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NES box art for Zelda II: The Adventure of Link, the cover of NEStalgia episode 154

154 · Zelda II: The Adventure of Link

▶ Game info
January 15, 2021 · 1 hr 56 min · transcript available

The land of Hyrule is in chaos. As Link you'll be sent on a treacherous journey to return six precious Crystals to their origins in six stone statues. Only by defeating the guardians of the six palaces will you gain passage to the seventh Palace, take on the ultimate challenge that awaits you and wake the Princess Zelda from her sleeping spell. On your way, helpful villagers you encounter will offer clues and secret messages invaluable in your quest. As you guide Link through the levels of Hyrule, close-ups and overviews will enhance your video vision.Are you up to the challenge?

SHOW NOTES

Zelda II Longplay

2 hour Legend of Zelda 1 episode

Tadashi Sugiyama Development Interview

Shigeru Miyamoto's 'Bad' Game

Dark Link OOT fight

Adventure of Link in N64 engine?

Our verdict: Play it

Zelda II reached North America in December 1988, two years after Japan's Famicom Disk System release. Miyamoto only produced it; Tadashi Sugiyama directed, and Tezuka and Kondo weren't involved. It began as a side-scrolling sword-and-shield idea that got a Zelda label, and Miyamoto later called it a failure. Mike, Sean and Joe were here, all new to it, and we talked for almost two hours.

What we liked

  • Duels. The shield is the best of the combat. Duck for low shots, stand for high, and creep toward a dagger thrower while his throws clink off you.
  • A world that surprises. Past Death Mountain you land on the first game's map, with the graveyard and cave right where you left them. The raft takes you to a new continent.
  • The overworld fights. Enemies show on the map and you can run, and the tile you stood on shapes the arena. Joe wasn't sold on random encounters and came around.
  • Magic and missable upgrades. The shield spell lasts a full screen and costs little, and the up and down strikes can be missed, which made finding them feel like progress.
  • The bosses. A knight whose armor comes off, a horseback rider, a dragon. Shadow Link was the coolest thing we'd seen on the system: your size, black on black, and reactive instead of looping. There is a known exploit of hanging out on the left, and we're fine with that.

What we didn't

  • A dagger for a sword. You have to hug enemies, hits seem to clink at random off shields, and we ended up jumping to strike over them.
  • Clues that aren't. Secrets sit on single tiles, and the NPCs are "literally the strategy guide," when they aren't too cryptic. One really is named Error, another Bagu.
  • Palaces that run in a line. Down and to the right gets you through even the Grand Palace, which is padded with filler rooms. No map, no compass, no choice, and side-scrolling is why.
  • Experience. We split. Joe loved watching a five-hit enemy become a two-hit one, Sean was indifferent, and Mike felt Link should just grow as he goes.
  • Where magic comes from. Old men in basements, not palaces.

The bottom line

Play it. It did not make the Essential Games List. Joe voted yes, with the caveat that it's essential only if you play with a guide. Sean voted no. That left Mike, who called it the best, worst game we've played, and voted no too. With three voting, two yeses were needed. Mike's reasoning: it's better than Rygar, but it stumbles into being fun, and the payoff doesn't match the time it asks. We were also heading into the Best of 1988 episode, where the list could change.

Written from our conversation in this episode.

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