adventure of Link'' take place immediately following ''The Legend of Zelda'', 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===
*The fastest single-segment completion time (with warp glitches) is 20 minutes and 42 seconds by John 'Pro_JN' Nurminen, completed on May 18, 2013.<ref name="speedruns">{{cite web|url=http://nintendo-records.com/zelda2/|title=Speedruns|site=Nintendo-records}}</ref>
{{Main|Speedrun Records}}
*The fastest single-segment completion time (with no Up+A warps or deaths) is 1 hour, 1 minute and 21 seconds by John 'Pro_JN' Nurminen, completed on May 14, 2013.<ref name="speedruns"/>
<!-- 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. -->
*The fastest single-segment completion time (with Up+A warps and deaths) is 57 minutes and 43 seconds by Kristian 'Arctic_Eagle' Emanuelsen, completed on January 11, 2011.<ref>{{cite web|url=http://speeddemosarchive.com/Zelda2.html|title=Speedrun - Any%, Used Up+A warps and deaths|site=SpeedDemosArchive}}</ref>
{{#section:Speedrun Records|TAoL}}
*The fastest single-segment 100% completion time (with no Up+A warps or deaths) is 1 hour, 10 minutes and 46 seconds by John 'Pro_JN' Nurminen, completed on March 23, 2013.<ref name="speedruns"/>


==Listings==
==Listings==
===[[Characters in The Adventure of Link|Characters]]===
===[[Characters in The Adventure of Link|Characters]]===
===[[Bosses in The Adventure of Link|Bosses]]===
===[[Bosses in The Adventure of Link|Bosses]]===
===[[Enemies in The Adventure of Link|Enemies]]===
===[[Enemies in The Adventure of Link|Enemies]]===
===[[Places in The Adventure of Link|Places]]===
===[[Locations in The Adventure of Link|Locations]]===
===[[Dungeons in The Adventure of Link|Dungeons]]===
===[[Dungeons in The Adventure of Link|Dungeons]]===
===[[Items in The Adventure of Link|Items]]===
===[[Items in The Adventure of Link|Items]]===
===[[Magic of The Adventure of Link|Magic]]===
===[[Magic of The Adventure of Link|Magic]]===
===[[The Adventure of Link Translations|Translations]]===
===[[Zelda II: The Adventure of Link/Credits|Credits]]===
===[[Zelda II: The Adventure of Link/Credits|Credits]]===
===[[Glitches in The Adventure of Link|Glitches]]===
===[[Glitches in The Adventure of Link|Glitches]]===
===[[Hacks in The Adventure of Link|Hacks]]===


==Reception==
==Reception==
===Sales===
===Sales===
''The Adventure of Link'' was commercially successful, selling 4.38 million copies worldwide and being the fifth best-selling [[Nintendo Entertainment System]] game of all time;<ref>[http://www.rpgamer.com/news/japan/rp033104.html RPGamer - Japandemonium: Xenogears vs. Tetris]</ref> however, it sold less than its predecessor, which sold 6.51 million copies.
{{TAoL|-}} was commercially successful, selling 4.38 million copies worldwide and being the fifth best-selling [[Nintendo Entertainment System]] game of all time;<ref>[http://www.rpgamer.com/news/japan/rp033104.html RPGamer - Japandemonium: Xenogears vs. Tetris]</ref> however, it sold less than its predecessor, which sold 6.51 million copies.


===Reviews===
===Reviews===
In terms of critical reception, IGN reviewer Lucas M. Thomas gave the Virtual Console version a score of 8.5/10, encouraging players to give it a try and forget about the common belief that it is a "bad game";<ref>http://wii.ign.com/articles/793/793966p1.html Zelda II: The Adventure of Link Wii Review at IGN]</ref> he praised the sound, the gameplay, the length and the presentation, but admitted that the graphics "did not age very well". Kristian Reed from Eurogamer, when reviewing the Game Boy Advance version, justified the game being underrated, saying that the game was "an ill-fated experiment", and that it aged "badly".<ref>[http://www.eurogamer.net/articles/r_nesclassics_zelda2_gba Classic NES Series - Zelda II: The Adventure of Link Review (GBA)]</ref> When reviewing ''[[The Legend of Zelda: Spirit Tracks|Spirit Tracks]]'', Game Observer editor Jacob Crites cited ''The Adventure of Link'' as one of the black sheep in the series, along with ''[[The Legend of Zelda: Majora's Mask|Majora's Mask]]'', ''[[The Legend of Zelda: The Wind Waker|The Wind Waker]]'' and ''Spirit Tracks'' itself.<ref>[http://www.gameobserver.com/review/inside/all-platforms/legend-of-zelda-spirit-tracks-the--zelda-at-its-finest-385/ The Legend of Zelda: Spirit Tracks - Zelda at its Finest]</ref>
In terms of critical reception, IGN reviewer Lucas M. Thomas gave the Virtual Console version a score of 8.5/10, encouraging players to give it a try and forget about the common belief that it is a "bad game";<ref>http://wii.ign.com/articles/793/793966p1.html Zelda II: The Adventure of Link Wii Review at IGN]</ref> he praised the sound, the gameplay, the length and the presentation, but admitted that the graphics "did not age very well". Kristian Reed from Eurogamer, when reviewing the Game Boy Advance version, justified the game being underrated, saying that the game was "an ill-fated experiment", and that it aged "badly".<ref>[http://www.eurogamer.net/articles/r_nesclassics_zelda2_gba Classic NES Series - Zelda II: The Adventure of Link Review (GBA)]</ref> When reviewing {{ST}}, Game Observer editor Jacob Crites cited {{TAoL|-}} as one of the black sheep in the series, along with {{MM}}, {{TWW}} and {{ST|-}} itself.<ref>[http://www.gameobserver.com/review/inside/all-platforms/legend-of-zelda-spirit-tracks-the--zelda-at-its-finest-385/ The Legend of Zelda: Spirit Tracks - Zelda at its Finest]</ref>


The original version earned a score of 36/40 from Famitsu, and was placed 110th on Nintendo Power's Top 200 best Nintendo games of all time (however, in the December 2009 Issue, they changed their mind and placed it ''last'' in their list of best ''The Legend of Zelda'' games).
The original version earned a score of 36/40 from Famitsu, and was placed 110th on Nintendo Power's Top 200 best Nintendo games of all time (however, in the December 2009 Issue, they changed their mind and placed it last in their list of best ''The Legend of Zelda'' games).


===Fan Reception===
===Fan Reception===
Years after its release, ''The Adventure of Link'' has received positive feedback among fans of the franchise. It currently holds an average reader score of 9.4
Years after its release, {{TAoL|-}} has received positive feedback from fans of the franchise. It currently holds an average reader score of 9.4 at IGN,<ref>[http://cheats.ign.com/objects/005/005991.html IGN: Zelda II: The Adventure of Link]</ref> as well as a current average user score of 8.0 in GameSpot.<ref>[http://www.gamespot.com/nes/adventure/zelda2theadventureoflink/players.html?tag=scoresummary%3Buser-score Zelda II: The Adventure of Link User Reviews for NES - GameSpot]</ref>
at IGN,<ref>[http://cheats.ign.com/objects/005/005991.html IGN: Zelda II: The Adventure of Link]</ref> as well as a current average user score of 8.0 in GameSpot.<ref>[http://www.gamespot.com/nes/adventure/zelda2theadventureoflink/players.html?tag=scoresummary%3Buser-score Zelda II: The Adventure of Link User Reviews for NES - GameSpot]</ref>


==Ports and Remakes==
==Ports and Remakes==
In 2003, Nintendo released a bundle for the GameCube which included ''[[The Legend of Zelda: Collector's Edition|Collector's Edition]]'', a disk which featured, amongst other games, ''The Adventure of Link''.
In 2003, Nintendo released a bundle for the GameCube which included {{CE}}, a disc which featured, amongst other games, {{TAoL|-}}. A port for the [[Game Boy Advance]] for the "Classic NES Series" was also released.
 
{{TAoL|-}} has also been released for download on the [[Wii]]'s {{nw|Virtual Console}}. The game became available on August 31, 2011 as one of the games eligible for free download over the Virtual Console as part of the Nintendo 3DS Ambassador Program, a service available to players who bought a 3DS before its price dropped on August 11, 2011.<ref>[http://www.nintendo.com/consumer/systems/3ds/en_na/3dsambassador.jsp Official Nintendo Website - Nintendo 3DS Ambassador Program]</ref> It was officially released in the US on November 22, 2013. The game has also been released for download on the [[Wii U]] Virtual Console on September 12, 2013.


Nintendo also re-released the game to the [[Game Boy Advance]] in their "Classic NES Series" re-release series.
The [[NES Classic Edition]] included {{TAoL|-}} as one of the 30 games available.


''The Adventure of Link'' has also been re-released for download on the [[Wii|Wii's]] [[nw:Virtual Console|Virtual Console]]. The game became available on August 31, 2011 as one of the games eligible for free download over the Virtual Console as part of the Nintendo 3DS Ambassador Program, a service available to players who bought a 3DS before its price dropped on August 11, 2011.<ref>[http://www.nintendo.com/consumer/systems/3ds/en_na/3dsambassador.jsp Official Nintendo Website - Nintendo 3DS Ambassador Program]</ref> It will later be released to the public through the Virtual Console on an unknown date.
{{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==
Despite featuring many radical changes from the previous ''Zelda'' title, the game also offered canonical elements to be part of the series' standards. It contributed largely to the overall storyline and gameplay of the series. For instance:
Despite featuring many radical changes from the previous ''Zelda'' title, the game also offered canonical elements to be part of the series' standards. It contributed largely to the overall storyline and gameplay of the series. For instance:
*The ability of [[Ganon]] to be revived/return after defeat/death.
*The ability of [[Ganon]] to be revived/return after defeat/death.
*The [[Triforce|Triforce of Courage]] was introduced.
*The introduction of the [[Triforce of Courage]].
*The first appearance of [[Dark Link]] was in this game.
*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]] and [[Volvagia]] (called Barba in the original English release).
*The introduction of several new enemies and one boss (aside from Dark Link) that return in later games, such as the [[Iron Knuckle]].
*The ability to learn new moves (though still limited to only two). More generally, the existence of distinct sword techniques at all, as opposed to the single forward strike of ''[[The Legend of Zelda (Game)|The Legend of Zelda]]''.
*The ability to learn new moves (though still limited to only two). More generally, the existence of distinct sword techniques at all, as opposed to the single forward strike of {{TLoZ}}.
*The world of [[Hyrule]] became significantly larger. The overworld of no other [[The Legend of Zelda (Series)|''Zelda'' title]] can be considered this large, with this many towns and this many different environments.
*The Sages in {{OoT|-}} are named after the towns in this game (in-game chronology, however, indicates the opposite: The towns were named after the Sages).
*The Sages in ''Ocarina of Time'' are named after the towns in this game (in-game chronology, however, indicates the opposite: The towns were named after the Sages).
*The need to do tasks outside the main mission Quest like having to save a trophy or finding medicine for a sick child.
*The need to do tasks outside the main mission 'Quest' like having to save a trophy or finding medicine for a sick child.
*This is the first game where Link [[Transformation|shapeshifts]] (into a Fairy) as well the first game where the process is voluntary and beneficial.
*This is the first game where Link [[Transformation|shapeshifts]] (into a fairy) as well the first game where the process is voluntary and beneficial.
*Contrary to popular belief, this is not the only ''Zelda'' game to feature side-scrolling gameplay. It is used briefly in the first game when taking secret passages. It is also used in the Game Boy games {{LA}}, {{OoS|-}} and {{OoA|-}}, and in {{FSA}} when taking underground paths, as well as certain boss fights.
*Contrary to popular belief, this isn't the only ''Zelda'' game to feature side-scrolling gameplay. It is used briefly in the first game when taking secret passages. It is also used in the Game Boy games ''[[The Legend of Zelda: Link's Awakening|Link's Awakening]]'' and ''[[Oracle Series|Oracle of Ages and Seasons]]'' and in ''[[The Legend of Zelda: Four Swords Adventures|Four Swords Adventures]]'' when taking underground paths (as well as certain boss fights).
*[[Boss]]es have their own battle theme. They lacked it entirely in the first game.
*[[Boss]]es have their own battle theme. They lacked it entirely in the first game.
*This is the first game where villages and towns appear.
*This is the first game where villages and towns appear.
*This is the first appearance of an "adult" (i.e. late teens or older) Link in the series. Link is officially sixteen in this game.
*This is the first appearance of an adult Link in the series. Link is officially sixteen in this game.
*All of the dungeons in this game are known by the word for "temple" in Japanese, and this naming convention is reused in English as well as Japanese and most other languages in some other entries in the series, e.g. ''Ocarina of Time''. The English localization of this game changed it to "palace" due to Nintendo of America's then-current policy concerning religious references in games.
*All of the dungeons in this game are known by the word for temple in Japanese, and this naming convention is reused in English as well as Japanese and most other languages in some other entries in the series, like {{OoT|-}}. The English localization of this game changed it to palace due to Nintendo of America's then-current policy concerning religious references in games.
*Certain recurring types of item, such as the hammer and boots.
*Certain recurring types of item, such as the hammer and boots.
*The suggestion of romantic interest between Link and Zelda, as implied by the ending.
*The suggestion of romantic interest between Link and Zelda, as implied by the ending.
*Enemy characters disguise themselves as NPCs to ambush {{Term|TAoL|Link}}, which would later be reflected with the {{Plural|BotW|Yiga Footsoldier|link}} in {{BotW}}, and to a lesser extent {{Term|ALttP|Blind the Thief|link}} and the {{Term|PH|Cubus Sisters|link}} in {{ALttP}} and {{PH}}, respectively.


==Trivia==
==Trivia==
[[File:Aolgannon.png|thumb|right|Intro to the Japanese version. Note typos like "Gannon" and "Try-Force".]]
[[File:TAoL Introduction Story.png|140px|thumb|right|The Japanese intro with typos]]
*Although the Japanese title for ''The Adventure of Link'' uses the American name of "The Legend of Zelda", and the game's backstory explicitly defines the "Legend of Zelda" as a plot concept, the American game is, ironically, the only American game in the series to exclude "The Legend of Zelda" from 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.
*''The Adventure of Link'' marks one of the few times Link ''speaks'' in a canon game, by saying "I found a mirror under the table" while in [[Saria Town]].
*{{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 Adventure of Link'' is the only ''The Legend of Zelda'' game where Heart Containers are absent, as they are replaced with red squares. It is also the only game where Link does not receive key quest items for completing dungeons, as he instead goes through the dungeons in order to place his key quest items ''within'' them.
*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.
*The Famicom Disk System version of the game uses the infamous "Gannon" spelling in the intro. This intro was severely re-written in the American 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>
*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}}


==Gallery==
==Gallery==
===[[Gallery:Box Art|Box Art]]===
{{Gallery|Gallery:The Adventure of Link}}
<gallery>
File:Zelda II The Adventure of Link boxfront.jpg|North American box art
File:AoL EU Box.jpg|European box art
File:AoL JP Box.jpg|Japanese box art
File:AoL GBA USA Box.jpg|North American GameBoy Advance box art
File:AoL GBA EU Box.jpg|European GameBoy Advance box art
File:AoL GBA JP Box.jpg|Japanese GameBoy Advance box art
</gallery>
{{Clear}}


==Advertisement==
==External Links==
{{Youtube|teB2xkUw3bI|200|left|<Center>American Ad}}
*[https://www.nintendo.co.uk/Games/Game-Boy-Advance/Zelda-II-The-Adventure-of-Link-267673.html Nintendo UK Game Boy Advance site]
{{Clear}}
*[https://www.nintendo.co.jp/software/zelda2/index.html Official Japanese site (''Game & Watch'' version)]


{{ref}}
{{Notes}}
<br>
{{Ref}}
{{Names
{{Games}}
|English=
{{DEFAULTSORT:The Adventure of Link}}
|Japanese= {{Japanese|ゼルダの伝説パート2 リンクの冒険|Zeruda no Densetsu: Pāto Tsū Rinku no Bōken|The Legend of Zelda: Part Two, Link's Adventure}}
[[Category:Games]]
|Spanish=
[[Category:2D Games]]
|Spanish(LA)=
|Spanish(SP)=
|French=
|French(CA)=
|French(FR)=
|German= {{de|{{PAGENAME}}}}
|Italian=
|Korean= 젤다의 전설 2 링크의 모험}}


{{Games}}
[[de:Zelda II: The Adventure of Link]]
[[Category:Games|A]]
[[Category:2D games|A]]

Latest revision as of 14:12, 27 June 2023

Quick Links

Zelda II: The Adventure of Link is the second main installment of The Legend of Zelda series and the direct sequel to The Legend of Zelda.[note 1] It was originally released on the Famicom Disk System in Japan and eventually on the Nintendo Entertainment System in North America and Europe. While retaining many of the features of its predecessor, The Adventure of Link altered certain elements of gameplay, most notably affecting movement and combat. Traveling across a world map would lead to enemy encounters which took place on a side-scrolling field of play rather than the top down perspective for which the series became known.

Story

Link and Impa observing Princess Zelda I

A few years after the defeat of Ganon and the rescue of Princess Zelda, Link, now at the age of sixteen,[17] is disturbed by the appearance of a mark on the back of his hand. Upon seeing this mark, Impa, the nurse of Princess Zelda, tells him the story of how, ages ago, the King of Hyrule had hidden a third part of the Triforce, the Triforce of Courage, in the Great Palace to safeguard it from evil.

Upon the death of the king, his son had searched for the missing Triforce, but its location had been imparted only to the king's daughter, Princess Zelda. Angered upon learning this, the Prince tried to use the power of a Magician to force the truth from his sister. After she refused, the wizard cast a spell upon her to put her into a deep sleep, which caused the wizard to die soon after. Only by uniting the Triforce of Courage with its counterparts, Link would be able to awake the sleeping Princess Zelda. Upon hearing this tale, Link receives from Impa six crystals that serve as keys to open the seal on the Great Palace.

Link waking up Princess Zelda

As Link learns all of this, the minions of Ganon begin to attack once again. Believing that they could revive their master by pouring the blood of Link over his ashes, they begin to spread across the land, seeking for him. Eventually, Link is able to gain the Triforce of Courage. Uniting the three Triforces, Link returns to the Northern Palace to wake the slumbering Zelda.

Gameplay

The Adventure of Link was the sequel to the highly acclaimed The Legend of Zelda, and the second Zelda game released. Like its predecessor, The Adventure of Link features dungeons that must be located in the overworld. Inside them, Link can find a boss and an item that will prove useful. However, the game features many and very significant gameplay changes from the previous installment.

Combat is restricted to the Sword and Shield. The main projectile weapon is the Sword Beam, which can only be used when Link has full health. The game also lacks recovery Hearts, meaning that Link can only recover his health by leveling up, using the Life Magic, finding Fairies or Heart Containers, or by talking to some women in towns.

Screen Interface

The game features a more prominent use of a side-scrolling perspective, which is used when Link is exploring a town, cavern, secret open field, bridge, or dungeon. The top-view perspective is only used when moving through the overworld. In addition, when an enemy group (represented in the overworld map as black-colored creatures) manages to make contact with Link, the perspective changes to a side-scrolling one, where Link must either defeat the enemies or flee.

Magic Usage

When Link is on a side-scrolling perspective, he is able to use 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 Jars that contain Magic Power which replenishes the Magic stock. There are eight Magic Spells in total:

  • Shield: Enemies inflict half of the damage.
  • Jump: Makes Link jump twice as high.
  • Life: Makes Link recover three life points.
  • Fairy: Turns Link into a Fairy, used to reach high places and pass through locked doors.
  • Fire: Makes Link able to shoot fireballs from his Sword (two at a time).
  • Reflect: Allows Link's Shield to counter stronger projectiles.
  • Spell: Turns enemies into Bots.
  • Thunder: Eliminates every enemy in the screen.

Experience

Link fighting Gooma

As Link defeats enemies, he gains Experience points. When a certain number of points is reached, Link can increase the level of his health, attack, or Magic up to level 8. The maximum Experience amount that can be reached is 8,000. After leveling all three attributes to their maximum, every time Link accumulates 9,000 points, he receives an extra life. Link can also increase his Experience points by collecting Treasure Bags.

Lives

Link starts with three lives, and when he is defeated, he loses one, afterwards resuming his quest from the same place where he was defeated. Link can increase his life stock by collecting Link Dolls, generally hidden in secret areas or dungeons. When Link loses all his lives, the game is over and the next time he resumes his quest, he will restart from the Northern Palace. However, Link retains everything he has collected.

Item Usage

Link can also collect different items, however, not all of them can be used directly by pressing a button. The Hammer and the Flute are used in the overworld by pressing certain buttons, to which said items are assigned permanently. They can be used to open new ways to new areas, whereas the Boots and the Raft are used for crossing otherwise unreachable areas without the need of a button press. Other items have permanent effects for the side-scrolling perspective. The Candle illuminates darkened caves, the Handy Glove allows Link to break blocks inside dungeons, the Magical Key can open any locked door, and the Cross allows Link to see invisible enemies.

Second Quest

The game also offers a Second Quest after completing it. However, the game is the same, only that the Experience stats, Sword techniques, and Magics learned are retained from the previous playthrough.

Game Information

Development

Development of The Adventure of Link started with Shigeru Miyamoto's idea of creating a side-scrolling action game which used up and down movements for attacks and defense.[18] 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.[19] 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.[20]

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.[21] The high difficulty of the game was implemented to extend playing sessions due to the lack of content in games at the time.[22]

Regional Differences

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 The Adventure of Link, Blue Octoroks can be found inside Midoro Palace. In international versions, they were replaced with blue Aneru.
  • The NES version uses faster elevators in palaces and sometimes adds or removes enemies.
  • The location of the King's Tomb differs significantly between the Japanese and international versions of The Adventure of Link. In the Japanese version, the King's Tomb features a dark sky and enemies such as Bots and a Red Goriya. 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.
  • Important items in the Japanese version of The Adventure of Link 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, Bubbles give 50 in the international release compared to the Japanese version's mere 10.
  • The boss Gooma 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 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, Moblin for strong, and Fairy 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 River Devil's sprite resembles an Oni in the Japanese version of The Adventure of Link. 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 Satan.
  • The Trophy has a different sprite in the Japanese version compared to international versions. In the original Japanese build, the Trophy has its wings outstretched and its hands held open whereas in international versions, the Trophy has folded wings and has its hands clasped together in prayer.
  • 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.
  • Carock 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 Three-Eye Rock Palace has an appearance more reminiscent of artwork of Eastern dragons and is named Volvagiain the Japanese version. The international release makes his head more sinister and adds extra animation frames, and changes his name to Barba
  • The Great Palace barrier 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 The Legend of Zelda. This was completely removed in international versions.
  • The Game Over 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 Reflect 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

  • The English intro crawl text in the Japanese version has some unusual transliteration, as well as incorrect grammar. For example, Ganon is spelled as "Gannon" like the first game and Triforce 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 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, Error and Bagu, form plays on the technical terms for "error" and "bug" respectively. Though Error's name, エラー (Erā), was localized properly, Bagu's name was instead mistakenly transliterated from バグ (Bagu) and the intended meaning was lost.

Graphics and Audio

The overworld map has a similar visual style to that of the first Zelda game, but more polished and incorporating new elements that reflect the variety of the ecosystems; there is also a clear distinction between the enemy-free paths and the rest of the ground territory (grass, trees, sand, etc.). The side-scrolling visuals are more reminiscent of the platform games for the NES, especially Super Mario Bros.. Also, each dungeon has a different texture and architecture, not like in the original game.

Unlike most other games in the series, none of the music in this game was composed by famed composer Koji Kondo with the exception of the overworld theme, which was partly based on his original overworld theme. Perhaps for this reason, almost none of the music in this game was brought back in other games. The Temple music, however, has been remixed several times, and can be heard in Super Smash Bros. Melee, Super Smash Bros. Brawl and notably returned to the Zelda series as the "Streetpass Battle Theme" of A Link Between Worlds. An alternate slower version of the temple music also serves as the Victory theme. The only other Zelda game to include music from The Adventure of Link is The Minish Cap. Since both games contain scenes of Zelda awakening, the music was reused from Adventure of Link. The miniboss music in The Minish Cap is also a remix of a song from The Adventure of Link: the Famicom version of the battle theme. The composer of this game is Akito Nakatsuka, who also composed the music for Ice Climbers.

As for sound effects, there are also many differences in the Japanese version. A few examples include different music for the title screen and for when Link encounters an enemy. In the Famicom version, the bosses also roar, and the sound effects are harsher sounding than in the NES version.

Setting

Overworld of Hyrule

Hyrule in The Adventure of Link consists of two continents and two islands. It features eight towns, which names were later used to name the Sages in Ocarina of Time. Four Towns are located in Western Hyrule and four are found in Eastern Hyrule.

Like the first game's incarnation of Hyrule, the world of Adventure of Link is not landlocked, meaning that Link will have to travel overseas to move from one side of Hyrule to the other. Death Mountain, which was in the north in the first game, is now in the southwest. While it was a simple mountain region in the first game, it is now a complex rocky labyrinth.

Timeline Placement

Both this game and the first are linked in continuity, since the first game revolves around retrieving two of the major fragments of the Triforce, and Ganon is fought in order to rescue Princess Zelda; the second game revolves around finding the third major fragment in order to revive an incarnation of Zelda that was sleeping for a very long time, and to impede the revival of Ganon.

In the timeline revealed in Hyrule Historia, The Adventure of Link takes place in the "Downfall" branch after Ocarina of Time. It is the latest entry in the timeline that has its roots in Ocarina of Time, and starts with A Link to the Past. After Ganon is defeated again in A Link to the Past, Oracle of Seasons and Oracle of Ages, and A Link Between Worlds, Hyrule then entered The Golden Era, in which the wise 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 The Adventure of Link 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.

Speedrun Records

Main article: Speedrun Records
Category Runner Time Date
Any% chromataclysm 15m 58s 417ms September 30, 2022
Any% (Deathless) do00d 57m 36s 416ms September 22, 2019
Any% (No Major Glitches) do00d 48m 46s 306ms January 16, 2022
Any% (No Door Fairying Glitch) do00d 1h 6m 40s 379ms November 23, 2018
Any% (No Scroll Lock Glitch) do00d 41m 35s 750ms November 26, 2020
Any% (New Game Plus) do00d 9m 27s 116ms June 16, 2019
Any% (New Game Plus, No Major Glitches) do00d 35m 2s 300ms June 25, 2021
100% do00d 51m 31s 316ms December 12, 2020
100% (All Keys, 1CC) do00d 1h 13m 46s 55ms March 10, 2019
100% (Deathless) do00d 1h 6m 46s August 11, 2019
100% (No Major Glitches) Lite 1h 1m 18s 183ms August 6, 2022
Reverse Boss Order do00d 47m 29s 600ms July 29, 2020

Listings

Characters

Bosses

Enemies

Locations

Dungeons

Items

Magic

Translations

Credits

Glitches

Reception

Sales

The Adventure of Link was commercially successful, selling 4.38 million copies worldwide and being the fifth best-selling Nintendo Entertainment System game of all time;[23] however, it sold less than its predecessor, which sold 6.51 million copies.

Reviews

In terms of critical reception, IGN reviewer Lucas M. Thomas gave the Virtual Console version a score of 8.5/10, encouraging players to give it a try and forget about the common belief that it is a "bad game";[24] he praised the sound, the gameplay, the length and the presentation, but admitted that the graphics "did not age very well". Kristian Reed from Eurogamer, when reviewing the Game Boy Advance version, justified the game being underrated, saying that the game was "an ill-fated experiment", and that it aged "badly".[25] When reviewing Spirit Tracks, Game Observer editor Jacob Crites cited The Adventure of Link as one of the black sheep in the series, along with Majora's Mask, The Wind Waker and Spirit Tracks itself.[26]

The original version earned a score of 36/40 from Famitsu, and was placed 110th on Nintendo Power's Top 200 best Nintendo games of all time (however, in the December 2009 Issue, they changed their mind and placed it last in their list of best The Legend of Zelda games).

Fan Reception

Years after its release, The Adventure of Link has received positive feedback from fans of the franchise. It currently holds an average reader score of 9.4 at IGN,[27] as well as a current average user score of 8.0 in GameSpot.[28]

Ports and Remakes

In 2003, Nintendo released a bundle for the GameCube which included Collector's Edition, a disc which featured, amongst other games, The Adventure of Link. A port for the Game Boy Advance for the "Classic NES Series" was also released.

The Adventure of Link has also been released for download on the Wii's Virtual Console. The game became available on August 31, 2011 as one of the games eligible for free download over the Virtual Console as part of the Nintendo 3DS Ambassador Program, a service available to players who bought a 3DS before its price dropped on August 11, 2011.[29] It was officially released in the US on November 22, 2013. The game has also been released for download on the Wii U Virtual Console on September 12, 2013.

The NES Classic Edition included The Adventure of Link as one of the 30 games available.

The Adventure of Link 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 Experience maxed out at level 8.[30] This version was named "Zelda II - The Adventure of Link: Link, warrior without equal."[31]

Legacy

Despite featuring many radical changes from the previous Zelda title, the game also offered canonical elements to be part of the series' standards. It contributed largely to the overall storyline and gameplay of the series. For instance:

  • The ability of Ganon to be revived/return after defeat/death.
  • The introduction of the Triforce of Courage.
  • The first appearance of a 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 Link's Awakening and its various remakes.
  • 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 ability to learn new moves (though still limited to only two). More generally, the existence of distinct sword techniques at all, as opposed to the single forward strike of The Legend of Zelda.
  • The Sages in Ocarina of Time are named after the towns in this game (in-game chronology, however, indicates the opposite: The towns were named after the Sages).
  • The need to do tasks outside the main mission Quest like having to save a trophy or finding medicine for a sick child.
  • This is the first game where Link shapeshifts (into a Fairy) as well the first game where the process is voluntary and beneficial.
  • Contrary to popular belief, this is not the only Zelda game to feature side-scrolling gameplay. It is used briefly in the first game when taking secret passages. It is also used in the Game Boy games Link's Awakening, Oracle of Seasons and Oracle of Ages, and in Four Swords Adventures when taking underground paths, as well as certain boss fights.
  • Bosses have their own battle theme. They lacked it entirely in the first game.
  • This is the first game where villages and towns appear.
  • This is the first appearance of an adult Link in the series. Link is officially sixteen in this game.
  • All of the dungeons in this game are known by the word for temple in Japanese, and this naming convention is reused in English as well as Japanese and most other languages in some other entries in the series, like Ocarina of Time. The English localization of this game changed it to palace due to Nintendo of America's then-current policy concerning religious references in games.
  • Certain recurring types of item, such as the hammer and boots.
  • The suggestion of romantic interest between Link and Zelda, as implied by the ending.
  • Enemy characters disguise themselves as NPCs to ambush Link, which would later be reflected with the Yiga Footsoldiers in Breath of the Wild, and to a lesser extent Blind the Thief and the Cubus Sisters in A Link to the Past and Phantom Hourglass, respectively.

Trivia

The Japanese intro with typos
  • Although the Japanese title for The Adventure of Link uses the English name of The Legend of Zelda, and the game's backstory explicitly defines The Legend of Zelda as a plot concept, the English language game is the only one in the main series not to include The Legend of Zelda in its title.
  • The Adventure of Link 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 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, The Adventure of Link is the only The Legend of Zelda game he considers a failure,[32] this due to the limitations of the hardware.[33]
  • Ganon's laugh on the game over screen in the international version is also used in the NES game Punch-Out!! as 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

ZW Nomenclature Asset.png Names in Other Regions ZW Nomenclature Asset 2.png
LanguageNamesMeanings
Japan
Japanese
リンクの冒険 (Rinku no Bōken)[36]The Adventure of Link
The People's Republic of China
ChineseSI
林克的冒险 (Lín kè de mào xiǎn)[37]The Adventure of Link
The Italian Republic
Italian
  • Avventure di Link[34]
  • The Adventure of Link[35]
  • Link's Adventures
  •  
This table was generated using translation pages.
To request an addition, please contact a staff member with a reference.

Gallery

External Links

Notes

  1. This game was referred to as The Legend of Zelda II in The Legend of Zelda: Skyward Sword—Prima Official Game Guide by Prima Games.[16] However, as this contradicts the name of the game, it is not considered Canon.

References

  1. 「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) , GlitterBerri.com, published July 1993/May 4, 2011, retrieved September 29, 2019.
  2. 2.0 2.1 Encyclopedia, Dark Horse Books, pg. 7
  3. Zelda II: The Adventure of Link sur Nes , jeuxvideo.com, retrieved September 27, 2017.
  4. Zelda II: The Adventure of Link , Nintendo Europe, retrieved June 10, 2014.
  5. 5.0 5.1 5.2 Zelda II: The Adventure of Link , Nintendo Europe, retrieved June 10, 2014.
  6. [http://www.nintendo.com/games/detail/s9F89w_gvdQw9AHfp5S2yAU901BhQQne Zelda II - The Adventure of Link] , Nintendo of America, retrieved June 10, 2014.
  7. Virtual Console , Nintendo Korea, retrieved May 6, 2016.
  8. Wii U|リンクの冒険|Nintendo , Nintendo.
  9. NINTENDO DOWNLOAD HIGHLIGHTS NEW DIGITAL CONTENT FOR NINTENDO SYSTEMS - SEPT. 12, 2013 , Nintendo Pressroom.
  10. Nintendo, Nintendo Entertainment System - January Game Updates - Nintendo Switch Online , Youtube.com (Video), published 8 January 2019, retrieved 21 March 2019.
  11. Nintendo, ファミリーコンピュータ Nintendo Switch Online 追加タイトル [2019年1月] , Youtube.com (Video), published 8 January 2019, retrieved 21 March 2019.
  12. "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." — @NintendoUK on Twitter, January 16, 2019 (Archive)
  13. "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.
    " — @NintendoAUNZ on Twitter, January 17, 2019 (Archive)
  14. Ryan Craddock, Nintendo Adds New NES Games And SP Versions To Switch Online Earlier Than Planned , Nintendo Life, published March 12, 2019, retrieved August 8, 2020.
  15. Encyclopedia, Dark Horse Books, pg. 10
  16. The Legend of Zelda: Skyward Sword—Prima Official Game Guide, Prima Games, pg. 7
  17. Nintendo Virtual Console: Adventure of Link
  18. "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." —Tadashi Sugiyama (Zelda II – The Adventure of Link director on how development started, title, difficulty, and more.)
  19. "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." —Tadashi Sugiyama (Zelda II – The Adventure of Link director on how development started, title, difficulty, and more.)
  20. "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." —Tadashi Sugiyama (Zelda II – The Adventure of Link director on how development started, title, difficulty, and more.)
  21. "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." —Tadashi Sugiyama (Zelda II – The Adventure of Link director on how development started, title, difficulty, and more.)
  22. "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." —Tadashi Sugiyama (Zelda II – The Adventure of Link director on how development started, title, difficulty, and more.)
  23. RPGamer - Japandemonium: Xenogears vs. Tetris
  24. http://wii.ign.com/articles/793/793966p1.html Zelda II: The Adventure of Link Wii Review at IGN]
  25. Classic NES Series - Zelda II: The Adventure of Link Review (GBA)
  26. The Legend of Zelda: Spirit Tracks - Zelda at its Finest
  27. IGN: Zelda II: The Adventure of Link
  28. Zelda II: The Adventure of Link User Reviews for NES - GameSpot
  29. Official Nintendo Website - Nintendo 3DS Ambassador Program
  30. "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)
  31. "Zelda II - The Adventure of Link™
    Link, warrior without equal.
    " — N/A (Nintendo Entertainment System - Nintendo Switch Online)
  32. "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..." —Shigeru Miyamoto (SUPER PLAY MAGAZINE INTERVIEWS SHIGERU MIYAMOTO ABOUT THE LEGEND OF ZELDA.)
  33. "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." —Shigeru Miyamoto (Shigeru Miyamoto's 'Bad' Game.)
  34. "Questo eccitante gioco per Super NES fa da seguito alla "Leggenda di Zelda" e alle "Avventure di Link"..." (A Link to the Past box)
  35. "Nella tradizione di The Legend of Zelda, The Adventure of Link è uno dei videogiochi più emozionanti che siano mai stati creati." (The Adventure of Link box)
  36. The Adventure of Link manual, pg. 3, 42 Nintendo Classic Mini Family Computer - Manuals , Nintendo. Nintendo Switch Online - Famicom & Super Famicom Collection , Nintendo.
  37. 塞尔达传说:百科全书, New Star Press, pg. 222