Dragon Quest (video game) - Wikipedia. Dragon Quest. Box art of the original North American NES release, titled Dragon Warrior. Developer(s)Chunsoft. Publisher(s)Director(s)Koichi Nakamura. Producer(s)Yukinobu Chida. Designer(s)Yuji Horii. Dragon Naturally Speaking 12, by Nuance. We rely on our computers more and more every day, whether we're creating documents and reports, surfing the Web or catching. 2007 it listed the game as the 29th best. Programmer(s)Koichi Nakamura. Artist(s)Akira Toriyama. Composer(s)Koichi Sugiyama. Series. Dragon Quest. Platform(s)Release date(s)May 2. Famicom / Nintendo Entertainment System. JP: May 2. 7, 1. 98. NA: August 1. 98. MSXSuper Famicom. Game Boy Color. JP: September 2. NA: September 2. 7, 2. Mobile phones. Wii. JP: September 1. 5, 2. It was developed by Chunsoft for the Family Computer (or Famicom for short) and published by Enix in Japan in 1. Dragon Quest and by Nintendo in 1. North America for the Nintendo Entertainment System (or NES) as Dragon Warrior. Dragon Quest has been ported and remade for several video game platforms, including the MSX, PC- 9. X6. 80. 00, Super Famicom, Game Boy Color, and mobile phones. In play, players control a hero character who is charged with saving the Kingdom of Alefgard and rescuing its princess from the evil Dragonlord. Dragon Warrior's story became the second part in a trilogy. Several more anime and manga games, which revolved around this overarching plot were created. Dragon Quest was created by Yuji Horii, who took inspiration from previous role- playing games such as Wizardry, Ultima, and his own 1. The Portopia Serial Murder Case. Horii wanted to create an RPG which would appeal to a wide audience of people who were unfamiliar with the genre of video games in general. He tried to place a greater emphasis on storytelling and emotional involvement, as well as simplify the interface and expose the mostly Western computer genre to the Japanese console market. Manga artist and Dragon Ball creator Akira Toriyama produced the game's artwork and Koichi Sugiyama composed its music. The North American version featured numerous changes, including battery- backed RAM save games (rather than using a password save system), modified character sprites and pseudo- Elizabethan English style dialog. Dragon Quest was commercially successful in Japan, with more than 2 million copies sold. Its release as Dragon Warrior in North America, and other Western countries, was less favorably received. Later, Western critics noted the game's shortcomings but acknowledged its importance to the genre. Its original pseudo- Elizabethan English script has been praised in many of these reviews. Fan- made. ROM hacks were released with substantial changes to the game. The game's sound effects have also been orchestrated, and its music has been performed at numerous concerts. As a whole, Dragon Warrior has been credited with establishing the basic template for the Japanese console RPGs that followed. Gameplay. Its gameplay mechanics have been described, years after its release, as simplistic and spartan. In the Japanese version, continuing a quest requires players to enter a password; in the North American Nintendo Entertainment System (NES) English version, the quest is saved onto the game cartridge's battery- backup (known in the game as an . If players choose to start a new quest, they may give the hero any name they wish in either Japanese kana or English letters depending on the version. Each stat falls into one of two categories, one with faster growth than the other, and the game determines which path each stat uses with a formula based on the kana or letters in the character's name. Much of Dragon Warrior is spent talking to townspeople and gathering information from them that leads to additional places, events, and secrets. Players are advised to take notes of these hints for future reference. Towns contain shops that sell improved weapons and armor; general stores where the player may buy other goods; inns that allow the hero to recover his health and magic, and shops that offer keys for purchase. Players may sell items at half price to shops that provide weapons, armor, or general goods. The hero's status window is shown whenever he stops moving, displaying his current experience level (LV) and the amount of hit points (HP), magic points (MP), gold (G), and experience points (E). As the hero's level increases, players can explore further afield with less risk. During combat, players have four commands: . If his HP falls to zero, he dies and is taken back to King Lorik to be resurrected, and loses half his gold as punishment. Both HP and MP can be restored by resting at an inn. Additionally, a non- player character can replenish the hero's MP in Tantegel Castle. Additional buttons confirm and cancel commands. In the English version, players use menu commands to talk to people, check their status, search beneath their feet, use items, take treasure chests, open doors, and go up or down stairs. The brave warrior Erdrick (known as . In Erdrick's possession was the Ball of Light. Erdrick handed the Ball of Light to King Lorik, and Alefgard remained peaceful for a long time. One day, while exploring the cave's extensive network of tunnels, the man encountered a sleeping dragon who awoke upon his entrance. He feared the dragon would incinerate him with its fiery breath, but the dragon instead knelt before him and obeyed his commands. This man, who is later discovered to be a dragon. Riding a large red dragon, the Dragonlord descended upon Tantegel Castle and stole the Ball of Light. Soon, monsters began to appear throughout the entire land, destroying everything in their paths. After searching the land for clues to the Dragonlord's whereabouts, Erdrick found that the Dragonlord lived on an island that could be accessed only via a magical bridge that only a . After venturing to the island, Erdrick was never heard from again. The prophet Mahetta predicted that . King Lorik starts to mourn the decline of his kingdom. A castle guard tells him that a dragon has captured the princess and is holding her captive in a distant cave. After the hero collects a series of relics, he creates a bridge to reach Charlock and fights his way through the castle before finally confronting the Dragonlord. At this point the hero is given a dialogue choice . If players choose the former, the game ends, the hero is put to sleep, and the game freezes (and, in the battery- operated North American NES version, deletes the player's saved game and possibly one or both others on the cartridge). If players choose to fight, a final battle between the hero and the Dragonlord commences. The hero turns down the offer and instead wishes to find his own kingdom. Accompanied by Princess Gwaelin, the hero then sets off in search of a new land; this sets the stage for the events in Dragon Warrior II, which take place many years later and tells the story of three of the hero's descendants. Other major supporting characters are King Lorik (King Lars in the GBC remake); his daughter Princess Gwaelin (Lady Lora), and two sages the hero meets during his journey. The populace thinks his claim of the ability to defeat the Dragonlord are preposterous; however, King Lorik sees this ability, which give him hope and he aids the hero on his quest. In 1. 98. 2, after failing to establish a chain of stores, the company's founder Yasuhiro Fukushima transformed it into a software company devoted to gaming and renamed it Enix. To find talent for the company, Fukushima held the . The competition was styled after manga competitions, was advertised in computer and manga magazines, and had a . The winners were Kazuro Morita (. Horii designed a tennis game, Love Match Tennis, which became Enix's first release. While he did not believe he would win, he was motivated by his editor, who enjoyed the games and published Horii's articles on them. Later, when Enix began creating games for the NES, Fukushima held another contest. This time, Nakamura won with his . Portopia was originally released for Japan's NEC PC- 6. NES in 1. 98. 5. The menu- based command system of Portopia would later be used in Dragon Quest. So I decided to create a system that was easy to understand and emotionally involving, and then placed my story within that framework. Yuji Horii on the design of the first Dragon Quest. Horii and Nakamura came across the RPG Wizardry at a Macworld Conference & Expo. While it had some influence on Portopia's dungeon crawl segments, Horii liked the game's depth and visuals. He wanted to create a game similar to Wizardry, to expose the mainly Western- exclusive RPG genre to Japan and to expand the genre past computer enthusiasts. However, while Horii and Nakamura enjoyed the dungeon crawling and statistical nature of Wizardry, they realized most people would not. This had not originally been a concern, but the success of Super Mario Bros. To create Dragon Quest, the gameplay needed to be simplified. But I still thought that it would be really exciting for the player to play as their alter ego in the game. I personally was playing Wizardry and Ultima at the time, and I really enjoyed seeing my own self in the game. To accomplish this he needed to simplify the system and have players associate themselves with the hero. He developed a coming- of- age tale that audiences could relate to and made use of RPG level- building gameplay as a way to represent this. Horii knew that RPGs had a steeper learning curve than other video games of the time, and to compensate for this he implemented quick level- ups at the start of the game and gave players a clear final goal that is visible from the world map's starting point: the Dragonlord's castle. He also provided a series of smaller scenarios in order to build up the player's strength to achieve the final objective. Horii used bridges to signify changes in difficulty and implemented a level progression with a high starting growth rate that decelerates over time, which contrasted to the random initial stats and constant growth rates of the early editions of Dungeons & Dragons. Sugiyama sent a PC game's feedback questionnaire to Enix.
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