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Zelda II: The Adventure of Link: Difference between revisions

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Other game pages have this as a section under "Game Information" rather than as a separate subpage. So... y'know, consistency.
m (Fixing error in Quick Links: Places provides a second link to bosses by mistake.)
Tag: 2017 source edit
(Other game pages have this as a section under "Game Information" rather than as a separate subpage. So... y'know, consistency.)
Tag: 2017 source edit
Line 86: Line 86:


The leveling up system was added so players could battle enemies multiple times, while encounters on the overworld added a luck factor to the narrow map.<ref>{{Cite person|quote= There were various restrictions at that time so we put in the level up system as a way to have players battling enemies time and time again. As for the symbol encounters, the field map was narrow so the system added a luck factor to it.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref> The high difficulty of the game was implemented to extend playing sessions due to the lack of content in games at the time.<ref>{{Cite person|quote= The foundation of action games at the time was to feel difficult for everyone. Games didn't have a ton of content at that time so in order to have them played for as long as possible we felt like we couldn't make them easily clearable.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref>
The leveling up system was added so players could battle enemies multiple times, while encounters on the overworld added a luck factor to the narrow map.<ref>{{Cite person|quote= There were various restrictions at that time so we put in the level up system as a way to have players battling enemies time and time again. As for the symbol encounters, the field map was narrow so the system added a luck factor to it.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref> The high difficulty of the game was implemented to extend playing sessions due to the lack of content in games at the time.<ref>{{Cite person|quote= The foundation of action games at the time was to feel difficult for everyone. Games didn't have a ton of content at that time so in order to have them played for as long as possible we felt like we couldn't make them easily clearable.|name= Tadashi Sugiyama|url= https://nintendoeverything.com/zelda-ii-the-adventure-of-link-director-on-how-development-started-title-difficulty-and-more/|title= Zelda II – The Adventure of Link director on how development started, title, difficulty, and more}}</ref>
===Regional Differences===
====Gameplay====
*In the Japanese version of {{TAoL|-}}, {{Plural|TAoL|Blue Octorok|link}} can be found inside {{Term|TAoL|Midoro Palace|link}}. In international versions, they were replaced with blue {{Plural|TAoL|Aneru|link}}.
*The location of the {{Term|TAoL|King's Tomb|link}} differs significantly between the Japanese and international versions of {{TAoL|-}}. In the Japanese version, the {{Term|TAoL|King's Tomb}} features a dark sky and enemies such as {{Plural|TAoL|Bot|link}} and a {{Term|TAoL|Goriya|link}}. This area was revamped in international versions to feature a light sky and the enemies have been replaced by an elderly woman who explains the surrounding area. The location present in the original Japanese version was relocated southwest in international versions of the game.
<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>
====Graphics====
*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>
====Narrative====
*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===
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