When Nintendo returned to Hyrule after the success of The Legend of Zelda, it did something that would be almost unthinkable for many modern game companies. Instead of carefully reproducing the formula that had just worked, Nintendo largely abandoned it.
The result was Zelda II: The Adventure of Link, a game in which Link still crossed a broad map of Hyrule, searched for hidden places, entered palaces, collected treasures, and fought monsters, but almost everything about the moment-to-moment experience had changed. Battles shifted into a side-scrolling view. Link earned experience points and raised his attack, magic, and life levels. Towns were filled with people who spoke directly to him. Magic became a central part of progression. Sword fights demanded that players watch whether an enemy was attacking high or low and respond with the correct strike or shield position.
Even the hero had changed. Link was no longer simply the wandering childlike adventurer of the first game. Nintendo’s North American manual described him approaching his sixteenth birthday, with a strange crest appearing on the back of his hand and pulling him into a much older mystery involving another Princess Zelda, the Triforce of Courage, and the possibility that Ganon could be resurrected with Link’s blood.
These differences eventually gave Zelda II a reputation as the strange member of the Zelda family, a game often described more by the things later installments did not copy than by what it actually accomplished. That reputation hides something important. Nintendo was still discovering what a Zelda game could be, and The Adventure of Link was not an accidental detour. It was an intentional attempt to see how far the idea could stretch.
A New Kind of Sword Fight
Decades later, director Tadashi Sugiyama explained where the experiment began.
According to Sugiyama, Shigeru Miyamoto proposed making a side-scrolling action game in which both attacking and defending required players to distinguish between high and low positions. Nintendo wanted sword combat that could include jumping attacks, downward thrusts, shield defense, and actions that the original Legend of Zelda could not provide.
That idea came before the team had fully committed to making another conventional Zelda game. Sugiyama remembered the project as an exploration of a different way to play with a sword and shield. The developers were not simply taking the first game’s system and turning it sideways. They were experimenting with something new and eventually connected that experiment to Link, Hyrule, and the story of the Triforce.
Sugiyama also recalled how small Nintendo development teams were during the period. Roughly ten people might work on a title, with design documents and other materials passed around on paper. Even by the standards of Nintendo games at the time, he remembered The Adventure of Link taking a comparatively long time to develop.
The small team produced a game that moved constantly between two different perspectives. On the overworld, Link was once again seen from above while traveling across Hyrule. Enter a town, cave, palace, bridge, forest encounter, or other dangerous location, however, and the game shifted into a side view.
That transition changed what fighting meant.
Enemies could carry shields and react to Link’s sword. Some guarded high and forced him to attack low. Others required careful movement, jumping, or patience rather than simply rushing forward. Link eventually learned an upward thrust and a downward thrust, turning his sword into a weapon that could be directed through movement as much as by pressing the attack button.
Nintendo had transformed Zelda combat from broad exploration punctuated by attacks into something closer to a duel.
Experience Points Come to Hyrule
The changes went much deeper than perspective.
Defeating enemies gave Link experience points. Enough experience allowed the player to improve attack power, magic, or life. Losing all of Link’s lives created the possibility of losing accumulated progress toward the next level, giving individual encounters a consequence that felt unusually severe for Zelda.
Sugiyama later explained that the leveling system was partly a response to the limitations developers faced. Nintendo wanted players to fight enemies repeatedly, and character growth gave those repeated battles a purpose. The overworld encounter system served a similar function. Because the field map was limited in size, visible enemy symbols moving toward Link introduced uncertainty into travel and gave chance a role in whether a journey remained peaceful or suddenly became dangerous.
Towns made the world feel different as well. Instead of encountering only a handful of isolated characters, Link entered communities filled with residents. Some offered clues. Others restored health or magic. Certain people directed Link toward teachers who could give him spells or new sword techniques.
Those towns also left an unexpected mark on Zelda history.
Sugiyama pointed out that names used for places in The Adventure of Link, including Saria, Ruto, and Rauru, later appeared as character names elsewhere in the series. He also believed the more elaborate sword techniques pioneered in Zelda II helped influence later Zelda combat.
What looked for years like a branch of the series that Nintendo had abandoned had, in reality, sent roots into the games that followed.
The Legend of the Sleeping Zelda
The story was more elaborate than the first game’s simple rescue of Princess Zelda from Ganon.
After Ganon’s defeat, Hyrule had not returned to peace. His remaining followers survived, and Nintendo’s manual introduced a particularly dark threat: they hoped to revive their master by killing Link and using his blood with Ganon’s ashes. Meanwhile, Link remained in Hyrule and helped with the kingdom’s recovery.
As Link approached his sixteenth birthday, a crest appeared on the back of his hand. He went to Impa, who recognized the mark and brought him to the North Castle. There she used Link’s marked hand to open a door that generations of her family had guarded.
Behind it lay a sleeping princess.
This was not simply the Zelda Link had rescued in the previous game. Impa told him the story of an ancient Princess Zelda whose father had ruled Hyrule with the Triforce. After the king died, his son inherited only part of its power. The prince became convinced that his sister knew what their father had done with the missing portion. When Zelda refused to reveal the secret, a magician threatened her and ultimately placed her under a sleeping spell.
The magician died as the spell consumed him, but Zelda could not be awakened.
Her grieving brother ordered that future daughters of Hyrule’s royal family bear the name Zelda so that the tragedy would never be forgotten. The story therefore did more than provide Link with another princess to rescue. It attempted to explain why the name Zelda had become woven into the kingdom itself.
Impa gave Link six crystals and an ancient scroll. The writings explained that the Triforce consisted of Power, Wisdom, and Courage, and that the Triforce of Courage had been hidden until someone worthy of possessing it appeared. Link would have to place the crystals in statues within six palaces, opening the way to the Great Palace and the final test awaiting him there.
It was a larger mythology than players had received in the first game, and it helped establish Zelda as a series concerned not merely with one battle against Ganon but with generations of Hyrulean history.
Why Zelda II Became So Difficult
For generations of players, however, the mythology was not the first thing they remembered about The Adventure of Link.
They remembered dying.
Enemies could drain Link’s health quickly. Knights blocked his sword. Projectiles crossed the screen from awkward directions. Palaces demanded careful navigation. Falling into lava or pits could erase progress. Reaching the Great Palace required surviving an enormous final stretch, and even players who reached the end still faced one of the most famous final challenges in the NES library.
The difficulty was not imaginary, and Nintendo’s own developers later admitted it.
Sugiyama laughed when asked about the game’s reputation and acknowledged that it was difficult. Games of the period were commonly challenging, he explained, partly because developers wanted limited amounts of content to occupy players for as long as possible. There was also another problem. The development staff handled its own testing and became extremely practiced at the game. Their idea of an entertaining difficulty level gradually became higher because they had played it so much themselves.
Sugiyama remembered one customer calling Nintendo because he could not defeat the final boss. After talking with him, the staff realized that the caller had already obtained everything available to help Link. There was no secret item left to recommend. At that point, winning depended on the player’s own ability.
That difficulty would later become a major part of Zelda II’s reputation, but contemporary players were not necessarily treating the game as a failed experiment. In Japan, early reviews were strongly positive. Famicom Tsūshin, the magazine later known as Famitsu, gave the game a combined score of 36 out of 40, an exceptionally strong result for the period.
Link’s Adventure Begins in Japan
Link no Bōken, meaning The Adventure of Link, appeared in Japan for Nintendo’s Famicom Disk System on January 14, 1987.
The Disk System mattered. Instead of a conventional Famicom cartridge, the Japanese game was distributed on Nintendo’s rewritable disk format, technology that allowed developers to work with features that did not translate identically when Nintendo later prepared the game for cartridge-based NES markets.
The Japanese release arrived during an extraordinary period for Nintendo. The original The Legend of Zelda had established Hyrule only the year before, yet the company was already willing to redefine how players experienced it.
That willingness makes more sense when Zelda II is viewed in the environment in which it was created. There was no decades-old Zelda formula to protect. There were no expectations that every game needed to follow a recognizable pattern of dungeons, items, bosses, and three-dimensional exploration. Nintendo had one successful Zelda behind it and a large collection of ideas about what could come next.
In that environment, experience points, side-view sword fights, towns, spells, lives, and a sweeping overworld did not represent a rebellion against tradition.
The tradition barely existed.
America Waits for Zelda II
For American Nintendo owners, The Adventure of Link became notable for another reason. They had to wait for it.
By early 1988 the sequel was already one of Nintendo’s most anticipated upcoming games. At the Consumer Electronics Show, Computer Entertainer described Zelda II as the likely jewel of Nintendo’s new software lineup. The magazine expected heavy demand and warned that stores would probably sell out repeatedly.
Then the release schedule began slipping.
The problem extended well beyond Zelda. In 1988 the electronics industry was struggling with shortages of memory chips. The Los Angeles Times reported in May that the shortage had begun affecting video game publishers and specifically noted that Nintendo had postponed Link’s sequel from February until October. Nintendo was even discontinuing production of some older games in part to redirect scarce chips toward newer releases.
By the September and October 1988 issue of Nintendo Power, the delay had become something Nintendo had to explain directly to its own customers.
The magazine turned the announcement into a playful letter from Link to Zelda. Behind the joke was disappointing news. Nintendo said the game’s main release would not begin until the new year because of the computer chip problem, although very limited quantities were expected to appear in November.
Those limited copies really did begin moving.
In its November 1988 issue, Computer Entertainer reported that Nintendo had finally shipped Zelda II: The Adventure of Link to dealers across the United States earlier that month, but in quantities far too small to satisfy demand.
That contemporary evidence makes Zelda II’s American launch more complicated than the neat release dates often repeated today. Copies were reaching American stores in late 1988, but the chip shortage prevented anything resembling an easy nationwide release. Availability remained uneven as Nintendo entered the 1988 Christmas season and continued supplying the market into 1989.
One of the Hardest Games to Find
The shortage soon escaped the gaming press and became a national consumer story.
On November 25, 1988, the Los Angeles Times identified Zelda II, Super Mario Bros. 2, Double Dragon, and several other Nintendo titles among the games expected to be temporarily difficult to find during the holiday season. The same article described a booming American Nintendo market that had transformed video games into one of the year’s dominant toy categories.
That same day, The Washington Post reported on the worldwide chip shortage and quoted Nintendo of America marketing executive Peter Main explaining that pre-Christmas demand for games including Zelda II would greatly exceed available supply. Nintendo expected cartridges to continue feeding into stores through the first quarter of the following year.
The shortage became so visible that Nintendo eventually had to reject accusations that it was deliberately withholding games to increase excitement. Company advertising and public relations director Bill White argued that limiting supply intentionally would have made little business sense because Nintendo was leaving millions of potential cartridge sales unmet.
For children scanning shelves during Christmas 1988, however, the cause probably mattered less than the result. Zelda II had become both one of Nintendo’s most anticipated games and one of its most elusive.
Scarcity only added to the sense that obtaining the gold cartridge was itself the beginning of a quest.
Nintendo Power Sends Players Into Hyrule
Once players finally found the game, Nintendo was waiting with help.
The January and February 1989 issue of Nintendo Power placed Zelda II at the center of the magazine and devoted extensive space to maps, strategies, enemies, palaces, and the enormous world players were attempting to understand.
More coverage followed.
The relationship between games like Zelda II and Nintendo Power became part of the NES experience. Difficult games created questions. Hidden paths created rumors. Palaces produced hand-drawn maps. Nintendo’s magazine, game counselors, guidebooks, schoolyard conversations, and players’ own notebooks filled the gaps.
The surviving record of those materials is now an important part of video game history. The Video Game History Foundation preserves the complete main run of Nintendo Power as well as period Nintendo player maps and related material, allowing modern researchers to see not simply what Zelda II contained but how players learned to survive it.
For a game remembered as punishing, that surrounding culture mattered. Solving Zelda II was rarely an entirely solitary experience.
The Black Sheep Reputation Arrives Later
As the Zelda series grew, The Adventure of Link became easier to describe as the odd one out.
A Link to the Past returned the series to an overhead perspective. Later games continued building around exploration, puzzle-filled dungeons, item-based progression, and eventually three-dimensional worlds. Experience levels disappeared. Limited lives disappeared. Side-scrolling combat stopped being the central structure.
With each new Zelda game, Zelda II seemed a little stranger.
Even Miyamoto later expressed dissatisfaction with parts of it. In a 2013 interview, he said The Adventure of Link was a game Nintendo could have done more with. His criticism was not simply that its basic concept had been a mistake. He remembered the game as one in which hardware limitations prevented the design from growing beyond the original plan. Faster transitions between the overhead map and side-scrolling areas might have allowed Nintendo to do more with the relationship between the two perspectives, and Miyamoto wished the hardware had allowed larger enemies.
In a later interview, Miyamoto again emphasized that Nintendo had intentionally wanted The Adventure of Link to focus more heavily on action. The difference was part of the purpose.
That distinction is important. Zelda II was not an ordinary Zelda game that accidentally became strange. Nintendo was deliberately trying to make a different kind of game.
The Zelda Ideas That Survived
Nintendo did not make another mainline Zelda exactly like The Adventure of Link, but that does not mean the experiment disappeared.
Towns became increasingly important. Named residents became essential to creating believable communities. More sophisticated sword techniques returned in later games. Magic remained a recurring part of Link’s arsenal. Hyrule’s history grew across generations. The Triforce became more deeply tied to ideas of worthiness, destiny, and the recurring struggles surrounding Power, Wisdom, and Courage.
Even names introduced as towns in Zelda II eventually returned in new forms.
Saria, Ruto, Rauru, Nabooru, and other names associated with its communities became familiar to later generations of Zelda players through characters and sages. What had once seemed like background vocabulary in an unusual NES sequel became part of the language of Hyrule.
Its music survived too. Composer Akito Nakatsuka created a score distinct from the original game’s music, including the palace theme that would later be rearranged and reintroduced to players through games such as Super Smash Bros. Melee. The music gave Zelda II an identity as distinctive as its combat.
Most important, The Adventure of Link established a principle Nintendo would repeatedly return to: a Zelda sequel did not have to be a safer version of the previous game.
Why Zelda II Matters
There is an easy version of Zelda history in which The Legend of Zelda created the formula, Zelda II wandered away from it, and A Link to the Past brought the series back where it belonged.
The historical record tells a more interesting story.
Nintendo had not yet decided what Zelda was supposed to be. Miyamoto proposed a new kind of high-and-low sword combat. A small team built a side-scrolling action game around that idea and gradually connected it to Link and Hyrule. Experience points, towns, spells, visible encounters, elaborate sword techniques, and a new piece of Triforce mythology followed. Japanese reviewers responded strongly. American players spent months waiting through a semiconductor shortage for copies that retailers struggled to keep on shelves.
Only later, after Zelda developed a more recognizable identity, did its second game become defined primarily as the exception.
That makes Zelda II: The Adventure of Link more important, not less.
It captures Nintendo at a moment when one of gaming’s most famous series was still unstable enough to become almost anything. The developers were willing to risk the success of the first Zelda on an idea that played differently, looked different, and demanded different skills from the player.
Some of those experiments vanished. Others quietly became part of Zelda forever.
Nearly four decades later, The Adventure of Link still feels unusual because Nintendo never made another Zelda quite like it. That is also the reason it remains one of the most revealing games in the history of the series.
Sources & Further Reading
Nintendo. “Why Didn’t Zelda II: The Adventure of Link Become the Standard?” Interview with Tadashi Sugiyama. October 19, 2016. https://www.nintendo.com/jp/topics/article/f3b094b8-8f8f-11e6-9b38-063b7ac45a6d.
Nintendo of America. Zelda II: The Adventure of Link Instruction Booklet. Redmond, WA: Nintendo of America, 1988. https://www.nintendo.co.jp/clv/manuals/en/pdf/CLV-P-NAASE.pdf.
Nintendo Co., Ltd. Link no Bōken. Famicom Disk System. January 14, 1987. https://www.nintendo.com/jp/titles/20010000002069.html.
Nintendo Co., Ltd. “Link no Bōken.” Nintendo Classic Mini: Family Computer. https://www.nintendo.co.jp/clv/sp/detail/adventureoflink.html.
Nintendo Co., Ltd. “Link no Bōken.” Nintendo 3DS Virtual Console. https://www.nintendo.com/jp/titles/50010000007263.html.
Nintendo. “Iwata Asks: The Legend of Zelda: Ocarina of Time 3D.” Interview with Shigeru Miyamoto. 2011. https://iwataasks.nintendo.com/interviews/3ds/zelda-ocarina-of-time/4/1/.
Nintendo. “Iwata Asks: The Legend of Zelda: Ocarina of Time 3D.” Original Staff Interview. 2011. https://www.nintendo.co.jp/3ds/interview/aqej/vol2/index2.html.
Nintendo of America. Nintendo Fun Club News 1, no. 3 (Fall 1987). https://db.barbanon.org/source/00017136.
Nintendo of America. Nintendo Fun Club News 2, no. 6 (April–May 1988). https://www.zeldalegends.net/index.php?n=publications.
Nintendo of America. Nintendo Power, no. 1 (July–August 1988). https://www.zeldadungeon.net/Zelda-publications.php.
Nintendo of America. Nintendo Power, no. 2 (September–October 1988). “Pak Watch.” https://zeldadungeon.net/wiki/Nintendo_Power_Volume_002_%28September_/_October_1988%29.
Nintendo of America. Nintendo Power, no. 4 (January–February 1989). https://racketboy.com/retro/pdf-nintendo-power-4-janfeb-1989.
Nintendo of America. Nintendo Power, no. 5 (March–April 1989). https://fliphtml5.com/zrdmcs/evvb/.
Nintendo of America. Nintendo Power, no. 6 (May–June 1989). https://racketboy.com/retro/pdf-nintendo-power-6-mayjune-1989.
Nintendo of America. The Official Nintendo Player’s Guide. Redmond, WA: Nintendo of America, 1987. https://www.manuallib.com/download/2023-10-16/Nintendo%20%E7%8E%A9%E5%AE%B6%E6%89%8B%E5%86%8C.pdf.
Computer Entertainer 6, no. 10 (January 1988). Consumer Electronics Show coverage of Zelda II: The Adventure of Link. https://upload.wikimedia.org/wikipedia/commons/8/8a/Computer_Entertainer_6-10.pdf.
Computer Entertainer 6, no. 11 (February 1988). “Adventure of Link Delayed Again.” https://handwiki.org/wiki/Software%3AZelda_II%3A_The_Adventure_of_Link.
Computer Entertainer 7, no. 5 (August 1988). Coverage of Nintendo software delays. https://dokumen.pub/zelda-9785040946020.html.
Computer Entertainer 7, no. 8 (November 1988). Review and reporting on the American shipment of Zelda II: The Adventure of Link. https://upload.wikimedia.org/wikipedia/commons/b/bb/Computer_Entertainer_7-8.pdf.
Famicom Tsūshin, no. 16 (February 6, 1987): 12–13. “New Games Cross Review.” https://en.wikipedia.org/wiki/Zelda_II%3A_The_Adventure_of_Link.
Famicom Hisshoubon, no. 17 (February 20, 1987). “Fami-Com Soft Scramble.” https://www.retromags.com/gallery/category/1046-famicom-hisshoubon/.
Gaksch, Martin, and Anatol Locker. “Zelda II: The Adventure of Link.” Power Play, no. 6 (1988): 93–94. https://en.wikipedia.org/wiki/Zelda_II%3A_The_Adventure_of_Link.
Lazzareschi, Carla. “High-Tech Crisis Forces Publishers to Make Tough Choices: Shortage of Memory Chips Hurting Video Game Makers.” Los Angeles Times, May 26, 1988. https://www.latimes.com/archives/la-xpm-1988-05-26-fi-5306-story.html.
“What’s Hot, What’s Not: Video Games and Old Favorites Top Best-Seller List.” Los Angeles Times, November 25, 1988. https://www.latimes.com/archives/la-xpm-1988-11-25-vw-179-story.html.
“Now, Play’s the Thing.” Washington Post, November 25, 1988. https://www.washingtonpost.com/archive/lifestyle/1988/11/25/now-plays-the-thing/616dbc27-d77d-407e-a5a4-d610b6b581f4/.
Muskogee Sunday Phoenix and Times-Democrat. December 25, 1988. Contemporary reporting on shortages of Nintendo games, including Zelda II: The Adventure of Link. https://gateway.okhistory.org/ark:/67531/metadc2643145/m1/1/.
“Video Games Steal the Show.” Billboard, January 21, 1989. https://www.worldradiohistory.com/Archive-All-Music/Billboard/80s/1989/BB-1989-01-21.pdf.
Lynch, Dennis. “Tracking the Elusive Nintendos.” Chicago Tribune, March 31, 1989. https://en.wikipedia.org/wiki/Zelda_II%3A_The_Adventure_of_Link.
Mizell, Leslie. “The Quest for Nintendo Adventures.” Game Player’s, no. 5 (June 1989).
Petersen, Sandy. “Eye of the Monitor.” Dragon, no. 198 (October 1993): 57–60. https://pied.nu/dragon/files/Drmg198.pdf.
“Classic: Zelda und Link.” Club Nintendo, April 1996. https://en.wikipedia.org/wiki/Zelda_II%3A_The_Adventure_of_Link.
Miyamoto, Shigeru. “Zelda: The Man Behind the Game.” Interview originally published in Famitsu, 1992. Archived by SpriteCell. https://spritecell.com/shigeru-miyamoto-1983-1996/.
Miyamoto, Shigeru. Interview by Super Play. April 2003. Archived by SpriteCell. https://spritecell.com/shigeru-miyamoto-2001-2003/.
Totilo, Stephen. “Shigeru Miyamoto’s ‘Bad’ Game.” Kotaku, June 18, 2013. https://kotaku.com/shigeru-miyamotos-bad-game-514017583.
Game Informer. “Looking Back at the Only Entry That Isn’t Legendary: Zelda II: The Adventure of Link.” May 29, 2017. https://gameinformer.com/b/features/archive/2017/05/29/looking-back-a-the-only-entry-that-isn-39-t-legendary-zelda-ii-the-adventure-of-link.aspx.
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Video Game History Foundation. “Nintendo Entertainment System Player Map Collection.” Game History Library. https://library.gamehistory.org/repositories/2/resources/233.
Video Game History Foundation. “Nintendo Entertainment System Player Maps: Zelda and Zelda II Materials.” Game History Library. https://library.gamehistory.org/repositories/2/archival_objects/17383.
National Diet Library of Japan. Link no Bōken: Zelda 2 Family Computer. Tokyo: Futami Shobo, 1987. https://ndlsearch.ndl.go.jp/books/R100000002-I000001844279.
National Diet Library of Japan. Hyrule Eiyū Densetsu: Link no Bōken. Tokyo: Keibunsha, 1987. https://ndlsearch.ndl.go.jp/books/R100000002-I000001902818.
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Game Developer. “Retro Game of the Day! Zelda II.” February 27, 2010. https://www.gamedeveloper.com/production/retro-game-of-the-day-zelda-ii.
Gerstmann, Jeff. “Classic NES Series: Zelda II Review.” GameSpot, November 15, 2004. https://www.gamespot.com/reviews/classic-nes-series-zelda-ii-review/1900-6113223/.
Navarro, Alex. “Zelda II: The Adventure of Link Review.” GameSpot, June 5, 2007. https://www.gamespot.com/reviews/zelda-ii-the-adventure-of-link-review/1900-6172040/.
Zelda Legends. “Publications.” Archive of Nintendo Fun Club News, Nintendo Power, and Zelda-related print materials. https://www.zeldalegends.net/index.php?n=publications.
Zelda Legends. “Guides.” Archive of Japanese Link no Bōken guidebooks and related materials. https://www.zeldalegends.net/index.php?n=guides.
Zelda Dungeon. “A Nostalgic View on Zelda’s Beginnings: An Interview with the Director of Zelda II.” English translation of Tadashi Sugiyama’s Nintendo interview. https://www.zeldadungeon.net/a-nostalgic-view-on-zeldas-beginnings-an-interview-with-the-director-of-zel/.
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MobyGames. “Zelda II: The Adventure of Link: Promotional Materials.” https://www.mobygames.com/game/7296/zelda-ii-the-adventure-of-link/promo/.