|
|
|
A Nintendo community by the fans!
|
|
|
∧ |
Forum main |
|
|
Zelda II: The Adventure of Link (Nintendo NES) discussion [game]
|
|
|
|
|
|
|
|
|
|
|
|
|
|
8.36/10 from 43 user ratings |
|
Welcome to the official discussion thread for Zelda II: The Adventure of Link on the NES!
To start, please add this game to your log, add it to your collection (if applicable), and (when you are ready) rate it using the link above!
Reviews:
If you ask me, The Legend of Zelda is a stone-cold classic, and fully deserves its own playthrough thread. But the second-largest game in the ambassador giveaway also has its own share of fans. Zelda II: The Adventure of Link, despite being the black sheep of the series, has gotten pretty popular over the past few years and its gameplay has generally held up pretty well. The title is notorious for its difficulty, but personally, I feel that the game is rather fair until the very final areas. While you lose your "unspent" EXP with a game over (and are returned to the starting location), you keep your levels, items, spells, and progress otherwise. And even then, you could always grind a bit to face Zelda II's challenges with greater ease. So join us, won't you? I'd suggest finishing Zelda 1 first if you've started that, or you can do what I'm doing and run through both games more or less simultaneously--they're different enough that you shouldn't get Zelda fatigue. The appeal of Zelda II is in its challenging combat mixed with rewarding exploration, and it's not nearly as obtuse as some people feel the first title is. Instead, the additional challenge is placed on battling the enemies and surviving long enough to finish each dungeon. A few hints before you go: -To start, you'll notice all the caves are rather dark (until you get a special item). You don't have to go through any before you get that item except one in the northeast, above the town of Rauru. But be sure to stop by the town before you head through there, though.
-Make sure you spend your EXP on level-ups when you're getting close to a game over. It stinks losing your last life and subsequently your "loose" EXP. Level-ups, on the other hand, are permanent.
-"LIFE" level-ups increase your defense (not really your life). "MAGIC" level-ups decrease the amount of magic you spend per spell ("16" is one "block" of magic). "SWORD" level-ups increase your attack, and are probably the most valuable.
-Beating a dungeon and putting the crystal in the statue makes your EXP shoot up to the next level, regardless of where it currently is. With clever timing and strategy, you can get a ton of free EXP this way. If you want to wait, you can always jump over the statue area and come back when you want a bigger EXP boost (like if you're getting the last couple levels).
-You can choose to "cancel" level-ups if you're holding out for a different stat, so they don't have to be linear. For instance, if you get 50 EXP and want to save it for the FIGHT level-up at 200 EXP, just hit select to cancel out of the level-up window and bank the excess EXP.
-Some "tiles" on the world map lead to secret areas. Walk all over, especially on tiles that stick out or look suspicious.Good luck, adventurers, and remember... IF ALL ELSE FAILS, USE FIRE.Good advice for life. URL to share (right click and copy)
|
|
|
|
|
|
|
09/06/11, 20:25 Edited: 09/06/11, 22:33
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
@Anand At this point, I'd take any attempt to modernize Zelda 2. Nintendo hasn't done anything with it since its original release, aside from various versions on other hardware and Virtual Console. The best thing to come out of it since its original release were the incredibly badass paintings posted earlier in this thread. I'd loooove a Zelda that could really invoke those vibes. There IS a truly great game in Zelda 2...somewhere, and I think it could easily be modified to make a really cool, unique experience. I think unfortunately, the Wonder Boy games did what Zelda 2 was going for a bit better. I've said this before, but I could EASILY see the team behind Monster Boy and the Cursed Kingdom doing a full on remake of Zelda 2. Could you imagine? The NPCs could still give some vaguely cryptic hints about where to go, but you could have a map, or warp points, no lives/continues, etc. I could also see them just FULLY GUTTING and redoing all the dungeons to be more of a Zelda/Metroidvania style. There could be nods to the original game, like falling through certain holes, or using the Fairy magic to get through keyholes. But when you look at something like Monster Boy, for instance, you can use your fireball powerup to solve puzzles, like burning ropes or lighting torches. It would be so cool if they revisited the mechanics of Zelda 2, but reinterpreted them through more of a modern Zelda lens. Big, 2D temples that leverage your abilities to navigate and solve puzzles? Sign me up! Honestly, I think they could probably even gut the experience system altogether, even though that might be a bit of blasphemy in itself. But maybe they could just have a couple sidequests at each third of the game that let you upgrade your armor or weaponry. Go talk to Error or someone about doing some side missions and maybe they'll put you in touch with a blacksmith who can alter your sword. (Maybe there's more of an intentional sidequest that has you revisiting the portion of Zelda 2's map that references the original Zelda) There is a dream version of this game in my head that looks like the official art in the manuals, but sadly, I don't think we'll ever see it. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
∧ |
Forum main |
|
|