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Released in December 1988, The Adventure of Link follows Link on a side-scrolling quest through Hyrule to place six crystals back in their palaces, and eventually wake the sleeping princess Zelda. Highly criticized as being too different from the first Zelda, The Adventure of Link introduced some elements that would be seen in many later Zelda games such as towns and magic, but other things never seen again such as experience points and 1 ups.

 

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Single-segment 1:17:15 by Chip Vogel.

Author's comments:

Here it is, my first ever speedrun. Zelda 2 completed with no Up+A and no deaths.

I'll second tmont's sentiments on doing this type of Zelda 2 run: if you want to enjoy this game, don't play it like this. It was hard as hell, and took me about 4 months from the initial training stages to get this run on tape, and I was intimately familiar with the game (though a little out of practice) before I got started. And while the feeling of accomplishment I got upon its completion was second to none in my time as a gamer, getting their was certainly much less than half the fun. Also, if any of you readers plan to run this game, do yourself a favor and run this on the NES. I played on the GCN collection, and the Gamecube controller is far from ideal for this game.

I would like to give many thanks to Tommy 'tmont' Montgomery, whose run this one replaces. He was there every step of the way with advice and encouragement. Without his prior run this one wouldn't be nearly as fast as it is, and without his aid I doubt it would've been completed at all.

This run is far from perfect. The route isn't quite optimal, but for a deathless run going the fastest possible way (Death Mountain first without the candle) isn't very feasible, and the two heart containers I get could be skipped. A different leveling strategy that focused more on attack levels and less on life levels could also bring the time down a bit. As far as spells go, I get Life instead of Shield, which does save some time, but skipping that as well is also a possibility, and I wish anyone who attempts any of these changes the best of luck. This was plenty hard enough as it is.

There are lots of little errors here and there, a couple not so little one, and one that is certainly glaring. Take the latter two categories out and my time would be at least 45 seconds lower, but at the point I got this particular run down I was starting to find it very hard to make myself play the game, and I have little desire to try to improve it currently. Maybe at some point down the line, but not now.

What really makes running this game so difficult is the random movements of so many of the enemies. While you can memorize what you're going to face every step of the way, you can't know how they're going to act. This holds especially true for pretty much anything that's blue, and the designers like to put those guys near lava pits. There is also a large amount of luck that can either raise or lower your time significantly. Flawless evasion of the overworld enemies would drop my time considerably, though it would've been very possible for me to hit many more than I did. Enemy item drops can also have an effect on time, but there's no way to control those either.

I think this run speaks for itself fairly well, but if you're curious about my personal take on how it went, you can read the extended comments below. If not, hope you enjoy it.

Extended Comments

These will be split up by fairly arbitrary sections.

And tmont's right, it is really nice to see a zero next to your name at the end.

Well, that's about it. Thanks for reading it, and hope you enjoyed the run.

European version with Up+A Warping and deaths in 1:05:00 by Kristian Emanuelsen.

Author's comments:

Zelda II is my favorite NES-game and because of nostalgia it's also my all-time favorite game. This game had everything I wanted from a videogame at the time of release. I hadn't played The Legend of Zelda (which is also a great game and a difficult one, but very different and not as technical), which was probably an advantage. Zelda II gets a lot of unfair stick. Those who haven't played The Great Palace with the revolutionary AI of the Dreadhawks there shouldn't criticise the game IMHO. But I am the first to admit that a speed run of this game contains too much fairy-casting through locked doors. Though a speed run without it would be even longer and this speed run is over 1 hour long...

The Zelda II European Version is modified, meaning that movement on the overworld-map is 5/6 speed compared to the American Version, but the sidescroller-scenes are almost as fast.

This run is exactly as minimalistic as my previous run: I skip the spells: Shield, Life, Fire and Spell. I skip the items: Candle, Cross and Magickey. And I skip three Life-containers (it's possible to skip four).

Speedrunning Zelda II takes a long time and can be quite frustrating. I'm not sure this run is better fighting-wise than my previous 1:06:17 run, but it's certainly more clever and faster. By changing around on my route and level-up system I decrease the luck needed when it comes to magic-potion/experience-bag droppings.

For those who aren't as familiar with the game as me, I will try to explain how the magic-potion/experience-bag dropping system works: After killing 5 'big enemies' you will have a 50/50 chance of either a magic-potion (refills your magic) or an experience-bag (200 experience points) at the drop of the next 'big enemy' killed. (Bosses, Blue Ironknuckle and Red Lizalfos don't count). E.g.: I kill 5 Orange Moas ('big enemy') at the entrance of Maze Island Palace (4th) to set me up for a magic-potion (refilling my magic to cast Fairy-spells through locked doors, saving time skipping keys) inside the palace at the first Red Ironknuckle. It will save me two lives and a lot of time. Fingers crossed for not getting an experience-bag there...

I get maximum luck on magic-potion/experience-bag droppings in my run:

A magic-potion in Parapa-Palace (saves one life - 1 extra Fairy-spell needed).

An experience-bag in Midero-Palace (1 of 2 needed to level-up).

An experience-bag in the Island-Palace (needed to save time, not killing an extra Blue Ironknuckle for level-up).

A magic-potion in Maze Island Palace (needed to save two lives and a lot of time: 2 extra Fairy-spells needed).

A magic-potion in Three Eye Palace (saves one life: 1 extra Fairy-spell needed).

Here's my thoughts on how the key areas of the game were done in the run:

Really hope you enjoy this run!

"New Game +" with Up+A Warping and deaths in 0:41:49 by Tommy Montgomery.

Author's comments:

This run was a result of me being depressed about not getting close enough to Rodrigo Lopes' world record of 1:01 for a regular run of this game. Also, I was sick of going through Death Mountain without the Candle and a ridiculous strength advantage. Compared to either of the other runs I attempted for this game, this one was a cakewalk.

Once I got the time down to 43 minutes, it becomes a matter of avoiding unwanted encounters. It's amazing how much time can be shaved off this run due to blind luck. I had one run that was so incredibly lucky that it was minutes ahead of all my other attempts, and about 40 seconds ahead of this one by the time I got to Death Road. Then I hit a snag of bad luck, and it ended up being just over 42 minutes, when it could have easily been under 41:30. A further study of exactly how the overworld "enemies'" paths are determined, and thereby avoiding them more often, could bring this time closer to 41 minutes. But I doubt anyone has the perseverance, stamina, or love of this game for that kind of lunacy.

This run is a few seconds away from the Twin Galaxies world record time of 41:50, by Rodrigo Lopes. I have to give huge props to him, because if I hadn't known it was possible to get a time that low, I would have stopped when my time got to 43 minutes. The mere fact that he accomplished such a phenomenal time with no information to go on except the previous run, which had no giant flaws (aside from an ill-timed death) and was five minutes slower, still astounds me. Without the knowledge of his time, this run would never have happened (or if it had, it would've been much slower). Also, thanks to Lokarin for discussing some strategies, and for his initial interest to improve Emptyeye's run.

European version "New Game +" with Up+A Warping and deaths in 0:44:52 by Kristian Emanuelsen.

Author's comments:

NG+ is an amusing way to speedrun Zelda II IMHO. The strength-advantage gives you the opportunity to defeat some of the bosses, e.g. Gooma, with more daring fighting-strategies. And most importantly, you don't have the frustrating NG-Death Mountain problem of a 35 %? chance of getting through with the hammer, even though you fight perfectly (gathering enough experience to level up attack to 4).

I consider this run to be even more lucky than my NG-run, as I have very few random-encounters. The run through Death Mountain isn't optimal, but I'm happy with everything else in this run (as far as I remember). I hope you find this run entertaining!

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