Zelda II: The Adventure of Link/Regional Differences
This is a sub-page of Zelda II: The Adventure of Link.
Contents
- 1 Title Screen
- 2 Intro
- 3 Game Over
- 4 Link
- 5 Zelda's Chamber
- 6 Overworld
- 7 Trophy
- 8 Water of Life
- 9 Kidnapped Child
- 10 Dragon Quest Reference
- 11 Church
- 12 The King's Tomb
- 13 Water Movement
- 14 Raft
- 15 River Devil
- 16 Kasuto Secret Building
- 17 Villagers
- 18 Palaces
- 19 Enemy Properties
- 20 Flashing Projectiles
- 21 Iron Knuckle Attacks
- 22 Bosses and Mini-Bosses
- 23 Palace Differences
- 24 Ending
- 25 Magic Menu
- 26 Level System
- 27 Elevators
- 28 Music/Sound
- 29 Dark Link Trick
- 30 Fairy Warp Glitch
Title Screen
Japan | US | Europe |
---|---|---|
The Japanese FDS version's title screen has a "PUSH START" notice, which was removed from the international versions. The lower half of the background appears one line higher in the European version; the screen split was most likely altered to remove the flickering graphics introduced in the US version.
Intro
FDS | NES |
---|---|
SEVERAL YEARS AFTER GANNON WAS DESTROYED,LINK LEARNS FROM IMPA ABOUT THE ANOTH- ER SLEEPING PRINCESS ZELDA. HE IS TOLD SHE CAN ONLY AWAKEN WITH THE NO.3 TRY- FORCE SEALED IN THE GREAT SANCTUARY AT DISVALLEY. TO REMOVE THE SEAL, CRYSTALS MUST BE EMBEDDED INTO A STONE STATUE STANDING IN 6 SANCTUARIS. LINK SETS OUT ON AN ADVENTUROUS QUEST.... ©1987 NINTENDO |
AFTER GANON WAS DESTROYED, IMPA TOLD LINK A SLEEPING SPELL WAS CAST ON PRINCESS ZELDA. SHE WILL WAKE ONLY WITH THE POWER OF NO.3 TRIFORCE SEALED IN A PALACE IN HYRULE. TO BREAK THE SEAL,CRYSTALS MUST BE PLACED IN STATUES IN 6 WELL GUARDED PALACES. LINK SET OUT ON HIS MOST ADVENTURESOME QUEST YET… ©1987 NINTENDO |
The intro in the FDS version features some strange English, and maintains the "Gannon" spelling from the first game. It also refers to "another sleeping Princess Zelda", in reference to the fact that (according to the manual) the Zelda seen in this game is an ancestor of the present-day Zelda, cursed with eternal sleep by an evil wizard.
The NES version's intro was completely rewritten, changing "Gannon" to "Ganon" (a spelling which would be retained in future Zelda games), correcting the spelling for Triforce, and removing the "another" Zelda reference.
Game Over
FDS | NES |
---|---|
In the FDS version, the message is accompanied by the same audio heard in the Mazura, Volvagia and Thunderbird boss fights. A new Game Over screen featuring a laughing Ganon was created for the NES version (reusing Soda Popinski and Super Macho Man's laugh from Mike Tyson's Punch-Out!!), and these bosses no longer roar.
Link
FDS | NES |
---|---|
Link's sprite was given a visible mouth in the NES version. The FDS sprite is used in all versions of Nintendo Badge Arcade.
In the FDS version, you collected items by stabbing them with your sword. In the NES version, you touch it and go through the now-standard mini-cutscene, so two new sprite variations of Link were created. (You still have to stab collectibles like keys, point bags, and magic pickups, though.) A somewhat cruder version of the sprite for Link holding items already exists in all versions, intended primarily for the ending sequence when Link is holding up the Triforce.
Due to this change, it is possible to collect items while in Fairy form in the international version, which was not possible in the Japanese version due to the Fairy form having no sword to stab things with.
Zelda's Chamber
FDS | |
---|---|
NES |
Zelda's chamber looks vastly different in the NES version: the pillars continue all the way to the exit here, while they originally stopped after the stairs as the ceiling gets lower. In addition, torches near Zelda were added, though they're absent in the ending sequence.
Overworld
There's some intermittent slowdown while traversing the overworld in the NES port. In the original FDS version, there is no slowdown while on the overworld map.
FDS | NES |
---|---|
In the original release, the "roaming monsters" are just nondescript blobs of various colors. These were changed in the NES version, possibly to make the difficulty of the encounters more obvious to the player. Some encounters were also changed, such as the NES version having less Bits (red blob monsters) that give more experience.
Trophy
FDS | NES |
---|---|
Not only was the Megami Zou ("goddess statue") rechristened a "Trophy", it was given a different sprite.
Water of Life
FDS | NES |
---|---|
Same case here: the Seinaru Mizu ("holy water") is now known as the "Water of Life" (no relation to potions) and has a new sprite.
Kidnapped Child
FDS | NES |
---|---|
The Kidnapped Child is an item, and since items in the original version are collected by attacking them, the Child was sensibly bound by rope. In the NES release, you simply pick him up, hoist the poor thing over your head, and add him to your collection.
Dragon Quest Reference
The FDS release contained a reference to Dragon Quest hidden in Saria: one of the graves reads "Here lies Loto, the hero" when translated, with Loto (Erdrick in the English Dragon Warrior translation) being the heroic ancestor of the protagonist of the first (and only at the time of the game's release) game.
Square even joined in on this little gag: Final Fantasy has text translated to "Here lies Link" in the original Japanese version, and "Here lies Erdrick" in the English release (though reverted at some point in the boundless sea of re-releases).
Church
FDS | NES |
---|---|
The cross on top of the Church in Mido was changed in the NES version to have a unique appearance, instead of reusing the grave marker graphic. Also, the graphic seen above the doors is slightly different in all the towns.
The King's Tomb
FDS | |
---|---|
NES |
In the FDS version, the tomb of the ancient King of Hyrule is a large area with a few enemies and a red bottle of magic. While this same area does exist in the NES release, the pillars were removed and it was moved to a grave southwest of the king's tomb. Instead, the king's tomb of the NES version is instead a single enemy-free screen with an old lady NPC.
Also in the NES version's data is an unused second copy of the larger area that was probably meant to be "East Hyrule". This area contains several blue Moas. To enter this unused area, use the code 0561:B8 and 0706:02.
Water Movement
In the FDS version, every body of water on the world map is animated, as well as the lava at the Valley of Death. This was done by modifying the graphics in the FDS' VRAM in real-time. As the cartridge uses CHR ROM and a somewhat primitive mapper instead, they remain motionless.
Raft
FDS | NES |
---|---|
Originally, the Link sprite always faced forward when riding the raft.
River Devil
FDS | NES |
---|---|
Originally, the River Devil blocking the path to the sixth palace and Kasuto is represented by an oni. Presumably, the spider sprite was added with the new random encounter sprites.
Kasuto Secret Building
FDS | NES |
---|---|
In the NES version, the tall building that emerges from the ground in the Hidden Village of Kasuto has a different texture for its "blocks".
Villagers
For the NES version, three new characters were created, adding a bit more variation. In addition, the walking animation was improved on the "hurried bearded man" by increasing the animation speed to better match his quick pace.
Magicians
FDS | NES |
---|---|
The magicians were given an animation for the NES version.
River Guards
FDS | NES |
---|---|
The original sprite for the River Guards looks a lot like the "bearded man" villager, which may have been why it was changed.
Swordsmen
FDS | NES |
---|---|
The Swordsmen originally just used a palette swap of the original River Guards, but the NES version received a palette swap of the new River Guards for one and a brand-new sprite for the other. Of course, the one holding a spear was probably specifically meant for the River Guards.
Palaces
In the FDS version, every single palace uses the same brick graphic, making them quite repetitive! Of these, the first, second, and fifth palaces used the gray palette, and the third, fourth, and sixth palaces used the blue palette which later ended up being used for the NES version's second palace, and the final palace's gold was retained. Specifically, the NES release features totally unique wall patterns for each palace, plus three different column tiles (distribution: 1/4/7, 2/5, 3/6).
Enemy Properties
To do: Document the changes made to each enemy |
The FDS version did not have monsters that drained Link's experience, or those that could only be harmed by fire. These attributes were added to certain enemies for the NES version, as well as different experience point values for some monsters. For example, the experience value of Bubbles, the bouncing skull enemies which take a truckload of hits to defeat, was changed from a measly 10 to a more worthwhile 50.
Enemy Name | FDS | NES |
---|---|---|
Bit | 1 exp | 2 exp |
Geldarm | 10 exp | 5 exp |
Lowder | 5 exp | 3 exp |
Blue Ache | 5 exp | 3 exp |
Megmat | 10 exp | 5 exp |
Moby | 1 exp | 2 exp |
Blue Deeler | 5 exp | 3 exp |
Orange Daira | 100 exp | 70 exp |
Blue Goriya | 50 exp | 30 exp |
Rock-Throwing Geru | 1 exp | 50 exp |
Orange Geru | 100 exp | 150 exp |
Purple Ache | 5 exp | 3 exp |
Aruroda | 150 exp | 100 exp |
Red Geru | 200 exp | 100 exp |
Red Stalfos | 20 exp | 30 exp |
Bubble | 10 exp | 50 exp |
Blue Parutamu | 100 exp | 70 exp |
Doomknocker | 200 exp | 100 exp |
King Bubble | 50 exp | 0 exp |
Red Eagle Knight | 100 exp | 70 exp |
Blue Eagle Knight | 500 exp | 100 exp |
Horsehead | 100 exp | 50 exp |
Helmethead | 100 exp | 200 exp |
Rebonack | 200 exp | 300 exp |
Carock | 200 exp | 300 exp |
Volvagia | 500 exp | 700 exp |
- Zoras can drop Red Magic Jar/200 exp Point Bag in FDS and Blue Magic Jar/50 exp Point Bag in NES.
- Blue Gerus can drop Red Magic Jar/200 exp Point Bag in FDS but won't drop anything in NES.
- Blue Ras and Orange Ras can drop Blue Magic Jar/50 exp Point Bag in FDS but won't drop anything in NES.
- Doomknockers won't drop anything in FDS but can drop Red Magic Jar/200 exp Point Bag in NES.
- Bubble (Great Palace) can drop Blue Magic Jar/50 exp Point Bag in FDS but won't drop anything in NES.
- Red Eagle Knights can drop Red Magic Jar/200 exp Point Bag in FDS but won't drop anything in NES.
- Blue Knights can drop can drop Red Magic Jar/500 exp Point Bag in FDS but won't drop anything in NES.
Flashing Projectiles
FDS | NES |
---|---|
In the NES version, certain projectiles, such as Octorok rocks and Goriya boomerangs, flash Sprite Palette 0 (Link's colors) every six frames. The biggest difference this makes is that they can be seen in dark caves without a Candle, but this also has an unintended side effect of causing flipped and mirrored sprites to return to their default state for one frame, regardless of what they're doing.
Iron Knuckle Attacks
Iron Knuckles in the FDS version will shoot a proper sword beam at Link, flashing and disappearing upon shield impact just like his own. Unlike Link, this is unaffected by vitality. For the NES version, this was changed to a throwing knife (which may be why Iron Knuckles use axes in later games), which mostly functions the same except it (obviously) does not flash and there is a light bounce off Link's shield.
Bosses and Mini-Bosses
In the FDS version, some bosses have a harsh and evil-sounding roar (also used for the Game Over screen in that version), similar to the bosses in The Legend of Zelda.
FDS | NES |
---|---|
The boss of the fourth palace, Carock, originally used a single symmetrical sprite that faced the screen. He was redrawn, given an animation frame, and given the ability to face left or right in the NES version.
Mazura (Horsehead) originally returned as a mini-boss in the fifth palace, just before the fake wall; in the NES version, this fight is against a blue Iron Knuckle instead.
FDS | NES |
---|---|
Originally, you just fought a stronger version of Jermafencer (Helmethead) as the boss of the fifth palace; in the NES version, this boss is only fought in the second palace (where it replaced the weaker variation), and a completely new creation called Gooma was added to the fifth palace of the NES version. Gooma is a sort of "boss version" of the similarly named "Guuma" enemies (whose artwork was mixed up, so the name may not be correct), which were never named in English sources, as well as the Hell Guumas (called Doomknockers in said sources).
FDS | NES |
---|---|
Volvagia, who became "Barba" in English guides, was based on an Eastern dragon as is apparent from the official artwork. He was changed to look more like a Western dragon for his NES showing, gaining some animations in the process. His attacks became somewhat slower and he no longer roars (like Horsehead from earlier).
The boss room was changed to fix an exploit: waiting for Volvagia to appear out of the leftmost lava pit and then jumping onto his head from right to left while performing the downstab provided an easy kill due to the screen boundary and the conveniently placed platform.
Palace Differences
FDS | NES |
---|---|
Collapsing bridges in palaces use their own palette in the FDS version. In the NES version, they adhere to the palace's palette.
The original has blue Octoroks throughout the second and fifth palaces; the NES release replaced these with blue Anerus.
The hallway which leads to the boss in the fourth palace had some enemies removed for the NES version, namely the Doomknocker/Hell Guuma and the object that drops liquid.
FDS | NES |
---|---|
The entrance to the Great Sanctuary / Palace looks a little different between versions; the barrier and the color of the ground were changed for the NES version.
Ending
FDS | NES |
---|---|
The end credits are different between versions, both in colors and in animation. The drapes don't roll up properly in the NES version. Also, the typo on Executive Producer was fixed.
Magic Menu
FDS | NES |
---|---|
REFLEX | REFLECT |
For some reason, the Reflect spell was originally known as "Reflex". This doesn't seem to be a translation error, as the Japanese spelling reflex—er, reflects this.
Level System
The level system was changed a lot: in the FDS version, all upgrades (Attack, Life, and Magic) are worth the same EXP values; in the NES version, they have different EXP requirements, with Life being the cheapest and Attack the most expensive. Additionally, an extra life can be gained at any time by "spending" a level on an already maxed level, which will continue the experience pattern (for example, if you were at the third part of 2500 points, the next level will require 4000 points). This could result in having level 8 in one stat and 1 in the others, and requiring 4000 EXP to level up, having gained 10 additional lives.
Further, the disk has it so that when you save and quit, all three levels are reduced to the lowest one you had of any of the three upgrades (for example, if you had Lv. 8 Attack, Lv. 5 Magic, and Lv. 3 Life, they would all be reset to Level 3). In the NES version, all levels are always retained between sessions.
FDS Version
- First upgrade: 50 points
- Next two: 100 points
- Next three: 300 points
- Next three: 700 points
- Next three: 1000 points
- Next three: 1500 points
- Next three: 2500 points
- All remaining: 4000 points
NES Version
Level | Life | Magic | Attack |
---|---|---|---|
2 | 50 | 100 | 200 |
3 | 150 | 300 | 500 |
4 | 400 | 700 | 1000 |
5 | 800 | 1200 | 2000 |
6 | 1500 | 2200 | 3000 |
7 | 2500 | 3500 | 5000 |
8 | 4000 | 6000 | 8000 |
Extra Life | 9000 | 9000 | 9000 |
Elevators
Elevators in palaces have been sped up for the NES version.
Music/Sound
To do: Rips for the text noise as well as the other sound effects that are different that haven't been covered. source |
The FDS version makes extensive use of the hardware's extra sound channel, which means some music and sound effects had to be changed when porting to the NES. Some of them ended up being changed entirely, including ones that didn't make use of the extra sound channel.
The FDS version also lacks the vibrato effect found throughout the NES soundtrack, most noticeable in the town theme.
Title Screen Theme
Both versions are essentially the same tune, but with different keys (FDS is in F, NES is in G) and different instruments. The notes at the beginning of the song are played using the FDS's extra sound channel and are much quieter and pluckier, but continue to play through the intro of the theme. The extra channel is later used as the main melody.
FDS | NES |
---|---|
Battle Theme
The FDS card and NES cart have completely different tracks for the battle theme. The international theme is much longer and less repetitive than the Japanese theme and has a less menacing tone, fitting non-combat encounters better. The FDS version would later be remixed for The Legend of Zelda: The Minish Cap as a mini-boss theme and additionally reused as the boss music under the effects of the Master Sword power-up in all versions of Super Mario Maker 2.
FDS | NES |
---|---|
Ganon's Game Over Laugh
As mentioned previously, the FDS version has the "roar" sound effect for the Game Over screen, while the NES release has a unique laugh for Ganon borrowed from Soda Popinski and Super Macho Man in Punch-Out!!
FDS | NES |
---|---|
Fight Woosh Noise
When entering battle from the overworld, the FDS version plays a very loud, dramatic seven-note musical sting that was replaced with a sort of "whoosh" noise in the international versions.
FDS | NES |
---|---|
Boss Theme
In the FDS version, the music played during regular boss battles consists of the same two bars looped endlessly. In the NES version, it was extended slightly to make it slightly less repetitive.
FDS | NES |
---|---|
Text Sound Effect
The FDS text sound effect is a set of warbly sounds at various tones, again using the FDS sound channel. The NES text noise is typewriter-esque clicks with no variance in tone.
Dark Link Trick
The NES version has an infamous trick where Link can stand all the way to the left side of the screen, wait for Dark Link to walk to him, and attack Dark Link without getting hit at all. The shadow is too smart for that in the FDS original; either he was dumbed down for the cartridge, or an error slipped through.
Fairy Warp Glitch
Another error exclusive to the NES cartridge: if Link is on top of the screen and uses the Fairy spell, a glitch causes Link to warp as if he is falling down a pit, which sometimes takes Link to completely random places and can even result in him becoming trapped in the scenery. This is impossible in the FDS version.