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Editing List of Zelda II: The Adventure of Link version differences

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==Gameplay differences==
==Gameplay differences==
The spending of experience points is entirely different in the Famicom Disk System, as [[Link]]'s three attributes cost the same, unlike the English release. The game is designed to promote balanced leveling, as the Famicom Disk System's saved game only allows the level attributes to go as high as whatever is set the lowest (e.g. if LIFE is at 5 and ATTACK is at 4, but MAGIC is at 1, then the saved game reflects all attributes as level 1), while still saving the data regarding crystals that have been placed and items that have been collected.
The spending of experience points is entirely different in the Famicom Disk System, as Link's three attributes cost the same, unlike the English release. The game is designed to promote balanced leveling, as the Famicom Disk System's saved game only allows the level attributes to go as high as whatever is set the lowest (e.g. if LIFE is at 5 and ATTACK is at 4, but MAGIC is at 1, then the saved game reflects all attributes as level 1), while still saving the data regarding crystals that have been placed and items that have been collected.
 
In the Famicom Disk System release, Link can collect items by stabbing them with his sword. In English releases, Link can automatically pick up one-time items, and two sprites were created to show him holding up the item.


==Graphical changes==
==Graphical changes==
In English releases, Link's sprites were given a mouth. In the Famicom Disk System version, the sprite of Link riding a raft originally showed him facing the south, but in English releases, this was changed to have him face east, the direction in which the raft goes.
The death animation removed the flashing colors to reduce the risk of seizures and replaced it with a solid red color. The text changes were not included in the Virtual Console ports, but the solid red death animation from the two earlier ports was retained.


In the Famicom Disk System version, the water and lava tiles on the overworld are animated, but are static in English releases.
In English releases, the dungeons each have different colors, whereas in the Famicom Disk System version they are all gray.
 
In the Famicom Disk System version, every dungeon has gray ceilings and walls, but in English releases, each of them are featured in a different color.


In the Famicom Disk system versions, blue [[Octorok]]s can be found in certain dungeons, while in the English releases, these are swapped for identically acting blue [[Rope (Zelda II: The Adventure of Link)|Rope]]s.
In the Famicom Disk system versions, blue [[Octorok]]s can be found in certain dungeons, while in the English releases, these are swapped for identically acting blue [[Rope (Zelda II: The Adventure of Link)|Rope]]s.
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In the Famicom Disk System releases, the encounters for weak enemies, strong enemies, and [[fairy|fairies]] on the map are represented by white, blue, and red ghost-like blobs, respectively, and the [[River Devil]] has a brown troll-like appearance. In the English releases, weak enemy encounters are represented by a black-colored [[Bit]] or [[Bot]], strong enemy encounters are represented as a black-colored humanoid monster, and fairy encounters are represented by a fairy, while the River Devil is a multiple-armed black creature.
In the Famicom Disk System releases, the encounters for weak enemies, strong enemies, and [[fairy|fairies]] on the map are represented by white, blue, and red ghost-like blobs, respectively, and the [[River Devil]] has a brown troll-like appearance. In the English releases, weak enemy encounters are represented by a black-colored [[Bit]] or [[Bot]], strong enemy encounters are represented as a black-colored humanoid monster, and fairy encounters are represented by a fairy, while the River Devil is a multiple-armed black creature.


The English releases add more sprites for the [[town folk]]. The [[river man]] and [[Swordsman|Swordsmen]] were also given different designs.
The English releases add more sprites for the [[town folk]], and the [[river man]] and [[Swordsman|Swordsmen]] have different designs.
 
In the Famicom Disk System version, the [[Child]] is tied up by rope, which is not the case for English releases.
 
The sprite for both the [[Water of Life]] and [[Goddess statue|Trophy]] is different between the Japanese and English versions.
 
The death animation removed the flashing colors to reduce the risk of seizures and replaced it with a solid red color. The text changes were not included in the Virtual Console ports, but the solid red death animation from the two earlier ports was retained.


The Game Over screen of the English release shows a silhouette of Ganon from the chest up, with the text "Game Over/Return of Ganon", and a brief sound effect of evil laughter plays. In the Famicom Disk System release, the Game Over screen is in plain black with the text "Return of Ganon/The End"; the message is accompanied by the same audio that plays in the Horsehead and Volvagia boss fights.
The Game Over screen of the English release shows a silhouette of Ganon from the chest up, with the text "Game Over/Return of Ganon", and a brief sound effect of evil laughter plays. In the Famicom Disk System release, the Game Over screen is in plain black with the text "Return of Ganon/The End"; the message is accompanied by the same audio that plays in the Horsehead and Volvagia boss fights.
==Layout differences==
The interior of [[North Castle]] was redesigned to have add more pillars and purple drapes, besides those surrounding the resting place of [[Princess Zelda]]. The ceiling was raised, and two torches were added to the left and right of Zelda respectively.
In English releases, the [[Kings Tomb]] was made a single screen area. The large map used in the Famicom Disk System version was reused for a nearby grave in the English releases, just with the orange pillars removed.


==Sound differences==
==Sound differences==

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