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Nintendo’s black sheep sequel still refuses to play by the series’ rules

Zelda II: The Adventure of Link broke the series in 1987 with side-scrolling combat, leveling, and a sleeping princess. A 7.2/10 experiment worth revisiting.

By mitch·2 min read
Zelda II: The Adventure of Link box art

Zelda II: The Adventure of Link is the odd one out in Nintendo’s catalog, and it has been since 1987. The direct sequel to The Legend of Zelda keeps the dungeons, the overworld hunt for items, and the Triforce. It throws out almost everything else.

A Side-Scrolling Hyrule

The biggest break is the perspective. Moving around the world map drops Link into a side-scrolling playfield when enemies appear, not the top-down view the series became known for. Combat and movement change with it. Link now jumps, ducks, and stabs with a shield that actually matters. The game also adds experience and leveling, a system the first Zelda never had.

Element The Legend of Zelda Zelda II: The Adventure of Link
Overworld view Top-down Top-down map, side-scrolling encounters
Combat Overhead swordplay Jump, duck, shield-based stabbing
Progression Heart containers, items Experience points, leveling

That table is the whole argument about this game in miniature.

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Link at Sixteen

The story picks up years after the first game. Link turns sixteen and finds a strange birthmark on his hand. Impa, Zelda’s nursemaid, explains it is the key to a secret room where Princess Zelda sleeps. A magician once tried to force the Triforce of power out of her, failed, and put her into an eternal sleep. The grieving prince sealed her away and ordered every female child in the royal household named Zelda so the tragedy would not be forgotten. To wake her, Link must find the hidden pieces of the Triforce.

Stage Event
Link’s sixteenth birthday Birthmark appears
Meeting with Impa Learns the secret room
The magician’s attempt Zelda put into eternal sleep
The prince’s order All royal daughters named Zelda
Link’s quest Locate the Triforce pieces

What the Change Costs

The side-scrolling combat is sharp and hard, and the leveling gives the game a spine the original lacked. But the shift costs the series its identity. This is a Zelda game that plays like a platformer wearing Zelda’s clothes. The ambition is real. The fit is not.

It is worth playing once to see Nintendo experiment, and worth remembering as the game the series quietly backed away from. 7.2/10 (Metacritic user score).

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