I finally finshed this game yesterday, after dying a number of times. Whew!
In case no one was aware, if you die at the last temple and choose to continue, the game will start you at the beginning of the temple with three lives. This means that you don't have to repeat that long trek through the boulder-tossing Lizalfos or those lava sections again. If you're playing it on the VC and have to put the game down, I'd just advise continuing and using the Wii home button rather than saving and starting the journey over from the North Palace. I guess some might consider that cheating; I just see it as a way to avoid some unnecessary pain!
There is one thing that I realized that I missed in this game, specifically the visual and audio cues that are present in nearly every other Zelda title. Zelda 2 almost gives you no help in finding your way through temples. This game has nearly no visual cues whatsover for secret rooms, hidden holes, or map tiles; even the audio cues for discovering secrets is sparse and is limited to the overworld.
The trek through the final palace/temple is absurdly hard, at least by today's standards. I had forgotten that you had to break a block in the floor just to find a hidden hold in the floor. Oddly enough, I think playing the original Metroid when I was younger originally helped prepare me for this game moreso than the original Zelda did; otherwise, trying to find hidden passages or holes would probably never have occurred to me.
Someone mentioned this upthread, but the number of new enemies in the final palace is impressive. I've always dreaded those Bird Knights in the last temple! They're not impossible (the upward stab is your friend), but it bad to run into them when you're trying to conserve magic. I think on my last attempt on the temple I tried to avoid combat with the blue Bird Knights whenever possible.
Also, I've always thought that the penultimate boss, Thunderbird, was generic-looking and uglier than sin. Very un-Zelda in design, really.
I mentoned upthread that, originally, it was a little disappointing to me that the final boss didn't turn out to be Ganon. This, of course, was before all the other Zelda games with Ganon as the final boss were made.
Shadow Link does make sense for the theme of the game, though, as Link is trying to purge himself of evil and prove himself worthy of the Triforce of Coruage. I remember being thrilled to see Shadow Link's return in OoT as a mini-boss, but, if I remember correctly, he was tough as nails in that game as well.
It's also worth noting that Zelda 2 is the only game I know of where Link and Zelda actually (presumably) kiss at the end of the game. Zelda's end-game sprite also makes her look as if she has severe back pain. Thanks a Million for reading!
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Edit: Since the vebrato music was mentioned on the podcast, I thought I would share this. The music on the Famicom version of Zelda 2 (at least on the title screen) was better I think:
FAmicom Zelda 2 introNES Zelda 2 introHere is another video I found that highlights small differences between the Famicom and NES versions of the game:
Zelda 2 - Famicom Vs NES Differences- Famicom verison contains some sounds that the NES version does not (e.g. Horsehead's breathing)
- Stabbing an item or an object is necessary for pickup in the Famicom version - see how Link has to stab the child in the Famicom version in order to save him
- Tektites can be damaged with the normal sword in the Famicom version; the NES version requires the use of the Fire spell
- Gooma, the boss of the 5th temple, is not in the Famicom version; instead the player fights a second incarnation of Helmethead (the first temple boss)
- Barba, the boss of the 6th temple, is more animated in the NES version; the Famicom version seems harder to hit. Incidentally, he is called Volvagia in the Famicom manual...sound familiar?
- Leveling is handled differently in the Famicom version; all attribute upgrades cost the same.