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*{{moby game|id=/zelda-ii-the-adventure-of-link|name=''Zelda II: The Adventure of Link''}}
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{{Zelda games}}
{{Zelda games}}

Revision as of 22:19, 28 October 2006

Zelda II: The Adventure of Link
Developer(s)Nintendo
Publisher(s)Nintendo
Designer(s)Shigeru Miyamoto
Platform(s)Famicom Disk System, NES, GameCube, Game Boy Advance, Wii Virtual Console
ReleaseNES/FDS version
JPN January 14, 1987
PAL November 26, 1988
NA December 1988
GBA version
JPN August 10, 2004
NA October 25, 2004
PAL January 7, 2005
Genre(s)Adventure, Action-RPG
Mode(s)Single player

Zelda II: The Adventure of Link (The Legend of Zelda 2 リンクの冒険, The Legend of Zelda 2 Rinku no Bōken) is a video game for the Nintendo Entertainment System, and the second title in the Legend of Zelda series of video games. It was originally released in Japan on the Famicom Disk System less than a year after the release of its the original Legend of Zelda, and converted to the NES cartridge format when released in the United States and other countries. In order to retain the game saving feature that the Famicom provided, battery-backed memory was built in the NES cartridge. It was later re-released in 2003 in the The Legend of Zelda: Collector's Edition for the Nintendo GameCube, and again in 2004 as part of the Classic NES Series for Game Boy Advance.

Emboldened by the massive, widespread success of the first Zelda title, Nintendo envisioned a radically different gameplay engine for the sequel. Zelda II's emphasis on side-scrolling and RPG-style elements, a significant change from its predecessor, has made it recognized by some as the "black sheep" of the series.[1] Even so, many elements of Zelda II, such as the expanded role of the NPCs, sword techniques, and magic use continue to be used in modern Zelda games.

Taking place years after the original game, Link is now on a quest to save another Princess Zelda, one who was put into an enchanted sleep long ago. To awaken her, Link must retrieve the Triforce of Courage from the Great Palace, a mountain fortress far across the sea on Hyrule's Eastern Continent. The palace, however, is secured by a “binding force” that can only be dispelled by placing magic crystals in six other palaces around Hyrule. Meanwhile, the remaining underlings of Ganon (who was slain by Link in the first game) are bent on obtaining his killer's blood, which they can use in a ritual to resurrect their master. If Link is defeated on his quest, Ganon will return to rule Hyrule, and all hope will be lost.

Gameplay

Zelda II resembled the original very little; rather than the top-down view of the previous title, Zelda II featured side scrolling areas within a larger world map. The game also incorporated a strategic combat system and more RPG elements, including an experience points system, magic spells, and more interaction with non-player characters.

Experience levels

In this installment of the series, Link gains experience points to upgrade his attack, magic and life points by defeating enemies. He can raise these areas to a maximum of eight levels. Raising a life level will decrease the damage Link receives, raising a magic level will decrease the cost of spells, and raising an attack level will strengthen his offensive power. Link can also find Heart Containers and Magic Containers that increase his life points or magic points. Though Heart Containers appear in other Zelda games, Zelda II is the only game in the series that allows Link to build levels.

Like many other RPGs, Zelda II allows the player to fight weaker enemies to raise levels before tackling more difficult challenges. Most other games in the Zelda series only allow Link to increase his strength through new weapons, defensive items, and Heart Containers. Unlike the majority of experience systems for other RPGs, Link can lose experience by being touched by certain enemies, though he will never drop to a previous experience level.

Overworld map and side-scrolling

File:Zeldaiilink.png
The side view mode (GBA)

The second Zelda welcomes players to a two-mode world. The overworld, which was previously where the majority of the action occurred, is still from a top-down perspective, but serves only a means to get from one place to another. Whenever Link is attacked or finds a place that can be explored, the game switches to a side-view mode. The palaces and towns are all viewed in this way as well. Likewise, if Link strays from the roads of the overworld (into a forest, desert, or swamp, for example) black enemy silhouettes appear and pursue him. If one is touched, a battle ensues in the side-scrolling mode. The fighting is remains action-oriented, not menu-based like most RPGs, yet the separate modes for traveling and combat are very characteristic of traditional RPGs.

Combat system

Of the entire series, this Zelda installment is also distinguished for its relatively complex and strategic-minded combat system. It utilizes an expansive manual method of offensive and defensive techniques that include alternating between different positions which are standing (while neutral or running) and crouching, for defending against high and low attacks, respectively. Each combat encounter is a guaranteed struggle even against the weakest of opponents because there has to be switching from high and low attacks while keeping an eye on the opponent's next attack orientation. At times the AI of an opponent would cause it to guard only one direction to force the player to open up so it could get a free attack. For example, an Iron Knuckle would guard high while releasing a high attack and if the player attacked him low, the player would surely get hit because he was not guarding high on time for there to be a recovery of the player's low attack.

This gives the game a great deal of strategic gameplay since an enemy such as a Scrub or Tough has the chance of being victorious in beating the player, especially if attacking from both sides. This is quite different from the rest of the series where button-smashing and shield blocking are relied-upon combat maneuvers (holding up a shield, the player would remain impenetrable to his direct opponent.) Zelda II is arguably known as the toughest Zelda in its combat system due to these offensive and defensive capabilities.

Magic

In place of actively-used items, The Adventure of Link features spells for Link to use during action scenes. Each spell is learned from a wise man, each one in a different town. Before they teach Link their spells, he often has to complete sidequests such as retrieving lost items.

Story

File:Z2 link by sleeping zelda.png
Link by the sleeping Princess Zelda

Zelda II has been seen by many as Nintendo's version of Sleeping Beauty [1].

Shortly after the events of The Legend of Zelda, near Link’s 16th birthday, he notices a strange mark on the back of his left hand. He seeks out Impa, and she tells him the “Legend of Zelda.” Long ago, the King of Hyrule ruled the land of Hyrule with a son and daughter. When the king died, the Triforce should have passed onto the Prince. However, he could only inherit the Triforce in part, and thus sought the remaining pieces. When he learned that Zelda knew of their location, he questioned her. She refused, and so the Prince sent his wizard to question her. When he failed, the wizard became furious and cast a sleeping spell on Princess Zelda. The wizard fell dead, but the Prince was left grieving. The Prince moved Zelda to a room in the North Castle and had her placed on a bed, a red rose in her hand, hoping that one day she would awaken and return to life. To ensure this event was never forgotten, the Prince ordered all females born to the royal family from that point on to be named Zelda.

Impa also gives Link an old chest containing six crystals and an old message that claims that the restoration of the crystals to the six palaces in Hyrule will open the path to the Triforce of Courage. Taking the crystals, Link sets out to restore them to their places, defeating powerful palace guardians and learning magic spells to aid him as he seeks to find the Triforce of Courage and break the enchantment on the sleeping Zelda.

Legacy

File:Z2 link in Rauru.png
Link in the town of Rauru

Though Zelda II is seen by many fans as the “misfit” of the Zelda games, it has developed a loyal fanbase, and many elements of the game have remained in the series. For instance, NPCs were present in the original Zelda, but their role was rather limited. All Zelda games since Zelda II prominently feature a variety of NPCs, who play a pivotal role in Link’s quests. The use of metered magic and spells has also carried over into modern Zelda games. Dark Link also appears in Ocarina of Time, and a similar Link clone called Shadow Link appears in Four Swords Adventures. The hammer was introduced as a weapon and tool as well.

Zelda II: The Adventure of Link was one of the first games to combine platform and RPG gaming elements to any considerable degree. In that respect, it was clearly the inspiration for a number of Japanese-made games of the next five years. Major titles such as Cadash (1989) clearly borrow heavily from the Zelda II approach to this, admittedly rare, combination of gaming styles.

Version differences

Several changes were made to the game when re-released as The Legend of Zelda: Collector's Edition and in the "Classic NES Series". The death animation removed flashing colors in a effort to prevent seizures. Several graphical and audio tweaks were made, and an enemy formerly titled Barba is named Volvagia, keeping with the naming in the Japanese release.

Trivia

  • Zelda II: The Adventure of Link is the only Nintendo-published, English-language title in the series not to use the phrase “The Legend of Zelda” in its title (unlike the Japanese version, which retained that phrase).
  • This is also the only Zelda game to feature “lives” counting down to "Game Over", and the only game in the series to include 1-ups.
  • Five of the towns in Zelda II bear the same names of sages from The Legend of Zelda: Ocarina of Time (Rauru, Ruto, Saria, Nabooru, and Darunia). Another town, Mido, shares the name of a bossy character in Ocarina's Kokiri Forest. Since Ocarina is largely considered to have taken place before Zelda II, the implication is that the towns are named after these characters. The namesake of Old and New Kasuto (the remaining towns) is unknown.

See Also

I have permission to put the map link here and on the other video game pages. When I was unblocked I was told...

"You know what, you're right. You're now unblocked - feel free to re-add the link. If someone removes it, initiate a discussion on their talk page."

Once you have read this please delete this comment. And please e-mail me so we can talk about this, or look in your area to continue this conversation. I don't understand what you have against maps? Why are FAQs and Videos good and maps bad? Please let me know. Thanks.

  1. ^ Jeff Gerstmann (2004). "Classic NES Series: Zelda II for Game Boy Advance Review". GameSpot.com. Retrieved September 25. {{cite web}}: Check date values in: |accessdate= (help); Unknown parameter |accessyear= ignored (|access-date= suggested) (help)