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After reaching the limits of the built-in word processing program Horii began to explore the capabilities of the machine, teaching himself BASIC as he went along. The idea of creating a game of his own dawned on Horii as he played through various bits of software that were available at the time, such as an early ''Nobunaga's Ambition'' title and a licensed ''Star Trek'' game. The most realized of these early efforts was ''Love Match Tennis'' (ラブマッチテニス), which Horii would enter into an [[Enix]]-sponsored programming contest he was reporting on in 1982. Much to his surprise, he discovered his title had placed second when he arrived to report on the awards ceremony. It was there that he met [[Kōichi Nakamura]], whose ''DOOR-DOOR'' (ドアドア) had won first place. The two became fast friends, and decided to work together in the growing world of entertainment software.
After reaching the limits of the built-in word processing program Horii began to explore the capabilities of the machine, teaching himself BASIC as he went along. The idea of creating a game of his own dawned on Horii as he played through various bits of software that were available at the time, such as an early ''Nobunaga's Ambition'' title and a licensed ''Star Trek'' game. The most realized of these early efforts was ''Love Match Tennis'' (ラブマッチテニス), which Horii would enter into an [[Enix]]-sponsored programming contest he was reporting on in 1982. Much to his surprise, he discovered his title had placed second when he arrived to report on the awards ceremony. It was there that he met [[Kōichi Nakamura]], whose ''DOOR-DOOR'' (ドアドア) had won first place. The two became fast friends, and decided to work together in the growing world of entertainment software.


Horii's first success at [[Enix]] was the Portopia serial murder case, a screen-by-screen adventure game that tasked the player with unraveling the mysterious circumstances of a violent murder in the eponymous seaside town. The title proved to be a watershed moment for the young Horii, garnering him well deserved respect at [[Enix]] and strengthening his working relationship with top company programmer Kōichi Nakamura. Further more, the simple menu-selection system implemented in the game would become a corner stone of the {{Main Series}} series' user input.
Horii's first success at Enix was the Portopia serial murder case, a screen-by-screen adventure game that tasked the player with unraveling the mysterious circumstances of a violent murder in the eponymous seaside town. The title proved to be a watershed moment for the young Horii, garnering him well deserved respect at Enix and strengthening his working relationship with top company programmer Kōichi Nakamura. Further more, the simple menu-selection system implemented in the game would become a corner stone of the {{Main Series}} series' user input.


===The Road to Dragon Quest===
===The Road to Dragon Quest===
In 1983, Enix sent Horii and Nakamura to Applefest; a trade show hosted by Apple computers in San Fransisco that allowed attendees so sample new business software, computer architecture, and computer games being developed. It was here that Horii encountered his first RPG--''[[Wikipedia:Wizardry|Wizardry]]''. Having never encountered a game of this kind before, where success depended on strategy and thorough planning rather than quick reflexes, Horii became so enamored with the seemingly endless mysteries of the game that he purchased an Apple II immediately upon his return to Japan just to play the game.
In 1983, Enix sent Horii and Nakamura to Applefest; a trade show hosted by Apple computers in San Fransisco that allowed attendees so sample new business software, computer architecture, and computer games being developed. It was here that Horii encountered his first RPG--''[[Wikipedia:Wizardry|Wizardry]]''. Having never encountered a game of this kind before, where success depended on strategy and thorough planning rather than quick reflexes, Horii became so enamored with the seemingly endless mysteries of the game that he purchased an Apple II immediately upon his return to Japan just to play the game.


In 1985 ''Portopia'' was ported to the {{Famicom}}, greatly improving the machine's software library from the handful of obtuse action titles. This porting success gained Horii further recognition among the gaming community, prompting him to be inaugurated in Weekly ''Shonen Jump's'' ''{{Famicom}} KamiKen'' periodical. This bi-monthly article was reflection on current hot titles, game trends, and developer gossip of the period that allowed readers to send in their own essays to be printed in ''Shonen Jump''. When Horii sent in his own article, he was quickly hired as a staff writer. From this connection Horii would put his college education to good use and free-lance his writing skills out to various manga-ka in the magazine as he worked on his games, eventually meeting acclaimed artist [[Akira Toriyama]] at an ''SJ'' new year's party. The two became fast friends, and Toriyama would contribute character, monster, and location designs to the series.
In 1985 ''Portopia'' was ported to the {{Famicom}}, greatly improving the machine's software library from the handful of obtuse action titles. This porting success gained Horii further recognition among the gaming community, prompting him to be inaugurated in Weekly ''Shonen Jump's'' ''Famicom KamiKen'' periodical. This bi-monthly article was reflection on current hot titles, game trends, and developer gossip of the period that allowed readers to send in their own essays to be printed in ''Shonen Jump''. When Horii sent in his own article, he was quickly hired as a staff writer. From this connection Horii would put his college education to good use and free-lance his writing skills out to various manga-ka in the magazine as he worked on his games, eventually meeting acclaimed artist Akira Toriyama at an ''SJ'' new year's party. The two became fast friends, and Toriyama would contribute character, monster, and location designs to the series.


With the success of the Famicom port of ''Portopia'', proving that a "slow game" can dominate the sales charts in an action game market, Horii and Nakamura agreed that the timing was right to begin development of the Famicom's first genuine RPG. After a lengthy process of convincing [[Enix]] supervisor Yukinobu Chida of the project's  potential for success, the unnamed project was given the greenlight to begin development with Horii as sole scenario writer, Nakamura as lead programmer, and Toriyama as illustrator. Instead of a common ''Wizardry'' clone, the two decided to combine the best aspects of both the aforementioned series and it's chief competitor ''Ultima'' and eliminate the largest design flaws of both in the process. To accomplish this it was decided to use the simple menu-driven command system of Portopia, the first-person battle screen of ''Wizardry'', and the bird's-eye view map exploration of ''Ultima''. Coincidentally, acclaimed composer [[Kōichi Sugiyama]] had filled out a consumer response card packaged in the back of ''Portopia'', and was quickly approached for the possibility of composing the music for the ambitious title. Accepting the challenge, Sugiyama meets with the team and begins his composition work, even going as far as to play the scores on his piano over the phone for group approval.
With the success of the Famicom port of ''Portopia'', proving that a "slow game" can dominate the sales charts in an action game market, Horii and Nakamura agreed that the timing was right to begin development of the Famicom's first genuine RPG. After a lengthy process of convincing Enix supervisor Yukinobu Chida of the project's  potential for success, the unnamed project was given the greenlight to begin development with Horii as sole scenario writer, Nakamura as lead programmer, and Toriyama as illustrator. Instead of a common ''Wizardry'' clone, the two decided to combine the best aspects of both the aforementioned series and it's chief competitor ''Ultima'' and eliminate the largest design flaws of both in the process. To accomplish this it was decided to use the simple menu-driven command system of Portopia, the first-person battle screen of ''Wizardry'', and the bird's-eye view map exploration of ''Ultima''. Coincidentally, acclaimed composer Kōichi Sugiyama had filled out a consumer response card packaged in the back of ''Portopia'', and was quickly approached for the possibility of composing the music for the ambitious title. Accepting the challenge, Sugiyama meets with the team and begins his composition work, even going as far as to play the scores on his piano over the phone for group approval.


After a rough development period and countless hours contemplating the feedback of Enix staff and playtesters, {{Dragon Quest}} was released on May 27th, 1986. Sales were slow at first, but strong word of mouth and a healthy advertising campaign in ''Shonen Jump'' magazine lead to a steady increase throughout the year, selling 1.5 million copies in total before production of the cartridge ceased in the early 90's. The title was an unprecedented sensation in Japan, leading to a cultural craze that lead to a boom of interest not only in RPG software, but tales of swords & sorcery, European myths and culture, and fantasy literature. For all this influence on his country's zeitgeist, Horii has remained a humble man, happy to give players new quests to venture out on as long as he can.
After a rough development period and countless hours contemplating the feedback of Enix staff and playtesters, {{Dragon Quest}} was released on May 27th, 1986. Sales were slow at first, but strong word of mouth and a healthy advertising campaign in ''Shonen Jump'' magazine lead to a steady increase throughout the year, selling 1.5 million copies in total before production of the cartridge ceased in the early 90's. The title was an unprecedented sensation in Japan, leading to a cultural craze that lead to a boom of interest not only in RPG software, but tales of swords & sorcery, European myths and culture, and fantasy literature. For all this influence on his country's zeitgeist, Horii has remained a humble man, happy to give players new quests to venture out on as long as he can.
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Cohesive, condensed conveyance of information is the cornerstone of Horii's design philosophy, a result of his experiences as an amateur manga artist. The difficulty in balancing the amount of information being presented to a reader with the limited amount of page space available was greatly influential to the man, and Horii found his experiences with such spacial limitations to be analogous to the data limits of early computer software.
Cohesive, condensed conveyance of information is the cornerstone of Horii's design philosophy, a result of his experiences as an amateur manga artist. The difficulty in balancing the amount of information being presented to a reader with the limited amount of page space available was greatly influential to the man, and Horii found his experiences with such spacial limitations to be analogous to the data limits of early computer software.


Actual scenario writing is a smooth process for the man, though he admits to requiring a long time to build up motivation to begin in the first place. From a general theme and setting the finer details of a game emerge, and from that point onwards more details are added until a complete picture is formed. Prior to {{Dragon Quest VIII}}, Horii would write every line of dialogue for his games, even down to nameless {{NPC}}s. This is why each title in the series feels familiar and consistent, even when separated by thirty years of hardware advancement.
Actual scenario writing is a smooth process for the man, though he admits to requiring a long time to build up motivation to begin in the first place. From a general theme and setting the finer details of a game emerge, and from that point onwards more details are added until a complete picture is formed. Prior to {{DQ8}}, Horii would write every line of dialogue for his games, even down to nameless {{NPC}}s. This is why each title in the series feels familiar and consistent, even when separated by thirty years of hardware advancement.


==Horii's views on the Series==
==Horii's views on the Series==
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*'''Most profound moments in the series:''' Marriage and [[Gold Orb]] exchange in {{V}}, {{DQ4 Chapter 5}} opening in {{IV}}, being king for a day in [[Romaria]] in {{III}}, searching for the lost [[luminaries]] in {{II}}.
*'''Most profound moments in the series:''' Marriage and [[Gold Orb]] exchange in {{V}}, {{DQ4 Chapter 5}} opening in {{IV}}, being king for a day in [[Romaria]] in {{III}}, searching for the lost [[luminaries]] in {{II}}.
*'''Favorite characters:''' [[Pankraz]], {{Bianca}}, {{Maya}}, [[Alena]].
*'''Favorite characters:''' [[Pankraz]], {{Bianca}}, {{Maya}}, [[Alena]].
*'''Favorite {{MFamilies}}s:''' [[Slime]] and [[Barbatos]].
*'''Favorite monsters:''' [[Slime]] and [[Barbatos]].
*'''Favorite item:''' [[Sage's stone]].
*'''Favorite item:''' [[Sage's stone]].
*'''Least liked items:''' [[Kerplunk bracer]], [[Dieamend]].
*'''Least liked items:''' [[Kerplunk bracer]], [[Dieamend]].
*'''Most hated dungeons:''' {{Galen}}'s grave in ''{{I}}'' and the [[Cave to Rendarak]] in {{II}}.
*'''Most hated dungeons:''' {{Galen}}'s grave in ''I'' and the [[Cave to Rendarak]] in {{II}}.


==Other works==
==Other works==
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He is on the selection committee for the annual [[Wikipedia:Super Dash Novel Rookie of the Year Award|Super Dash Novel Rookie of the Year Award]].
He is on the selection committee for the annual [[Wikipedia:Super Dash Novel Rookie of the Year Award|Super Dash Novel Rookie of the Year Award]].


Horii has visited the United States twice to promote the North American releases of {{Dragon Quest}}.  He appeared at the Nintendo World Store in New York City in 2010 for the release of {{DQ9}}, and again on February 12, 2011 at the Palo Alto, California GameStop for the ''[http://en.wikipedia.org/wiki/Valentine's_Day Valenslime]'' release of {{DQ6}}.
Horii has visited the United States twice to promote the North American releases of ''Dragon Quest''.  He appeared at the Nintendo World Store in New York City in 2010 for the release of {{DQ9}}, and again on February 12, 2011 at the Palo Alto, California GameStop for the ''[http://en.wikipedia.org/wiki/Valentine's_Day Valenslime]'' release of {{DQ6}}.


==Trivia==
==Trivia==
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*Horii describes himself as a mischievous man, and finds that shocking and surprising players to be one of the most rewarding parts of his career as a game designer.
*Horii describes himself as a mischievous man, and finds that shocking and surprising players to be one of the most rewarding parts of his career as a game designer.
*Though admittedly his skills have deteriorated since his college days, Horii draws a [[Slime]] as part of his signature when signing autographs.  
*Though admittedly his skills have deteriorated since his college days, Horii draws a [[Slime]] as part of his signature when signing autographs.  
*On July 15th, 2017, a bronze statue depicting a slime, alongside the sword and shield of [[Erdrick]], was built in Sumoto city of Hyogo prefecture to celebrate Horii as one of the city's finest sons.
*On July 15th, 2017, a bronze statue depicting a slime, alongside the sword and shield of Erdrick, was built in Sumoto city of Hyogo prefecture to celebrate Horii as one of the city's finest sons.
*In {{Dragon Quest VIII}}, an infamous king slime is named [[Hori (Recruit)|Hori]], presumably after Yūji Horii.
*In {{DQ8}}, an infamous king slime is named [[Hori (Recruit)|Hori]], presumably after Yūji Horii.
*In {{DQTreasures}} a [[King slime]] named after and voiced by Yuji Horii himself can be recovered by entering the code YUB. This marks the first and only time where Yuji Horii’s voice is heard in the {{Main Series}} series as well as his first and only voice role in any video game.
*In [[Dragon Quest Treasures]] a [[King Slime]] named after and voiced by Yuji Horii himself can be recovered by entering the code YUB. This marks the first and only time where Yuji Horii’s voice is heard in the Dragon Quest series as well as his first and only voice role in any video game.


==Gallery==
==Gallery==
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Horii3.jpg|
Horii3.jpg|
Horiioffice.jpg|
Horiioffice.jpg|
Chronotriggerteam.jpg|Yuji Horii, [[Akira Toriyama]] and Hironobu Sakaguchi.
Chronotriggerteam.jpg|Yuji Horii, Akira Toriyama and Hironobu Sakaguchi.
Heroichorii.jpg|
Heroichorii.jpg|
Miyamotohorii03.jpg|Yuji Horii with ''Legend of Zelda'' creator, Shigeru Miyamoto.
Miyamotohorii03.jpg|Yuji Horii with ''Legend of Zelda'' creator, Shigeru Miyamoto.
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Horiiandcrew.jpg|
Horiiandcrew.jpg|
Yuji Horii in 2017.png|
Yuji Horii in 2017.png|
Dreamteam3.jpg|The fabled Dream Team, consisting of Horii, [[Akira Toriyama]], and Hiranobo Sakaguchi for ''Chrono Trigger''
Dreamteam3.jpg| The fabled Dream Team, consisting of Horii, Akira Toriyama, and Hiranobo Sakaguchi for ''Chrono trigger''
HoriitheHero.jpg|
HoriitheHero.jpg|
DQIX Launch Horii Autograph.jpg|Yuji Horii at the Nintendo Store in New York City.
DQIX Launch Horii Autograph.jpg|Yuji Horii at the Nintendo Store in New York City.
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File:HoriitheHero2.png|
File:HoriitheHero2.png|
File:HoriiDragonlord.png|
File:HoriiDragonlord.png|
Horiionstage.jpg|
Horiionstage.jpg
Horiisugisitting.jpg|
Horiisugisitting.jpg
Horiicalifornia.jpg|
Horiicalifornia.jpg
Horiigettinglunch.jpg|
Horiigettinglunch.jpg
Whatanabsolutechad.jpg|
Whatanabsolutechad.jpg
Horiibirthdayparty.jpg|
Horiibirthdayparty.jpg
Horiiandfriends.jpg|
Horiiandfriends.jpg
Horiipimp.jpg|
Horiipimp.jpg
Themanthemyth.jpg|
Themanthemyth.jpg
Horiipimp4.jpg|
Horiipimp4.jpg
</gallery></center>
</gallery></center>


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