Wow, I must have completely blocked out how tough Zelda II is. I'm fairly sure I beat this game as a kid, although I may have had some help from my brother. On first impressions, and I gather from the comment on the previous post, not many feel this is a CRPG, myself included. I look at the game; I look at the scale, but it doesn't quite feel right. I'll get to that later though.
It was easy enough to navigate the over-world and find the first towns by following the road. From even these first few moments it was obvious to me that I remembered a lot of this game. I knew the first palace was through a cave past the forest to the west, and I needed to get a candle from inside. For this playthrough though I'm trying to find the clues in the game that lead me to the sights rather than heading straight for the hidden points of interest. Even so, I did end up getting the trophy that unlocks the second spell before being told to do so because I knew I needed to get it.
|That's a very conspicuous looking boulder...|
There are hidden areas on the map that stand out by their unique terrain, but sometimes they blend in with the surroundings. They tend to have heart containers, magic containers, or experience bags. Some areas are set, and unavoidable if I need to pass. Traveling over bridges has always brought up a side-scrolling area with set encounters. In these areas, the direction I enter from determines which side I start on, and exiting on the opposite end allows me to pass through. Traveling over anything except roads will cause monsters to spawn in three directions and move around randomly. If Link touches one of these, then a random encounter occurs with link in the middle of an area; the only escape is to leave out the left or right side (or die trying).
|No boomerang?! How is this even a Zelda game?|
The hammer from Death Mountain isn't gained from a palace, but it's been the most useful item so far, allowing me to quickly travel back after a game over. I've also been taught the downward thrust, which I remember fondly as my favorite move in this game. Some things can't be found without exploring though, and I don't think I got clear clues for getting the medicine to unlock the fairy spell (necessary to enter the third palace; it turns you into a fairy), nor do I believe there's a clue for getting the trophy, which is why I went out of my way to get it. Probably the most memorable character is Error (Bagu is a close second), and I was told to go speak with him about the palace, but I forgot to do this last night. Hopefully I can remember and document if his dialogue changes (I'm waiting for this to happen in a game, although I suppose "waking up" the monsters may count).
|Is that really your name or are you broken?|
"But this isn't a CRPG!" you scream? Well, let's work on the RPG scale and I ask you dear readers to please point out any flaws (I will cut the game if it falls below 10):
Zelda II: The Adventure of Link - Rating(11 RPP)
1) 3 - Character advancement: practice/experience based advancement, stat or level increases
2) 3 - Combat: character stats used for combat, additional combat options
3) 0 - Items and equipment: none
4) 2 - Story: main story at the forefront; world full of hints and lore
5) 2 - Exploration: open world from the beginning, visited locations remain open
6) 1 - Quests and Puzzles: side quests not related to the main quest
Character advancement is through experience gained from defeating enemies, collecting bags of... experience, and completing quests (placing the crystal in a palace statue). In addition to the stat increase from leveling up that raise attack power, defense, and reduce magic cost, there are life and magic increases in the form of heart and magic containers. Combat uses the attack and defense stats of Link, and allow him to deal and take more damage. Additional combat options exist, although rather loosely, with the upward and downward thrusts; also, some magic is beneficial to combat such as Shield, Reflect, Fire, and Thunder.
|I would not look forward to that encounter rate...|