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 1:13:05 by Kristian Emanuelsen.
Author's comments:
I wish this run would have been at least a minute faster, but unfortunately, this is the only time I've survived through The Valley of Death and The Great Palace without the candle or cross in this Zelda II category to this date, so you'll have to bear with this rather sloppy run. I'm sorry, but I don't have the motivation to speedrun Zelda II like this in the near future, for over an hour again just to die at The Valley of Death or in The Great Palace, as I usually do in this category. It's difficult enough to survive the first 20 minutes of the run, and also get an okay start to the run.
There are so many different routes possible to apply, and different ways to level-up. I'm sure there are possible improvements to be made here and there, when it comes to route and level-up. It seems mandatory to level-up magic to 7 or 8 in the middle of The Valley of Death though, so that you have enough magic for the spells needed from there on. There are a few seconds lost throughout the run from hesitation when levelling up.
I'm not sure how much time I actually save by not getting the candle, probably not that much, but I don't feel I really need it, as the most difficult place to survive throughout the run, by far, is The Valley of Death, where it would be almost as difficult with the candle, (but without the cross), as you can't see the most difficult enemies there (without the cross). I'm sure it's possible to get through this Zelda II category without the magic-key and the spell (Spell) as well, and it would save lots of time, but would also make it an extreme challenge to survive The Valley of Death, and have enough life and magic left for The Great Palace. Keep in mind that you have to clear a relatively large chunk of The Great Palace, before you get a 50/50 chance of refilling your magic, and you'll also need to have enough magic left to cast the jump-spell in the secret room.
More of the bad: I use the shield spell, the previous runner didn't use the shield spell. I even finish with 7 life-containers, the previous runner finished with 6. There are more bad things to come. This run is generally sloppy, but its general sloppiness is crowned with the mistake I make in The Great Palace. A mistake so terrible that some of the SDA-verifiers would probably want to reject this run, at least somewhere deep down in their mind, although this run is an improvement of over 4 minutes on Chip Vogel's run. The mistake is unforgiving, yes, almost newbie-like. The mistake is kind of rejectionworthy in itself, but keep in mind here that it's a single-segment run of Zelda II without warps or deaths that lasts for 1 hour and 13 minutes. This run manifests the only time I've survived through The Valley of Death and The Great Palace without the candle or cross in this Zelda II-category, and it shows... Here's what I did in The Great Palace: I get the magic-potion in a secret-room, which was good, as it's a 50/50 chance. I then leave the room and go back to hopefully get another magic-potion, but that proved to be, ermmm, impossible... I try to look on the bright side of things, at least the mistake isn't early on in the run, and it "only costs" me about 15 seconds. However, there are also some other overly cautious moments throughout The Great Palace.
A less cautious approach to the blue ironknuckles throughout the run, including survival, would also have saved some time.
Hope you all enjoy the run though, hope there's something there to enjoy.
Thanks to Speeddemosarchive for all their fantastic work.
Thanks to the two previous runners of this Zelda II-category, Chip Vogel and Tommy Montgomery. You have entertained me with your runs, and I've also picked up a tip here and there, thanks.
Single-segment Up+A Warping and deaths in 0:59:43 by Kristian Emanuelsen.
Author's comments:
I do this run without the shield-spell, life-spell, candle, magickey etc. saving time, but making the whole thing rather difficult. I do some superb fighting in Death Mountain without the candle, but have too many random enemy encounters in general, am unlucky with magicpotion-droppings in the 1st, 4th (I lose lots of time here) and 6th palace. Good fighting in general, but some "awful" parts, e.g. after rescuing the child, on the overworld map on my way to Darunia. I even took a few steps in the wrong direction inside The Great Palace. But that actually helped me decide not to do the death-abuse at the bridge, but instead just go for it against The Thunderbird and Dark Link.
Thanks to:
Rodrigo Lopes for an awesome time of 1:01:19 (TG) to compete with. I won't be surprised if you beat this run in the near future. I hope you don't disagree with Twin Galaxies allowing my jump in Darunia. I personally pointed that jump out to them when submitting my 1:00:07.
Also thanks to the goodlooking Zelda II TAS at 48:15 by Rising Tempest and Inzult, which gave me a few ideas.
And last, but not least, the SDA-crew for downloading, transferring, uploading, and all that other important stuff that makes this run possible for others to enjoy.
European version single-segment with Up+A Warping and deaths in 1:05:00 by Kristian Emanuelsen.
Author's comments:
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:
"New Game +" with Up+A Warping and deaths in 0:41:10 by Kristian Emanuelsen.
Author's comments:
Thanks to:
Tommy "tmont" Montgomery for his Zelda II NG+ run at SDA which I learned from and enjoyed. Well played, hope you'll watch my run one day, a comeback to the crazy world of speedrunning would be highly appreciated.
The SDA-crew for downloading, transferring, uploading, and all that other important stuff that makes this run possible for others to enjoy.
European version "New Game +" with Up+A Warping and deaths in 0:44:52 by Kristian Emanuelsen.
Author's comments:
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!