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* DemandOverload: A combination of the UsefulNotes/NintendoEntertainmentSystem's growth in popularity and a worldwide chip shortage in 1988 (which had already delayed the game's North American release) meant that cartridges were produced in smaller batches that often went out of stock in a flash. Many parents consequently had to drive out-of-state to find copies to buy for their kids.

to:

* DemandOverload: A combination of the UsefulNotes/NintendoEntertainmentSystem's Platform/NintendoEntertainmentSystem's growth in popularity and a worldwide chip shortage in 1988 (which had already delayed the game's North American release) meant that cartridges were produced in smaller batches that often went out of stock in a flash. Many parents consequently had to drive out-of-state to find copies to buy for their kids.
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* DummiedOut: The game has unique window graphics for all palaces, even though the fourth and sixth palaces don't have any windows. The unused window graphics can be seen by using the "Fairy Warp" glitch[[note]]transforming into a fairy above the top of the screen, then moving left or right[[/note]] to load Parapa Palace's layout with another palace's graphics.

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* DummiedOut: The game has unique window graphics for all palaces, even though the fourth and sixth palaces don't have any windows. The unused window graphics can be seen by using the "Fairy Warp" glitch[[note]]transforming into a fairy above the top of the screen, then moving left or right[[/note]] to load Parapa Palace's layout with another palace's graphics. There are also unused SpikesOfDoom graphics for each palace.
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* DummiedOut: The game has unique window graphics for all palaces, even though the fourth and sixth palaces don't have any windows. The unused window graphics can be seen by using the "Fairy Warp" glitch to load Parapa Palace's layout with another palace's graphics.
* FollowTheLeader: ''Zelda II'' inspired the creation of ''Battle of Olympus''. ''Rambo (1987 NES)'' also has a very similar gameplay design but it's still unclear if it was inspired by ''Zelda II'' as well.

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* DummiedOut: The game has unique window graphics for all palaces, even though the fourth and sixth palaces don't have any windows. The unused window graphics can be seen by using the "Fairy Warp" glitch glitch[[note]]transforming into a fairy above the top of the screen, then moving left or right[[/note]] to load Parapa Palace's layout with another palace's graphics.
* FollowTheLeader: ''Zelda II'' inspired the creation of ''Battle of Olympus''. ''Rambo ''Rambo'' (1987 NES)'' NES) also has a very similar gameplay design but it's still unclear if it was inspired by ''Zelda II'' as well.
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* DummiedOut: The game has unique window graphics for all palaces, even though the fourth and sixth palaces don't have any windows. The unused window graphics can be seen by using the "Fairy Warp" glitch to load Parapa Palace's layout with another palace's graphics.
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I don't think "traditional" works in this context since only a couple games had been out by that point.


* WhatCouldHaveBeen: There actually was a "Zelda 3" concept in the works that was fully intended to be a direct sequel to ''Zelda II'' on the Super Nintendo. But it was scrapped and replaced with ''A Link to the Past'' for various reasons, such as Miyamoto's dissatisfaction with ''Zelda II'' and a desire to return to the traditional top-down format of ''Zelda 1''. The embarrassing debacle that resulted from ''Faces of Evil'' and ''Wand of Gamelon'' ensured that there would be no return to the side-scrolling format.

to:

* WhatCouldHaveBeen: There actually was a "Zelda 3" concept in the works that was fully intended to be a direct sequel to ''Zelda II'' on the Super Nintendo. But it was scrapped and replaced with ''A Link to the Past'' for various reasons, such as Miyamoto's dissatisfaction with ''Zelda II'' and a desire to return to the traditional top-down format of ''Zelda 1''.the original ''Legend of Zelda''. The embarrassing debacle that resulted from ''Faces of Evil'' and ''Wand of Gamelon'' ensured that there would be no return to the side-scrolling format.
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-->''"I wouldn't say that I've ever made a bad game, per se, but a game I think we could have done more with was ''Zelda II: The Adventure of Link''. When we're designing games, we have our plan for what we're going to design but in our process it evolves and grows from there. In ''Zelda II: The Adventure of Link'', unfortunately all we ended up creating was what we had originally planned on paper. I think specifically in the case of ''Zelda II'' we had a challenge just in terms of what the hardware was capable of doing. So one thing, of course, (that he would have liked the game to been like) is, from a hardware perspective, if we had been able to have the switch between the scenes speed up, if that had been faster, we could have done more with how we used the sidescrolling vs. the overhead [view] and kind of the interchange between the two.[[note]]Specifically, he's referring to the long loading times of the Famicom Disk version of the game--the loading times are nonexistent in the Western port[[/note]] But, because of the limitations on how quickly those scenes changed, we weren't able to. The other thing is it would have been nice to have had bigger enemies in the game, but the Famicom/NES hardware wasn't capable of doing that. Certainly, with hardware nowadays you can do that and we have done that, but of course nowadays creating bigger enemies takes a lot of effort."''
* DemandOverload: A combination of the UsefulNotes/NintendoEntertainmentSystem's growth in popularity and a worldwide chip shortage in 1988 (which had already delayed the game's US release) meant that cartridges were produced in smaller batches that often went out of stock in a flash. Many parents consequently had to drive out-of-state to find copies to buy for their kids.

to:

-->''"I wouldn't say that I've ever made a bad game, per se, but a game I think we could have done more with was ''Zelda II: The Adventure of Link''. When we're designing games, we have our plan for what we're going to design but in our process it evolves and grows from there. In ''Zelda II: The Adventure of Link'', unfortunately all we ended up creating was what we had originally planned on paper. I think specifically in the case of ''Zelda II'' we had a challenge just in terms of what the hardware was capable of doing. So one thing, of course, (that he would have liked the game to been like) is, from a hardware perspective, if we had been able to have the switch between the scenes speed up, if that had been faster, we could have done more with how we used the sidescrolling vs. the overhead [view] and kind of the interchange between the two.[[note]]Specifically, he's referring to the long loading times of the Famicom Disk System version of the game--the loading times are nonexistent in the Western port[[/note]] NES versions[[/note]] But, because of the limitations on how quickly those scenes changed, we weren't able to. The other thing is it would have been nice to have had bigger enemies in the game, but the Famicom/NES hardware wasn't capable of doing that. Certainly, with hardware nowadays you can do that and we have done that, but of course nowadays creating bigger enemies takes a lot of effort."''
* DemandOverload: A combination of the UsefulNotes/NintendoEntertainmentSystem's growth in popularity and a worldwide chip shortage in 1988 (which had already delayed the game's US North American release) meant that cartridges were produced in smaller batches that often went out of stock in a flash. Many parents consequently had to drive out-of-state to find copies to buy for their kids.
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Not Trivia. See the X Source Cleanup thread.


* ImageSource:
** AllThereInTheManual
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* DemandOverload: A combination of the UsefulNotes/NintendoEntertainmentSystem's growth in popularity and a worldwide chip shortage in 1988 (which had already delayed the game's US release) meant that cartridges were produced in smaller batches that often went out of stock in a flash. Many parents consequently had to drive out-of-state to find copies to buy or their kids.

to:

* DemandOverload: A combination of the UsefulNotes/NintendoEntertainmentSystem's growth in popularity and a worldwide chip shortage in 1988 (which had already delayed the game's US release) meant that cartridges were produced in smaller batches that often went out of stock in a flash. Many parents consequently had to drive out-of-state to find copies to buy or for their kids.
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Moving Fan Nickname entries to YMMV per the TRS thread.


* FanNickname:
** Zelda is referred to as "Literature/{{Sleeping|Beauty}} [[WesternAnimation/SleepingBeauty Zelda]]" to distinguish her from other incarnations of Zelda, especially the previous one from the first game.
** The eagle knights that are essentially a more aggressive, leaping version of Iron Knuckles are formally known as "Fokka." Given their DemonicSpider difficulty when fighting them, it's easy to turn that name into something more... [[PrecisionFStrike profane]]. There are some instances of fans that still use the name "[[MeaningfulName Dreadhawk]]" for these enemies.
** For a while, the Wosu found in the dungeons were dubbed as Tinsuits, after the mooks that appeared in the animated series.
** Overseas, Gooma was dubbed by Japanese players as "ジャイアント (Jaianto / Giant)", in order to differentiate him with the Guma mooks.
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Added DiffLines:

* ImageSource:
** AllThereInTheManual

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* WhatCouldHaveBeen: There actually was a "Zelda 3" concept in the works that was fully intended to be a direct sequel to ''Zelda II'' on the Super Nintendo. But it was scrapped and replaced with "Link to the Past" for various reasons, such as Miyamoto's dissatisfaction with ''Zelda II'' and a desire to return to the traditional top-down format of ''Zelda 1''. The embarrassing debacle that resulted from ''Faces of Evil'' and ''Wand of Gamelon'' ensured that there would be no return to the side-scrolling format.

to:

* WhatCouldHaveBeen: There actually was a "Zelda 3" concept in the works that was fully intended to be a direct sequel to ''Zelda II'' on the Super Nintendo. But it was scrapped and replaced with "Link ''A Link to the Past" Past'' for various reasons, such as Miyamoto's dissatisfaction with ''Zelda II'' and a desire to return to the traditional top-down format of ''Zelda 1''. The embarrassing debacle that resulted from ''Faces of Evil'' and ''Wand of Gamelon'' ensured that there would be no return to the side-scrolling format.format.
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