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Play Zelda II: The Adventure of Link (GameCube Edition · US edition · English) Online
Zelda II - The Adventure of Link
Travel across Hyrule, then fight and jump through side-view palaces while developing attack, magic and life skills. (GameCube Edition)
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Nintendo Entertainment System (NES) / Famicom — EmulatorJS controls
Default Player 1 keyboard mapping. Change keys in Controllers Setting.
| Console button | Keyboard |
|---|---|
| ↑ / ↓ / ← / → | ↑ / ↓ / ← / → |
| A / B | Z / X |
| START / SELECT | Enter / V |
Open Controllers Setting to configure your keyboard or gamepad. Touch controls are available on mobile.
How to Play Zelda II: The Adventure of Link
Quick start
Press START, use SELECT to choose REGISTER YOUR NAME and confirm with START. Enter up to eight characters with the D-Pad and A, select END with SELECT and press START. Select the named file and START again. Leave the North Castle eastward, visit Rauru and learn SHIELD before exploring toward Parapa. Practise A jumps and B sword strikes near the starting area.
Controls
D-Pad: move, climb and crouch. A: jump in action scenes. B: use the sword, talk or collect nearby objects. START: pause or open the action-scene subscreen; select a learned spell there, return with START and cast with SELECT. After learning the special thrusts, press Up or Down while airborne. The shield follows standing/crouching height when Link is not attacking.
Zelda II: The Adventure of Link — About this game
This is the English NES game included in the GameCube Collector’s Edition. A documented visual change replaces the original multicolour death flash with shades of red and deep red. The adventure still uses the NES map, swordplay and skill system. Controls below name the NES buttons; the GameCube collection’s own controller shortcuts and memory-card interface are separate.
Roads, towns and enemy shadows make the overhead map a route-planning space. Enter a cave or palace, or touch a roaming enemy, and the journey changes to side-view action. Link has to judge the height of a sword strike, crouch behind his shield and time jumps rather than rely on movement alone. Towns provide clues, recovery and new spells; palace equipment opens routes that were previously blocked.
The goal is to place six crystals and reach the final palace to awaken Zelda. Experience lets you strengthen sword attacks, reduce spell costs or reduce incoming damage. These upgrades are different from collecting containers that expand the health and magic meters. Choose when to press forward with the remaining lives and when to secure an upgrade: saving keeps acquired skill levels and important items but clears the current experience total. Ordinary restarts return to the North Castle, so learning a safe route matters alongside winning the next duel.
Cheats
No cheats have been added for this edition.