There's a village connected to a field connected to ruins and a mine, that's like the first game, pretty normal. Then that mine is connected to a snow land so somehow the climate shifted from temperate to polar in a few meters. Even WORSE, right past that snow land is a fire cave. There is almost no transition between them. Then after that is another grassy village.
You go from a village at the foot of the floating island, through some mines, exit at the higher elevations (hence the snow), enter into an active volcano, and come out at the other end of the floating island, which is also at a lower elevation than the snowy islands. It makes perfect (video game) sense!
I don't know what it was like in the original/other versions of Ys II, but the I did laugh last night because the apparently later versions of the game (such as the copy I'm playing on Steam) are somewhat self-aware and actually makes fun of this fact. Conversations with at least one of the monsters (while using the Alter staff) in Burnland. One monster makes fun of the fact that it it freezes it's butt off on the mountain but hot as anything inside Burnland, and ends by saying, "How does that work?" Unfortunately, I couldn't remember the exact quote.
Also, one of the conversations with the goddess' statue in Burnland even points out that the Priests intentionally shaped the environment to have the volcano next to the icelands in order to provide a defense against the demons. Well...at least the game does try to explain it. I'm surprised they bothered.
In general, I enjoyed just wandering around talking to the demons using the alter power. Some of the conversations with them are actually pretty funny, as they refer to Adol as a thief and murderer who is going around raiding the treasure chests. One of two of the conversations actually make you feel sorry for some of them. For example, one of the monsters mourns the loss of his daughter. Some of the others warn you (in monster form), to watch your back because of the "red haired" guy is beating up all of their friends. I have the same issues with the level design that most others have, but, honestly, I have to admit that it's not much different than other games of that era. With games like Crystalis, and some of the Legend of Zelda games, Metroid (1 & 2), or a number of other games that were limited in terms of environmental landmarks or diversity in background, I usually used Nintendo Power (if it provided a map) or went about the business drawing a map myself. I think I remember recalling disappointment the PS One era when Final Fantasy games started a trend towards having very simple dungeon designs; I no longer feel that way, by the way.
Even though Faxanadu, another Falcom game, was a side-scrolling adventure), I clearly remember having to draw up a map/table for remembering some of the doorways that connected various areas. I think I had to do the same for Legacy of the Wizard, though I didn't come close to beating that one.
Unfortunately, I didn't get as far as I would have liked before the end of the discussion period for this retroactive. I have enjoyed what I've played so far, and I'll probably attempt to at least finish Ys II up after it's over. Eventually, I'll go back and play Ys I.
One last question: Does the gift-giving system in Ys II have a point? I've given a few gifts to people, and I've gotten a little in the way useful information and one gift in return. I was just wondering if there are any major items or secrets that are tied to it.