Zelda II: The Adventure of Link

Reviewed by Marcus Webb & Elena Castillo ·

The radical departure that remains the most divisive Zelda game ever made. Zelda II abandoned the top-down adventure formula for side-scrolling action-RPG gameplay, town exploration, experience points, and brutal combat that punished mistakes mercilessly.

Zelda II: The Adventure of Link box art

💡 Zelda II: The Adventure of Link — Key Facts

  • Zelda II: The Adventure of Link was developed by Nintendo R&D4 and published by Nintendo
  • Released in 1987 on NES
  • Genre: Action Rpg, Platformer
  • We rate it 7.8/10 — highly recommended
  • Part of the The Legend of Zelda franchise
  • The radical departure that remains the most divisive Zelda game ever made. Zelda II abandoned the top-down adventure formula for side-scrolling action-RPG gameplay, town exploration, experience points, and brutal combat that punished mistakes mercilessly.

Overview

After the original Legend of Zelda redefined what a console adventure game could be in 1986, Nintendo faced the sequel problem: how do you follow a game that changed everything? The answer, apparently, was to change everything again. Zelda II: The Adventure of Link, released in Japan in January 1987 and in North America in 1988, abandoned the top-down perspective, the dungeon exploration format, and much of the design language that made the original Zelda iconic.

What it replaced those elements with was stranger and more ambitious: side-scrolling action combat, an overhead world map for travel, towns with NPC inhabitants who taught Link magic spells, an experience point system for leveling up three separate attributes, and six sprawling palaces that combined platforming, combat, and puzzle-solving in a framework closer to an action-RPG than anything Nintendo had made before.

A Completely Different Zelda

The world of Zelda II is divided into regions on an overhead map — North Hyrule, South Hyrule, the East, and various islands and mountains. Traveling across this map triggers random enemy encounters, displayed as sprites wandering across the overworld. Walking into one starts a side-scrolling battle sequence.

Towns appear on the world map as well. Entering a town brings Link into a top-down perspective where he can speak to inhabitants using the Name/Talk system — a feature that let NPCs teach Link about the game world and, more importantly, share the magic spells he needs to progress. The Spell magic requires finding a specific NPC in a specific town after completing a specific task. In 1987, these were mysteries that circulated through schoolyards on handwritten notes.

Palaces — the game’s dungeons — are side-scrolling mazes of connected rooms filled with enemies, locked doors, items, and eventually bosses. Unlike the original Zelda’s overhead dungeons, Zelda II’s palaces require combat mastery rather than puzzle-solving to navigate efficiently. The Ironknuckle knights, the game’s most common palace enemy, are aggressive armored fighters who block high attacks with their shield and require careful timing to defeat.

Combat Depth

Zelda II’s combat is more sophisticated than its reputation suggests. Link can stand upright and swing his sword, crouch and swing, execute an upward thrust while jumping, or perform a downward thrust in midair. He can hold his shield to block sword strikes from armored enemies. Each combat situation calls for different approaches.

The magic system adds another dimension. Spells like Fire (sword flame projectiles), Reflect (magic-blocking shield), Thunder (reveals final boss weakness), and Fairy (allows Link to transform and navigate small passages) are essential tools rather than optional power-ups. Managing the magic gauge — which is the resource for all spells — becomes a strategic consideration in late-game palaces.

Experience and Leveling

The three-attribute leveling system was unprecedented in a Zelda game and has never returned. Attack increases sword damage. Magic increases the magic bar’s capacity. Life increases hit points. Each attribute runs from level 1 to level 8.

The system creates an unusual strategic element: should you invest in combat power early (Attack), survivability (Life), or magical capacity (Magic)? Different players develop different upgrade priorities, and the game allows considerable experimentation before forcing a crisis.

The downside is the Game Over penalty. Running out of lives drops Link back at the starting castle in North Hyrule — not at the last palace entered. The game is also relatively short by modern standards, meaning the overworld traversal back to a late-game palace after Game Over can be tedious.

Legacy and Reassessment

Zelda II was immediately controversial among players who expected the original Zelda’s format. The shift to side-scrolling felt jarring; the difficulty felt steep; the experience system felt alien to the franchise. These complaints contributed to Nintendo’s return to overhead perspective for A Link to the Past in 1991.

But Zelda II introduced concepts that persisted throughout the franchise. The Dark Link final boss — a shadow version of Link who mirrors the player’s movement — was revisited in Ocarina of Time as one of gaming’s most iconic optional encounters. The idea that Princess Zelda is a person with her own history rather than a generic princess was established in Zelda II’s prologue. The Triforce of Courage made its first appearance here.

Modern reassessments have generally been kinder to Zelda II than its initial reception. Players who engage with its combat system on its own terms — rather than expecting the original Zelda’s exploration — find a challenging and mechanically interesting action game with excellent music and a genuine sense of accomplishment when its hardest sections are mastered. It remains the most unique game in the Zelda franchise by a considerable margin.

Our Review

7.8
Great / 10
🎮
Gameplay
★★★★☆
🎨
Graphics
★★★★☆
🎵
Audio
★★★★☆
🔄
Replay
★★★★☆

Gameplay

Zelda II presents two distinct gameplay modes: an overhead world map for traveling between locations and side-scrolling action for towns, palaces, and random encounters. Combat is sophisticated for 1987 — Link can crouch, execute upward and downward thrusts, use a shield for defense, and cast increasingly powerful magic spells as the game progresses. The six palaces each serve as linear action stages ending in challenging bosses. The experience point system upgrades three stats: Attack, Magic, and Life. The difficulty is genuinely demanding — Game Over drops you back to the start of Hyrule, and the palace designs grow increasingly punishing. It rewards patience and mastery.

Graphics

Zelda II uses a different visual language than the original — taller character sprites in side-scrolling sections, with surprisingly detailed enemies and Link animations. The palette varies meaningfully between Hyrule's different regions. The palace environments are appropriately dark and maze-like. Town inhabitants are simple sprites but the variety in enemy design is impressive for NES.

Audio

Zelda II's soundtrack is among the NES's best. Composed by Akito Nakatsuka, the overworld exploration theme, the palace music, and the town theme each create distinct moods. The dungeon theme builds tension effectively, and the battle music propels the game's action with urgency.

Replayability

The difficulty of Zelda II and the interconnected design of its final dungeon, the Great Palace, provide a significant challenge to master. The game is short once you know it but requires genuine skill to complete without guides. Speedrunning communities have developed elaborate routes through the game, and its unusual Zelda lineage makes it a frequent topic of retrospective play.

Historical Significance

Zelda II is the only mainline Zelda game to adopt side-scrolling action-RPG gameplay, making it a unique artifact in the franchise's history. It introduced Zelda series staples including the Triforce of Courage, the Dark Link final boss (reimagined in Ocarina of Time), the town communication system, and the concept that each Zelda has her own identity rather than being a generic princess. The Game Over screen's 'GAME OVER: RETURN OF GANON' message, shown after Ganon's shadow looms if the player dies, was the subject of countless schoolyard rumors about what happened if Ganon actually 'returned.'

Pros

  • + Sophisticated combat system with guard, thrust, and downward strike options
  • + Experience point system provides meaningful character progression
  • + Exceptional NES soundtrack
  • + Six distinct palaces with unique designs and puzzles
  • + Dark Link final boss is one of gaming's earliest mirror-enemy concepts

Cons

  • - Game Over returns you to the very start of Hyrule — harsh penalty
  • - Random encounters on the overworld map are repetitive
  • - Some palace designs are cryptically maze-like without guidance
  • - Radically different from every other Zelda game — doesn't feel like Zelda
  • - Magic point system can leave players stranded without spells

Also Known As

Zelda 2The Adventure of Linkリンクの冒険

Zelda II: The Adventure of Link FAQ

Is Zelda II different from other Zelda games?
Yes — Zelda II: The Adventure of Link is dramatically different from every other mainline Zelda game. It replaces the top-down dungeon exploration of the original with side-scrolling action gameplay, adds an experience point system for leveling up attack, magic, and life stats, includes town exploration sections with NPCs who teach Link spells, and uses a world map for overworld travel. No other mainline Zelda game before or since has used this formula. It's the most divisive game in the franchise partly because it feels so different and partly because it's considerably more difficult than most other Zelda titles.
How difficult is Zelda II compared to other NES games?
Zelda II is considered one of the harder NES games. The game's hit detection is precise and unforgiving, palace enemies deal significant damage, and the penalty for dying is severe — Game Over returns you to the starting location in North Hyrule. The final palace, the Great Palace, is notoriously punishing, and the final boss, Dark Link (Shadow Link), is one of the most demanding boss fights on NES. Players who approach it with the patience to learn the combat system and upgrade their stats methodically find it very manageable, but it requires genuine skill investment.
What is Dark Link (Shadow Link) in Zelda II?
Dark Link is the final boss of Zelda II, encountered at the end of the Great Palace. He is a shadow version of Link that mirrors the player's appearance and, in practice, mirrors the player's attacks — he ducks when Link swings high, jumps over crouching strikes, and can only be hit in specific ways. Crouching at the wall and stabbing with low attacks is a common strategy to bypass his defensive patterns. Dark Link was reimagined as a memorable optional encounter in The Legend of Zelda: Ocarina of Time (1998), where he appears as a miniboss in the Water Temple and has become one of the franchise's iconic recurring concepts.
What spells does Link learn in Zelda II?
Link learns eight magic spells throughout the game by visiting towns and finding spell teachers: Shield (reduces damage from enemies), Jump (increases jump height), Life (restores health during combat at high magic cost), Fairy (transforms Link into a fairy for navigating small passages), Fire (shoots flame projectiles from the sword), Reflect (lets the shield block magic projectiles), Spell (temporarily weakens certain enemies), and Thunder (the most powerful spell, used to reveal the boss Thunderbird's weakness). Each spell consumes magic points from Link's Magic gauge.
How does the experience point system work in Zelda II?
Zelda II has three attributes that level up separately: Attack (sword damage), Magic (magic bar capacity), and Life (health bar length). Defeating enemies earns experience points that fill a bar. When the bar fills, you choose which attribute to increase. If you have already maxed an attribute, those points overflow to fill the next level's bar automatically. After collecting a certain number of points, you can level up Attack to maximum 8, Magic to maximum 8, and Life to maximum 8. Dying in combat resets the current level's accumulated points, making death particularly costly in the late game.
What is the 'RETURN OF GANON' Game Over screen?
When the player runs out of lives and gets a Game Over in Zelda II, a cut scene plays showing the silhouette of Ganon's shadow descending, accompanied by text: 'GAME OVER: RETURN OF GANON.' This refers to the game's setup — villains seek to use Link's blood to resurrect Ganon. The Game Over screen implies that with Link's death, Ganon has been restored. This screen generated enormous schoolyard rumors in the late 1980s about how to make Ganon actually appear and what would happen if he did. It's one of gaming's earliest examples of meaningful consequence framing in a game over screen.

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