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Zelda II: The Adventure of Link

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Title Screen

Zelda II: The Adventure of Link

Developer: Nintendo
Publisher: Nintendo
Platform: NES
Released in JP: January 14, 1987
Released in US: December 1, 1988
Released in EU: September 26, 1988


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
RegionIcon.png This game has regional differences.


Zelda II: The Adventure of Link is commonly considered the black sheep of the Zelda series, due to it being a sidescroller and having many RPG-style elements in its gameplay. Nevertheless, it turned out to be a successful game.

Unused windows of the palaces

Almost all of the palaces in the game have windows, except palaces 4 and 6. Using a glitch with the "Fairy" spell, it is possible to see them. They're both unique and not used anywhere else.

Island Palace

TAOL WinPalace4.png

Hidden Palace

TAOL WinPalace6.png

Regional differences

Hmmm...
To do:
there's lots more where that came from

Title Screen

Japanese American
AOLTitleScreenJ.png Zelda II- The Adventure of Link-title.png

The Japanese title screen has a "PUSH START" notice, which was removed from the American version.

Intro

Japanese American
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 Japanese version features some pretty severe Engrish which was corrected for the American release.

Link

Japanese American
AOLLinkJ.gif AOLLinkU.gif

Link's sprite was given a mouth in the American version.

Zelda's Chamber

Japanese American
File:TAOL JP3.png File:AOLZeldaChamber.png

Zelda's Chamber looks vastly different in the Japanese version. The pillars continue all the way to the exit in the American version, while they stop after the stairs as the ceiling gets lower in the Japanese version, giving this area more of a "cave" feeling. In addition, the torches beside Zelda didn't exist in the Japanese version.

Overworld Monsters

Japanese American
AOLBotJ.png
AOLBearJ.png
AOLFairyJ.png
AOLBotU.png
AOLBearU.png
AOLFairyU.png

In the Japanese version, the monsters which appear on the overworld randomly are just some nondescript blobs of various colors. These were changed in the American version, possibly to make the difficulty of the monsters more obvious to the player.

TAOL JP4.png TAOL JP5.png

Goddess Statue

Japanese American
Goddess Statue Trophy

The sprite for the stolen Goddess Statue, or Trophy as it was called in the NES version, was given a different look.

Sacred Water

Japanese American
Sacred Water Water of Life

The sprite for the Sacred Water, or Water of Life as it was named in the NES game, is different.

Kidnapped Child

Japanese American
Kidnapped Child Kidnapped Child

The kidnapped child is tied with ropes in the Japanese version, in order to set him free you'll need to stab "him" with the sword. In the NES version, you instead collect him more like an item by simply touching him. FDS Zelda II Dragon Quest reference.png

Dragon Quest reference

FDS Zelda II Dragon Quest reference.png

In the Water Town of Saria there's a little reference to Dragon Quest in the Japanese version not included in the NES version. On one of the graves there, it reads, "The hero, Loto, rests here." Loto, also known as Erdrick in the Dragon Warrior translation, is a longstanding hero of the games. It seems that putting characters from competing series in graves was a common gag back then, for example, the first Final Fantasy has "Here lies Erdrick" in its English version and "Here lies Link" in its Japanese version.

Church

Japanese American
Church Church

The Church in Mido was changed for the NES. Also, the graphic seen above the doors is slightly different in all the towns.

King's Tomb

The Japanese version of the tomb of the King of Hyrule is a place where you can pick up a bottle of red magic, but it's in a different location, in European and American releases, and is a lot harder to find.

The place is now in the American and European version, but it is not used.

TAOL JP9.png

Water movement

TAOL Water.gif

In the Japanese version, all the bodies of water on the world map are animated. In the American version they stand still.

Raft

Japanese American
TAOL JP12.png AOLRaftU.png

When Link uses the raft, he automatically turns to face the screen in the Japanese version. He doesn't do this in the American version.

Spider

Japanese American
TAOL JP13.png AOLSpiderU.png

The spider that blocks the path to the sixth palace and the Kasuto villages is a monster in the Japanese version. This was changed probably due to the new random encounter sprites in the American version.

The large building secret Kasuto

Japanese version of the large building that comes out of the ground in the Hidden Village of Kasuto is slightly different, and looks less pretty.

TAOL JP18.png

Villagers

File:TAOL JP7.png

The Japanese version has only very few villager sprites. There exist only the bearded man and two female villagers. The American version added three new villager sprites.

Soldiers

Japanese American
File:TAOL JP8.png File:AOLSoldierU.png

The soldier sprite looks very different in the Japanese version - it is rather similar to the bearded man sprite. It's easy to see why it was changed.

Palaces

In the Japanese version, all six palaces use the very same brick graphic used for the first palace in the American version, making them look very monotonous and repetitive. Of these, palace 1, 2 and 5 used the gray palette, while palaces 3, 4 and 6 used a blue palette which later ended up being used for the second palace in the American version.

TAOL JP10.png TAOL JP11.png

Bosses and mini-bosses

TAOL JP16.png

Horsehead, the boss of the first palace, returns as a mini-boss in the fifth palace in the Japanese version, just before the fake wall. There is no mini-boss here in the American version.

In addition, Horsehead has a "roar" similar to the bosses in the original The Legend of Zelda. This roar was removed in the American version as well.

Japanese American
TAOL JP17.png AOLGoomaU.png

Gooma, the boss of the fifth palace, is an addition to the American version. He didn't exist in any form in the Japanese version, instead of him you fought a stronger rendition of Helmethead from the second palace.

Japanese American
TAOL JP15.png AOLCarrockU.png

In the fourth palace, Carrock's sprite is different. He faces the screen in the Japanese version, instead of looking to the side.

Japanese American
TAOL JP19.png AOLBarbaU.png

The Barba sprite looks quite different in the Japanese version. As well, his attacks are faster and there is not in place to spit flames. Like Horsehead, he roars in the Japanese version.

Palace Differences

Japanese American
TAOL JP6.png AOLBridgeU.png

The collapsing bridges in the palaces use their own palette in the Japanese version. In the American version, they adhere to the dungeon's palette.

TAOL JP14.png

In the fourth dungeon, one of the rooms have more enemies in the Japanese version. Goom a Hell and a high of pillar creating Bots are present along with the Ironknuckles.

Level system

The level system works vastly differently in the Japanese version. All upgrades (Attack, Life and Magic) are worth the same EXP values here, while in the American version, they have different EXP requirements, with Life being the cheapest and Attack the most expensive.

Now, there's a catch to this. In the Japanese version, when you save and continue, all three levels are reduced the lowest one you had of any of the three upgrades. So if you had Lv. 8 Attack, Lv. 5 Magic and Lv. 3 Life, they would all be reset to Level 3 when you saved and reloaded the game. This was changed in the American version, all levels are retained upon saving and reloading.

Items

Items, like the candle or the heart container, need to be hit using the sword to pick them up in the Japanese version, just like other things such as point bags or potions. Therefore, Link won't hold the item over his head after collecting it. In the American version, Link collects items automatically just by touching them.

Elevators

The elevators in dungeons move more slowly in the FDS version than in the NES version.

Music/sound

Due to the Famicom Disk System having better sound hardware, the FDS version of Zelda II generally sounds different than the NES version. Many sound effects are different, such as finding a fairy, unlocking a door, using a spell, etc. The title screen in the FDS version also has richer sound than the NES version.

The music when entering random encounters is also entirely different between versions.

Dark Link trick

In the NES version, there is an infamous trick to beat Dark Link: 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. In the FDS version, however, Dark Link is smarter, so this trick does not work. Therefore, he is much harder to beat.

Fairy warp glitch

In the NES version, 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 get stuck. In the FDS version, nothing happens when trying to use the Fairy spell on top of the screen, so the glitch does not work.

Revision differences

Zelda II was re-released for the GameCube in 2003, the Game Boy Advance in 2004, and the Wii Virtual Console in 2007, with a few minor changes.

Intro

NES GCN/GBA/Wii
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
AFTER GANON WAS DESTROYED,
IMPA TOLD LINK A SLEEPING
SPELL WAS CAST ON PRINCESS
ZELDA. SHE WILL WAKE ONLY
WITH THE POWER OF THE THIRD
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...
©1987-2004 NINTENDO

Like the conversion from FDS to NES, the GCN, GBA, and Wii versions have slightly better grammar in the intro text than the NES version does. The copyright date was updated as well.

Seizure effect

When losing a life in the FDS or NES versions, the screen flashes rapidly with a rainbow of colors, potentially causing seizures. In the updated versions, the screen just flashes between similar shades of red, reducing the possibility of seizures.

PAUSE text

Hmmm...
To do:
Does this occur in the Wii version, too?

In the GBA and GameCube versions, when the game is paused on the map screen, a small, black box that says "PAUSE" appears. This does not occur in the NES or FDS versions.