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			<title>Dragon Quest III: The Seeds of Salvation</title>
			<link>https://dragon-quest.org/w/index.php?title=Dragon_Quest_III:_The_Seeds_of_Salvation&amp;diff=232908</link>
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			<description>&lt;p&gt;2804:14D:5CD5:84D6:B5E6:CA0E:D1FC:8FEA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Italic title}}&lt;br /&gt;
{{Infobox VG&lt;br /&gt;
|title=The Seeds of Salvation&lt;br /&gt;
|type=Main series games&lt;br /&gt;
|image=[[File:DQIII_Logo.png|325px]][[File:DQIII Laurel Wreath art.png|325px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|developer=[[Chunsoft]]&amp;lt;br /&amp;gt;[[Heartbeat]] ({{SFC}})&amp;lt;br /&amp;gt;[[TOSE]] ({{GBC}})&lt;br /&gt;
|publisher=[[Enix]] &lt;br /&gt;
|designer=[[Yuji Horii]]&lt;br /&gt;
|artist=[[Akira Toriyama]]&lt;br /&gt;
|composer=[[Kōichi Sugiyama]]&lt;br /&gt;
|engine=&lt;br /&gt;
|released=&#039;&#039;&#039;Nintendo Entertainment System&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=February 10, 1988|NA=June 12, 1991}}&#039;&#039;&#039;{{Super Famicom}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=December 6, 1996}}&#039;&#039;&#039;{{Game Boy Color}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=December 8, 2000|NA=July 7, 2001}}&#039;&#039;&#039;[[Cell phone]]s&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=November 9, 2009}}&#039;&#039;&#039;Wii&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{vgrelease|JP=September 15, 2011}}&#039;&#039;&#039;Android &amp;amp; iOS&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{vgrelease|JP=September 25, 2014|NA=December 4, 2014|EU=December 4, 2014}}&#039;&#039;&#039;{{PlayStation 4}} &amp;amp; {{3DS}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=August 24, 2017}}&#039;&#039;&#039;[[Nintendo Switch]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=September 27, 2019|NA=September 27, 2019|EU=September 27, 2019}}&lt;br /&gt;
|genre=[[Wikipedia:Console role-playing game|Console role-playing]]&lt;br /&gt;
|modes=[[Wikipedia:Single-player|Single-player]]&lt;br /&gt;
|ratings=&#039;&#039;&#039;{{Game Boy Color}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgratings|ESRB=T}}&lt;br /&gt;
|platforms=[[Nintendo Entertainment System]], {{Super Famicom}}, {{Game Boy Color}}, [[Cell phone|Mobile phone]], [[Wii]], [[Cell phone|Android &amp;amp; iOS]], {{PlayStation 4}}, [[Nintendo 3DS]], [[Nintendo Switch]]&lt;br /&gt;
|media=2-megabit FC cartridge&amp;lt;br /&amp;gt;4-[[Wikipedia:megabit|megabit]] {{NES}} [[Wikipedia:cartridge (electronics)|cartridge]]&amp;lt;br /&amp;gt;32-megabit SFC cartridge&amp;lt;br /&amp;gt;32-megabit GBC cartridge&lt;br /&gt;
|requirements= &lt;br /&gt;
|input=&lt;br /&gt;
|series={{Main Series}}&lt;br /&gt;
}}&lt;br /&gt;
{{Translation|&#039;&#039;&#039;Dragon Quest III&#039;&#039;&#039;|ドラゴンクエストIII そして伝説へ…|&#039;&#039;Doragon Kuesuto III: Soshite Densetsu e...&#039;&#039;, &amp;quot;And into the Legend...&amp;quot;}}, is the third game in the {{DQSeries}} of role-playing games published by [[Enix]] and released on the {{Famicom}}/{{NES}}. It was later remade and released on the {{Super Famicom}} and [[Game Boy]] Color. The original {{Famicom}} version, as well as the {{Super Famicom}} remake, were re-released on the Nintendo [[Wii]] in 2011 as part of the {{Dragon Quest}} 25th-Anniversary. A second remake was also made for Japanese mobile phones and later then re-released worldwide for smartphones running Android and iOS. A graphically modified version of this mobile port was released alongside {{DQ11}} for Sony {{PlayStation 4}}, [[Nintendo 3DS]] and [[Nintendo Switch]]. &#039;&#039;Dragon Quest III&#039;&#039; is the third and final game in the [[Erdrick trilogy]].    &lt;br /&gt;
&lt;br /&gt;
On May 27th, 2021 during the &#039;&#039;Dragon Quest&#039;&#039; 35th Anniversary broadcast, &#039;&#039;[[Dragon Quest III HD-2D Remake]]&#039;&#039; was announced, which will utilize the same graphics engine seen in [[Square Enix]]&#039;s &#039;&#039;Octopath Traveler&#039;&#039;. It was released worldwide simultaneously on November 14th 2024 for Nintendo Switch, Playstation 5, Xbox Series X|S, Microsoft Windows and Steam.&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
{{main|List of locations in Dragon Quest III}}&lt;br /&gt;
&#039;&#039;Dragon Quest III&#039;&#039; takes place in world reminiscent of Earth during the [https://en.wikipedia.org/wiki/Age_of_Discovery Age of Discovery], with many areas modeled after different nations such as [[Romaria]] (Rome), [[Isis]] (Egypt), [[Jipang]] (Japan), and [[Manoza]] (Brazil). Later in the game, the {{Party 3}} travels to a [[Alefgard|hidden world]] that exists beneath the surface of the first world.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
{{main|List of characters in Dragon Quest III}}&lt;br /&gt;
The game opens with a massive battle over a volcano between a [[Ortega|man with blue hair]] and a dragon. The battle rages on for several seconds until the blue haired man cuts the wing off of the dragon causing the battle to continue on the ground. The blue haired man eventually runs the dragon through, however the dragon takes hold of the blue haired man and turns and begins to walk into the volcano. The volcano erupts and there is a scream heard, the screen fades to black.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dragon Quest III&#039;&#039; is set many years before the original {{DQ}} in a world bearing great similarity to the real world.  A wicked fiend, [[Baramos]], threatens to destroy the world, and has begun to exert his vile influence upon the {{MFamilies}}s of each continent to drive them mad and violent. The {{Hero 3}}, son or daughter (you can choose to be either male or female) of the legendary [[Ortega]], recruits up to three traveling companions and sets out to defeat [[Baramos]] while making his or her way through the world and saving several locations from doom.&lt;br /&gt;
&lt;br /&gt;
The flow of the game is as follows;  The {{Hero 3}} travels from his home country of [[Aliahan]] for [[Romaria]] to explore the world and acquire three [[key]] needed to open sealed teleportals throughout the game. During the {{Party 3}}&#039;s travels, they will hear tale of [[Six Orbs|six mystical orbs]] said to contain incredible power, and that these will be necessary in overcoming the fiend [[Baramos]]. After saving a young couple of the town of [[Baharata]] from the rogue [[Robbin&#039; &#039;Ood]], the {{Hero 3}} receives [[Black pepper]], which he trades for a sailing [[ship]] at [[Portoga]]. With this ship, the {{Hero 3}} acquires the [[Ultimate Key]] and searches for the [[Six Orbs|six mystical orbs]] which are used to revive the legendary bird [[Ramia]]. [[Ramia]] takes the {{Hero 3}} to [[Baramos]]&#039; castle, flying over the tall [[Mt. Necrogond|mountains of the Necrogond]].  After a ferocious battle, the {{Hero 3}}&#039;s celebration is cut off as [[Zoma]] attacks and opens the pit to the [[Alefgard|dark world]]. In the dark world, the {{Hero 3}} acquires the [[Sunstone]], the [[Staff of Rain]], and the [[Sacred amulet|Seal of Rubiss]]. These items are then exchanged for the [[Rainbow Drop]]. This item creates a bridge, which leads the {{Hero 3}} to [[Zoma]]&#039;s [[Zoma&#039;s Citadel|castle]] for the final confrontation. After the archfiend is slain, the king of the dark world will give the highest honor to the player: the title of [[Erdrick]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New features and elements==&lt;br /&gt;
===Character customization===&lt;br /&gt;
&#039;&#039;Dragon Quest III&#039;&#039; greatly expanded upon the gameplay of its predecessors. The game is the first in the series to feature a customizable {{Party 3}} in which each character belongs to a certain {{Vocation}}, as well as the first in which the player can determine the protagonists&#039; gender. These characters can be recruited by the player by speaking with [[Patty]] at her [[Patty&#039;s Party Planning Place|tavern]] in [[Aliahan]]. The choice of profession greatly effects the character&#039;s stats and spells they can learn. Furthermore, upon reaching Level 20, a character may change classes at {{Alltrades Abbey 3}}.&lt;br /&gt;
&lt;br /&gt;
===Character and Battle refinement===&lt;br /&gt;
*Several new [[List of character statistics|statistics]]: {{Resilience}}, {{Wisdom}}, and {{Luck}} appear for the first time. Additionally, each statistic is now capped at 255. The amount of stat points gained with each Level is also pseudo-randomized, with a range depending on the character&#039;s {{Vocation}}.&lt;br /&gt;
*It is now possible to change the {{Party 3}}&#039;s marching order, allowing weak or injured characters to hide behind their companions and be less frequently targeted by {{MFamilies}}s. In addition, characters can be [[Bazoom|banished]] in the middle of battle and be found again at [[Patty&#039;s Party Planning Place]].&lt;br /&gt;
*Several new spells have been added, bringing the total to 60. These include adding second and third tiers to existing spell lines, spells that cause new effects in battle, and spells that facilitate effects on the overworld. Subsequent remakes would add to this list with the introduction of skills.&lt;br /&gt;
*Offensive spells are now separated from each other in terms of {{MFamilies}} resistance, meaning that an enemy immune to [[Woosh]] can still be damaged by [[Crack]]. Elemental spells are divided into Fire ([[Sizz]], [[Frizz]], and [[Bang]]), Ice, Wind, and Lightning. &lt;br /&gt;
*It is possible to attack allies; this is useful for curing [[status effect]]s such as {{Sleep}} or [[Confusion]].&lt;br /&gt;
*{{Exp}}erience values are divided by the number of current {{Party 3}} members, so a lone {{Hero 3}} will gain experience faster than a full {{Party 3}} of four.&lt;br /&gt;
*The hidden [[Sage]] vocation marks the first appearance of a class that combines the best features of two others, and also requires reaching a certain benchmark with another as one of the methods to attain it. These traits would be repeated and elaborated upon in the sixth and seventh games.&lt;br /&gt;
&lt;br /&gt;
===Player conveniences=== &lt;br /&gt;
*The [[Zoom]] spell and the [[Chimaera wing]] now offer a selection of places to go, instead of automatically returning the {{Party 3}} to the last save point.&lt;br /&gt;
*Even the original Japanese version now has a battery save, instead of a password system. This means that more information can be saved from one game to the next; for example, a list of {{chest}}s which have been opened, and the full stat list of the {{Party 3}}.&lt;br /&gt;
*[[Bank]]s appear for the first time, allowing [[gold]] to be preserved upon the {{Party 3}}&#039;s demise, and storing unneeded items. The [[vault]] charges a commission to store items, but there is no withdrawal fee for money exchange. The latter feature was removed in the remakes, since the programmers added the [[Bag]] feature that is always carried with the {{Hero 3}}.&lt;br /&gt;
*There is now an [[Ramia|aerial vehicle]] in addition to the [[ship]], which allows for a more intricately designed world and expands the player&#039;s freedom of mobility.&lt;br /&gt;
*[[Cannibox]]es and [[Mimic]]s appear for the first time. There is also an [[Peep|identifying spell]] to detect these enemies.&lt;br /&gt;
&lt;br /&gt;
===Kingdom and Town intricacy=== &lt;br /&gt;
*There is a [[Day-night cycle]] for the first time, effectively doubling the number of events that take place in a location and the amount of dialogue for {{NPC}}s, who will also change their behavior depending on the time.&lt;br /&gt;
*Certain towns feature [[Monster Arena]]s, where the player can bet [[gold]] on which {{MFamilies}} will win a fight. Odds are chosen based on the {{MFamilies}} species, and the bet amount is determined by the lead character&#039;s level. As select {{NPC}}s point out, the arena is also a great way to see what {{MFamilies}}s are capable of before facing them in battle and prepare accordingly.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
*The {{Hero 3}} could aid in helping to make a [[Immigrant Town (Dragon Quest III)|town]] to further progress in the story.  Though the implementation in {{VII}} and remake of {{IV}} would make it optional.&lt;br /&gt;
*Though [[Hargon]] wasn&#039;t the final boss of {{II}} despite being behind the {{MFamilies}}s in [[Torland]], [[Baramos]] was the first enemy to be presented as the possible [[Final Boss]], only to be revealed as a servant of [[Zoma|another]] who has yet to be encountered.&lt;br /&gt;
*After starting up a file after defeating [[Zoma]], the {{Hero 3}} can be left in [[Patty&#039;s Party Planning Place]] allowing for a full team without the main character.  This marks the first time that resuming a saved file after completing the game merits a post game bonus.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
&#039;&#039;Dragon Quest III&#039;&#039; began planning in January of 1987, shortly after the delayed launch of {{DQ2}}. Yuji Horii and other developers spent the planning period lodged in a hot spring resort in [https://en.wikipedia.org/wiki/Hakone Hakone] (Kanagawa prefecture), with the intent of not only unwinding after the stressful production of {{II}}, but also improving the group&#039;s concentration. [[Chunsoft]] was allowed to develop on two megabits of memory, double the storage size of the previous game.&lt;br /&gt;
&lt;br /&gt;
The gameplay was given the priority during the lodging, with nearly all of the game&#039;s revolutionary systems were decided upon from the onset such as the [[day-night cycle]], the vocations, and even the implementation of {{Alltrades Abbey 3}} to give players total control over their characters. The story was written in February and it was decided to make the game&#039;s world resemble that of Earth, with Yuji Horii believing that the familiar landscapes would make the game easier for players to navigate. March was spent traveling to [https://en.wikipedia.org/wiki/Egypt Egypt] to conduct research owing to the globe-trotting theme of the title. Full-scale development began in late April of 1987&amp;lt;ref&amp;gt;Q:『ドラクエIII』のお仕事を始めたときから、今までの進行を教えてください。ゲームの内容の細かいことなんかは、いつどんな風にして決まるのか、マップなんかはどういう風にできるのか、詳しいことを教えてください。&lt;br /&gt;
&lt;br /&gt;
堀井 雄二:「ドラゴンクエストIII」の制作を始めたのは、なんと今年の1月下旬からです！1月下旬に、メインスタッフで箱根に大合宿をやったのですが、この合宿中の会議で、ゲームシステムのほとんどすべてを決定しています。&lt;br /&gt;
&lt;br /&gt;
ゲームシステムとは、今度は4人のパーティ ーにしよう、とか、職業はこの8つね、とか、転職はこういうシステムにしよう、とか、 仲間も攻撃できるようにしよう、とか、 戦闘ルーチンはこうしよう、とか、こういうアイテムが欲しいとか、呪文は、 とか......。&lt;br /&gt;
で、そういった「ドラクエIII」の世界を構成す るシステムを決定させたあと、 ストーリーのあらすじをつくったのが2月頃。&lt;br /&gt;
3月には、取材もかねて、スタッフ一同エジプトまで出かけたのでした。&lt;br /&gt;
そして4月下旬に、本格的作業開始! ボクのほうはストーリーに合わせて、マップデータをつくりはじめ、プログラムの中村くんのほうでは、決定されているシステムにしたがって、戦闘ルーチン等のプログラミングを開始したのです。&lt;br /&gt;
マップは、ボクとアシストの宮岡くんの2人がかりでやったのですが、ストーリーに合わせて城や町、 洞くつの数をふやしてしまったため、とんでもない量になってしまい、 すべてのマップを描きあげるのに2ヵ月以上かかってしまっ たのでした。&lt;br /&gt;
で、その完成したマップに人を配置し、イベントのときの人の動きなどを指定し、人々のセリフを書き始めたのが7月頃。&lt;br /&gt;
9月には、鳥山くんのほうからモンスターの絵がすべて出来上がってきたので、攻撃パターンのデータ作成。 さらにモンスターの分布等をきめ、現在にいたります。&lt;br /&gt;
10月22日現在、 中村くんたちがプログラミン グしてきたシステムに、 こっちで作成してきたデータが入り、ゲームとしていちおう遊べるものが完成します。 そして最後の仕上げに向けて、スタッフ一同寝ない日が続いています。&lt;br /&gt;
みなさん、もうちょっと待っていてください ねっ!!&amp;lt;/ref&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
The game&#039;s overworld, kingdoms, villages, and dungeons were designed by Horii and his assistant [[Hiroshi Miyaoka]]. Due to the significant increase in the scope of the game compared to the predecessor, this process took more than two months to complete and the dungeons were given special consideration during this period with approximately 70% of the content within the first draft being changed. This emphasis on fine-tuning the labyrinths was a deliberate attempt to avoid the same balancing pitfalls of {{Dragon Quest II}} and provide a smoother difficulty curve. Implementing the {{NPC}}s and writing their dialogue took place in July, along with programming their movements for the time of day and during events. &lt;br /&gt;
&lt;br /&gt;
What is likely the most infamous instance of the game&#039;s cut content was a scenario based on &#039;&#039;[[The Portopia Serial Murder Case]]&#039;&#039;, where the {{Party 3}} would rest at a village&#039;s [[inn]] and hear someone rustling through the {{Hero 3}}&#039;s belongings in the middle of the night. The next day the player would find that the [[Ultimate Key]] had been stolen and be unable to leave the village until it was recovered. The player would gather clues by speaking to the villagers in a manner similar to how Boss and Yasu conducted their investigation in &#039;&#039;Portopia&#039;&#039;, but the strict memory limitations of the 2-megabit {{Famicom}} cartridge forced the event to be scrapped&amp;lt;ref&amp;gt;ファミ通, November 1989&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Kōichi Nakamura]] was concurrently programming the game&#039;s battle systems based on the outlines decided in January, and placed a focus on the artificial intelligence used by monsters in addition to general balancing. For example, some {{MFamilies}}s are aware of their {{MP}} pool and will not waste a turn trying to cast a spell they cannot afford, while the [[imp]]s are dumb and will try to cast powerful spells despite having no {{MP}} at all. Development shifted focus to battle balancing in September when [[Akira Toriyama]] completed the artwork for the {{MFamilies}}s, with the team deciding the attack patterns and habitats of the beasts now that their designs were finalized by a professional&amp;lt;ref&amp;gt;9月には、鳥山くんのほうからモンスターの絵がすべて出来上がってきたので、攻撃パターンのデータ作成。 さらにモンスターの分布等をきめ、現在にいたります。&amp;lt;/ref&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
Upon being told that the game took place many years before the original {{Dragon Quest}}, composer [[Koichi Sugiyama]] utilized a decidedly classical tone for the soundtrack to reflect it&#039;s placement in the series timeline&amp;lt;ref&amp;gt;田尻: そういう微調整みたいなことがあるんですか。&lt;br /&gt;
すぎやま: そう。IIIの時は、「よりももっと昔の世界です。」といわれたから、今度はもう、徹底的にクラッシックにしちゃった(笑) Dragon Quest IV Master&#039;s Club page 13, ISBN4-7966-0084-1&amp;lt;/ref&amp;gt;. Additionally, he incorporated traits of ethnic music to compliment the locations based on real countries&amp;lt;ref&amp;gt;田尻: III、 IVとゲームがふくらむにつれて音楽が細分化されてるって気がするんです。IIIなんかでは世界各国の民族音楽の特徴を出したりして。IVでも、今後は5つの話があるとかいって、音楽自身、ひとつのイメージからIVの音楽を作り出すんじゃなくて、核となる部分から、いくつものイロんな要素の違うものができてくるんじゃないかな、と思うんですけどね。&lt;br /&gt;
すぎやま: 実は、まだできてはいないんですよね。ただね、基本的に考えているのは、ひとつの統一した世界の中での、場面によっては、5つのバリエーションを考えなくてはいけないな、とは思ってますよ。ひとつの世界の中でも、イロんな曲を作り得るわけだから。たとえば、同じバロック音楽というジャンルの中でも、何千曲と作られてきたわけでしょ。ですから、DQというひとつの世界にしても、場面によっては5種類の曲を書きわけなきゃいけない部分もでてくるよね。ただ、そのへんはやっぱり、とても高度な技術を要求される部分ではありますけどもね。 Dragon Quest IV Master&#039;s Club page 13, ISBN4-7966-0084-1&amp;lt;/ref&amp;gt;, which can be heard in the theme of Jipang for one example. &lt;br /&gt;
&lt;br /&gt;
Balance adjustments, dialogue, and bug testing continued until October 22nd when the game&#039;s data was finalized and sent off for cartridge production. By the end of development there was so little space left in the cartridge that not even the proposed title logo could be included, resulting in the game&#039;s start screen being spelled out in text tiles.&lt;br /&gt;
&lt;br /&gt;
===Super Famicom remake===&lt;br /&gt;
Development on the {{Super Famicom}} remake of &#039;&#039;Dragon Quest III&#039;&#039; began shortly after the release of {{Dragon Quest VI}} in 1995. The personality system was inspired by [[Yuji Horii]]&#039;s time working as a copywriter for &#039;&#039;[https://en.wikipedia.org/wiki/Seventeen_(Japanese_magazine) Seventeen]&#039;&#039;, a quarterly magazine for teenage girls, wherein he developed personality tests for the readers&amp;lt;ref&amp;gt;ドラゴンクエストIII　そして伝説へ…　公式ガイドブック SE-MOOk guide book, page 223 ISBN-10:‎4757595395&amp;lt;/ref&amp;gt;. Such a system gave the characters created at [[Patty]]&#039;s place more distinction, something lacking in the original 8-bit version where characters of the same vocation and level were the same, and had the added benefit of giving players more to work with when imagining how their characters would interact with one another.&lt;br /&gt;
&lt;br /&gt;
Though [[Ortega]] was important to the game&#039;s story, memory restrictions meant that he was only mentioned by name before appearing near the end in [[Zoma&#039;s Citadel]] and even then he was represented by a mere pallet swap of the common [[hood]] monster. His story was elaborated upon through the addition of the game&#039;s opening cutscene, which depicted his departure from [[Aliahan]] and his apparent death against an unidentified monster at the summit of [[Mt. Necrogond]]. Additionally the [[joker&#039;s soaker]] item found in [[Mur]] was replaced with Ortega&#039;s helmet, giving players a stronger connection to their avatar&#039;s father. The open-ended nature of the game allowed determined players to retrieve the family heirloom very early in their adventure, which prevented the helmet from being made the best head protection in the game; a critique that would be [[Auroral Helm|rectified in the HD-2D remake]] decades later.&lt;br /&gt;
&lt;br /&gt;
==Soundtrack==&lt;br /&gt;
As with every {{Main Series}}, [[Kōichi Sugiyama]] composed the music and directed all the associated spinoffs. Here is the track listing of the Symphonic Suite:&lt;br /&gt;
#Roto (1:41)&lt;br /&gt;
#Prologue (3:58)&lt;br /&gt;
#Rondo (2:59)&lt;br /&gt;
#Around the World (Around the World ~ Town ~ [[Jipang]] ~ [[Pyramid]] ~ Village) (6:48)&lt;br /&gt;
#Adventure (3:09)&lt;br /&gt;
#Dungeon ~ Tower ~ The Phantom Ship (5:34)&lt;br /&gt;
#Distant Memories (2:52)&lt;br /&gt;
#Requiem ~ Small Shrine (3:11)&lt;br /&gt;
#Sailing (2:53)&lt;br /&gt;
#Heavenly Flight (2:44)&lt;br /&gt;
#Grueling Fight (4:05)&lt;br /&gt;
#Zoma&#039;s Castle (3:30)&lt;br /&gt;
#Fighting Spirits (Battle Theme ~ In Alefgard ~ Hero&#039;s Challenge) (5:41)&lt;br /&gt;
#Into the Legend (3:01)&lt;br /&gt;
&lt;br /&gt;
==Version differences==&lt;br /&gt;
Like most {{Main Series}} games, &#039;&#039;III&#039;&#039; was renamed in its initial appearance in America to &#039;&#039;Dragon Warrior III&#039;&#039;. The [[Priest]] character class was renamed &amp;quot;Pilgrim,&amp;quot; while the priests at churches were renamed healers. The [[church]]es themselves were referred to as Houses of Healing and had their Christian crosses replaced with six-pointed stars. Finally, dead {{Party 3}} Members were depicted as ghosts rather than as coffins with crosses on the lid as they were in the Japanese version.&lt;br /&gt;
&lt;br /&gt;
The Japan-only 1996 remake of &#039;&#039;III&#039;&#039; for the {{Super Famicom}} featured significantly updated graphics and sound quality, a new [[Thief]] character class, and an extra dungeon to explore and a [[Xenlon|hidden boss]] to defeat after the credits rolled, the first for a remake.  The {{Super Famicom}} version also included a [[List of personality types in Dragon Quest III|personality system]] for all members of the player&#039;s {{Party 3}} to influence their statistical growth, adding much more customization to the game.  This personality system would later be adopted by the {{DQMSeries}}, {{DQ10}}, and &#039;&#039;[[Dragon Quest: Monster Parade]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The 16-bit version of &#039;&#039;III&#039;&#039; also added the board game-like minigame from {{DQ5}}, [[Treasures n&#039; Trapdoors]]. The game was also originally slated to have a collectible [[Mini medal]] side quest, but this was cut due to cartridge space constraints. While later titles in the series would include this quest in their original releases, all remakes of &#039;&#039;Dragon Quest III: The Seeds of Salvation&#039;&#039; have included an extensive mini medal quest. The later {{Game Boy Color}} version of the game, which saw release in America in 2001, was based on this version. The {{GBC}} edition would include minor balance tweaks, but is mostly recognized for the inclusion of [[Monster Medal]]s--gold, silver, and bronze tokens awarded when a particular {{MFamilies}} is the last defeated in battle. They do nothing themselves, but attaining all of them opens yet another [[bonus dungeon]] with a [[Grand Dragon|superboss]] to vanquish [[Ice Cave|at the end]].&lt;br /&gt;
&lt;br /&gt;
In 2014, an enhanced port of the {{Super Famicom}} version was brought to [[Cell phone]]s. It retains most content from the {{Super Famicom}} version and some of the minor balance tweaks from the {{GBC}} release, but removes [[Treasures n&#039; Trapdoors]], the [[Monster Medal]] feature, and its associated [[Ice Cave|dungeon]]. This version was made available outside of Japan on December 4th, 2014 and featured a newly translated script in-line with the standards set by [[Plus Alpha]] that also does away with the lingering censorship of the {{GBC}} version. This version would later be re-released in Japan for the {{PlayStation 4}} and [[Nintendo 3DS]] on August 24th, 2017, and eventually for the [[Nintendo Switch]] worldwide on September 27th, 2019.&lt;br /&gt;
&lt;br /&gt;
===North American edition ({{NES}} edition)===&lt;br /&gt;
*There is now a more elaborate title picture, and the title BGM is changed to &amp;quot;Theme of [[Erdrick]]&amp;quot;. The BGM for savegame selection is also changed; it is now the same as in {{DQ4}}.&lt;br /&gt;
*The American edition introduced the prologue showing [[Ortega]] battling a {{MFamilies}} on a volcano rim. This prologue is also included in the Japanese remakes.&lt;br /&gt;
*The cross and coffin graphics are changed as in all the old {{Dragon Warrior}} games.&lt;br /&gt;
*The credit roll BGM has been extended to match the new longer credits.&lt;br /&gt;
*EXP and [[gold]] drops are increased 25%, so that characters can level faster.&lt;br /&gt;
&lt;br /&gt;
===Super Famicom remake===&lt;br /&gt;
[[File:DQIII_Party_Super_Famicom_art.png|right|thumb|275px|Art from the Super Famicom guide.]]&lt;br /&gt;
The graphics and command system were upgraded using the {{DQ6}} engine as a base. However, its AI system was not copied.&lt;br /&gt;
*As in the [[Dragon Quest I &amp;amp; II|first remake]], it is now possible to search inside pots, barrels, bookshelves, and the like.&lt;br /&gt;
*As in {{DQ6}}, it is now possible to climb into wells.&lt;br /&gt;
*The spells associated with {{VI}}&#039;s conversation recall system have been added; the {{Hero 3}}&#039;s spell list has been revised slightly to learn spells at new levels so as to learn these recall spells as well. &lt;br /&gt;
*The [[bag]] was added. So the vault is now a bank; one cannot directly use items in the sack yet, however.&lt;br /&gt;
*There is now a character at the [[Tower of Transcendence]] who can change the names of the characters (and even the Bag).&lt;br /&gt;
*It is now possible to specify quantities when buying items at the [[item shop]].&lt;br /&gt;
*Combat screens now have backdrops and {{MFamilies}} animations; {{MFamilies}}s also have more sound effects than in {{VI}}.&lt;br /&gt;
*[[Merchant]]s and [[Gadabout]]s can now gain {{MP}} when leveling; this is needed since they now gain some {{MP}}-consuming skills.&lt;br /&gt;
*As in {{VI}}, the special actions of the [[Gadabout]] class may now have special effects, similar to [[Hocus Pocus]].&lt;br /&gt;
*Female {{Hero 3}}es now have different graphics, and a few line of dialog are changed for them.&lt;br /&gt;
*There are also new dialog lines in the case that the {{Hero 3}} is not in the {{Party 3}}, if the game has been completed.&lt;br /&gt;
*[[Patty&#039;s Party Planning Place]] can now save the game; this will be done automatically if the composition of the {{Party 3}} is changed.&lt;br /&gt;
*As usual, boss {{MFamilies}}s have had their {{HP}} upgraded compared to the original game. [[Boss troll]]s no longer appear as wandering {{MFamilies}}s in the endgame; the only one is the one in [[Manoza]].&lt;br /&gt;
*There are many new kinds of items.&lt;br /&gt;
*Some [[weapon shop|weapon]] and [[armour shop]]s have different items in stock. (EG, [[Manoza]] no longer sells [[dragonsbane]] swords.)&lt;br /&gt;
*The world map shows visited regions in color, with the unexplored regions greyed out.&lt;br /&gt;
*{{Boomerang}}s and {{Whip}}s can now attack multiple enemies at once.&lt;br /&gt;
*Monsters drop different items at the end of a battle.&lt;br /&gt;
*In the {{NES}} version, the fight with [[Robbin&#039; &#039;Ood]] in the [[Skyfell Tower]] could be skipped entirely.  In the remake, he has to be defeated there before he shows up in The [[Kidnapper&#039;s Cave]].  Skipping it results in his henchmen in the cave tossing the player out the room.&lt;br /&gt;
*The [[pyramid]] layout is slightly different.&lt;br /&gt;
*It is now possible to save the game in [[Portoga]], by speaking to the adviser next to the king.&lt;br /&gt;
*[[Portoga]] and [[Baharata]] now have [[weapon shop]]s.&lt;br /&gt;
*The merchant you leave in [[Immigrant Town (Dragon Quest III)|Immigrant Town]] will retain his/her sprite, whereas the {{NES}} version has him/her taking on the sprite of the usual town merchant.&lt;br /&gt;
*After hatching [[Ramia|a certain feathered friend]], the [[merchant]] you left in Immigrant Town will be released from prison and return to [[Patty]]&#039;s Place.  The town itself will be ran by an unnamed resident, with the jail being removed and replaced by a new house.&lt;br /&gt;
*The shop keeper in the [[Super Secret Faerie Village]] will sell items to you if you take the form of a [[Slime]], whereas the {{NES}} version only allowed you to purchase items if you took the form of a {{Dwarf}}.&lt;br /&gt;
*The location BGM is now remixed depending on the [[Day-night cycle|time of day]].&lt;br /&gt;
*More of the music from the first {{Dragon Quest}} game is used when in the hidden world, including the music for the towns, caves and [[Tantegel|a familiar castle]].&lt;br /&gt;
*There are new tunes composed for the new areas, as well as cutscenes and item jingles.&lt;br /&gt;
&lt;br /&gt;
===Game Boy Color remake===&lt;br /&gt;
While the game shares visually the same content as its original {{NES}} release, there are a few notable differences.&lt;br /&gt;
*It is now possible to collect [[Monster Medal]]s; these are shared across savefiles, and can be transferred to other [[Game Boy]] cartridges.&lt;br /&gt;
*Battle screens no longer have illustrated backgrounds due to screen size limitations, although {{MFamilies}}s and spell effects are still animated.&lt;br /&gt;
*It is now possible to create a [[Quick save|temporary save]] anywhere, since the [[Game Boy]] might run out of batteries at any time.&lt;br /&gt;
*There is a second [[bonus dungeon]], the [[Ice Cave]]. It contains boss {{MFamilies}}s (including [[Boss troll]]s) and [[Mimic]]s as wandering {{MFamilies}}s, allowing the player to collect their [[Monster Medal]]s. There is an additional [[Grand Dragon|hidden boss]] who will challenge the {{Party 3}} to collect all the [[Monster Medal]]s, as well as offering them a [[Rubiss sword|new weapon]] if they defeat him. Unlike the first [[bonus dungeon]], the layout of this one is completely original.&lt;br /&gt;
*In the {{NES}} version, if you defeat [[Zoma]] without The {{Hero 3}} in your line up (Post-Game), then whoever you have at the front of your {{Party 3}} will be given the title of [[Erdrick]], and treated as a Legendary Hero.  In this version, doing so causes The {{Hero 3}} to appear out of thin air as The King of [[Tantegel|the hidden world]] congratulates the {{Party 3}} during the ending and given the credit for defeating [[Zoma]].&lt;br /&gt;
&lt;br /&gt;
===Mobile Phone===&lt;br /&gt;
Based on the {{SFC}} version, with the following differences from the remake.&lt;br /&gt;
*New script for the English release. Modern English is used for the main world, and &amp;quot;Olde English&amp;quot; for the [[Alefgard|dark world]].&lt;br /&gt;
*As with other modern re-releases, references to Christianity and the Christian God have been changed to worship of the [[Goddess]] or Holy Mother, and all crosses in the game have been modified to look more like tridents, including on the hat of [[Priest]]-classed characters. &lt;br /&gt;
*The spells associated with {{VI}}&#039;s conversation recall system have been removed, and the {{Hero 3}}&#039;s spell list has been revised slightly to account for the removing of these spells. &lt;br /&gt;
*The name-changer has moved from the [[Tower of Transcendence]] to {{Alltrades Abbey 3}}. &lt;br /&gt;
*Touch-screen controls added, running the same system as in the mobile releases of {{I}} and {{II}}. &lt;br /&gt;
*As with other mobile releases, new miscellaneous functions have been added including a [[Quick save]] and Travellers&#039; Tips. &lt;br /&gt;
*As with other mobile releases, Autosave functionality has also been added as an extra failsafe in case of the app closing.&lt;br /&gt;
*[[Treasures n&#039; Trapdoors]] minigame was removed, and all [[T&#039;n&#039;T ticket]] and have likewise been removed. &amp;lt;br&amp;gt;As a result, there are fewer [[Mini Medal]]s to collect, bringing the total back to 100 from 110 in the {{SFC}} and {{GBC}} releases. &lt;br /&gt;
*Monster animations seen in the {{SFC}} version are removed. As a result, the opening sequence featuring [[Ortega]]&#039;s quest is also removed.&lt;br /&gt;
*The ability to attack {{Party 3}} members (and using support spells on enemies) is removed.&lt;br /&gt;
**Despite such, the {{NPC}} in the [[Great Pit of Giaga]] recommends doing to cure [[Confusion]].&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;[[Dragon Quest III HD-2D Remake]]&#039;&#039;===&lt;br /&gt;
The game utilize the same graphics engine seen in [[Square Enix]]&#039;s &#039;&#039;Octopath Traveler&#039;&#039;, while keeping the 16-bit style from the {{SFC}} remake.&lt;br /&gt;
*The overworld and battlefield will feature 3D environments.&lt;br /&gt;
*The game&#039;s view is now positioned in a perspective angle instead of being positioned in a top down angle on the overworld, and in a front view on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{main|List of glitches in Dragon Quest III}}&lt;br /&gt;
===Original edition===&lt;br /&gt;
*By selecting [[Defend|Parry]] in the combat menu, the damage a character takes in battle is cut in half, even if the player backs out and selects a different command. This bug is mentioned in the official guidebooks, but is fixed in the remakes.&lt;br /&gt;
*One can get a [[Yggdrasil leaf|Leaf of World Tree]] by searching in a square near Rimuldar. This square has the same coordinates as the World Tree grove in the overworld.&lt;br /&gt;
*Under certain circumstances, [[Metal slime]] {{MFamilies}}s will take 10 points of damage instead of 1 or 2.&lt;br /&gt;
*The Level requirements for [[Mage|Wizard]]s to learn [[Kacrack|Blizzard]] and [[Kacrackle|Ice Spears]] are switched.&lt;br /&gt;
*Some stats cycle if they are raised above 255. This has been fixed in the remakes.&lt;br /&gt;
*It is possible to create a {{Party 3}} of only deceased characters by exploiting the [[Paralysis]] status condition. This was first though to be only possible using the [[Dreamstone|Dream Ruby]], but has since been proven possible using [[List of glitches in Dragon Quest III#Numb status glitch|paralysis induced by monsters]]. This glitch allows the manipulation of memory within the game, producing a wide range of effects and possibilities.&lt;br /&gt;
&lt;br /&gt;
===Game Boy Color remake===&lt;br /&gt;
*There is an experience glitch associated with playing {{T&#039;n&#039;T}}. If the player lands on a space which reduces his/her strength, it is common that the next battle fought will cause the character&#039;s experience to skyrocket. Often this leads to the character being Level 99 immediately. This glitch seems to be intentional, or at least acknowledged by the creators, as if you attempt to save at the King before the next battle, he says you have gained experience in &amp;quot;an unusual way&amp;quot; and &amp;quot;it will become clear to you in battle&amp;quot;.&lt;br /&gt;
*There is a bug involving the [[Service Call|YellHelp]] spell which summons a traveling [[Merchant]] to the {{Party 3}} on the overworld. It seems that the items sold by the [[Merchant]] are the ones sold by the last permanent [[Merchant]] encountered in the game. This scenario holds true across multiple save files, meaning a [[Merchant]] from late in the game can be emulated in another save file by using the [[Service Call|YellHelp]] spell.&lt;br /&gt;
&lt;br /&gt;
==Spin-offs==&lt;br /&gt;
On top of being remade several times, {{Dragon Quest III}} also inspired several mangas including &#039;&#039;[[Dragon Quest: Dai no Daibouken]]&#039;&#039; and &#039;&#039;[[The Emblem of Roto|Dragon Quest: The Emblem of Roto]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Original {{Famicom}} version&lt;br /&gt;
! Role&lt;br /&gt;
! Staff&lt;br /&gt;
|----------&lt;br /&gt;
|Scenario writer&lt;br /&gt;
|Yuji Horii&lt;br /&gt;
|----------&lt;br /&gt;
|Character designer&lt;br /&gt;
|Akira Toriyama&lt;br /&gt;
|----------&lt;br /&gt;
|Music composer&lt;br /&gt;
|Koichi Sugiyama&lt;br /&gt;
|----------&lt;br /&gt;
|rowspan=&amp;quot;2 |Scenario assistant&lt;br /&gt;
|[[Hiroshi Miyaoka]]&lt;br /&gt;
|-&lt;br /&gt;
|Kenji Yanagisawa&lt;br /&gt;
|----------&lt;br /&gt;
|Chief programmer&lt;br /&gt;
|Hiroshi Naito&lt;br /&gt;
|----------&lt;br /&gt;
|rowspan=&amp;quot;3 |Programmers&lt;br /&gt;
|Manbu Yamana&lt;br /&gt;
|-&lt;br /&gt;
|Narita Togo&lt;br /&gt;
|-&lt;br /&gt;
|Masaaki Okano&lt;br /&gt;
|----------&lt;br /&gt;
|Assistant programmer&lt;br /&gt;
|Masumi Takimoto&lt;br /&gt;
|----------&lt;br /&gt;
|Graphic designer&lt;br /&gt;
|Takashi Yasuno&lt;br /&gt;
|----------&lt;br /&gt;
|Sound programmer&lt;br /&gt;
|Tadashi Fukuzawa&lt;br /&gt;
|----------&lt;br /&gt;
|rowspan=&amp;quot;4 |Assistant&lt;br /&gt;
|Rika Suzuki&lt;br /&gt;
|-&lt;br /&gt;
|Keiichi Hara&lt;br /&gt;
|-&lt;br /&gt;
|Kazuya Asano&lt;br /&gt;
|-&lt;br /&gt;
|Satoshi Fudaba&lt;br /&gt;
|----------&lt;br /&gt;
|Director&lt;br /&gt;
|Kōichi Nakamura&lt;br /&gt;
|----------&lt;br /&gt;
|Producer&lt;br /&gt;
|Yukinobu Chida&lt;br /&gt;
|----------&lt;br /&gt;
|Publisher&lt;br /&gt;
|Yasuhiro Fukushima&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Series illustrator [[Hazuki Kurikara]] revealed in a Xitter post that the [[Zenith Dragon]]&#039;s design was used for the logo of &#039;&#039;Dragon Warrior III&#039;&#039;, hence why the dragon on the logo does not resemble any found in the game itself&amp;lt;ref&amp;gt;https://archive.fo/xctUu&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Akira Sakuma, the creator of the &#039;&#039;[https://en.wikipedia.org/wiki/Momotar%C5%8D_Densetsu| Momotaro Densetsu]&#039;&#039; series and [[Yuji Horii]]&#039;s fellow &#039;&#039;Weekly Shonen Jump&#039;&#039; alumni, was personally given a copy of &#039;&#039;Dragon Quest III&#039;&#039; by Horii. When visiting Horii in his home, Sakuma was also the first non-development staff member to see [[Ramia]]&#039;s finalized design&amp;lt;ref&amp;gt;https://archive.ph/HFJyC&amp;lt;/ref&amp;gt;.&lt;br /&gt;
*[[Nintendo Power]] covered the launch of &#039;&#039;Dragon Quest III&#039;&#039; in the magazine&#039;s first issue, which is likely the first English-language coverage of the series as a whole. The article makes the dubious claim of an unidentified Enix representative stating the company expects sales figures to exceed 5 million, a figure that would not be reached until nearly twenty years later with the release of {{Dragon Quest IX}} in 2009.&lt;br /&gt;
:*Interestingly, the article is bordered by on-model art of [[boreal serpent]]s and an [[infernal serpent]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Akira and Sasuke Toriyama playing III.png|[[Akira Toriyama]] and his son Sasuke playing the game.&lt;br /&gt;
DQIII Famicom Box (Front Side).jpg|Original {{Famicom}} box art.&lt;br /&gt;
Dragon Warrior III Logo.png|Alternate logo.&lt;br /&gt;
Dragon_Warrior_III_NES.png|{{NES}} box art.&lt;br /&gt;
DQIII Famicom guide.png|{{Famicom}} guide.&lt;br /&gt;
DQIII Super Famicom.png|{{Super Famicom}} box art.&lt;br /&gt;
DQIII Super Famicom guide.png|{{Super Famicom}} guide.&lt;br /&gt;
DQIII_GBC.png|{{Game Boy Color}} box art. (JP)&lt;br /&gt;
Dragon_Quest_III_GBC_box_art.png&lt;br /&gt;
DWIII_GBC.png|{{Game Boy Color}} box art. (NA)&lt;br /&gt;
DQIII GBC V Jump guide.png|{{GBC}} guide.&lt;br /&gt;
DQ 4Koma Gekijou Extra 2.png|&#039;&#039;4koma&#039;&#039; comics.&lt;br /&gt;
DQ 4koma Gekijou Extra 15.png|&#039;&#039;4koma&#039;&#039; comics.&lt;br /&gt;
DQIII Hero Class.png|{{Super Famicom}} {{Hero 3}} vocation art.&lt;br /&gt;
Shousetsu Dragon Quest III.png|Novel&lt;br /&gt;
DQIII CD Theater.png|CD Theater.&lt;br /&gt;
DQIIIMutsumiInomata.png|Mutsumi Inomata art.&lt;br /&gt;
DQIII_Characters.png|Promotional artwork for the {{SFC}} release.&lt;br /&gt;
DQIII iOS Android.png|iOS/Android.&lt;br /&gt;
DQ3 HD2D Boxart US.jpg|US Boxart for the 2D-HD remake.&lt;br /&gt;
DQIII HD-2D Remake LOGO.jpg|Logo for the 2D-HD Remake.&lt;br /&gt;
DW III logo &amp;amp; ortega sketches.jpg|Sketch of the {{NES}} titlescreen, by artist Hazuki Kurikara.&lt;br /&gt;
Zenith dragon and DWIII logo concept art by Hazuki Kurikara.jpeg|The illustration of the [[Zenith Dragon]] used for the logo basis.&lt;br /&gt;
Akira Sakuma DQ III letter.jpeg|Akira Sakuma&#039;s letter from [[Yuji Horii]].&lt;br /&gt;
Nintendo power issue1 DQIII.jpg|&#039;&#039;[[Nintendo Power]]&#039;&#039; article.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://na.square-enix.com/games/dragon-warrior3/ Official &#039;&#039;Dragon Warrior III&#039;&#039; GBC Website]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DQIII}}&lt;br /&gt;
{{Dragon Quest series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles on Wikipedia]]&lt;br /&gt;
[[Category:Dragon Quest III|*!]]&lt;br /&gt;
[[Category:NES games]]&lt;br /&gt;
[[Category:Wii games]]&lt;br /&gt;
[[Category:Game Boy games]]&lt;br /&gt;
[[Category:SNES games]]&lt;br /&gt;
[[Category:Android/iOS games]]&lt;br /&gt;
{{DEFAULTSORT:Dragon Quest 03}}&lt;/div&gt;</description>
			<pubDate>Tue, 09 Sep 2025 14:55:44 GMT</pubDate>
			<dc:creator>2804:14D:5CD5:84D6:B5E6:CA0E:D1FC:8FEA</dc:creator>
			<comments>https://dragon-quest.org/w/index.php?title=Talk:Dragon_Quest_III:_The_Seeds_of_Salvation</comments>
		</item>
		<item>
			<title>Dragon Quest III: The Seeds of Salvation</title>
			<link>https://dragon-quest.org/w/index.php?title=Dragon_Quest_III:_The_Seeds_of_Salvation&amp;diff=232907</link>
			<guid isPermaLink="false">https://dragon-quest.org/w/index.php?title=Dragon_Quest_III:_The_Seeds_of_Salvation&amp;diff=232907</guid>
			<description>&lt;p&gt;2804:14D:5CD5:84D6:B5E6:CA0E:D1FC:8FEA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Italic title}}&lt;br /&gt;
{{Infobox VG&lt;br /&gt;
|title=The Seeds of Salvation&lt;br /&gt;
|type=Main series games&lt;br /&gt;
|image=[[File:DQIII_Logo.png|325px]][[File:DQIII Laurel Wreath art.png|325px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|developer=[[Chunsoft]]&amp;lt;br /&amp;gt;[[Heartbeat]] ({{SFC}})&amp;lt;br /&amp;gt;[[TOSE]] ({{GBC}})&lt;br /&gt;
|publisher=[[Enix]] &lt;br /&gt;
|designer=[[Yuji Horii]]&lt;br /&gt;
|artist=[[Akira Toriyama]]&lt;br /&gt;
|composer=[[Kōichi Sugiyama]]&lt;br /&gt;
|engine=&lt;br /&gt;
|released=&#039;&#039;&#039;Nintendo Entertainment System&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=February 10, 1988|NA=June 12, 1991}}&#039;&#039;&#039;{{Super Famicom}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=December 6, 1996}}&#039;&#039;&#039;{{Game Boy Color}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=December 8, 2000|NA=July 7, 2001}}&#039;&#039;&#039;[[Cell phone]]s&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=November 9, 2009}}&#039;&#039;&#039;Wii&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{vgrelease|JP=September 15, 2011}}&#039;&#039;&#039;Android &amp;amp; iOS&#039;&#039;&#039;&amp;lt;br/&amp;gt;{{vgrelease|JP=September 25, 2014|NA=December 4, 2014|EU=December 4, 2014}}&#039;&#039;&#039;{{PlayStation 4}} &amp;amp; {{3DS}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=August 24, 2017}}&#039;&#039;&#039;[[Nintendo Switch]]&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=September 27, 2019|NA=September 27, 2019|EU=September 27, 2019}}&lt;br /&gt;
|genre=[[Wikipedia:Console role-playing game|Console role-playing]]&lt;br /&gt;
|modes=[[Wikipedia:Single-player|Single-player]]&lt;br /&gt;
|ratings=&#039;&#039;&#039;{{Game Boy Color}}&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgratings|ESRB=T}}&lt;br /&gt;
|platforms=[[Nintendo Entertainment System]], {{Super Famicom}}, {{Game Boy Color}}, [[Cell phone|Android &amp;amp; iOS]], {{PlayStation 4}}, [[Nintendo 3DS]], [[Nintendo Switch]]&lt;br /&gt;
|media=2-megabit FC cartridge&amp;lt;br /&amp;gt;4-[[Wikipedia:megabit|megabit]] {{NES}} [[Wikipedia:cartridge (electronics)|cartridge]]&amp;lt;br /&amp;gt;32-megabit SFC cartridge&amp;lt;br /&amp;gt;32-megabit GBC cartridge&lt;br /&gt;
|requirements= &lt;br /&gt;
|input=&lt;br /&gt;
|series={{Main Series}}&lt;br /&gt;
}}&lt;br /&gt;
{{Translation|&#039;&#039;&#039;Dragon Quest III&#039;&#039;&#039;|ドラゴンクエストIII そして伝説へ…|&#039;&#039;Doragon Kuesuto III: Soshite Densetsu e...&#039;&#039;, &amp;quot;And into the Legend...&amp;quot;}}, is the third game in the {{DQSeries}} of role-playing games published by [[Enix]] and released on the {{Famicom}}/{{NES}}. It was later remade and released on the {{Super Famicom}} and [[Game Boy]] Color. The original {{Famicom}} version, as well as the {{Super Famicom}} remake, were re-released on the Nintendo [[Wii]] in 2011 as part of the {{Dragon Quest}} 25th-Anniversary. A second remake was also made for Japanese mobile phones and later then re-released worldwide for smartphones running Android and iOS. A graphically modified version of this mobile port was released alongside {{DQ11}} for Sony {{PlayStation 4}}, [[Nintendo 3DS]] and [[Nintendo Switch]]. &#039;&#039;Dragon Quest III&#039;&#039; is the third and final game in the [[Erdrick trilogy]].    &lt;br /&gt;
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On May 27th, 2021 during the &#039;&#039;Dragon Quest&#039;&#039; 35th Anniversary broadcast, &#039;&#039;[[Dragon Quest III HD-2D Remake]]&#039;&#039; was announced, which will utilize the same graphics engine seen in [[Square Enix]]&#039;s &#039;&#039;Octopath Traveler&#039;&#039;. It was released worldwide simultaneously on November 14th 2024 for Nintendo Switch, Playstation 5, Xbox Series X|S, Microsoft Windows and Steam.&lt;br /&gt;
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==Setting==&lt;br /&gt;
{{main|List of locations in Dragon Quest III}}&lt;br /&gt;
&#039;&#039;Dragon Quest III&#039;&#039; takes place in world reminiscent of Earth during the [https://en.wikipedia.org/wiki/Age_of_Discovery Age of Discovery], with many areas modeled after different nations such as [[Romaria]] (Rome), [[Isis]] (Egypt), [[Jipang]] (Japan), and [[Manoza]] (Brazil). Later in the game, the {{Party 3}} travels to a [[Alefgard|hidden world]] that exists beneath the surface of the first world.&lt;br /&gt;
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==Plot==&lt;br /&gt;
{{main|List of characters in Dragon Quest III}}&lt;br /&gt;
The game opens with a massive battle over a volcano between a [[Ortega|man with blue hair]] and a dragon. The battle rages on for several seconds until the blue haired man cuts the wing off of the dragon causing the battle to continue on the ground. The blue haired man eventually runs the dragon through, however the dragon takes hold of the blue haired man and turns and begins to walk into the volcano. The volcano erupts and there is a scream heard, the screen fades to black.&lt;br /&gt;
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&#039;&#039;Dragon Quest III&#039;&#039; is set many years before the original {{DQ}} in a world bearing great similarity to the real world.  A wicked fiend, [[Baramos]], threatens to destroy the world, and has begun to exert his vile influence upon the {{MFamilies}}s of each continent to drive them mad and violent. The {{Hero 3}}, son or daughter (you can choose to be either male or female) of the legendary [[Ortega]], recruits up to three traveling companions and sets out to defeat [[Baramos]] while making his or her way through the world and saving several locations from doom.&lt;br /&gt;
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The flow of the game is as follows;  The {{Hero 3}} travels from his home country of [[Aliahan]] for [[Romaria]] to explore the world and acquire three [[key]] needed to open sealed teleportals throughout the game. During the {{Party 3}}&#039;s travels, they will hear tale of [[Six Orbs|six mystical orbs]] said to contain incredible power, and that these will be necessary in overcoming the fiend [[Baramos]]. After saving a young couple of the town of [[Baharata]] from the rogue [[Robbin&#039; &#039;Ood]], the {{Hero 3}} receives [[Black pepper]], which he trades for a sailing [[ship]] at [[Portoga]]. With this ship, the {{Hero 3}} acquires the [[Ultimate Key]] and searches for the [[Six Orbs|six mystical orbs]] which are used to revive the legendary bird [[Ramia]]. [[Ramia]] takes the {{Hero 3}} to [[Baramos]]&#039; castle, flying over the tall [[Mt. Necrogond|mountains of the Necrogond]].  After a ferocious battle, the {{Hero 3}}&#039;s celebration is cut off as [[Zoma]] attacks and opens the pit to the [[Alefgard|dark world]]. In the dark world, the {{Hero 3}} acquires the [[Sunstone]], the [[Staff of Rain]], and the [[Sacred amulet|Seal of Rubiss]]. These items are then exchanged for the [[Rainbow Drop]]. This item creates a bridge, which leads the {{Hero 3}} to [[Zoma]]&#039;s [[Zoma&#039;s Citadel|castle]] for the final confrontation. After the archfiend is slain, the king of the dark world will give the highest honor to the player: the title of [[Erdrick]].&lt;br /&gt;
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==New features and elements==&lt;br /&gt;
===Character customization===&lt;br /&gt;
&#039;&#039;Dragon Quest III&#039;&#039; greatly expanded upon the gameplay of its predecessors. The game is the first in the series to feature a customizable {{Party 3}} in which each character belongs to a certain {{Vocation}}, as well as the first in which the player can determine the protagonists&#039; gender. These characters can be recruited by the player by speaking with [[Patty]] at her [[Patty&#039;s Party Planning Place|tavern]] in [[Aliahan]]. The choice of profession greatly effects the character&#039;s stats and spells they can learn. Furthermore, upon reaching Level 20, a character may change classes at {{Alltrades Abbey 3}}.&lt;br /&gt;
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===Character and Battle refinement===&lt;br /&gt;
*Several new [[List of character statistics|statistics]]: {{Resilience}}, {{Wisdom}}, and {{Luck}} appear for the first time. Additionally, each statistic is now capped at 255. The amount of stat points gained with each Level is also pseudo-randomized, with a range depending on the character&#039;s {{Vocation}}.&lt;br /&gt;
*It is now possible to change the {{Party 3}}&#039;s marching order, allowing weak or injured characters to hide behind their companions and be less frequently targeted by {{MFamilies}}s. In addition, characters can be [[Bazoom|banished]] in the middle of battle and be found again at [[Patty&#039;s Party Planning Place]].&lt;br /&gt;
*Several new spells have been added, bringing the total to 60. These include adding second and third tiers to existing spell lines, spells that cause new effects in battle, and spells that facilitate effects on the overworld. Subsequent remakes would add to this list with the introduction of skills.&lt;br /&gt;
*Offensive spells are now separated from each other in terms of {{MFamilies}} resistance, meaning that an enemy immune to [[Woosh]] can still be damaged by [[Crack]]. Elemental spells are divided into Fire ([[Sizz]], [[Frizz]], and [[Bang]]), Ice, Wind, and Lightning. &lt;br /&gt;
*It is possible to attack allies; this is useful for curing [[status effect]]s such as {{Sleep}} or [[Confusion]].&lt;br /&gt;
*{{Exp}}erience values are divided by the number of current {{Party 3}} members, so a lone {{Hero 3}} will gain experience faster than a full {{Party 3}} of four.&lt;br /&gt;
*The hidden [[Sage]] vocation marks the first appearance of a class that combines the best features of two others, and also requires reaching a certain benchmark with another as one of the methods to attain it. These traits would be repeated and elaborated upon in the sixth and seventh games.&lt;br /&gt;
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===Player conveniences=== &lt;br /&gt;
*The [[Zoom]] spell and the [[Chimaera wing]] now offer a selection of places to go, instead of automatically returning the {{Party 3}} to the last save point.&lt;br /&gt;
*Even the original Japanese version now has a battery save, instead of a password system. This means that more information can be saved from one game to the next; for example, a list of {{chest}}s which have been opened, and the full stat list of the {{Party 3}}.&lt;br /&gt;
*[[Bank]]s appear for the first time, allowing [[gold]] to be preserved upon the {{Party 3}}&#039;s demise, and storing unneeded items. The [[vault]] charges a commission to store items, but there is no withdrawal fee for money exchange. The latter feature was removed in the remakes, since the programmers added the [[Bag]] feature that is always carried with the {{Hero 3}}.&lt;br /&gt;
*There is now an [[Ramia|aerial vehicle]] in addition to the [[ship]], which allows for a more intricately designed world and expands the player&#039;s freedom of mobility.&lt;br /&gt;
*[[Cannibox]]es and [[Mimic]]s appear for the first time. There is also an [[Peep|identifying spell]] to detect these enemies.&lt;br /&gt;
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===Kingdom and Town intricacy=== &lt;br /&gt;
*There is a [[Day-night cycle]] for the first time, effectively doubling the number of events that take place in a location and the amount of dialogue for {{NPC}}s, who will also change their behavior depending on the time.&lt;br /&gt;
*Certain towns feature [[Monster Arena]]s, where the player can bet [[gold]] on which {{MFamilies}} will win a fight. Odds are chosen based on the {{MFamilies}} species, and the bet amount is determined by the lead character&#039;s level. As select {{NPC}}s point out, the arena is also a great way to see what {{MFamilies}}s are capable of before facing them in battle and prepare accordingly.&lt;br /&gt;
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===Miscellaneous===&lt;br /&gt;
*The {{Hero 3}} could aid in helping to make a [[Immigrant Town (Dragon Quest III)|town]] to further progress in the story.  Though the implementation in {{VII}} and remake of {{IV}} would make it optional.&lt;br /&gt;
*Though [[Hargon]] wasn&#039;t the final boss of {{II}} despite being behind the {{MFamilies}}s in [[Torland]], [[Baramos]] was the first enemy to be presented as the possible [[Final Boss]], only to be revealed as a servant of [[Zoma|another]] who has yet to be encountered.&lt;br /&gt;
*After starting up a file after defeating [[Zoma]], the {{Hero 3}} can be left in [[Patty&#039;s Party Planning Place]] allowing for a full team without the main character.  This marks the first time that resuming a saved file after completing the game merits a post game bonus.&lt;br /&gt;
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==Development==&lt;br /&gt;
&#039;&#039;Dragon Quest III&#039;&#039; began planning in January of 1987, shortly after the delayed launch of {{DQ2}}. Yuji Horii and other developers spent the planning period lodged in a hot spring resort in [https://en.wikipedia.org/wiki/Hakone Hakone] (Kanagawa prefecture), with the intent of not only unwinding after the stressful production of {{II}}, but also improving the group&#039;s concentration. [[Chunsoft]] was allowed to develop on two megabits of memory, double the storage size of the previous game.&lt;br /&gt;
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The gameplay was given the priority during the lodging, with nearly all of the game&#039;s revolutionary systems were decided upon from the onset such as the [[day-night cycle]], the vocations, and even the implementation of {{Alltrades Abbey 3}} to give players total control over their characters. The story was written in February and it was decided to make the game&#039;s world resemble that of Earth, with Yuji Horii believing that the familiar landscapes would make the game easier for players to navigate. March was spent traveling to [https://en.wikipedia.org/wiki/Egypt Egypt] to conduct research owing to the globe-trotting theme of the title. Full-scale development began in late April of 1987&amp;lt;ref&amp;gt;Q:『ドラクエIII』のお仕事を始めたときから、今までの進行を教えてください。ゲームの内容の細かいことなんかは、いつどんな風にして決まるのか、マップなんかはどういう風にできるのか、詳しいことを教えてください。&lt;br /&gt;
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堀井 雄二:「ドラゴンクエストIII」の制作を始めたのは、なんと今年の1月下旬からです！1月下旬に、メインスタッフで箱根に大合宿をやったのですが、この合宿中の会議で、ゲームシステムのほとんどすべてを決定しています。&lt;br /&gt;
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ゲームシステムとは、今度は4人のパーティ ーにしよう、とか、職業はこの8つね、とか、転職はこういうシステムにしよう、とか、 仲間も攻撃できるようにしよう、とか、 戦闘ルーチンはこうしよう、とか、こういうアイテムが欲しいとか、呪文は、 とか......。&lt;br /&gt;
で、そういった「ドラクエIII」の世界を構成す るシステムを決定させたあと、 ストーリーのあらすじをつくったのが2月頃。&lt;br /&gt;
3月には、取材もかねて、スタッフ一同エジプトまで出かけたのでした。&lt;br /&gt;
そして4月下旬に、本格的作業開始! ボクのほうはストーリーに合わせて、マップデータをつくりはじめ、プログラムの中村くんのほうでは、決定されているシステムにしたがって、戦闘ルーチン等のプログラミングを開始したのです。&lt;br /&gt;
マップは、ボクとアシストの宮岡くんの2人がかりでやったのですが、ストーリーに合わせて城や町、 洞くつの数をふやしてしまったため、とんでもない量になってしまい、 すべてのマップを描きあげるのに2ヵ月以上かかってしまっ たのでした。&lt;br /&gt;
で、その完成したマップに人を配置し、イベントのときの人の動きなどを指定し、人々のセリフを書き始めたのが7月頃。&lt;br /&gt;
9月には、鳥山くんのほうからモンスターの絵がすべて出来上がってきたので、攻撃パターンのデータ作成。 さらにモンスターの分布等をきめ、現在にいたります。&lt;br /&gt;
10月22日現在、 中村くんたちがプログラミン グしてきたシステムに、 こっちで作成してきたデータが入り、ゲームとしていちおう遊べるものが完成します。 そして最後の仕上げに向けて、スタッフ一同寝ない日が続いています。&lt;br /&gt;
みなさん、もうちょっと待っていてください ねっ!!&amp;lt;/ref&amp;gt;.  &lt;br /&gt;
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The game&#039;s overworld, kingdoms, villages, and dungeons were designed by Horii and his assistant [[Hiroshi Miyaoka]]. Due to the significant increase in the scope of the game compared to the predecessor, this process took more than two months to complete and the dungeons were given special consideration during this period with approximately 70% of the content within the first draft being changed. This emphasis on fine-tuning the labyrinths was a deliberate attempt to avoid the same balancing pitfalls of {{Dragon Quest II}} and provide a smoother difficulty curve. Implementing the {{NPC}}s and writing their dialogue took place in July, along with programming their movements for the time of day and during events. &lt;br /&gt;
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What is likely the most infamous instance of the game&#039;s cut content was a scenario based on &#039;&#039;[[The Portopia Serial Murder Case]]&#039;&#039;, where the {{Party 3}} would rest at a village&#039;s [[inn]] and hear someone rustling through the {{Hero 3}}&#039;s belongings in the middle of the night. The next day the player would find that the [[Ultimate Key]] had been stolen and be unable to leave the village until it was recovered. The player would gather clues by speaking to the villagers in a manner similar to how Boss and Yasu conducted their investigation in &#039;&#039;Portopia&#039;&#039;, but the strict memory limitations of the 2-megabit {{Famicom}} cartridge forced the event to be scrapped&amp;lt;ref&amp;gt;ファミ通, November 1989&amp;lt;/ref&amp;gt;&lt;br /&gt;
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[[Kōichi Nakamura]] was concurrently programming the game&#039;s battle systems based on the outlines decided in January, and placed a focus on the artificial intelligence used by monsters in addition to general balancing. For example, some {{MFamilies}}s are aware of their {{MP}} pool and will not waste a turn trying to cast a spell they cannot afford, while the [[imp]]s are dumb and will try to cast powerful spells despite having no {{MP}} at all. Development shifted focus to battle balancing in September when [[Akira Toriyama]] completed the artwork for the {{MFamilies}}s, with the team deciding the attack patterns and habitats of the beasts now that their designs were finalized by a professional&amp;lt;ref&amp;gt;9月には、鳥山くんのほうからモンスターの絵がすべて出来上がってきたので、攻撃パターンのデータ作成。 さらにモンスターの分布等をきめ、現在にいたります。&amp;lt;/ref&amp;gt;.  &lt;br /&gt;
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Upon being told that the game took place many years before the original {{Dragon Quest}}, composer [[Koichi Sugiyama]] utilized a decidedly classical tone for the soundtrack to reflect it&#039;s placement in the series timeline&amp;lt;ref&amp;gt;田尻: そういう微調整みたいなことがあるんですか。&lt;br /&gt;
すぎやま: そう。IIIの時は、「よりももっと昔の世界です。」といわれたから、今度はもう、徹底的にクラッシックにしちゃった(笑) Dragon Quest IV Master&#039;s Club page 13, ISBN4-7966-0084-1&amp;lt;/ref&amp;gt;. Additionally, he incorporated traits of ethnic music to compliment the locations based on real countries&amp;lt;ref&amp;gt;田尻: III、 IVとゲームがふくらむにつれて音楽が細分化されてるって気がするんです。IIIなんかでは世界各国の民族音楽の特徴を出したりして。IVでも、今後は5つの話があるとかいって、音楽自身、ひとつのイメージからIVの音楽を作り出すんじゃなくて、核となる部分から、いくつものイロんな要素の違うものができてくるんじゃないかな、と思うんですけどね。&lt;br /&gt;
すぎやま: 実は、まだできてはいないんですよね。ただね、基本的に考えているのは、ひとつの統一した世界の中での、場面によっては、5つのバリエーションを考えなくてはいけないな、とは思ってますよ。ひとつの世界の中でも、イロんな曲を作り得るわけだから。たとえば、同じバロック音楽というジャンルの中でも、何千曲と作られてきたわけでしょ。ですから、DQというひとつの世界にしても、場面によっては5種類の曲を書きわけなきゃいけない部分もでてくるよね。ただ、そのへんはやっぱり、とても高度な技術を要求される部分ではありますけどもね。 Dragon Quest IV Master&#039;s Club page 13, ISBN4-7966-0084-1&amp;lt;/ref&amp;gt;, which can be heard in the theme of Jipang for one example. &lt;br /&gt;
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Balance adjustments, dialogue, and bug testing continued until October 22nd when the game&#039;s data was finalized and sent off for cartridge production. By the end of development there was so little space left in the cartridge that not even the proposed title logo could be included, resulting in the game&#039;s start screen being spelled out in text tiles.&lt;br /&gt;
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===Super Famicom remake===&lt;br /&gt;
Development on the {{Super Famicom}} remake of &#039;&#039;Dragon Quest III&#039;&#039; began shortly after the release of {{Dragon Quest VI}} in 1995. The personality system was inspired by [[Yuji Horii]]&#039;s time working as a copywriter for &#039;&#039;[https://en.wikipedia.org/wiki/Seventeen_(Japanese_magazine) Seventeen]&#039;&#039;, a quarterly magazine for teenage girls, wherein he developed personality tests for the readers&amp;lt;ref&amp;gt;ドラゴンクエストIII　そして伝説へ…　公式ガイドブック SE-MOOk guide book, page 223 ISBN-10:‎4757595395&amp;lt;/ref&amp;gt;. Such a system gave the characters created at [[Patty]]&#039;s place more distinction, something lacking in the original 8-bit version where characters of the same vocation and level were the same, and had the added benefit of giving players more to work with when imagining how their characters would interact with one another.&lt;br /&gt;
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Though [[Ortega]] was important to the game&#039;s story, memory restrictions meant that he was only mentioned by name before appearing near the end in [[Zoma&#039;s Citadel]] and even then he was represented by a mere pallet swap of the common [[hood]] monster. His story was elaborated upon through the addition of the game&#039;s opening cutscene, which depicted his departure from [[Aliahan]] and his apparent death against an unidentified monster at the summit of [[Mt. Necrogond]]. Additionally the [[joker&#039;s soaker]] item found in [[Mur]] was replaced with Ortega&#039;s helmet, giving players a stronger connection to their avatar&#039;s father. The open-ended nature of the game allowed determined players to retrieve the family heirloom very early in their adventure, which prevented the helmet from being made the best head protection in the game; a critique that would be [[Auroral Helm|rectified in the HD-2D remake]] decades later.&lt;br /&gt;
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==Soundtrack==&lt;br /&gt;
As with every {{Main Series}}, [[Kōichi Sugiyama]] composed the music and directed all the associated spinoffs. Here is the track listing of the Symphonic Suite:&lt;br /&gt;
#Roto (1:41)&lt;br /&gt;
#Prologue (3:58)&lt;br /&gt;
#Rondo (2:59)&lt;br /&gt;
#Around the World (Around the World ~ Town ~ [[Jipang]] ~ [[Pyramid]] ~ Village) (6:48)&lt;br /&gt;
#Adventure (3:09)&lt;br /&gt;
#Dungeon ~ Tower ~ The Phantom Ship (5:34)&lt;br /&gt;
#Distant Memories (2:52)&lt;br /&gt;
#Requiem ~ Small Shrine (3:11)&lt;br /&gt;
#Sailing (2:53)&lt;br /&gt;
#Heavenly Flight (2:44)&lt;br /&gt;
#Grueling Fight (4:05)&lt;br /&gt;
#Zoma&#039;s Castle (3:30)&lt;br /&gt;
#Fighting Spirits (Battle Theme ~ In Alefgard ~ Hero&#039;s Challenge) (5:41)&lt;br /&gt;
#Into the Legend (3:01)&lt;br /&gt;
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==Version differences==&lt;br /&gt;
Like most {{Main Series}} games, &#039;&#039;III&#039;&#039; was renamed in its initial appearance in America to &#039;&#039;Dragon Warrior III&#039;&#039;. The [[Priest]] character class was renamed &amp;quot;Pilgrim,&amp;quot; while the priests at churches were renamed healers. The [[church]]es themselves were referred to as Houses of Healing and had their Christian crosses replaced with six-pointed stars. Finally, dead {{Party 3}} Members were depicted as ghosts rather than as coffins with crosses on the lid as they were in the Japanese version.&lt;br /&gt;
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The Japan-only 1996 remake of &#039;&#039;III&#039;&#039; for the {{Super Famicom}} featured significantly updated graphics and sound quality, a new [[Thief]] character class, and an extra dungeon to explore and a [[Xenlon|hidden boss]] to defeat after the credits rolled, the first for a remake.  The {{Super Famicom}} version also included a [[List of personality types in Dragon Quest III|personality system]] for all members of the player&#039;s {{Party 3}} to influence their statistical growth, adding much more customization to the game.  This personality system would later be adopted by the {{DQMSeries}}, {{DQ10}}, and &#039;&#039;[[Dragon Quest: Monster Parade]]&#039;&#039;.&lt;br /&gt;
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The 16-bit version of &#039;&#039;III&#039;&#039; also added the board game-like minigame from {{DQ5}}, [[Treasures n&#039; Trapdoors]]. The game was also originally slated to have a collectible [[Mini medal]] side quest, but this was cut due to cartridge space constraints. While later titles in the series would include this quest in their original releases, all remakes of &#039;&#039;Dragon Quest III: The Seeds of Salvation&#039;&#039; have included an extensive mini medal quest. The later {{Game Boy Color}} version of the game, which saw release in America in 2001, was based on this version. The {{GBC}} edition would include minor balance tweaks, but is mostly recognized for the inclusion of [[Monster Medal]]s--gold, silver, and bronze tokens awarded when a particular {{MFamilies}} is the last defeated in battle. They do nothing themselves, but attaining all of them opens yet another [[bonus dungeon]] with a [[Grand Dragon|superboss]] to vanquish [[Ice Cave|at the end]].&lt;br /&gt;
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In 2014, an enhanced port of the {{Super Famicom}} version was brought to [[Cell phone]]s. It retains most content from the {{Super Famicom}} version and some of the minor balance tweaks from the {{GBC}} release, but removes [[Treasures n&#039; Trapdoors]], the [[Monster Medal]] feature, and its associated [[Ice Cave|dungeon]]. This version was made available outside of Japan on December 4th, 2014 and featured a newly translated script in-line with the standards set by [[Plus Alpha]] that also does away with the lingering censorship of the {{GBC}} version. This version would later be re-released in Japan for the {{PlayStation 4}} and [[Nintendo 3DS]] on August 24th, 2017, and eventually for the [[Nintendo Switch]] worldwide on September 27th, 2019.&lt;br /&gt;
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===North American edition ({{NES}} edition)===&lt;br /&gt;
*There is now a more elaborate title picture, and the title BGM is changed to &amp;quot;Theme of [[Erdrick]]&amp;quot;. The BGM for savegame selection is also changed; it is now the same as in {{DQ4}}.&lt;br /&gt;
*The American edition introduced the prologue showing [[Ortega]] battling a {{MFamilies}} on a volcano rim. This prologue is also included in the Japanese remakes.&lt;br /&gt;
*The cross and coffin graphics are changed as in all the old {{Dragon Warrior}} games.&lt;br /&gt;
*The credit roll BGM has been extended to match the new longer credits.&lt;br /&gt;
*EXP and [[gold]] drops are increased 25%, so that characters can level faster.&lt;br /&gt;
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===Super Famicom remake===&lt;br /&gt;
[[File:DQIII_Party_Super_Famicom_art.png|right|thumb|275px|Art from the Super Famicom guide.]]&lt;br /&gt;
The graphics and command system were upgraded using the {{DQ6}} engine as a base. However, its AI system was not copied.&lt;br /&gt;
*As in the [[Dragon Quest I &amp;amp; II|first remake]], it is now possible to search inside pots, barrels, bookshelves, and the like.&lt;br /&gt;
*As in {{DQ6}}, it is now possible to climb into wells.&lt;br /&gt;
*The spells associated with {{VI}}&#039;s conversation recall system have been added; the {{Hero 3}}&#039;s spell list has been revised slightly to learn spells at new levels so as to learn these recall spells as well. &lt;br /&gt;
*The [[bag]] was added. So the vault is now a bank; one cannot directly use items in the sack yet, however.&lt;br /&gt;
*There is now a character at the [[Tower of Transcendence]] who can change the names of the characters (and even the Bag).&lt;br /&gt;
*It is now possible to specify quantities when buying items at the [[item shop]].&lt;br /&gt;
*Combat screens now have backdrops and {{MFamilies}} animations; {{MFamilies}}s also have more sound effects than in {{VI}}.&lt;br /&gt;
*[[Merchant]]s and [[Gadabout]]s can now gain {{MP}} when leveling; this is needed since they now gain some {{MP}}-consuming skills.&lt;br /&gt;
*As in {{VI}}, the special actions of the [[Gadabout]] class may now have special effects, similar to [[Hocus Pocus]].&lt;br /&gt;
*Female {{Hero 3}}es now have different graphics, and a few line of dialog are changed for them.&lt;br /&gt;
*There are also new dialog lines in the case that the {{Hero 3}} is not in the {{Party 3}}, if the game has been completed.&lt;br /&gt;
*[[Patty&#039;s Party Planning Place]] can now save the game; this will be done automatically if the composition of the {{Party 3}} is changed.&lt;br /&gt;
*As usual, boss {{MFamilies}}s have had their {{HP}} upgraded compared to the original game. [[Boss troll]]s no longer appear as wandering {{MFamilies}}s in the endgame; the only one is the one in [[Manoza]].&lt;br /&gt;
*There are many new kinds of items.&lt;br /&gt;
*Some [[weapon shop|weapon]] and [[armour shop]]s have different items in stock. (EG, [[Manoza]] no longer sells [[dragonsbane]] swords.)&lt;br /&gt;
*The world map shows visited regions in color, with the unexplored regions greyed out.&lt;br /&gt;
*{{Boomerang}}s and {{Whip}}s can now attack multiple enemies at once.&lt;br /&gt;
*Monsters drop different items at the end of a battle.&lt;br /&gt;
*In the {{NES}} version, the fight with [[Robbin&#039; &#039;Ood]] in the [[Skyfell Tower]] could be skipped entirely.  In the remake, he has to be defeated there before he shows up in The [[Kidnapper&#039;s Cave]].  Skipping it results in his henchmen in the cave tossing the player out the room.&lt;br /&gt;
*The [[pyramid]] layout is slightly different.&lt;br /&gt;
*It is now possible to save the game in [[Portoga]], by speaking to the adviser next to the king.&lt;br /&gt;
*[[Portoga]] and [[Baharata]] now have [[weapon shop]]s.&lt;br /&gt;
*The merchant you leave in [[Immigrant Town (Dragon Quest III)|Immigrant Town]] will retain his/her sprite, whereas the {{NES}} version has him/her taking on the sprite of the usual town merchant.&lt;br /&gt;
*After hatching [[Ramia|a certain feathered friend]], the [[merchant]] you left in Immigrant Town will be released from prison and return to [[Patty]]&#039;s Place.  The town itself will be ran by an unnamed resident, with the jail being removed and replaced by a new house.&lt;br /&gt;
*The shop keeper in the [[Super Secret Faerie Village]] will sell items to you if you take the form of a [[Slime]], whereas the {{NES}} version only allowed you to purchase items if you took the form of a {{Dwarf}}.&lt;br /&gt;
*The location BGM is now remixed depending on the [[Day-night cycle|time of day]].&lt;br /&gt;
*More of the music from the first {{Dragon Quest}} game is used when in the hidden world, including the music for the towns, caves and [[Tantegel|a familiar castle]].&lt;br /&gt;
*There are new tunes composed for the new areas, as well as cutscenes and item jingles.&lt;br /&gt;
&lt;br /&gt;
===Game Boy Color remake===&lt;br /&gt;
While the game shares visually the same content as its original {{NES}} release, there are a few notable differences.&lt;br /&gt;
*It is now possible to collect [[Monster Medal]]s; these are shared across savefiles, and can be transferred to other [[Game Boy]] cartridges.&lt;br /&gt;
*Battle screens no longer have illustrated backgrounds due to screen size limitations, although {{MFamilies}}s and spell effects are still animated.&lt;br /&gt;
*It is now possible to create a [[Quick save|temporary save]] anywhere, since the [[Game Boy]] might run out of batteries at any time.&lt;br /&gt;
*There is a second [[bonus dungeon]], the [[Ice Cave]]. It contains boss {{MFamilies}}s (including [[Boss troll]]s) and [[Mimic]]s as wandering {{MFamilies}}s, allowing the player to collect their [[Monster Medal]]s. There is an additional [[Grand Dragon|hidden boss]] who will challenge the {{Party 3}} to collect all the [[Monster Medal]]s, as well as offering them a [[Rubiss sword|new weapon]] if they defeat him. Unlike the first [[bonus dungeon]], the layout of this one is completely original.&lt;br /&gt;
*In the {{NES}} version, if you defeat [[Zoma]] without The {{Hero 3}} in your line up (Post-Game), then whoever you have at the front of your {{Party 3}} will be given the title of [[Erdrick]], and treated as a Legendary Hero.  In this version, doing so causes The {{Hero 3}} to appear out of thin air as The King of [[Tantegel|the hidden world]] congratulates the {{Party 3}} during the ending and given the credit for defeating [[Zoma]].&lt;br /&gt;
&lt;br /&gt;
===Mobile Phone===&lt;br /&gt;
Based on the {{SFC}} version, with the following differences from the remake.&lt;br /&gt;
*New script for the English release. Modern English is used for the main world, and &amp;quot;Olde English&amp;quot; for the [[Alefgard|dark world]].&lt;br /&gt;
*As with other modern re-releases, references to Christianity and the Christian God have been changed to worship of the [[Goddess]] or Holy Mother, and all crosses in the game have been modified to look more like tridents, including on the hat of [[Priest]]-classed characters. &lt;br /&gt;
*The spells associated with {{VI}}&#039;s conversation recall system have been removed, and the {{Hero 3}}&#039;s spell list has been revised slightly to account for the removing of these spells. &lt;br /&gt;
*The name-changer has moved from the [[Tower of Transcendence]] to {{Alltrades Abbey 3}}. &lt;br /&gt;
*Touch-screen controls added, running the same system as in the mobile releases of {{I}} and {{II}}. &lt;br /&gt;
*As with other mobile releases, new miscellaneous functions have been added including a [[Quick save]] and Travellers&#039; Tips. &lt;br /&gt;
*As with other mobile releases, Autosave functionality has also been added as an extra failsafe in case of the app closing.&lt;br /&gt;
*[[Treasures n&#039; Trapdoors]] minigame was removed, and all [[T&#039;n&#039;T ticket]] and have likewise been removed. &amp;lt;br&amp;gt;As a result, there are fewer [[Mini Medal]]s to collect, bringing the total back to 100 from 110 in the {{SFC}} and {{GBC}} releases. &lt;br /&gt;
*Monster animations seen in the {{SFC}} version are removed. As a result, the opening sequence featuring [[Ortega]]&#039;s quest is also removed.&lt;br /&gt;
*The ability to attack {{Party 3}} members (and using support spells on enemies) is removed.&lt;br /&gt;
**Despite such, the {{NPC}} in the [[Great Pit of Giaga]] recommends doing to cure [[Confusion]].&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;[[Dragon Quest III HD-2D Remake]]&#039;&#039;===&lt;br /&gt;
The game utilize the same graphics engine seen in [[Square Enix]]&#039;s &#039;&#039;Octopath Traveler&#039;&#039;, while keeping the 16-bit style from the {{SFC}} remake.&lt;br /&gt;
*The overworld and battlefield will feature 3D environments.&lt;br /&gt;
*The game&#039;s view is now positioned in a perspective angle instead of being positioned in a top down angle on the overworld, and in a front view on the battlefield.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{main|List of glitches in Dragon Quest III}}&lt;br /&gt;
===Original edition===&lt;br /&gt;
*By selecting [[Defend|Parry]] in the combat menu, the damage a character takes in battle is cut in half, even if the player backs out and selects a different command. This bug is mentioned in the official guidebooks, but is fixed in the remakes.&lt;br /&gt;
*One can get a [[Yggdrasil leaf|Leaf of World Tree]] by searching in a square near Rimuldar. This square has the same coordinates as the World Tree grove in the overworld.&lt;br /&gt;
*Under certain circumstances, [[Metal slime]] {{MFamilies}}s will take 10 points of damage instead of 1 or 2.&lt;br /&gt;
*The Level requirements for [[Mage|Wizard]]s to learn [[Kacrack|Blizzard]] and [[Kacrackle|Ice Spears]] are switched.&lt;br /&gt;
*Some stats cycle if they are raised above 255. This has been fixed in the remakes.&lt;br /&gt;
*It is possible to create a {{Party 3}} of only deceased characters by exploiting the [[Paralysis]] status condition. This was first though to be only possible using the [[Dreamstone|Dream Ruby]], but has since been proven possible using [[List of glitches in Dragon Quest III#Numb status glitch|paralysis induced by monsters]]. This glitch allows the manipulation of memory within the game, producing a wide range of effects and possibilities.&lt;br /&gt;
&lt;br /&gt;
===Game Boy Color remake===&lt;br /&gt;
*There is an experience glitch associated with playing {{T&#039;n&#039;T}}. If the player lands on a space which reduces his/her strength, it is common that the next battle fought will cause the character&#039;s experience to skyrocket. Often this leads to the character being Level 99 immediately. This glitch seems to be intentional, or at least acknowledged by the creators, as if you attempt to save at the King before the next battle, he says you have gained experience in &amp;quot;an unusual way&amp;quot; and &amp;quot;it will become clear to you in battle&amp;quot;.&lt;br /&gt;
*There is a bug involving the [[Service Call|YellHelp]] spell which summons a traveling [[Merchant]] to the {{Party 3}} on the overworld. It seems that the items sold by the [[Merchant]] are the ones sold by the last permanent [[Merchant]] encountered in the game. This scenario holds true across multiple save files, meaning a [[Merchant]] from late in the game can be emulated in another save file by using the [[Service Call|YellHelp]] spell.&lt;br /&gt;
&lt;br /&gt;
==Spin-offs==&lt;br /&gt;
On top of being remade several times, {{Dragon Quest III}} also inspired several mangas including &#039;&#039;[[Dragon Quest: Dai no Daibouken]]&#039;&#039; and &#039;&#039;[[The Emblem of Roto|Dragon Quest: The Emblem of Roto]]&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Original {{Famicom}} version&lt;br /&gt;
! Role&lt;br /&gt;
! Staff&lt;br /&gt;
|----------&lt;br /&gt;
|Scenario writer&lt;br /&gt;
|Yuji Horii&lt;br /&gt;
|----------&lt;br /&gt;
|Character designer&lt;br /&gt;
|Akira Toriyama&lt;br /&gt;
|----------&lt;br /&gt;
|Music composer&lt;br /&gt;
|Koichi Sugiyama&lt;br /&gt;
|----------&lt;br /&gt;
|rowspan=&amp;quot;2 |Scenario assistant&lt;br /&gt;
|[[Hiroshi Miyaoka]]&lt;br /&gt;
|-&lt;br /&gt;
|Kenji Yanagisawa&lt;br /&gt;
|----------&lt;br /&gt;
|Chief programmer&lt;br /&gt;
|Hiroshi Naito&lt;br /&gt;
|----------&lt;br /&gt;
|rowspan=&amp;quot;3 |Programmers&lt;br /&gt;
|Manbu Yamana&lt;br /&gt;
|-&lt;br /&gt;
|Narita Togo&lt;br /&gt;
|-&lt;br /&gt;
|Masaaki Okano&lt;br /&gt;
|----------&lt;br /&gt;
|Assistant programmer&lt;br /&gt;
|Masumi Takimoto&lt;br /&gt;
|----------&lt;br /&gt;
|Graphic designer&lt;br /&gt;
|Takashi Yasuno&lt;br /&gt;
|----------&lt;br /&gt;
|Sound programmer&lt;br /&gt;
|Tadashi Fukuzawa&lt;br /&gt;
|----------&lt;br /&gt;
|rowspan=&amp;quot;4 |Assistant&lt;br /&gt;
|Rika Suzuki&lt;br /&gt;
|-&lt;br /&gt;
|Keiichi Hara&lt;br /&gt;
|-&lt;br /&gt;
|Kazuya Asano&lt;br /&gt;
|-&lt;br /&gt;
|Satoshi Fudaba&lt;br /&gt;
|----------&lt;br /&gt;
|Director&lt;br /&gt;
|Kōichi Nakamura&lt;br /&gt;
|----------&lt;br /&gt;
|Producer&lt;br /&gt;
|Yukinobu Chida&lt;br /&gt;
|----------&lt;br /&gt;
|Publisher&lt;br /&gt;
|Yasuhiro Fukushima&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Series illustrator [[Hazuki Kurikara]] revealed in a Xitter post that the [[Zenith Dragon]]&#039;s design was used for the logo of &#039;&#039;Dragon Warrior III&#039;&#039;, hence why the dragon on the logo does not resemble any found in the game itself&amp;lt;ref&amp;gt;https://archive.fo/xctUu&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Akira Sakuma, the creator of the &#039;&#039;[https://en.wikipedia.org/wiki/Momotar%C5%8D_Densetsu| Momotaro Densetsu]&#039;&#039; series and [[Yuji Horii]]&#039;s fellow &#039;&#039;Weekly Shonen Jump&#039;&#039; alumni, was personally given a copy of &#039;&#039;Dragon Quest III&#039;&#039; by Horii. When visiting Horii in his home, Sakuma was also the first non-development staff member to see [[Ramia]]&#039;s finalized design&amp;lt;ref&amp;gt;https://archive.ph/HFJyC&amp;lt;/ref&amp;gt;.&lt;br /&gt;
*[[Nintendo Power]] covered the launch of &#039;&#039;Dragon Quest III&#039;&#039; in the magazine&#039;s first issue, which is likely the first English-language coverage of the series as a whole. The article makes the dubious claim of an unidentified Enix representative stating the company expects sales figures to exceed 5 million, a figure that would not be reached until nearly twenty years later with the release of {{Dragon Quest IX}} in 2009.&lt;br /&gt;
:*Interestingly, the article is bordered by on-model art of [[boreal serpent]]s and an [[infernal serpent]].&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Akira and Sasuke Toriyama playing III.png|[[Akira Toriyama]] and his son Sasuke playing the game.&lt;br /&gt;
DQIII Famicom Box (Front Side).jpg|Original {{Famicom}} box art.&lt;br /&gt;
Dragon Warrior III Logo.png|Alternate logo.&lt;br /&gt;
Dragon_Warrior_III_NES.png|{{NES}} box art.&lt;br /&gt;
DQIII Famicom guide.png|{{Famicom}} guide.&lt;br /&gt;
DQIII Super Famicom.png|{{Super Famicom}} box art.&lt;br /&gt;
DQIII Super Famicom guide.png|{{Super Famicom}} guide.&lt;br /&gt;
DQIII_GBC.png|{{Game Boy Color}} box art. (JP)&lt;br /&gt;
Dragon_Quest_III_GBC_box_art.png&lt;br /&gt;
DWIII_GBC.png|{{Game Boy Color}} box art. (NA)&lt;br /&gt;
DQIII GBC V Jump guide.png|{{GBC}} guide.&lt;br /&gt;
DQ 4Koma Gekijou Extra 2.png|&#039;&#039;4koma&#039;&#039; comics.&lt;br /&gt;
DQ 4koma Gekijou Extra 15.png|&#039;&#039;4koma&#039;&#039; comics.&lt;br /&gt;
DQIII Hero Class.png|{{Super Famicom}} {{Hero 3}} vocation art.&lt;br /&gt;
Shousetsu Dragon Quest III.png|Novel&lt;br /&gt;
DQIII CD Theater.png|CD Theater.&lt;br /&gt;
DQIIIMutsumiInomata.png|Mutsumi Inomata art.&lt;br /&gt;
DQIII_Characters.png|Promotional artwork for the {{SFC}} release.&lt;br /&gt;
DQIII iOS Android.png|iOS/Android.&lt;br /&gt;
DQ3 HD2D Boxart US.jpg|US Boxart for the 2D-HD remake.&lt;br /&gt;
DQIII HD-2D Remake LOGO.jpg|Logo for the 2D-HD Remake.&lt;br /&gt;
DW III logo &amp;amp; ortega sketches.jpg|Sketch of the {{NES}} titlescreen, by artist Hazuki Kurikara.&lt;br /&gt;
Zenith dragon and DWIII logo concept art by Hazuki Kurikara.jpeg|The illustration of the [[Zenith Dragon]] used for the logo basis.&lt;br /&gt;
Akira Sakuma DQ III letter.jpeg|Akira Sakuma&#039;s letter from [[Yuji Horii]].&lt;br /&gt;
Nintendo power issue1 DQIII.jpg|&#039;&#039;[[Nintendo Power]]&#039;&#039; article.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
*[http://na.square-enix.com/games/dragon-warrior3/ Official &#039;&#039;Dragon Warrior III&#039;&#039; GBC Website]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DQIII}}&lt;br /&gt;
{{Dragon Quest series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Articles on Wikipedia]]&lt;br /&gt;
[[Category:Dragon Quest III|*!]]&lt;br /&gt;
[[Category:NES games]]&lt;br /&gt;
[[Category:Wii games]]&lt;br /&gt;
[[Category:Game Boy games]]&lt;br /&gt;
[[Category:SNES games]]&lt;br /&gt;
[[Category:Android/iOS games]]&lt;br /&gt;
{{DEFAULTSORT:Dragon Quest 03}}&lt;/div&gt;</description>
			<pubDate>Tue, 09 Sep 2025 14:53:55 GMT</pubDate>
			<dc:creator>2804:14D:5CD5:84D6:B5E6:CA0E:D1FC:8FEA</dc:creator>
			<comments>https://dragon-quest.org/w/index.php?title=Talk:Dragon_Quest_III:_The_Seeds_of_Salvation</comments>
		</item>
		<item>
			<title>Dragon Quest II: Luminaries of the Legendary Line</title>
			<link>https://dragon-quest.org/w/index.php?title=Dragon_Quest_II:_Luminaries_of_the_Legendary_Line&amp;diff=232906</link>
			<guid isPermaLink="false">https://dragon-quest.org/w/index.php?title=Dragon_Quest_II:_Luminaries_of_the_Legendary_Line&amp;diff=232906</guid>
			<description>&lt;p&gt;2804:14D:5CD5:84D6:B5E6:CA0E:D1FC:8FEA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Italic title}}&lt;br /&gt;
{{Infobox VG&lt;br /&gt;
|type = Main series games&lt;br /&gt;
|title=Luminaries of the Legendary Line&lt;br /&gt;
|image=[[File:DQII Logo.png|325px]][[File:DQII Laurel Wreath art.png|325px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|developer=[[Chunsoft]]&lt;br /&gt;
|publisher=[[Enix]]&lt;br /&gt;
|designer = [[Yuji Horii]]&lt;br /&gt;
|artist=[[Akira Toriyama]]&lt;br /&gt;
|composer= [[Kōichi Sugiyama]]&lt;br /&gt;
|engine=&lt;br /&gt;
|released= &#039;&#039;&#039;Nintendo Entertainment System&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=January 26, 1987|NA=December 1990}}&#039;&#039;&#039;MSX&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=February 6, 1988}}&#039;&#039;&#039;MSX2&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=May 27, 1988}}&#039;&#039;&#039;Super Famicom&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=December 18, 1993}}&#039;&#039;&#039;Game Boy Color&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=September 23, 1999|NA=September 27, 2000}}&#039;&#039;&#039;Wii&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=September 15, 2011}}&#039;&#039;&#039;Android &amp;amp; iOS&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=July 26, 2014|NA=October 9,2014|EU=October 9,2014|AUS=October 9,2014}}&#039;&#039;&#039;Playstation 4 &amp;amp; 3DS&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=August 10, 2017}}&#039;&#039;&#039;Nintendo Switch&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=September 27, 2019|NA=September 27, 2019|EU=September 27, 2019}}&lt;br /&gt;
|genre=[[Wikipedia:Console role-playing game|Console role-playing game]]&lt;br /&gt;
|modes = [[Wikipedia:Single player|Single player]]&lt;br /&gt;
|ratings=&lt;br /&gt;
|platforms={{Famicom}}/{{NES}}, [[MSX]], {{Super Famicom}}, {{Game Boy Color}} (hybrid cartridge), [[Cell phone]], [[Wii]], {{PlayStation 4}}, [[Nintendo 3DS]], [[Nintendo Switch]],&lt;br /&gt;
|media=1-[[Wikipedia:megabit|megabit]] {{NES}} [[Wikipedia:Cartridge (electronics)|cartridge]]&amp;lt;br /&amp;gt; [[Wikipedia:Floppy disk|Floppy disk]] (MSX)&amp;lt;br /&amp;gt;GBC/SFC cartridges&lt;br /&gt;
|requirements=&lt;br /&gt;
|input=&lt;br /&gt;
|series=&#039;&#039;[[Dragon Quest (series)|Dragon Quest]]&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Translation|&#039;&#039;&#039;Dragon Quest II&#039;&#039;&#039;|ドラゴンクエストII 悪霊の神々|Doragon Kuesuto Tsū Akuryo no Kamigami|literally meaning; &amp;quot;Pantheon of Evil Spirits&amp;quot;}} is a role-playing game and sequel to the original {{Dragon Quest}}.  It was initially released for the {{Famicom}} in Japan on January 26, 1987.  It would later be released in North America in 1990 and has been remade several times on different platforms, most notably in the compilation package of {{DQI&amp;amp;II}}.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
&#039;&#039;Dragon Quest II&#039;&#039; is set 100 years after {{DQ}}. The offspring of the original game&#039;s {{Hero 1}} have migrated from Alefgard to the continent of Torland, and there established three kingdoms: [[Midenhall]], [[Cannock]] and [[Moonbrooke]]. A century of peace in these three kingdoms is suddenly ended when the minions of the evil occultist [[Hargon]] destroys the castle of [[Moonbrooke]]. One lone guard, an injured survivor of the attack, makes his way towards the kingdom of [[Midenhall]]. There with his dying breath he informs the king of the dire circumstances. The King then commands his son, the Prince of [[Midenhall]] and a descendant of [[Erdrick]], to gather his cousins and defeat [[Hargon]] before the mad priest can accomplish his goals. The three cousins are collectively referred to as the [[Luminaries]], owing to their ancestry&#039;s legacy of bringing light to the world when it is turmoil.&lt;br /&gt;
&lt;br /&gt;
Upon reaching [[Cannock]], the Prince of Midenhall is informed by the King that his son has already left for the [[Wellspring of the Hero]], a traditional place that is visited by warriors upon beginning their journeys. Inside the shrine there is a body of water said to bless pilgrims. Upon arriving, a sage explains that the player was too late, and the Prince has once again already left. The Prince continued to [[Midenhall]] to join the {{Hero 2}}, whom he doesn&#039;t know is also looking for him. Finally, the two meet at an [[inn]] located in [[Leftwyne]], and the Prince joins the {{Hero 2}}&#039;s {{Party 2}} on his quest.&lt;br /&gt;
&lt;br /&gt;
Together the two cousins set out northwest towards [[Gwaelin&#039;s Gate]] they pass underground and head south for [[Moonahan]]. In this village they meet a dog that seems peculiar to them. Upon reaching the ruins that remain of [[Moonbrooke]] they are informed by the spirits of those that died (including the King himself) that the Princess has been turned into a dog by Hargon and the only way to reverse the curse is to use  [[Ra&#039;s Mirror]]. The two warriors search for this mirror and they find it in a swamp from which four bridges can be seen at once. Upon their return to [[Moonahan]] they utilize the mirror in front of the curious dog they met, and much to the surprise of the heroes, they see a beautiful girl in the reflection of the mirror. The Princess is restored from her beastly appearance and joins her two cousins on their quest to defeat [[Hargon]]. After exploring the [[Pillar of Winds]] to obtain the [[Windbreaker]], the [[Luminaries]] heads for a shrine west of [[Moonbrooke]] where they pass underground and then head northwest across fields, desert, and mountains to reach the [[Dragon&#039;s Horn]]: two tall towers, each fixated on one side of a river.&lt;br /&gt;
&lt;br /&gt;
Scaling the southern tower to its peak, the [[Luminaries]] glides over the river below using the [[Windbreaker]], and land safely across the body of water. They continue on to the port city of [[Rippleport]], where they rescue a young girl from a pair of [[gremlin]]s. Quite relieved upon her return, her grandfather, as a token of his gratitude, offers that the three heroes to use his ship to aid in their voyage. Hearing legends of a [[Sunken Treasure]], the three set off into the northern sea, and find it glistening in the water. Upon returning it to [[Rippleport]], a man desperate to get out of debt offers them the [[Echo Flute]] in exchange for it.&lt;br /&gt;
&lt;br /&gt;
The trio then sails east and land on the archipelago of [[Alefgard]]. They reach [[Tantegel]] only to discover that the King has locked himself away for fear of [[Hargon]]. They explore the remains of [[Dragonlord&#039;s Castle|Charlock Castle]] where they meet a [[Dragonlord&#039;s great-great-grandson|descendant of the Dragonlord]], who revels in his fore-bearer&#039;s infamy and considers Hargon to be an upstart needing to be dealt with. He reveals to the three young warriors that if they wish to defeat [[Hargon]] they must take [[5 Sigils|five sigils]] to the [[List of shrines and teleportals in Dragon Quest II#Rubiss Shrine|Rubiss Shrine]]. &lt;br /&gt;
&lt;br /&gt;
With this new information in hand the [[Luminaries]] sets sail south of [[Alefgard]] and discover a small island in the middle of the ocean on which a prominent lighthouse stands. As they explore the inside of the tower they witness a [[Gremlin]] vanish into a wall. Following it, they find a passage and are greeted by an old man who tells them to follow him. He guides them to a [[treasure chest]] and offers its contents to the [[Luminaries]]. However upon opening the {{chest}} they find it empty and the old man suddenly transforms into four gremlins that charge upon the unsuspecting trio. The cousins defeat the monsters and in doing so recover the [[5 Sigils#Locations|Star Sigil]], which one of the fiends was carrying.&lt;br /&gt;
&lt;br /&gt;
The [[Luminaries]] travels to the island Kingdom of [[Dirkandor]] and wins the [[5 Sigils#Locations|Moon Sigil]] fighting in the arena for the entertainment of the King.&lt;br /&gt;
&lt;br /&gt;
The cousins also find the [[5 Sigils#Locations|Sun Sigil]] hidden on the outskirts of the Fire Shrine.&lt;br /&gt;
&lt;br /&gt;
The trio collect the [[Jailor&#039;s Key]] from southern city of [[Burrowell]] and with it are able to locate the thief [[Lagos]] hiding in his cell there. He gives them the [[Floodgate Key]] which allows them to finally access the [[Tower of the Moon]] where they acquire the [[Moonshard]]. The Moonshard grants access them access to the [[Sea Cave]] which contains the [[False Idol]], necessary for revealing the path to [[Rendarak]].&lt;br /&gt;
&lt;br /&gt;
Along the way the [[Luminaries]] collects the [[5 Sigils#Locations|Water Sigil]] from [[Moonahan]] by defeating two jailed [[Grimlin]]s.&lt;br /&gt;
&lt;br /&gt;
Taking the teleportal from [[Beran]] the [[Luminaries]] uses the False Idol to reveal the [[Cave to Rendarak]]. The bottom floor of the cave contains the 5th and final [[5 Sigils#Locations|Soul Sigil]]. The [[Luminaries]] exits the cave and heads to the [[Rubiss Shrine]] where they receive the [[Eye of Rubiss]]. Returning to the [[Cave to Rendarak]], the [[Luminaries]] endures a long and difficult struggle through the cave before emerging in snowy [[Rendarak]]. A lone shrine awaits them there where they make final preparations for their battle with [[Hargon]].&lt;br /&gt;
&lt;br /&gt;
[[Hall of Hargon]] is disguised as a copy of [[Midenhall]] but using the Eye of Rubiss shatters the illusion. Using the [[False Idol]] reveals the staircase to proceed up the castle. The [[Luminaries]] meet and face [[Hargon]], finally defeating him. The celebration is cut short however, as before his defeat [[Hargon]] was able to successfully summon the God of Destruction [[Malroth]]. The [[Luminaries]] then ultimately defeats [[Malroth]] in the final battle, restoring peace to the world.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[File:DQI and II SNES artwork.png|right|thumb|250px|The three Luminaries.]]&lt;br /&gt;
===Prince of Midenhall===&lt;br /&gt;
:&#039;&#039;See main article: {{Prince of Midenhall}}&#039;&#039;&lt;br /&gt;
The heir of the Kingdom of [[Midenhall]] is the classic warrior of the three [[Luminaries]], with the most impressive physical stats. He can equip all weapons and armour in the game, though he has no magic ability (he is the only protagonist in the series to lack magical aptitude). This is the character the player starts out with in the castle of [[Midenhall]], and his name is directly selected by the player.&lt;br /&gt;
&lt;br /&gt;
===Prince of Cannock===&lt;br /&gt;
:&#039;&#039;See main article: [[Prince of Cannock]]&#039;&#039;&lt;br /&gt;
The prince of [[Cannock]] is closer to his [[Hero (Dragon Quest)|ancestor]] than the other [[Luminaries]]. He cannot use as wide a variety of weapons and armor as the prince of Midenhall but compensates for this with the ability with a unique assortment of spells. However, it should be noted that his magic is not as powerful as that wielded by the princess of [[Moonbrooke]]. Despite this, he can, like his cousin, equip the [[Erdrick&#039;s Sword]]. This character is hard to track down in the beginning of the game, but he will grow to be a great ally. In earlier releases, his name is generated at random based on the name of the prince of [[Midenhall]], although there is a cheat code to alter his name. As of the [[Cell phone]] release, his name is offered initially via a random generator when the {{Hero 2}} departs from [[Midenhall]], but the player can also decide to give the [[Prince of Cannock]] a name of their own choosing. &lt;br /&gt;
&lt;br /&gt;
===Princess of Moonbrooke===&lt;br /&gt;
:&#039;&#039;See main article: [[Princess of Moonbrooke]]&#039;&#039;&lt;br /&gt;
The princess of [[Moonbrooke]] is the archetypal sorceress of the three [[Luminaries]]. Her armour and weapon selections are slim, but are incredibly potent. She shares some of the [[Prince of Cannock]]&#039;s magic, but the bulk of her spells are exclusive to her. She is the first of the three main characters the player will see, shown being assaulted with her father in the game&#039;s cinematic intro. After this she will has been cursed and needs to be freed before she will be able to join her cousins. In earlier releases, her name is generated at random based on the name of the prince of [[Midenhall]], although there is a cheat code to alter her name. As of the [[Cell phone]] release, her name is offered initially via a random generator when the {{Hero 2}} departs from [[Midenhall]], but the player can also decide to give the [[Princess of Moonbrooke]] a name of their own choosing.&lt;br /&gt;
&lt;br /&gt;
===Hargon===&lt;br /&gt;
:&#039;&#039;See main article: [[Hargon]]&#039;&#039;&lt;br /&gt;
[[Hargon]] is the wicked occultist that attacked [[Moonbrooke]], cursed its princess, and threatened to destroy the world by summoning the gods of evil. His defeat is the goal of the three heroes.&lt;br /&gt;
&lt;br /&gt;
==Series additions==&lt;br /&gt;
{{Dragon Quest II}} offers a much wider array of spells and items, as well as a much larger world (256 by 256 tiles instead of 100 by 100) than its predecessor. After battle status ailments have been introduced as well, embodied in the new [[Bubble slime]] foe. Due to the limited size of the {{NES}}/{{Famicom}}&#039;s cartridge ROM space at the time, the detailed battle backgrounds from the first game were replaced with a black background to make room for the increased number of monster sprites.&lt;br /&gt;
&lt;br /&gt;
===Party system===&lt;br /&gt;
{{Dragon Quest II}} is noted for greatly expanding the game play from the previous title, such as featuring multiple heroes and enemies during battle in what is now known as a [[party]]. Each Luminary has a well defined range of abilities and weaknesses that would codify later characters and vocations, and the menagerie of monster encounters would follow suit. Character dynamics, extended strategies, and shuffling through equipment to better suit specific encounters all began with &#039;&#039;II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Augmentative and debilitating spells===&lt;br /&gt;
Where as battle spells in the first game were limited to disabling foes and inflicting/restoring damage, the sequel introduced the concept of influencing a character or monster&#039;s &#039;&#039;stats&#039;&#039; through the use of [[Kabuff]] and [[Kasap]]. The theme of spending a turn buffing characters and weakening monsters would be greatly expanded upon in future titles, quickly becoming just as important as combating monsters directly.&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
The humble [[Ship]] attained in [[Rippleport]] set the standard for expanding the reach of the player at the midway point of a game.&lt;br /&gt;
&lt;br /&gt;
[[Teleportal]]s were introduced to allow for faster traveling between areas, and to serve as early previews of distant lands to highlight the greater scope of the game compared to it&#039;s predecessor. They have become a staple of the series ever since, appearing in every title as both convenience features and as elements of the story. &lt;br /&gt;
&lt;br /&gt;
===[[Tombola]]===&lt;br /&gt;
Gambling also made its first appearance in the series, with several towns featuring medieval slot machines called the [[Tombola]] for the player to utilize at the cost of a [[tombola ticket]] given by merchants. Breakable keys have been removed, replaced by the [[Silver Key]], [[Golden Key]], and [[Jailor&#039;s Key]]. [[Church]]es have now been given actual function rather than cosmetic purpose, with [[priest]]s reviving fallen Luminaries and removing various ailments for a fee. &lt;br /&gt;
&lt;br /&gt;
===Multiple save locations===&lt;br /&gt;
The game provides multiple locations for players to save their progress and also allows deletion and the moving of saved games. To save, find a king, minister, or wise man and talk to them to initiate the process--this save area will also be the [[Zoom]] location in most versions. As in the first game, the original Japanese version had a password system (or &amp;quot;[[Spell of Restoration]]&amp;quot;) instead of a battery backup (or &amp;quot;Imperial Scrolls of Honor&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Development on &#039;&#039;Dragon Quest II&#039;&#039; began in April 1986, a month before &#039;&#039;[[Dragon Quest]]&#039;&#039;&#039;s release. When approached by Enix producer [[Yukinobu Chida]] about a potential sequel, director [[Kōichi Nakamura]] decided on a December release on a whim; Nakamura came to regret this decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dragon Quest II&#039;&#039; used a 1 megabit cartridge, double the maximum storage space for the first game, allowing for major iterations on the combat system and graphics. The background tiles became more detailed and on-screen characters gained multi-directional sprites, akin to the first game&#039;s North American localization. The staff decided to expand the battle system by giving players access to a full party of heroes against groups of monsters, since they considered the one-on-one format of the first game to be monotonous&amp;lt;ref&amp;gt;いうまでもなく、初代『ドラゴンクエスト』は、ファミコンユーザーというRPG未経験者にむけた入門用ゲームであった。&lt;br /&gt;
このゲームを足がかりに、多くの人々にRPGの魅力を知ってもらい、その段階を経て、より高度なRPGに挑戦してもらおうという意図が、スタッフ一同にあった。&lt;br /&gt;
とすれば、次の段階としての『II』は、やはりパーティープレイでなくてはいけない。&lt;br /&gt;
なぜなら1対1の戦闘は理解しやすく入門用としてはもってこいだが、反面、どうしても戦闘が単調になってしまうという宿命にある。&lt;br /&gt;
戦闘が単調だと、レベルをあげるという作業は苦痛でしかない。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Yuji Horii was worried that players would become confused by controlling too many characters at once, and to ease players into managing a party, wrote the scenario to have the player characters be recruited one by one&amp;lt;ref&amp;gt;というのも、『II』はパーティープレイの要素をとり入れたため、操作が『I』よりもめんどうになってしまっているし、キャラクターによって使えない武器や防具があるとか、装備の概念を理解しなくてはならないとか……。&lt;br /&gt;
パソコンのロールプレイングでは当たり前のことだけど、ファミコンユーザーがいったいどこまでついてこられるか？&lt;br /&gt;
ヘタをすると、めんどくさい！　と投げ出す子供が続出しないかと、かなり不安だったのだ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Despite Horii&#039;s ambitions, &#039;&#039;Dragon Quest II&#039;&#039; was still limited by the Famicom&#039;s memory. At the time, computer RPGs used single sprites to represent multiple monsters, but Horii wanted all individual monsters in an encounter shown on-screen; as a tradeoff, battles are displayed on a plain black screen instead of the first game&#039;s varied backgrounds&amp;lt;ref&amp;gt;パソコンゲームでは5人いても画面上では1人が代表して移動するなどのシステムがよくあるが、それはパソコンユーザーだから許されるのであって、ファミコンユーザーには許されないと判断したからだ。&lt;br /&gt;
モンスターにしても、8匹いるならそのすべてを見せ、やっつけるたびに1匹ずつ消してゆきたい。&lt;br /&gt;
1対1の戦いから、いきなりパーティープレイにしたわけである。せめて &amp;quot;見た目&amp;quot; でもそれがわかるようにしなければ、あまりに不親切というものだ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Since the Famicom could only display up to four characters on-screen, side by side, without causing sprite flickering, the Hero&#039;s party was limited to three characters, to allow the full party to be displayed when speaking to an NPC&amp;lt;ref&amp;gt;消える所をまわしてチラつかせるという方法もあるが、あまりチラつくとやっぱりしんどいであろう。&lt;br /&gt;
ということを考え、パーティーは3人とした。3人であれば、横に並んで町の人に話しかけても合計4人だから表示可能である。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Those compromises, alongside a compression algorithm written by Koichi Nakamura, also helped limit the length of passwords.&amp;lt;ref&amp;gt;『I』では経験値を6万5千（16ビット）で切ってしまったが、レベル設定がかなりキツかったので、今回は24ビットあてることにした。&lt;br /&gt;
ゴールドは前回どおり16ビット。さらに持っているアイテムも覚えておかなければならない。&lt;br /&gt;
例えばアイテムが63種類あるとすれば、1人8つまで持てるとして、これに必要な入れ物は6×8＝48ビット。&lt;br /&gt;
そして4文字の名前に24ビット。&lt;br /&gt;
合計112ビットで、これが3人ぶんだから336ビット。復活の呪文に使用する文字は64種類（6ビット）だから単純計算すると、これだけで56文字になってしまう。しかも、これプラス、装備しているかどうかのフラグや、各種ストーリーのフラグ、そしてチェックサム（注1）などなど、とてつもなく長いものになってしまうだろう。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Each player character has 24 bits dedicated to their experience points, 24 more bits for their four-character name, 48 bits for their inventory, and 16 bits for the party&#039;s gold. This brings the total of bits up to 112, roughly multiplied to 336 for each character, thus bloating the passwords to 56 characters before factoring in programming flags, like story events and items equipped.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game&#039;s scenario began development in July 1986. Meetings were held to discuss what was possible within the Famicom&#039;s hardware, and the info was passed on to Nakamura and his team of five programmers&amp;lt;ref&amp;gt;システム、メモリマップが決定されると、いよいよ作業はシナリオとプログラムの分業態勢へと入ってゆく。ここに至ったのが企画をスタートさせてからおよそ2ヶ月後、去年の7月初旬頃だったろうか。&lt;br /&gt;
その時点を境にして、それまでの会議につぐ会議が一転し、シナリオに関するデータを作成してはプログラム担当の中村くんに渡すという作業が開始される。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. As in the first game, Horii and his assistant Hiroshi Miyaoka wrote a rough draft of the scenario, which was fleshed out as Akira Toriyama finalized the monster concepts provided by the developers. From the finalized art, Horii considered the nature of the monsters and began drawing a world map dividing the monsters by ecosystem, including castles, towns, dungeons, and more; the scenario was fleshed out to match this world map&amp;lt;ref&amp;gt;というわけで、シナリオづくりが始まった。&lt;br /&gt;
シナリオづくりのメインスタッフはボクとデューク宮岡くん。&lt;br /&gt;
まず、モンスターのラフコンテを作成する。これは本当にラフコンテで、モンスターデザインを担当する鳥山明氏にイメージを伝えるためのものである。そんなわけで、このときまだ、モンスターの正式名称も、強さなどのデータも決まっていない。&lt;br /&gt;
それらは後日、鳥山くんのほうから絵があがってきたとき、実際にモンスターの絵を見ながらイメージし作成することにした。&lt;br /&gt;
モンスターデザインを発注したあと、マップの作成に入る。&lt;br /&gt;
いうまでもなく、おおまかなストーリーはすでに頭の中にできあがっている。&lt;br /&gt;
そんなものいつつくったんだ？　と思うかも知れないけど、「おおまかのストーリー」というのは、いわゆる「あらすじ」のことで、これは映画やマンガのあらすじを考えるのと、ほぼ同様に頭のなかの作業である。これについての工程は省かせてもらった。&lt;br /&gt;
ドラマのあらすじをどういうふうに思いつくのか？　その方法論を説明しろといわれても、ちょっとむずかしいであろう。&lt;br /&gt;
また、そんな方法論など説明しなくても、誰でもお話のあらすじなど考えられると思う。&lt;br /&gt;
問題は、その「あらすじ」を、どういうふうにしてゲームのシナリオにしてゆくかなので、今回はそっちの部分をメインに書いてゆきたい。&lt;br /&gt;
話がそれた。&lt;br /&gt;
マップの作製である。&lt;br /&gt;
これは白地図みたいなもので、これに城や町、洞窟、塔などをかきくわえてゆく。&lt;br /&gt;
そして頭のなかにあるストーリーに合わせて、どの洞窟でなにが見つかるか？　あるいは、どんなイベントがあるか？　どんな情報が聞けるか？　などを書きくわえてゆく。&lt;br /&gt;
そのコンテができあがると、いよいよ本格的なマップの作製である。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
By November 1986, the development team began to doubt they could polish the game in time for the December deadline. As a result, &#039;&#039;Dragon Quest II&#039;&#039; was delayed until January 1987 while its balance and gameplay were ironed out.&amp;lt;ref&amp;gt;これが、ひと月のばした理由である。&lt;br /&gt;
つまり、この時点では、ゲームとしてのバランスがまだとれていなかったのだ。&lt;br /&gt;
もっとわかりやすくいうと、自分のキャラクターの強さとモンスター側の強さのバランスがペケだったというわけ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Playtesting had been done in an isolated environment, with encounters against single enemies run through a simulation program created by Nakamura. Those simulated battles did not consider player levels and equipment; when enemy groups were implemented, the team realized even early game encounters were more difficult than intended. To address this, battles in the Midenhall region were limited to three enemies at a time.&amp;lt;ref&amp;gt;これが、ひと月のばした理由である。&lt;br /&gt;
つまり、この時点では、ゲームとしてのバランスがまだとれていなかったのだ。&lt;br /&gt;
もっとわかりやすくいうと、自分のキャラクターの強さとモンスター側の強さのバランスがペケだったというわけ。&lt;br /&gt;
もちろん、プレイヤーのレベル設定やモンスターの強さの設定データは、いいかげんに作製したのではない。&lt;br /&gt;
中村くんのほうから先頭のシミュレータ（プレイヤーのデータ、モンスターのデータを入れて、実際に戦い、その結果が見られるプログラム）をもらい、それでいちいち確かめながら、プレイヤーのレベル設定やモンスターデータを作製していったのだった。&lt;br /&gt;
そこまでやってデータを作成したのに、実際にゲームとしてあがってきて遊んでみるとバランスがとれていなかった。それは何故か？&lt;br /&gt;
理由はふたつある。&lt;br /&gt;
まず、シミュレータは1回ごとの戦闘のシミュレーションで、それでもって毎回緊張感のある戦いを、というようなデータのつくり方をしてしまったため、実際にゲームになり移動しながら連続的に戦ってみると、非常にキツいものであったこと。&lt;br /&gt;
さらに、同じモンスターでも、出現匹数により予想以上の結果の違いがあったこと。&lt;br /&gt;
このふたつである。&lt;br /&gt;
このため、最初にできてきたものはとても遊べたものではなかったのだ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Even then, the early game was still considered too difficult, as the Prince of Midenhall&#039;s only healing options were [[medicinal herb]]s or walking back to an inn. As another compromise, Cannock was moved closer to the town of Leftwyne, with the region&#039;s topography being changed to guide the player northwest, allowing the player to recruit the Prince of Cannock sooner.&amp;lt;ref&amp;gt;というのも、1人めはファイター。いくらレベルが上がってもホイミ（体力回復）の呪文を覚えないので、そのつど薬草をつかったり宿屋に泊まったりしなければならない。つまり、遠出をすればするほどツラクなってくる。&lt;br /&gt;
というわけで、サマルトリアのお城の位置を変更する。&lt;br /&gt;
じつをいうと、最初、サマルトリア城は現在の湖の位置にあったのだった。しかし、そこは、宿屋のあるリリザの町からあまりに遠い。ここは仲間とふたりになってから来るようにしようファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. The original location of the castle became the Lake Cave, and development screenshots showing the castle on the lake were printed on the back of the LP of the game&#039;s soundtrack&amp;lt;ref&amp;gt;『ドラゴンクエストⅡ』のLPレコードが発売されていますが、なんとジャケットの裏に、湖に囲まれている城の写真が出ています。これが実は初期のサマルトリア城。ジャケットの撮影が比較的早めに行われたためジャケット写真は初期のバージョンのものになってしまったのでした。興味のあるキミはレコード屋さんで見てみてください）。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;, but altering the overworld like this lead to the monster data becoming imbalanced and readjustments for their strength and the strength of the equipment available up to that point were necessary&amp;lt;ref&amp;gt;&lt;br /&gt;
そんなわけでサマルトリア城をリリザの町に近づけたのはいいけど、それだけだと、せっかくの湖が何も意味をなさなくなってしまう。というか、こっち方面に来る必要がなくなってしまう。&lt;br /&gt;
せっかく地形までつくったのに、それはもったいない！&lt;br /&gt;
というわけで、元サマルトリア城の位置には洞窟を置いたのだった。&lt;br /&gt;
このことにより、モンスターの分布図の再構成、さらに元のサマルトリア城の位置を洞くつにしたため、アイテムのある場所の再考などの問題がおこってきたが、ゲームバランスをとるためだからと、再びそれらのデータを作りなおす。&lt;br /&gt;
さらに試してみて、モンスターデータやレベル設定、武器・防具の値段、効力を調整してゆく。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Playtesting expanded to include the full development team within the one-month window, with feedback such as equipment being too expensive, levelling up taking too many experience points, and the introduction sequence taking too long being common. These critiques were sent directly to Horii who would judge whether the changes were merited or not&amp;lt;ref&amp;gt;&lt;br /&gt;
いうまでもなくRPGはバランスが命である。&lt;br /&gt;
そして、バランスをとるためには、実際にプレイしてみて、データを少し変更して、またプレイし、さらに変更してゆく、という方法しかない。&lt;br /&gt;
具体的にいうと、この時期から、スタッフ一同はもちろん、アルバイトのゲームモニターの人たちなど、かなりの人数が実際にプレイしてみるわけ。&lt;br /&gt;
そして、実際に遊んでみた感想、あるいは苦情などが、すべてボクのもとに届けられる「なかなかお金が貯まりません。もっと物価を下げてください」&lt;br /&gt;
「1回の戦闘に時間がかかります。もっと早めに勝負がつかないでしょうか？」&lt;br /&gt;
「もっとレベルが上がるのが早くてもいいのでは？　特に4から5あたりがキツイです」&lt;br /&gt;
「いや、レベルの上がりかたは今くらいでいいけど、あまり死なないようにしてください」&lt;br /&gt;
――などなど、各人各様の意見をいってくるのだった。&lt;br /&gt;
そういった意見に耳を傾け、さらにボク自身もプレイしてみる。そして、ここはマズかったという部分のデータを次々に変更してゆくわけ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Any changes deemed necessary were faxed to the programmers at Chunsoft, and altered beta cartridges would be distributed amongst the staff for further assessment. This back and forth process began as a four to five day cycle, but as the January deadline loomed the process was hastened to take place within a single day&amp;lt;ref&amp;gt;&lt;br /&gt;
それが出来上がると、すぐさま変更後のデータをファックスでチュンソフトに送る。&lt;br /&gt;
チュンソフトにいる中村くんたちは、ボクからの新しいデータが届くと、そのデータに差しかえて、新しい試作バージョンをつくりあげていく。&lt;br /&gt;
そして、それを再び、みんなに配るわけ。&lt;br /&gt;
もちろん、バランスどりは1回では終わらない。こういったことを何度も繰り返すのである。&lt;br /&gt;
はじめは4～5日周期であったが、やがて2～3日周期となり、1日周期となってゆく。&lt;br /&gt;
ここまでくると、試作バージョンには日付時間が書きこまれるようになってくる。&lt;br /&gt;
『12月8日午前4時バージョン』というふうにだ。&lt;br /&gt;
そうしないことには、どれが一番新しい変更後のバージョンかがわからなくなってしまうからだ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. The development would be finished in the middle of December, with the latter results of this extended fine-tuning being the reduction of the fees for church services, changing the order in which spells were learned to be more useful quicker, and moving Ra&#039;s mirror from the [[Pillar of Winds]] to the swamp next to the ruined castle. In an interview with Famitsu magazine, Horii mused that while the game was not 100% complete, it was still over 90% of what he wanted out of the project and he could not force children to wait any longer to play the title &amp;lt;ref&amp;gt;というように、プレイしてみては、呪文を覚える順番を変更したり、モンスターの強さをかえたり、教会の値段を下げたりと、1ヵ月がまたたく間に過ぎ去っていた。&lt;br /&gt;
もはやタイムリミットである。&lt;br /&gt;
100パーセントとはいえないけど、90パーセント以上は理想に近いバランスになってきたと思う。&lt;br /&gt;
もっと時間をかければ100パーセントに近づかせることができるだろうが、これ以上、子供たちを待たせるわけにもいかない。&lt;br /&gt;
12月中旬、ついに最終バージョンが完成する。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
In a 2007 interview with &#039;&#039;[[Nintendo Power]]&#039;&#039; magazine for the 221st issue, Yuji Horii described the development cycle of &#039;&#039;Dragon Quest II&#039;&#039; as very rushed, due to tight deadlines and the game&#039;s greater scope compared to the first. Horii admitted that he developed ulcers from the sheer stress and was &amp;quot;inches away&amp;quot; from having a permanent hole in his stomach. The experience taught him to look at deadlines as more of a suggestion than a strict guideline&amp;lt;ref&amp;gt;&#039;&#039;&amp;quot;As for difficulties during development, Dragon Quest II was a big challenge. We didn&#039;t have much time and there was so much to do. It gave me ulcers—literally! I was only &amp;quot;inches away&amp;quot; from having a permanent hole in my stomach! Now, to prevent any further internal injury, I don&#039;t pay much attention to dead-lines anymore. So I always find myself a little behind schedule.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Cut content===&lt;br /&gt;
Content that was unable to be included in the game were cutscenes for important events, such as there being a view of the Plateau of Rendarak visible from the Lighthouse south of Alefgard, but there was simply no memory left in the cartridge. The only vestige of this idea is a blurry scan found in the game&#039;s instruction manual which depicts the dying Moonbrooke guard informing the King and Prince of Midenhall of Hargon&#039;s plan&amp;lt;ref&amp;gt;&lt;br /&gt;
最後になるが、メモリ等の制約で、泣く泣くボツになった事柄について書こうと思う。&lt;br /&gt;
まず残念だったのは、見せ場には紙芝居的に大きな絵を入れるという企画。&lt;br /&gt;
当初の予定では入るはずで、すでに絵のデータがあがっていたのに、最終的にはやっぱりメモリに余裕がなくなり、ボツになってしまったのだった。&lt;br /&gt;
たぶん、気づいている人は少ないとは思うが、『ドラクエⅡ』の説明書の物語のところに、それらの絵のうちの1枚だけが、ひっそりと写真になって載っている。&lt;br /&gt;
もちろんファミコンの画面写真であり、本当はカラーだ。&lt;br /&gt;
そして、シナリオ的にも、そういった1枚絵を利用するはずだった。&lt;br /&gt;
たとえば船の財宝、当初の設定では、大灯台の上からロンダルキアを一望すると、ロンダルキアの台地の絵が出て、さらにそのむこうの海の1ヵ所がキラキラと光っている。つまり船の財宝はそこにあり、財宝に関してそういった情報を人々に話させるシナリオにしていたが、大きな絵がカットされた時点で、シナリオも変更してしまったのだった。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. A cutscene depicting the sacking of Moonbrooke Castle was included with the North American version of the game in 1990, which was reincorporated into every other version of the game beginning with &#039;&#039;Dragon Quest I &amp;amp; II&#039;&#039; in 1993.&lt;br /&gt;
&lt;br /&gt;
Features intended for the game that could not be implemented due to the memory limitations were saved for &#039;&#039;Dragon Quest III&#039;&#039;, such [[scandalous swimsuit]] being available for purchase and changing the sprite for the Princess of Moonbrooke when equipped&amp;lt;ref&amp;gt;&lt;br /&gt;
しょーもないところでは“あぶないみずぎ”というアイデアもあった。&lt;br /&gt;
これは“ミンクのコート”と匹敵するもので、やたら値段が高くて、それを3人目の王女に買ってあげて着せると本当に画面上のキャラクターが“あぶない水着姿”にかわるというもの。&lt;br /&gt;
ただし、友だちからその話を聞いて、「えへへ、オレも買ってあげよう」とうれしがっても、キャラクターの名前によっては、買ってあげても、「イヤよ。こんなの着られないわよ！」と着てくれなかったりして……。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt; and the scenario of [[Olivia&#039;s Promontory]]&amp;lt;ref&amp;gt;“オリビアの岬”はIIでボツったものが復活!!　まったく同じじゃないけどIIでは“ローレライの岬”っていうイベント名だったんだ。前回はメモリーの都合でボツ。で、今回（ドラクエIIIで）めでたく登場したというわけ。「堀井雄二のドラゴンクエストQ＆A」『ドラゴンクエストIII　マスターズクラブ』JICC出版局,1988年&amp;lt;/ref&amp;gt;. A plot point where the Prince of Cannock is cursed by Hargon and the two remaining heroes have to cure him with a Yggdrasil leaf was cut due to memory limitations, but was reinstated in the Super Famicom version.&lt;br /&gt;
&lt;br /&gt;
Another cut scenario involved an alternate ending where the Prince of Cannock sacrifices himself to destroy Malroth, and the closing cutscene at Midenhall Castle ends with his sister stabbing the Prince of Midenhall, blaming him for her brother&#039;s death. This ending was cut due to Horii deeming it too depressing and was never repurposed for future versions of the game.&amp;lt;ref&amp;gt;それは、2番目の王子（サマルトリアの王子）が犠牲となって、最後の敵を倒すというものである。&lt;br /&gt;
目的は果たしたが、もはやサマルトリアの王子は戻らない。&lt;br /&gt;
彼の冥福を祈りながら、キミはムーンブルク王女と2人で帰路に……。&lt;br /&gt;
お城では人々が待ちかまえ、キミたちの偉業を心から称えてくれる。そして、一大セレモニーが開催される。&lt;br /&gt;
と、その時！&lt;br /&gt;
「お兄ちゃんの仇っ！」&lt;br /&gt;
駆け寄ってくる1人の少女。&lt;br /&gt;
気づくと、少女の持っていた短刀が、キミの胸に深々と刺さっていた、&lt;br /&gt;
少女は、いうまでもなく、サマルトリア王子の妹であった。&lt;br /&gt;
ボーゼンとする人々。&lt;br /&gt;
キミの身体は、やがて、ゆっくりと倒れていく。……幕。月刊LOGiN』1987年5月&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
[[File:MSX nightmare.png|border|right|200px]]&lt;br /&gt;
&amp;lt;small&amp;gt; See: {{DQI&amp;amp;II}} for more detailed changes and improvements.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A version of the game was released for the MSX home computer on February 6 1988 with the MSX2 getting a version on May 27 of the same year. These versions are infamous for including the scandalous swimsuit cut from the Famicom version as armour for the Princess of Moonbrooke, which matches the [[mink mantle]] in defence and has a 1/8th chance to stun enemies each turn. There is also a special scene that plays when the Luminaries inspect the King of Alefgard&#039;s room and discover an adult magazine which depicts the Princess of Moonbrook wearing the scandalous swimsuit in a centerfold. The objectively poor quality of the image has lead to the scene becoming a meme amongst Japanese fans.&lt;br /&gt;
&lt;br /&gt;
A version for the [[Nintendo Entertainment System]] was released in December of 1990, which included the scrapped opening cutscene. When the game begins, a lengthy cutscene detailing the siege of castle Moonbrooke is shown to the player, along with the last surviving guard making his way to castle Midenhall to warn its King. &lt;br /&gt;
&lt;br /&gt;
Since its original release on the Famicom and Nintendo Entertainment System four remakes have appeared, with the first being on the compliation title {{DQI&amp;amp;II}} that was released on the {{Super Famicom}} in 1993. The second was a portable version of the same, released the on {{Game Boy Color}}, the third was for [[Cell phone]]s in Japan, and the most current being an iOS/Android release in the Japanese app store on June 26th, 2014 before being internationally released in the same year. All the remakes feature updated graphics and music as well as a few other new features, such as quick-saving on the world map, animated battles, and the automatic redirecting of attacks that target defeated monsters. Starting with the cell phone version, all three descendants of Erdrick are capable of attaining level 50, with the two magic user&#039;s stat growth and exp requirements being adjusted accordingly.  Additionally, the [[Zoom]] spell was made consistent with later games by letting the player choose a select list of destinations to rather than the last place saved.&lt;br /&gt;
&lt;br /&gt;
Due to spacial constraints of the [[Game Boy]] and {{Game Boy Color}}&#039;s screen, the English release of {{Dragon Warrior I &amp;amp; II}} in 2000 reverted the localized names of Erdrick, Gwaelin, and others to a closer approximation of their Japanese counterparts. These changes would be undone by Plus Alpha in 2010 with their localization of {{DQ9}}, which elected to retain the {{NES}} names as a surprise for older fans. As of the 2014 iOS/Android re-release, while several of the names of characters and locations have retained their {{NES}} designations (or very slight edits of such, like Midenhall instead of Middenhall), other characters and locations have been given new translations that are closer to the meanings and puns of the original Japanese version. In addition, monsters, spells, and items have been updated to their modern naming conventions.&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
[[Image:DQII_Trio_leaping.png|right|thumb|&#039;&#039;Dragon Quest II&#039;&#039; was the first game to introduce the concept of a party to Japanese players, &#039;&#039;Ultima 3: Exodus&#039;&#039; being the first popular RPG to do so before in the US and Europe.|350px]]&lt;br /&gt;
&#039;&#039;Dragon Quest II&#039;&#039; is widely recognized for improving upon the shortcomings of its predecessor, increasing the depth of battle and exploration considerably. Series director [[Yuji Horii]]&#039;s writing is also seen as improving during the development of the game, no longer relying solely on fairy-tale archetypes to constitute the setting and characters.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Original Famicom version&lt;br /&gt;
! Role&lt;br /&gt;
! Staff&lt;br /&gt;
|----------&lt;br /&gt;
|Scenario writer&lt;br /&gt;
|Yuji Horii&lt;br /&gt;
|----------&lt;br /&gt;
|Character designer&lt;br /&gt;
|Akira Toriyama&lt;br /&gt;
|----------&lt;br /&gt;
|Music composer&lt;br /&gt;
|Koichi Sugiyama&lt;br /&gt;
|----------&lt;br /&gt;
|Scenario assistant&lt;br /&gt;
|[[Hiroshi Miyaoka]]&lt;br /&gt;
|----------&lt;br /&gt;
|Chief programmer&lt;br /&gt;
|Koichi Nakamura&lt;br /&gt;
|----------&lt;br /&gt;
| rowspan=&amp;quot;5 |Programmers&lt;br /&gt;
|Yutaka Gyotoku&lt;br /&gt;
|-&lt;br /&gt;
|Togo Narita&lt;br /&gt;
|-&lt;br /&gt;
|Kiyotaka Kono&lt;br /&gt;
|-&lt;br /&gt;
|Masaaki Okano&lt;br /&gt;
|-&lt;br /&gt;
|Koji Yoshida&lt;br /&gt;
|----------&lt;br /&gt;
|Sound programmer&lt;br /&gt;
|Takenori Yamamori&lt;br /&gt;
|----------&lt;br /&gt;
|CG design&lt;br /&gt;
|Takashi Yasuno&lt;br /&gt;
|----------&lt;br /&gt;
|rowspan=&amp;quot;2 |Assistant&lt;br /&gt;
|Rika Suzuki&lt;br /&gt;
|-&lt;br /&gt;
|Hirohide Yoshida&lt;br /&gt;
|----------&lt;br /&gt;
|Director&lt;br /&gt;
|Koichi Nakamura&lt;br /&gt;
|----------&lt;br /&gt;
|Producer&lt;br /&gt;
|Yukinobu Chida&lt;br /&gt;
|----------&lt;br /&gt;
|Publisher&lt;br /&gt;
|Yasuhiro Fukushima&lt;br /&gt;
|}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*&#039;&#039;Dragon Quest II&#039;&#039; was the first game in the series to feature pits and tower balconies from which the [[Luminaries]] can fall. (As always, they take no damage from this.)&lt;br /&gt;
*The scandalous swimsuit scene in the MSX version was referenced in the 2005 PC title &#039;&#039;La-Mulana&#039;&#039;, which was made to pay tribute to the MSX and its library of games. The main character, Lemeza Kosugi, receives the &amp;quot;Provocative Bathing Suit&amp;quot; from the {{NPC}} Dracuets at the end of the game&#039;s bonus dungeon, the Hell Temple, with a graphic of him in the Bathing Suit flashing on screen. The reference was maintained in the 2011 remake.&lt;br /&gt;
*The MSX2 version of the game was the final &#039;&#039;Dragon Quest&#039;&#039; title released in the Showa era of Japan.&lt;br /&gt;
&lt;br /&gt;
==Soundtrack==&lt;br /&gt;
[[Image:DQI and II_GameBoy_Art.png|border|right|350px]]&lt;br /&gt;
[[Kōichi Sugiyama]] composed the music and directed all the associated spin-offs. &#039;&#039;Dragon Quest II&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;s symphonic suite was bundled with &#039;&#039;Dragon Quest I&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;s symphonic suite and a disc of original compositions as &#039;&#039;Dragon Quest in Concert&#039;&#039;. Here is the track listing of the &#039;&#039;Dragon Quest II&#039;&#039; portion of that release:&lt;br /&gt;
#Dragon Quest March (ドラゴンクエストマーチ/&#039;&#039;Dragon Quest March&#039;&#039;) (1:39)&lt;br /&gt;
#[[Only Lonely Boy]] (Love Song 探して/&#039;&#039;Looking for the Love Song&#039;&#039;) (2:42)&lt;br /&gt;
#Pastoral ~ Catastrophe (3:21)&lt;br /&gt;
#Château (王城/&#039;&#039;Royal Castle&#039;&#039;) (3:03)&lt;br /&gt;
#Town (街の賑わい/&#039;&#039;Bustle of the Town&#039;&#039;) (3:30)&lt;br /&gt;
#Fright in Dungeon ~ Devil&#039;s Town (恐怖の地下洞～魔の塔/&#039;&#039;Fear Dungeon ~ Devil&#039;s Town&#039;&#039;) (4:02)&lt;br /&gt;
#Requiem (レクイエム/&#039;&#039;Requiem&#039;&#039;) (2:09)&lt;br /&gt;
#Endless World (遥かなる旅路～広野を行く～果てしなき世界/&#039;&#039;Distant Journey ~ Going in Plain ~ Endless World&#039;&#039;) (5:43)&lt;br /&gt;
#Beyond the Waves (海原を行く/&#039;&#039;Going on the Sea&#039;&#039;) (2:13)&lt;br /&gt;
#Deathfight ~ Dead or Alive (戦い～死を賭して/&#039;&#039;Fighting ~ Risking Death&#039;&#039;) (3:56)&lt;br /&gt;
#[[wikipedia:My Road, My Journey|My Road, My Journey]] (この道わが旅/&#039;&#039;My journey is This Road&#039;&#039;) (4:10)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dragon-Quest-II-japanese-box-art.jpg|{{Famicom}} box art&lt;br /&gt;
DQ II instruction manual cutscene screenshot.png|The scrapped cutscene shown in the Famicom instruction manual, printed in black &amp;amp; white&lt;br /&gt;
Dragon_Warrior_II_NES.png|{{NES}} box art&lt;br /&gt;
DQII Famicom guide.png|Famicom guide&lt;br /&gt;
Shousetsu Dragon Quest II.png|Novelization&lt;br /&gt;
DQII CD Theater.png|CD Theater&lt;br /&gt;
DQII The Gods of Evil novel.png|&#039;&#039;The Gods of Evil&#039;&#039; novel part one&lt;br /&gt;
DQII The Gods of Evil novel 2.png|&#039;&#039;The Gods of Evil&#039;&#039; novel part two&lt;br /&gt;
DQ 4koma Gekijou 11.png|&#039;&#039;4koma&#039;&#039; comics&lt;br /&gt;
DQ 4koma Gekijou Extra 19.png|&#039;&#039;4koma&#039;&#039; comics&lt;br /&gt;
DQII_Characters.png|Splash art of the cast for the Super Famicom remake&lt;br /&gt;
DQII iOS Android.png|iOS/Android&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 1.jpg|Famitsu magazine article covering the game&#039;s development, published April 17 1987&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 2.jpg&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 3.jpg&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 4.jpg&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 5.jpg&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 6.jpg&lt;br /&gt;
Amphibia S2 Episode 6.png|&#039;&#039;Vagabondia Chronicles&#039;&#039;, a fictional video game from &#039;&#039;Amphibia&#039;&#039; S2 Episode 6, made to resemble the Famicom box art to &#039;&#039;DQ II&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DQII}}&lt;br /&gt;
{{Dragon Quest series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dragon Quest II|*!]]&lt;br /&gt;
[[Category:Articles on Wikipedia]]&lt;br /&gt;
[[Category:NES games]]&lt;br /&gt;
[[Category:Wii games]]&lt;br /&gt;
[[Category:Game Boy games]]&lt;br /&gt;
[[Category:SNES games]]&lt;br /&gt;
[[Category:Android/iOS games]]&lt;br /&gt;
{{DEFAULTSORT:Dragon Quest 02: Luminaries of the Legendary Line}}&lt;/div&gt;</description>
			<pubDate>Tue, 09 Sep 2025 14:01:41 GMT</pubDate>
			<dc:creator>2804:14D:5CD5:84D6:B5E6:CA0E:D1FC:8FEA</dc:creator>
			<comments>https://dragon-quest.org/w/index.php?title=Talk:Dragon_Quest_II:_Luminaries_of_the_Legendary_Line</comments>
		</item>
		<item>
			<title>Dragon Quest II: Luminaries of the Legendary Line</title>
			<link>https://dragon-quest.org/w/index.php?title=Dragon_Quest_II:_Luminaries_of_the_Legendary_Line&amp;diff=232905</link>
			<guid isPermaLink="false">https://dragon-quest.org/w/index.php?title=Dragon_Quest_II:_Luminaries_of_the_Legendary_Line&amp;diff=232905</guid>
			<description>&lt;p&gt;2804:14D:5CD5:84D6:B5E6:CA0E:D1FC:8FEA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Italic title}}&lt;br /&gt;
{{Infobox VG&lt;br /&gt;
|type = Main series games&lt;br /&gt;
|title=Luminaries of the Legendary Line&lt;br /&gt;
|image=[[File:DQII Logo.png|325px]][[File:DQII Laurel Wreath art.png|325px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|developer=[[Chunsoft]]&lt;br /&gt;
|publisher=[[Enix]]&lt;br /&gt;
|designer = [[Yuji Horii]]&lt;br /&gt;
|artist=[[Akira Toriyama]]&lt;br /&gt;
|composer= [[Kōichi Sugiyama]]&lt;br /&gt;
|engine=&lt;br /&gt;
|released= &#039;&#039;&#039;Nintendo Entertainment System&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=January 26, 1987|NA=December 1990}}&#039;&#039;&#039;MSX&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=February 6, 1988}}&#039;&#039;&#039;MSX2&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=May 27, 1988}}&#039;&#039;&#039;Super Famicom&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=December 18, 1993}}&#039;&#039;&#039;Game Boy Color&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=September 23, 1999|NA=September 27, 2000}}&#039;&#039;&#039;Wii&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=September 15, 2011}}&#039;&#039;&#039;Android &amp;amp; iOS&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=July 26, 2014|NA=October 9,2014|EU=October 9,2014|AUS=October 9,2014}}&#039;&#039;&#039;Playstation 4 &amp;amp; 3DS&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=August 10, 2017}}&#039;&#039;&#039;Nintendo Switch&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=September 27, 2019|NA=September 27, 2019|EU=September 27, 2019}}&lt;br /&gt;
|genre=[[Wikipedia:Console role-playing game|Console role-playing game]]&lt;br /&gt;
|modes = [[Wikipedia:Single player|Single player]]&lt;br /&gt;
|ratings=&lt;br /&gt;
|platforms={{Famicom}}/{{NES}}, [[MSX]], {{SFC}}, {{GBC}} (hybrid cartridge), [[Cell phone]], [[Wii]], {{PlayStation 4}}, [[Nintendo 3DS]], [[Nintendo Switch]],&lt;br /&gt;
|media=1-[[Wikipedia:megabit|megabit]] {{NES}} [[Wikipedia:Cartridge (electronics)|cartridge]]&amp;lt;br /&amp;gt; [[Wikipedia:Floppy disk|Floppy disk]] (MSX)&amp;lt;br /&amp;gt;GBC/SFC cartridges&lt;br /&gt;
|requirements=&lt;br /&gt;
|input=&lt;br /&gt;
|series=&#039;&#039;[[Dragon Quest (series)|Dragon Quest]]&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Translation|&#039;&#039;&#039;Dragon Quest II&#039;&#039;&#039;|ドラゴンクエストII 悪霊の神々|Doragon Kuesuto Tsū Akuryo no Kamigami|literally meaning; &amp;quot;Pantheon of Evil Spirits&amp;quot;}} is a role-playing game and sequel to the original {{Dragon Quest}}.  It was initially released for the {{Famicom}} in Japan on January 26, 1987.  It would later be released in North America in 1990 and has been remade several times on different platforms, most notably in the compilation package of {{DQI&amp;amp;II}}.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
&#039;&#039;Dragon Quest II&#039;&#039; is set 100 years after {{DQ}}. The offspring of the original game&#039;s {{Hero 1}} have migrated from Alefgard to the continent of Torland, and there established three kingdoms: [[Midenhall]], [[Cannock]] and [[Moonbrooke]]. A century of peace in these three kingdoms is suddenly ended when the minions of the evil occultist [[Hargon]] destroys the castle of [[Moonbrooke]]. One lone guard, an injured survivor of the attack, makes his way towards the kingdom of [[Midenhall]]. There with his dying breath he informs the king of the dire circumstances. The King then commands his son, the Prince of [[Midenhall]] and a descendant of [[Erdrick]], to gather his cousins and defeat [[Hargon]] before the mad priest can accomplish his goals. The three cousins are collectively referred to as the [[Luminaries]], owing to their ancestry&#039;s legacy of bringing light to the world when it is turmoil.&lt;br /&gt;
&lt;br /&gt;
Upon reaching [[Cannock]], the Prince of Midenhall is informed by the King that his son has already left for the [[Wellspring of the Hero]], a traditional place that is visited by warriors upon beginning their journeys. Inside the shrine there is a body of water said to bless pilgrims. Upon arriving, a sage explains that the player was too late, and the Prince has once again already left. The Prince continued to [[Midenhall]] to join the {{Hero 2}}, whom he doesn&#039;t know is also looking for him. Finally, the two meet at an [[inn]] located in [[Leftwyne]], and the Prince joins the {{Hero 2}}&#039;s {{Party 2}} on his quest.&lt;br /&gt;
&lt;br /&gt;
Together the two cousins set out northwest towards [[Gwaelin&#039;s Gate]] they pass underground and head south for [[Moonahan]]. In this village they meet a dog that seems peculiar to them. Upon reaching the ruins that remain of [[Moonbrooke]] they are informed by the spirits of those that died (including the King himself) that the Princess has been turned into a dog by Hargon and the only way to reverse the curse is to use  [[Ra&#039;s Mirror]]. The two warriors search for this mirror and they find it in a swamp from which four bridges can be seen at once. Upon their return to [[Moonahan]] they utilize the mirror in front of the curious dog they met, and much to the surprise of the heroes, they see a beautiful girl in the reflection of the mirror. The Princess is restored from her beastly appearance and joins her two cousins on their quest to defeat [[Hargon]]. After exploring the [[Pillar of Winds]] to obtain the [[Windbreaker]], the [[Luminaries]] heads for a shrine west of [[Moonbrooke]] where they pass underground and then head northwest across fields, desert, and mountains to reach the [[Dragon&#039;s Horn]]: two tall towers, each fixated on one side of a river.&lt;br /&gt;
&lt;br /&gt;
Scaling the southern tower to its peak, the [[Luminaries]] glides over the river below using the [[Windbreaker]], and land safely across the body of water. They continue on to the port city of [[Rippleport]], where they rescue a young girl from a pair of [[gremlin]]s. Quite relieved upon her return, her grandfather, as a token of his gratitude, offers that the three heroes to use his ship to aid in their voyage. Hearing legends of a [[Sunken Treasure]], the three set off into the northern sea, and find it glistening in the water. Upon returning it to [[Rippleport]], a man desperate to get out of debt offers them the [[Echo Flute]] in exchange for it.&lt;br /&gt;
&lt;br /&gt;
The trio then sails east and land on the archipelago of [[Alefgard]]. They reach [[Tantegel]] only to discover that the King has locked himself away for fear of [[Hargon]]. They explore the remains of [[Dragonlord&#039;s Castle|Charlock Castle]] where they meet a [[Dragonlord&#039;s great-great-grandson|descendant of the Dragonlord]], who revels in his fore-bearer&#039;s infamy and considers Hargon to be an upstart needing to be dealt with. He reveals to the three young warriors that if they wish to defeat [[Hargon]] they must take [[5 Sigils|five sigils]] to the [[List of shrines and teleportals in Dragon Quest II#Rubiss Shrine|Rubiss Shrine]]. &lt;br /&gt;
&lt;br /&gt;
With this new information in hand the [[Luminaries]] sets sail south of [[Alefgard]] and discover a small island in the middle of the ocean on which a prominent lighthouse stands. As they explore the inside of the tower they witness a [[Gremlin]] vanish into a wall. Following it, they find a passage and are greeted by an old man who tells them to follow him. He guides them to a [[treasure chest]] and offers its contents to the [[Luminaries]]. However upon opening the {{chest}} they find it empty and the old man suddenly transforms into four gremlins that charge upon the unsuspecting trio. The cousins defeat the monsters and in doing so recover the [[5 Sigils#Locations|Star Sigil]], which one of the fiends was carrying.&lt;br /&gt;
&lt;br /&gt;
The [[Luminaries]] travels to the island Kingdom of [[Dirkandor]] and wins the [[5 Sigils#Locations|Moon Sigil]] fighting in the arena for the entertainment of the King.&lt;br /&gt;
&lt;br /&gt;
The cousins also find the [[5 Sigils#Locations|Sun Sigil]] hidden on the outskirts of the Fire Shrine.&lt;br /&gt;
&lt;br /&gt;
The trio collect the [[Jailor&#039;s Key]] from southern city of [[Burrowell]] and with it are able to locate the thief [[Lagos]] hiding in his cell there. He gives them the [[Floodgate Key]] which allows them to finally access the [[Tower of the Moon]] where they acquire the [[Moonshard]]. The Moonshard grants access them access to the [[Sea Cave]] which contains the [[False Idol]], necessary for revealing the path to [[Rendarak]].&lt;br /&gt;
&lt;br /&gt;
Along the way the [[Luminaries]] collects the [[5 Sigils#Locations|Water Sigil]] from [[Moonahan]] by defeating two jailed [[Grimlin]]s.&lt;br /&gt;
&lt;br /&gt;
Taking the teleportal from [[Beran]] the [[Luminaries]] uses the False Idol to reveal the [[Cave to Rendarak]]. The bottom floor of the cave contains the 5th and final [[5 Sigils#Locations|Soul Sigil]]. The [[Luminaries]] exits the cave and heads to the [[Rubiss Shrine]] where they receive the [[Eye of Rubiss]]. Returning to the [[Cave to Rendarak]], the [[Luminaries]] endures a long and difficult struggle through the cave before emerging in snowy [[Rendarak]]. A lone shrine awaits them there where they make final preparations for their battle with [[Hargon]].&lt;br /&gt;
&lt;br /&gt;
[[Hall of Hargon]] is disguised as a copy of [[Midenhall]] but using the Eye of Rubiss shatters the illusion. Using the [[False Idol]] reveals the staircase to proceed up the castle. The [[Luminaries]] meet and face [[Hargon]], finally defeating him. The celebration is cut short however, as before his defeat [[Hargon]] was able to successfully summon the God of Destruction [[Malroth]]. The [[Luminaries]] then ultimately defeats [[Malroth]] in the final battle, restoring peace to the world.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[File:DQI and II SNES artwork.png|right|thumb|250px|The three Luminaries.]]&lt;br /&gt;
===Prince of Midenhall===&lt;br /&gt;
:&#039;&#039;See main article: {{Prince of Midenhall}}&#039;&#039;&lt;br /&gt;
The heir of the Kingdom of [[Midenhall]] is the classic warrior of the three [[Luminaries]], with the most impressive physical stats. He can equip all weapons and armour in the game, though he has no magic ability (he is the only protagonist in the series to lack magical aptitude). This is the character the player starts out with in the castle of [[Midenhall]], and his name is directly selected by the player.&lt;br /&gt;
&lt;br /&gt;
===Prince of Cannock===&lt;br /&gt;
:&#039;&#039;See main article: [[Prince of Cannock]]&#039;&#039;&lt;br /&gt;
The prince of [[Cannock]] is closer to his [[Hero (Dragon Quest)|ancestor]] than the other [[Luminaries]]. He cannot use as wide a variety of weapons and armor as the prince of Midenhall but compensates for this with the ability with a unique assortment of spells. However, it should be noted that his magic is not as powerful as that wielded by the princess of [[Moonbrooke]]. Despite this, he can, like his cousin, equip the [[Erdrick&#039;s Sword]]. This character is hard to track down in the beginning of the game, but he will grow to be a great ally. In earlier releases, his name is generated at random based on the name of the prince of [[Midenhall]], although there is a cheat code to alter his name. As of the [[Cell phone]] release, his name is offered initially via a random generator when the {{Hero 2}} departs from [[Midenhall]], but the player can also decide to give the [[Prince of Cannock]] a name of their own choosing. &lt;br /&gt;
&lt;br /&gt;
===Princess of Moonbrooke===&lt;br /&gt;
:&#039;&#039;See main article: [[Princess of Moonbrooke]]&#039;&#039;&lt;br /&gt;
The princess of [[Moonbrooke]] is the archetypal sorceress of the three [[Luminaries]]. Her armour and weapon selections are slim, but are incredibly potent. She shares some of the [[Prince of Cannock]]&#039;s magic, but the bulk of her spells are exclusive to her. She is the first of the three main characters the player will see, shown being assaulted with her father in the game&#039;s cinematic intro. After this she will has been cursed and needs to be freed before she will be able to join her cousins. In earlier releases, her name is generated at random based on the name of the prince of [[Midenhall]], although there is a cheat code to alter her name. As of the [[Cell phone]] release, her name is offered initially via a random generator when the {{Hero 2}} departs from [[Midenhall]], but the player can also decide to give the [[Princess of Moonbrooke]] a name of their own choosing.&lt;br /&gt;
&lt;br /&gt;
===Hargon===&lt;br /&gt;
:&#039;&#039;See main article: [[Hargon]]&#039;&#039;&lt;br /&gt;
[[Hargon]] is the wicked occultist that attacked [[Moonbrooke]], cursed its princess, and threatened to destroy the world by summoning the gods of evil. His defeat is the goal of the three heroes.&lt;br /&gt;
&lt;br /&gt;
==Series additions==&lt;br /&gt;
{{Dragon Quest II}} offers a much wider array of spells and items, as well as a much larger world (256 by 256 tiles instead of 100 by 100) than its predecessor. After battle status ailments have been introduced as well, embodied in the new [[Bubble slime]] foe. Due to the limited size of the {{NES}}/{{Famicom}}&#039;s cartridge ROM space at the time, the detailed battle backgrounds from the first game were replaced with a black background to make room for the increased number of monster sprites.&lt;br /&gt;
&lt;br /&gt;
===Party system===&lt;br /&gt;
{{Dragon Quest II}} is noted for greatly expanding the game play from the previous title, such as featuring multiple heroes and enemies during battle in what is now known as a [[party]]. Each Luminary has a well defined range of abilities and weaknesses that would codify later characters and vocations, and the menagerie of monster encounters would follow suit. Character dynamics, extended strategies, and shuffling through equipment to better suit specific encounters all began with &#039;&#039;II&#039;&#039;.&lt;br /&gt;
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===Augmentative and debilitating spells===&lt;br /&gt;
Where as battle spells in the first game were limited to disabling foes and inflicting/restoring damage, the sequel introduced the concept of influencing a character or monster&#039;s &#039;&#039;stats&#039;&#039; through the use of [[Kabuff]] and [[Kasap]]. The theme of spending a turn buffing characters and weakening monsters would be greatly expanded upon in future titles, quickly becoming just as important as combating monsters directly.&lt;br /&gt;
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===Transportation===&lt;br /&gt;
The humble [[Ship]] attained in [[Rippleport]] set the standard for expanding the reach of the player at the midway point of a game.&lt;br /&gt;
&lt;br /&gt;
[[Teleportal]]s were introduced to allow for faster traveling between areas, and to serve as early previews of distant lands to highlight the greater scope of the game compared to it&#039;s predecessor. They have become a staple of the series ever since, appearing in every title as both convenience features and as elements of the story. &lt;br /&gt;
&lt;br /&gt;
===[[Tombola]]===&lt;br /&gt;
Gambling also made its first appearance in the series, with several towns featuring medieval slot machines called the [[Tombola]] for the player to utilize at the cost of a [[tombola ticket]] given by merchants. Breakable keys have been removed, replaced by the [[Silver Key]], [[Golden Key]], and [[Jailor&#039;s Key]]. [[Church]]es have now been given actual function rather than cosmetic purpose, with [[priest]]s reviving fallen Luminaries and removing various ailments for a fee. &lt;br /&gt;
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===Multiple save locations===&lt;br /&gt;
The game provides multiple locations for players to save their progress and also allows deletion and the moving of saved games. To save, find a king, minister, or wise man and talk to them to initiate the process--this save area will also be the [[Zoom]] location in most versions. As in the first game, the original Japanese version had a password system (or &amp;quot;[[Spell of Restoration]]&amp;quot;) instead of a battery backup (or &amp;quot;Imperial Scrolls of Honor&amp;quot;).&lt;br /&gt;
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==Development==&lt;br /&gt;
Development on &#039;&#039;Dragon Quest II&#039;&#039; began in April 1986, a month before &#039;&#039;[[Dragon Quest]]&#039;&#039;&#039;s release. When approached by Enix producer [[Yukinobu Chida]] about a potential sequel, director [[Kōichi Nakamura]] decided on a December release on a whim; Nakamura came to regret this decision.&lt;br /&gt;
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&#039;&#039;Dragon Quest II&#039;&#039; used a 1 megabit cartridge, double the maximum storage space for the first game, allowing for major iterations on the combat system and graphics. The background tiles became more detailed and on-screen characters gained multi-directional sprites, akin to the first game&#039;s North American localization. The staff decided to expand the battle system by giving players access to a full party of heroes against groups of monsters, since they considered the one-on-one format of the first game to be monotonous&amp;lt;ref&amp;gt;いうまでもなく、初代『ドラゴンクエスト』は、ファミコンユーザーというRPG未経験者にむけた入門用ゲームであった。&lt;br /&gt;
このゲームを足がかりに、多くの人々にRPGの魅力を知ってもらい、その段階を経て、より高度なRPGに挑戦してもらおうという意図が、スタッフ一同にあった。&lt;br /&gt;
とすれば、次の段階としての『II』は、やはりパーティープレイでなくてはいけない。&lt;br /&gt;
なぜなら1対1の戦闘は理解しやすく入門用としてはもってこいだが、反面、どうしても戦闘が単調になってしまうという宿命にある。&lt;br /&gt;
戦闘が単調だと、レベルをあげるという作業は苦痛でしかない。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Yuji Horii was worried that players would become confused by controlling too many characters at once, and to ease players into managing a party, wrote the scenario to have the player characters be recruited one by one&amp;lt;ref&amp;gt;というのも、『II』はパーティープレイの要素をとり入れたため、操作が『I』よりもめんどうになってしまっているし、キャラクターによって使えない武器や防具があるとか、装備の概念を理解しなくてはならないとか……。&lt;br /&gt;
パソコンのロールプレイングでは当たり前のことだけど、ファミコンユーザーがいったいどこまでついてこられるか？&lt;br /&gt;
ヘタをすると、めんどくさい！　と投げ出す子供が続出しないかと、かなり不安だったのだ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Despite Horii&#039;s ambitions, &#039;&#039;Dragon Quest II&#039;&#039; was still limited by the Famicom&#039;s memory. At the time, computer RPGs used single sprites to represent multiple monsters, but Horii wanted all individual monsters in an encounter shown on-screen; as a tradeoff, battles are displayed on a plain black screen instead of the first game&#039;s varied backgrounds&amp;lt;ref&amp;gt;パソコンゲームでは5人いても画面上では1人が代表して移動するなどのシステムがよくあるが、それはパソコンユーザーだから許されるのであって、ファミコンユーザーには許されないと判断したからだ。&lt;br /&gt;
モンスターにしても、8匹いるならそのすべてを見せ、やっつけるたびに1匹ずつ消してゆきたい。&lt;br /&gt;
1対1の戦いから、いきなりパーティープレイにしたわけである。せめて &amp;quot;見た目&amp;quot; でもそれがわかるようにしなければ、あまりに不親切というものだ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Since the Famicom could only display up to four characters on-screen, side by side, without causing sprite flickering, the Hero&#039;s party was limited to three characters, to allow the full party to be displayed when speaking to an NPC&amp;lt;ref&amp;gt;消える所をまわしてチラつかせるという方法もあるが、あまりチラつくとやっぱりしんどいであろう。&lt;br /&gt;
ということを考え、パーティーは3人とした。3人であれば、横に並んで町の人に話しかけても合計4人だから表示可能である。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Those compromises, alongside a compression algorithm written by Koichi Nakamura, also helped limit the length of passwords.&amp;lt;ref&amp;gt;『I』では経験値を6万5千（16ビット）で切ってしまったが、レベル設定がかなりキツかったので、今回は24ビットあてることにした。&lt;br /&gt;
ゴールドは前回どおり16ビット。さらに持っているアイテムも覚えておかなければならない。&lt;br /&gt;
例えばアイテムが63種類あるとすれば、1人8つまで持てるとして、これに必要な入れ物は6×8＝48ビット。&lt;br /&gt;
そして4文字の名前に24ビット。&lt;br /&gt;
合計112ビットで、これが3人ぶんだから336ビット。復活の呪文に使用する文字は64種類（6ビット）だから単純計算すると、これだけで56文字になってしまう。しかも、これプラス、装備しているかどうかのフラグや、各種ストーリーのフラグ、そしてチェックサム（注1）などなど、とてつもなく長いものになってしまうだろう。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Each player character has 24 bits dedicated to their experience points, 24 more bits for their four-character name, 48 bits for their inventory, and 16 bits for the party&#039;s gold. This brings the total of bits up to 112, roughly multiplied to 336 for each character, thus bloating the passwords to 56 characters before factoring in programming flags, like story events and items equipped.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game&#039;s scenario began development in July 1986. Meetings were held to discuss what was possible within the Famicom&#039;s hardware, and the info was passed on to Nakamura and his team of five programmers&amp;lt;ref&amp;gt;システム、メモリマップが決定されると、いよいよ作業はシナリオとプログラムの分業態勢へと入ってゆく。ここに至ったのが企画をスタートさせてからおよそ2ヶ月後、去年の7月初旬頃だったろうか。&lt;br /&gt;
その時点を境にして、それまでの会議につぐ会議が一転し、シナリオに関するデータを作成してはプログラム担当の中村くんに渡すという作業が開始される。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. As in the first game, Horii and his assistant Hiroshi Miyaoka wrote a rough draft of the scenario, which was fleshed out as Akira Toriyama finalized the monster concepts provided by the developers. From the finalized art, Horii considered the nature of the monsters and began drawing a world map dividing the monsters by ecosystem, including castles, towns, dungeons, and more; the scenario was fleshed out to match this world map&amp;lt;ref&amp;gt;というわけで、シナリオづくりが始まった。&lt;br /&gt;
シナリオづくりのメインスタッフはボクとデューク宮岡くん。&lt;br /&gt;
まず、モンスターのラフコンテを作成する。これは本当にラフコンテで、モンスターデザインを担当する鳥山明氏にイメージを伝えるためのものである。そんなわけで、このときまだ、モンスターの正式名称も、強さなどのデータも決まっていない。&lt;br /&gt;
それらは後日、鳥山くんのほうから絵があがってきたとき、実際にモンスターの絵を見ながらイメージし作成することにした。&lt;br /&gt;
モンスターデザインを発注したあと、マップの作成に入る。&lt;br /&gt;
いうまでもなく、おおまかなストーリーはすでに頭の中にできあがっている。&lt;br /&gt;
そんなものいつつくったんだ？　と思うかも知れないけど、「おおまかのストーリー」というのは、いわゆる「あらすじ」のことで、これは映画やマンガのあらすじを考えるのと、ほぼ同様に頭のなかの作業である。これについての工程は省かせてもらった。&lt;br /&gt;
ドラマのあらすじをどういうふうに思いつくのか？　その方法論を説明しろといわれても、ちょっとむずかしいであろう。&lt;br /&gt;
また、そんな方法論など説明しなくても、誰でもお話のあらすじなど考えられると思う。&lt;br /&gt;
問題は、その「あらすじ」を、どういうふうにしてゲームのシナリオにしてゆくかなので、今回はそっちの部分をメインに書いてゆきたい。&lt;br /&gt;
話がそれた。&lt;br /&gt;
マップの作製である。&lt;br /&gt;
これは白地図みたいなもので、これに城や町、洞窟、塔などをかきくわえてゆく。&lt;br /&gt;
そして頭のなかにあるストーリーに合わせて、どの洞窟でなにが見つかるか？　あるいは、どんなイベントがあるか？　どんな情報が聞けるか？　などを書きくわえてゆく。&lt;br /&gt;
そのコンテができあがると、いよいよ本格的なマップの作製である。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
By November 1986, the development team began to doubt they could polish the game in time for the December deadline. As a result, &#039;&#039;Dragon Quest II&#039;&#039; was delayed until January 1987 while its balance and gameplay were ironed out.&amp;lt;ref&amp;gt;これが、ひと月のばした理由である。&lt;br /&gt;
つまり、この時点では、ゲームとしてのバランスがまだとれていなかったのだ。&lt;br /&gt;
もっとわかりやすくいうと、自分のキャラクターの強さとモンスター側の強さのバランスがペケだったというわけ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Playtesting had been done in an isolated environment, with encounters against single enemies run through a simulation program created by Nakamura. Those simulated battles did not consider player levels and equipment; when enemy groups were implemented, the team realized even early game encounters were more difficult than intended. To address this, battles in the Midenhall region were limited to three enemies at a time.&amp;lt;ref&amp;gt;これが、ひと月のばした理由である。&lt;br /&gt;
つまり、この時点では、ゲームとしてのバランスがまだとれていなかったのだ。&lt;br /&gt;
もっとわかりやすくいうと、自分のキャラクターの強さとモンスター側の強さのバランスがペケだったというわけ。&lt;br /&gt;
もちろん、プレイヤーのレベル設定やモンスターの強さの設定データは、いいかげんに作製したのではない。&lt;br /&gt;
中村くんのほうから先頭のシミュレータ（プレイヤーのデータ、モンスターのデータを入れて、実際に戦い、その結果が見られるプログラム）をもらい、それでいちいち確かめながら、プレイヤーのレベル設定やモンスターデータを作製していったのだった。&lt;br /&gt;
そこまでやってデータを作成したのに、実際にゲームとしてあがってきて遊んでみるとバランスがとれていなかった。それは何故か？&lt;br /&gt;
理由はふたつある。&lt;br /&gt;
まず、シミュレータは1回ごとの戦闘のシミュレーションで、それでもって毎回緊張感のある戦いを、というようなデータのつくり方をしてしまったため、実際にゲームになり移動しながら連続的に戦ってみると、非常にキツいものであったこと。&lt;br /&gt;
さらに、同じモンスターでも、出現匹数により予想以上の結果の違いがあったこと。&lt;br /&gt;
このふたつである。&lt;br /&gt;
このため、最初にできてきたものはとても遊べたものではなかったのだ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Even then, the early game was still considered too difficult, as the Prince of Midenhall&#039;s only healing options were [[medicinal herb]]s or walking back to an inn. As another compromise, Cannock was moved closer to the town of Leftwyne, with the region&#039;s topography being changed to guide the player northwest, allowing the player to recruit the Prince of Cannock sooner.&amp;lt;ref&amp;gt;というのも、1人めはファイター。いくらレベルが上がってもホイミ（体力回復）の呪文を覚えないので、そのつど薬草をつかったり宿屋に泊まったりしなければならない。つまり、遠出をすればするほどツラクなってくる。&lt;br /&gt;
というわけで、サマルトリアのお城の位置を変更する。&lt;br /&gt;
じつをいうと、最初、サマルトリア城は現在の湖の位置にあったのだった。しかし、そこは、宿屋のあるリリザの町からあまりに遠い。ここは仲間とふたりになってから来るようにしようファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. The original location of the castle became the Lake Cave, and development screenshots showing the castle on the lake were printed on the back of the LP of the game&#039;s soundtrack&amp;lt;ref&amp;gt;『ドラゴンクエストⅡ』のLPレコードが発売されていますが、なんとジャケットの裏に、湖に囲まれている城の写真が出ています。これが実は初期のサマルトリア城。ジャケットの撮影が比較的早めに行われたためジャケット写真は初期のバージョンのものになってしまったのでした。興味のあるキミはレコード屋さんで見てみてください）。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;, but altering the overworld like this lead to the monster data becoming imbalanced and readjustments for their strength and the strength of the equipment available up to that point were necessary&amp;lt;ref&amp;gt;&lt;br /&gt;
そんなわけでサマルトリア城をリリザの町に近づけたのはいいけど、それだけだと、せっかくの湖が何も意味をなさなくなってしまう。というか、こっち方面に来る必要がなくなってしまう。&lt;br /&gt;
せっかく地形までつくったのに、それはもったいない！&lt;br /&gt;
というわけで、元サマルトリア城の位置には洞窟を置いたのだった。&lt;br /&gt;
このことにより、モンスターの分布図の再構成、さらに元のサマルトリア城の位置を洞くつにしたため、アイテムのある場所の再考などの問題がおこってきたが、ゲームバランスをとるためだからと、再びそれらのデータを作りなおす。&lt;br /&gt;
さらに試してみて、モンスターデータやレベル設定、武器・防具の値段、効力を調整してゆく。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Playtesting expanded to include the full development team within the one-month window, with feedback such as equipment being too expensive, levelling up taking too many experience points, and the introduction sequence taking too long being common. These critiques were sent directly to Horii who would judge whether the changes were merited or not&amp;lt;ref&amp;gt;&lt;br /&gt;
いうまでもなくRPGはバランスが命である。&lt;br /&gt;
そして、バランスをとるためには、実際にプレイしてみて、データを少し変更して、またプレイし、さらに変更してゆく、という方法しかない。&lt;br /&gt;
具体的にいうと、この時期から、スタッフ一同はもちろん、アルバイトのゲームモニターの人たちなど、かなりの人数が実際にプレイしてみるわけ。&lt;br /&gt;
そして、実際に遊んでみた感想、あるいは苦情などが、すべてボクのもとに届けられる「なかなかお金が貯まりません。もっと物価を下げてください」&lt;br /&gt;
「1回の戦闘に時間がかかります。もっと早めに勝負がつかないでしょうか？」&lt;br /&gt;
「もっとレベルが上がるのが早くてもいいのでは？　特に4から5あたりがキツイです」&lt;br /&gt;
「いや、レベルの上がりかたは今くらいでいいけど、あまり死なないようにしてください」&lt;br /&gt;
――などなど、各人各様の意見をいってくるのだった。&lt;br /&gt;
そういった意見に耳を傾け、さらにボク自身もプレイしてみる。そして、ここはマズかったという部分のデータを次々に変更してゆくわけ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Any changes deemed necessary were faxed to the programmers at Chunsoft, and altered beta cartridges would be distributed amongst the staff for further assessment. This back and forth process began as a four to five day cycle, but as the January deadline loomed the process was hastened to take place within a single day&amp;lt;ref&amp;gt;&lt;br /&gt;
それが出来上がると、すぐさま変更後のデータをファックスでチュンソフトに送る。&lt;br /&gt;
チュンソフトにいる中村くんたちは、ボクからの新しいデータが届くと、そのデータに差しかえて、新しい試作バージョンをつくりあげていく。&lt;br /&gt;
そして、それを再び、みんなに配るわけ。&lt;br /&gt;
もちろん、バランスどりは1回では終わらない。こういったことを何度も繰り返すのである。&lt;br /&gt;
はじめは4～5日周期であったが、やがて2～3日周期となり、1日周期となってゆく。&lt;br /&gt;
ここまでくると、試作バージョンには日付時間が書きこまれるようになってくる。&lt;br /&gt;
『12月8日午前4時バージョン』というふうにだ。&lt;br /&gt;
そうしないことには、どれが一番新しい変更後のバージョンかがわからなくなってしまうからだ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. The development would be finished in the middle of December, with the latter results of this extended fine-tuning being the reduction of the fees for church services, changing the order in which spells were learned to be more useful quicker, and moving Ra&#039;s mirror from the [[Pillar of Winds]] to the swamp next to the ruined castle. In an interview with Famitsu magazine, Horii mused that while the game was not 100% complete, it was still over 90% of what he wanted out of the project and he could not force children to wait any longer to play the title &amp;lt;ref&amp;gt;というように、プレイしてみては、呪文を覚える順番を変更したり、モンスターの強さをかえたり、教会の値段を下げたりと、1ヵ月がまたたく間に過ぎ去っていた。&lt;br /&gt;
もはやタイムリミットである。&lt;br /&gt;
100パーセントとはいえないけど、90パーセント以上は理想に近いバランスになってきたと思う。&lt;br /&gt;
もっと時間をかければ100パーセントに近づかせることができるだろうが、これ以上、子供たちを待たせるわけにもいかない。&lt;br /&gt;
12月中旬、ついに最終バージョンが完成する。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
In a 2007 interview with &#039;&#039;[[Nintendo Power]]&#039;&#039; magazine for the 221st issue, Yuji Horii described the development cycle of &#039;&#039;Dragon Quest II&#039;&#039; as very rushed, due to tight deadlines and the game&#039;s greater scope compared to the first. Horii admitted that he developed ulcers from the sheer stress and was &amp;quot;inches away&amp;quot; from having a permanent hole in his stomach. The experience taught him to look at deadlines as more of a suggestion than a strict guideline&amp;lt;ref&amp;gt;&#039;&#039;&amp;quot;As for difficulties during development, Dragon Quest II was a big challenge. We didn&#039;t have much time and there was so much to do. It gave me ulcers—literally! I was only &amp;quot;inches away&amp;quot; from having a permanent hole in my stomach! Now, to prevent any further internal injury, I don&#039;t pay much attention to dead-lines anymore. So I always find myself a little behind schedule.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Cut content===&lt;br /&gt;
Content that was unable to be included in the game were cutscenes for important events, such as there being a view of the Plateau of Rendarak visible from the Lighthouse south of Alefgard, but there was simply no memory left in the cartridge. The only vestige of this idea is a blurry scan found in the game&#039;s instruction manual which depicts the dying Moonbrooke guard informing the King and Prince of Midenhall of Hargon&#039;s plan&amp;lt;ref&amp;gt;&lt;br /&gt;
最後になるが、メモリ等の制約で、泣く泣くボツになった事柄について書こうと思う。&lt;br /&gt;
まず残念だったのは、見せ場には紙芝居的に大きな絵を入れるという企画。&lt;br /&gt;
当初の予定では入るはずで、すでに絵のデータがあがっていたのに、最終的にはやっぱりメモリに余裕がなくなり、ボツになってしまったのだった。&lt;br /&gt;
たぶん、気づいている人は少ないとは思うが、『ドラクエⅡ』の説明書の物語のところに、それらの絵のうちの1枚だけが、ひっそりと写真になって載っている。&lt;br /&gt;
もちろんファミコンの画面写真であり、本当はカラーだ。&lt;br /&gt;
そして、シナリオ的にも、そういった1枚絵を利用するはずだった。&lt;br /&gt;
たとえば船の財宝、当初の設定では、大灯台の上からロンダルキアを一望すると、ロンダルキアの台地の絵が出て、さらにそのむこうの海の1ヵ所がキラキラと光っている。つまり船の財宝はそこにあり、財宝に関してそういった情報を人々に話させるシナリオにしていたが、大きな絵がカットされた時点で、シナリオも変更してしまったのだった。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. A cutscene depicting the sacking of Moonbrooke Castle was included with the North American version of the game in 1990, which was reincorporated into every other version of the game beginning with &#039;&#039;Dragon Quest I &amp;amp; II&#039;&#039; in 1993.&lt;br /&gt;
&lt;br /&gt;
Features intended for the game that could not be implemented due to the memory limitations were saved for &#039;&#039;Dragon Quest III&#039;&#039;, such [[scandalous swimsuit]] being available for purchase and changing the sprite for the Princess of Moonbrooke when equipped&amp;lt;ref&amp;gt;&lt;br /&gt;
しょーもないところでは“あぶないみずぎ”というアイデアもあった。&lt;br /&gt;
これは“ミンクのコート”と匹敵するもので、やたら値段が高くて、それを3人目の王女に買ってあげて着せると本当に画面上のキャラクターが“あぶない水着姿”にかわるというもの。&lt;br /&gt;
ただし、友だちからその話を聞いて、「えへへ、オレも買ってあげよう」とうれしがっても、キャラクターの名前によっては、買ってあげても、「イヤよ。こんなの着られないわよ！」と着てくれなかったりして……。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt; and the scenario of [[Olivia&#039;s Promontory]]&amp;lt;ref&amp;gt;“オリビアの岬”はIIでボツったものが復活!!　まったく同じじゃないけどIIでは“ローレライの岬”っていうイベント名だったんだ。前回はメモリーの都合でボツ。で、今回（ドラクエIIIで）めでたく登場したというわけ。「堀井雄二のドラゴンクエストQ＆A」『ドラゴンクエストIII　マスターズクラブ』JICC出版局,1988年&amp;lt;/ref&amp;gt;. A plot point where the Prince of Cannock is cursed by Hargon and the two remaining heroes have to cure him with a Yggdrasil leaf was cut due to memory limitations, but was reinstated in the Super Famicom version.&lt;br /&gt;
&lt;br /&gt;
Another cut scenario involved an alternate ending where the Prince of Cannock sacrifices himself to destroy Malroth, and the closing cutscene at Midenhall Castle ends with his sister stabbing the Prince of Midenhall, blaming him for her brother&#039;s death. This ending was cut due to Horii deeming it too depressing and was never repurposed for future versions of the game.&amp;lt;ref&amp;gt;それは、2番目の王子（サマルトリアの王子）が犠牲となって、最後の敵を倒すというものである。&lt;br /&gt;
目的は果たしたが、もはやサマルトリアの王子は戻らない。&lt;br /&gt;
彼の冥福を祈りながら、キミはムーンブルク王女と2人で帰路に……。&lt;br /&gt;
お城では人々が待ちかまえ、キミたちの偉業を心から称えてくれる。そして、一大セレモニーが開催される。&lt;br /&gt;
と、その時！&lt;br /&gt;
「お兄ちゃんの仇っ！」&lt;br /&gt;
駆け寄ってくる1人の少女。&lt;br /&gt;
気づくと、少女の持っていた短刀が、キミの胸に深々と刺さっていた、&lt;br /&gt;
少女は、いうまでもなく、サマルトリア王子の妹であった。&lt;br /&gt;
ボーゼンとする人々。&lt;br /&gt;
キミの身体は、やがて、ゆっくりと倒れていく。……幕。月刊LOGiN』1987年5月&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
[[File:MSX nightmare.png|border|right|200px]]&lt;br /&gt;
&amp;lt;small&amp;gt; See: {{DQI&amp;amp;II}} for more detailed changes and improvements.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A version of the game was released for the MSX home computer on February 6 1988 with the MSX2 getting a version on May 27 of the same year. These versions are infamous for including the scandalous swimsuit cut from the Famicom version as armour for the Princess of Moonbrooke, which matches the [[mink mantle]] in defence and has a 1/8th chance to stun enemies each turn. There is also a special scene that plays when the Luminaries inspect the King of Alefgard&#039;s room and discover an adult magazine which depicts the Princess of Moonbrook wearing the scandalous swimsuit in a centerfold. The objectively poor quality of the image has lead to the scene becoming a meme amongst Japanese fans.&lt;br /&gt;
&lt;br /&gt;
A version for the [[Nintendo Entertainment System]] was released in December of 1990, which included the scrapped opening cutscene. When the game begins, a lengthy cutscene detailing the siege of castle Moonbrooke is shown to the player, along with the last surviving guard making his way to castle Midenhall to warn its King. &lt;br /&gt;
&lt;br /&gt;
Since its original release on the Famicom and Nintendo Entertainment System four remakes have appeared, with the first being on the compliation title {{DQI&amp;amp;II}} that was released on the {{Super Famicom}} in 1993. The second was a portable version of the same, released the on {{Game Boy Color}}, the third was for [[Cell phone]]s in Japan, and the most current being an iOS/Android release in the Japanese app store on June 26th, 2014 before being internationally released in the same year. All the remakes feature updated graphics and music as well as a few other new features, such as quick-saving on the world map, animated battles, and the automatic redirecting of attacks that target defeated monsters. Starting with the cell phone version, all three descendants of Erdrick are capable of attaining level 50, with the two magic user&#039;s stat growth and exp requirements being adjusted accordingly.  Additionally, the [[Zoom]] spell was made consistent with later games by letting the player choose a select list of destinations to rather than the last place saved.&lt;br /&gt;
&lt;br /&gt;
Due to spacial constraints of the [[Game Boy]] and {{Game Boy Color}}&#039;s screen, the English release of {{Dragon Warrior I &amp;amp; II}} in 2000 reverted the localized names of Erdrick, Gwaelin, and others to a closer approximation of their Japanese counterparts. These changes would be undone by Plus Alpha in 2010 with their localization of {{DQ9}}, which elected to retain the {{NES}} names as a surprise for older fans. As of the 2014 iOS/Android re-release, while several of the names of characters and locations have retained their {{NES}} designations (or very slight edits of such, like Midenhall instead of Middenhall), other characters and locations have been given new translations that are closer to the meanings and puns of the original Japanese version. In addition, monsters, spells, and items have been updated to their modern naming conventions.&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
[[Image:DQII_Trio_leaping.png|right|thumb|&#039;&#039;Dragon Quest II&#039;&#039; was the first game to introduce the concept of a party to Japanese players, &#039;&#039;Ultima 3: Exodus&#039;&#039; being the first popular RPG to do so before in the US and Europe.|350px]]&lt;br /&gt;
&#039;&#039;Dragon Quest II&#039;&#039; is widely recognized for improving upon the shortcomings of its predecessor, increasing the depth of battle and exploration considerably. Series director [[Yuji Horii]]&#039;s writing is also seen as improving during the development of the game, no longer relying solely on fairy-tale archetypes to constitute the setting and characters.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Original Famicom version&lt;br /&gt;
! Role&lt;br /&gt;
! Staff&lt;br /&gt;
|----------&lt;br /&gt;
|Scenario writer&lt;br /&gt;
|Yuji Horii&lt;br /&gt;
|----------&lt;br /&gt;
|Character designer&lt;br /&gt;
|Akira Toriyama&lt;br /&gt;
|----------&lt;br /&gt;
|Music composer&lt;br /&gt;
|Koichi Sugiyama&lt;br /&gt;
|----------&lt;br /&gt;
|Scenario assistant&lt;br /&gt;
|[[Hiroshi Miyaoka]]&lt;br /&gt;
|----------&lt;br /&gt;
|Chief programmer&lt;br /&gt;
|Koichi Nakamura&lt;br /&gt;
|----------&lt;br /&gt;
| rowspan=&amp;quot;5 |Programmers&lt;br /&gt;
|Yutaka Gyotoku&lt;br /&gt;
|-&lt;br /&gt;
|Togo Narita&lt;br /&gt;
|-&lt;br /&gt;
|Kiyotaka Kono&lt;br /&gt;
|-&lt;br /&gt;
|Masaaki Okano&lt;br /&gt;
|-&lt;br /&gt;
|Koji Yoshida&lt;br /&gt;
|----------&lt;br /&gt;
|Sound programmer&lt;br /&gt;
|Takenori Yamamori&lt;br /&gt;
|----------&lt;br /&gt;
|CG design&lt;br /&gt;
|Takashi Yasuno&lt;br /&gt;
|----------&lt;br /&gt;
|rowspan=&amp;quot;2 |Assistant&lt;br /&gt;
|Rika Suzuki&lt;br /&gt;
|-&lt;br /&gt;
|Hirohide Yoshida&lt;br /&gt;
|----------&lt;br /&gt;
|Director&lt;br /&gt;
|Koichi Nakamura&lt;br /&gt;
|----------&lt;br /&gt;
|Producer&lt;br /&gt;
|Yukinobu Chida&lt;br /&gt;
|----------&lt;br /&gt;
|Publisher&lt;br /&gt;
|Yasuhiro Fukushima&lt;br /&gt;
|}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*&#039;&#039;Dragon Quest II&#039;&#039; was the first game in the series to feature pits and tower balconies from which the [[Luminaries]] can fall. (As always, they take no damage from this.)&lt;br /&gt;
*The scandalous swimsuit scene in the MSX version was referenced in the 2005 PC title &#039;&#039;La-Mulana&#039;&#039;, which was made to pay tribute to the MSX and its library of games. The main character, Lemeza Kosugi, receives the &amp;quot;Provocative Bathing Suit&amp;quot; from the {{NPC}} Dracuets at the end of the game&#039;s bonus dungeon, the Hell Temple, with a graphic of him in the Bathing Suit flashing on screen. The reference was maintained in the 2011 remake.&lt;br /&gt;
*The MSX2 version of the game was the final &#039;&#039;Dragon Quest&#039;&#039; title released in the Showa era of Japan.&lt;br /&gt;
&lt;br /&gt;
==Soundtrack==&lt;br /&gt;
[[Image:DQI and II_GameBoy_Art.png|border|right|350px]]&lt;br /&gt;
[[Kōichi Sugiyama]] composed the music and directed all the associated spin-offs. &#039;&#039;Dragon Quest II&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;s symphonic suite was bundled with &#039;&#039;Dragon Quest I&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;s symphonic suite and a disc of original compositions as &#039;&#039;Dragon Quest in Concert&#039;&#039;. Here is the track listing of the &#039;&#039;Dragon Quest II&#039;&#039; portion of that release:&lt;br /&gt;
#Dragon Quest March (ドラゴンクエストマーチ/&#039;&#039;Dragon Quest March&#039;&#039;) (1:39)&lt;br /&gt;
#[[Only Lonely Boy]] (Love Song 探して/&#039;&#039;Looking for the Love Song&#039;&#039;) (2:42)&lt;br /&gt;
#Pastoral ~ Catastrophe (3:21)&lt;br /&gt;
#Château (王城/&#039;&#039;Royal Castle&#039;&#039;) (3:03)&lt;br /&gt;
#Town (街の賑わい/&#039;&#039;Bustle of the Town&#039;&#039;) (3:30)&lt;br /&gt;
#Fright in Dungeon ~ Devil&#039;s Town (恐怖の地下洞～魔の塔/&#039;&#039;Fear Dungeon ~ Devil&#039;s Town&#039;&#039;) (4:02)&lt;br /&gt;
#Requiem (レクイエム/&#039;&#039;Requiem&#039;&#039;) (2:09)&lt;br /&gt;
#Endless World (遥かなる旅路～広野を行く～果てしなき世界/&#039;&#039;Distant Journey ~ Going in Plain ~ Endless World&#039;&#039;) (5:43)&lt;br /&gt;
#Beyond the Waves (海原を行く/&#039;&#039;Going on the Sea&#039;&#039;) (2:13)&lt;br /&gt;
#Deathfight ~ Dead or Alive (戦い～死を賭して/&#039;&#039;Fighting ~ Risking Death&#039;&#039;) (3:56)&lt;br /&gt;
#[[wikipedia:My Road, My Journey|My Road, My Journey]] (この道わが旅/&#039;&#039;My journey is This Road&#039;&#039;) (4:10)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dragon-Quest-II-japanese-box-art.jpg|{{Famicom}} box art&lt;br /&gt;
DQ II instruction manual cutscene screenshot.png|The scrapped cutscene shown in the Famicom instruction manual, printed in black &amp;amp; white&lt;br /&gt;
Dragon_Warrior_II_NES.png|{{NES}} box art&lt;br /&gt;
DQII Famicom guide.png|Famicom guide&lt;br /&gt;
Shousetsu Dragon Quest II.png|Novelization&lt;br /&gt;
DQII CD Theater.png|CD Theater&lt;br /&gt;
DQII The Gods of Evil novel.png|&#039;&#039;The Gods of Evil&#039;&#039; novel part one&lt;br /&gt;
DQII The Gods of Evil novel 2.png|&#039;&#039;The Gods of Evil&#039;&#039; novel part two&lt;br /&gt;
DQ 4koma Gekijou 11.png|&#039;&#039;4koma&#039;&#039; comics&lt;br /&gt;
DQ 4koma Gekijou Extra 19.png|&#039;&#039;4koma&#039;&#039; comics&lt;br /&gt;
DQII_Characters.png|Splash art of the cast for the Super Famicom remake&lt;br /&gt;
DQII iOS Android.png|iOS/Android&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 1.jpg|Famitsu magazine article covering the game&#039;s development, published April 17 1987&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 2.jpg&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 3.jpg&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 4.jpg&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 5.jpg&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 6.jpg&lt;br /&gt;
Amphibia S2 Episode 6.png|&#039;&#039;Vagabondia Chronicles&#039;&#039;, a fictional video game from &#039;&#039;Amphibia&#039;&#039; S2 Episode 6, made to resemble the Famicom box art to &#039;&#039;DQ II&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DQII}}&lt;br /&gt;
{{Dragon Quest series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dragon Quest II|*!]]&lt;br /&gt;
[[Category:Articles on Wikipedia]]&lt;br /&gt;
[[Category:NES games]]&lt;br /&gt;
[[Category:Wii games]]&lt;br /&gt;
[[Category:Game Boy games]]&lt;br /&gt;
[[Category:SNES games]]&lt;br /&gt;
[[Category:Android/iOS games]]&lt;br /&gt;
{{DEFAULTSORT:Dragon Quest 02: Luminaries of the Legendary Line}}&lt;/div&gt;</description>
			<pubDate>Tue, 09 Sep 2025 14:00:19 GMT</pubDate>
			<dc:creator>2804:14D:5CD5:84D6:B5E6:CA0E:D1FC:8FEA</dc:creator>
			<comments>https://dragon-quest.org/w/index.php?title=Talk:Dragon_Quest_II:_Luminaries_of_the_Legendary_Line</comments>
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			<title>Dragon Quest II: Luminaries of the Legendary Line</title>
			<link>https://dragon-quest.org/w/index.php?title=Dragon_Quest_II:_Luminaries_of_the_Legendary_Line&amp;diff=232904</link>
			<guid isPermaLink="false">https://dragon-quest.org/w/index.php?title=Dragon_Quest_II:_Luminaries_of_the_Legendary_Line&amp;diff=232904</guid>
			<description>&lt;p&gt;2804:14D:5CD5:84D6:B5E6:CA0E:D1FC:8FEA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Italic title}}&lt;br /&gt;
{{Infobox VG&lt;br /&gt;
|type = Main series games&lt;br /&gt;
|title=Luminaries of the Legendary Line&lt;br /&gt;
|image=[[File:DQII Logo.png|325px]][[File:DQII Laurel Wreath art.png|325px]]&lt;br /&gt;
|caption=&lt;br /&gt;
|developer=[[Chunsoft]]&lt;br /&gt;
|publisher=[[Enix]]&lt;br /&gt;
|designer = [[Yuji Horii]]&lt;br /&gt;
|artist=[[Akira Toriyama]]&lt;br /&gt;
|composer= [[Kōichi Sugiyama]]&lt;br /&gt;
|engine=&lt;br /&gt;
|released= &#039;&#039;&#039;Nintendo Entertainment System&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=January 26, 1987|NA=December 1990}}&#039;&#039;&#039;MSX&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=February 6, 1988}}&#039;&#039;&#039;MSX2&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=May 27, 1988}}&#039;&#039;&#039;Super Famicom&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=December 18, 1993}}&#039;&#039;&#039;Game Boy Color&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=September 23, 1999|NA=September 27, 2000}}&#039;&#039;&#039;Wii&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=September 15, 2011}}&#039;&#039;&#039;Android &amp;amp; iOS&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=July 26, 2014|NA=October 9,2014|EU=October 9,2014|AUS=October 9,2014}}&#039;&#039;&#039;Playstation 4 &amp;amp; 3DS&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=August 10, 2017}}&#039;&#039;&#039;Nintendo Switch&#039;&#039;&#039;&amp;lt;br /&amp;gt;{{vgrelease|JP=September 27, 2019|NA=September 27, 2019|EU=September 27, 2019}}&lt;br /&gt;
|genre=[[Wikipedia:Console role-playing game|Console role-playing game]]&lt;br /&gt;
|modes = [[Wikipedia:Single player|Single player]]&lt;br /&gt;
|ratings=&lt;br /&gt;
|platforms={{NES}}/{{Famicom}}, [[MSX]], {{SFC}}, {{GBC}} (hybrid cartridge), [[Cell phone]], [[Wii]], {{PlayStation 4}}, [[Nintendo 3DS]], [[Nintendo Switch]],&lt;br /&gt;
|media=1-[[Wikipedia:megabit|megabit]] {{NES}} [[Wikipedia:Cartridge (electronics)|cartridge]]&amp;lt;br /&amp;gt; [[Wikipedia:Floppy disk|Floppy disk]] (MSX)&amp;lt;br /&amp;gt;GBC/SFC cartridges&lt;br /&gt;
|requirements=&lt;br /&gt;
|input=&lt;br /&gt;
|series=&#039;&#039;[[Dragon Quest (series)|Dragon Quest]]&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{Translation|&#039;&#039;&#039;Dragon Quest II&#039;&#039;&#039;|ドラゴンクエストII 悪霊の神々|Doragon Kuesuto Tsū Akuryo no Kamigami|literally meaning; &amp;quot;Pantheon of Evil Spirits&amp;quot;}} is a role-playing game and sequel to the original {{Dragon Quest}}.  It was initially released for the {{Famicom}} in Japan on January 26, 1987.  It would later be released in North America in 1990 and has been remade several times on different platforms, most notably in the compilation package of {{DQI&amp;amp;II}}.&lt;br /&gt;
&lt;br /&gt;
==Plot==&lt;br /&gt;
&#039;&#039;Dragon Quest II&#039;&#039; is set 100 years after {{DQ}}. The offspring of the original game&#039;s {{Hero 1}} have migrated from Alefgard to the continent of Torland, and there established three kingdoms: [[Midenhall]], [[Cannock]] and [[Moonbrooke]]. A century of peace in these three kingdoms is suddenly ended when the minions of the evil occultist [[Hargon]] destroys the castle of [[Moonbrooke]]. One lone guard, an injured survivor of the attack, makes his way towards the kingdom of [[Midenhall]]. There with his dying breath he informs the king of the dire circumstances. The King then commands his son, the Prince of [[Midenhall]] and a descendant of [[Erdrick]], to gather his cousins and defeat [[Hargon]] before the mad priest can accomplish his goals. The three cousins are collectively referred to as the [[Luminaries]], owing to their ancestry&#039;s legacy of bringing light to the world when it is turmoil.&lt;br /&gt;
&lt;br /&gt;
Upon reaching [[Cannock]], the Prince of Midenhall is informed by the King that his son has already left for the [[Wellspring of the Hero]], a traditional place that is visited by warriors upon beginning their journeys. Inside the shrine there is a body of water said to bless pilgrims. Upon arriving, a sage explains that the player was too late, and the Prince has once again already left. The Prince continued to [[Midenhall]] to join the {{Hero 2}}, whom he doesn&#039;t know is also looking for him. Finally, the two meet at an [[inn]] located in [[Leftwyne]], and the Prince joins the {{Hero 2}}&#039;s {{Party 2}} on his quest.&lt;br /&gt;
&lt;br /&gt;
Together the two cousins set out northwest towards [[Gwaelin&#039;s Gate]] they pass underground and head south for [[Moonahan]]. In this village they meet a dog that seems peculiar to them. Upon reaching the ruins that remain of [[Moonbrooke]] they are informed by the spirits of those that died (including the King himself) that the Princess has been turned into a dog by Hargon and the only way to reverse the curse is to use  [[Ra&#039;s Mirror]]. The two warriors search for this mirror and they find it in a swamp from which four bridges can be seen at once. Upon their return to [[Moonahan]] they utilize the mirror in front of the curious dog they met, and much to the surprise of the heroes, they see a beautiful girl in the reflection of the mirror. The Princess is restored from her beastly appearance and joins her two cousins on their quest to defeat [[Hargon]]. After exploring the [[Pillar of Winds]] to obtain the [[Windbreaker]], the [[Luminaries]] heads for a shrine west of [[Moonbrooke]] where they pass underground and then head northwest across fields, desert, and mountains to reach the [[Dragon&#039;s Horn]]: two tall towers, each fixated on one side of a river.&lt;br /&gt;
&lt;br /&gt;
Scaling the southern tower to its peak, the [[Luminaries]] glides over the river below using the [[Windbreaker]], and land safely across the body of water. They continue on to the port city of [[Rippleport]], where they rescue a young girl from a pair of [[gremlin]]s. Quite relieved upon her return, her grandfather, as a token of his gratitude, offers that the three heroes to use his ship to aid in their voyage. Hearing legends of a [[Sunken Treasure]], the three set off into the northern sea, and find it glistening in the water. Upon returning it to [[Rippleport]], a man desperate to get out of debt offers them the [[Echo Flute]] in exchange for it.&lt;br /&gt;
&lt;br /&gt;
The trio then sails east and land on the archipelago of [[Alefgard]]. They reach [[Tantegel]] only to discover that the King has locked himself away for fear of [[Hargon]]. They explore the remains of [[Dragonlord&#039;s Castle|Charlock Castle]] where they meet a [[Dragonlord&#039;s great-great-grandson|descendant of the Dragonlord]], who revels in his fore-bearer&#039;s infamy and considers Hargon to be an upstart needing to be dealt with. He reveals to the three young warriors that if they wish to defeat [[Hargon]] they must take [[5 Sigils|five sigils]] to the [[List of shrines and teleportals in Dragon Quest II#Rubiss Shrine|Rubiss Shrine]]. &lt;br /&gt;
&lt;br /&gt;
With this new information in hand the [[Luminaries]] sets sail south of [[Alefgard]] and discover a small island in the middle of the ocean on which a prominent lighthouse stands. As they explore the inside of the tower they witness a [[Gremlin]] vanish into a wall. Following it, they find a passage and are greeted by an old man who tells them to follow him. He guides them to a [[treasure chest]] and offers its contents to the [[Luminaries]]. However upon opening the {{chest}} they find it empty and the old man suddenly transforms into four gremlins that charge upon the unsuspecting trio. The cousins defeat the monsters and in doing so recover the [[5 Sigils#Locations|Star Sigil]], which one of the fiends was carrying.&lt;br /&gt;
&lt;br /&gt;
The [[Luminaries]] travels to the island Kingdom of [[Dirkandor]] and wins the [[5 Sigils#Locations|Moon Sigil]] fighting in the arena for the entertainment of the King.&lt;br /&gt;
&lt;br /&gt;
The cousins also find the [[5 Sigils#Locations|Sun Sigil]] hidden on the outskirts of the Fire Shrine.&lt;br /&gt;
&lt;br /&gt;
The trio collect the [[Jailor&#039;s Key]] from southern city of [[Burrowell]] and with it are able to locate the thief [[Lagos]] hiding in his cell there. He gives them the [[Floodgate Key]] which allows them to finally access the [[Tower of the Moon]] where they acquire the [[Moonshard]]. The Moonshard grants access them access to the [[Sea Cave]] which contains the [[False Idol]], necessary for revealing the path to [[Rendarak]].&lt;br /&gt;
&lt;br /&gt;
Along the way the [[Luminaries]] collects the [[5 Sigils#Locations|Water Sigil]] from [[Moonahan]] by defeating two jailed [[Grimlin]]s.&lt;br /&gt;
&lt;br /&gt;
Taking the teleportal from [[Beran]] the [[Luminaries]] uses the False Idol to reveal the [[Cave to Rendarak]]. The bottom floor of the cave contains the 5th and final [[5 Sigils#Locations|Soul Sigil]]. The [[Luminaries]] exits the cave and heads to the [[Rubiss Shrine]] where they receive the [[Eye of Rubiss]]. Returning to the [[Cave to Rendarak]], the [[Luminaries]] endures a long and difficult struggle through the cave before emerging in snowy [[Rendarak]]. A lone shrine awaits them there where they make final preparations for their battle with [[Hargon]].&lt;br /&gt;
&lt;br /&gt;
[[Hall of Hargon]] is disguised as a copy of [[Midenhall]] but using the Eye of Rubiss shatters the illusion. Using the [[False Idol]] reveals the staircase to proceed up the castle. The [[Luminaries]] meet and face [[Hargon]], finally defeating him. The celebration is cut short however, as before his defeat [[Hargon]] was able to successfully summon the God of Destruction [[Malroth]]. The [[Luminaries]] then ultimately defeats [[Malroth]] in the final battle, restoring peace to the world.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[File:DQI and II SNES artwork.png|right|thumb|250px|The three Luminaries.]]&lt;br /&gt;
===Prince of Midenhall===&lt;br /&gt;
:&#039;&#039;See main article: {{Prince of Midenhall}}&#039;&#039;&lt;br /&gt;
The heir of the Kingdom of [[Midenhall]] is the classic warrior of the three [[Luminaries]], with the most impressive physical stats. He can equip all weapons and armour in the game, though he has no magic ability (he is the only protagonist in the series to lack magical aptitude). This is the character the player starts out with in the castle of [[Midenhall]], and his name is directly selected by the player.&lt;br /&gt;
&lt;br /&gt;
===Prince of Cannock===&lt;br /&gt;
:&#039;&#039;See main article: [[Prince of Cannock]]&#039;&#039;&lt;br /&gt;
The prince of [[Cannock]] is closer to his [[Hero (Dragon Quest)|ancestor]] than the other [[Luminaries]]. He cannot use as wide a variety of weapons and armor as the prince of Midenhall but compensates for this with the ability with a unique assortment of spells. However, it should be noted that his magic is not as powerful as that wielded by the princess of [[Moonbrooke]]. Despite this, he can, like his cousin, equip the [[Erdrick&#039;s Sword]]. This character is hard to track down in the beginning of the game, but he will grow to be a great ally. In earlier releases, his name is generated at random based on the name of the prince of [[Midenhall]], although there is a cheat code to alter his name. As of the [[Cell phone]] release, his name is offered initially via a random generator when the {{Hero 2}} departs from [[Midenhall]], but the player can also decide to give the [[Prince of Cannock]] a name of their own choosing. &lt;br /&gt;
&lt;br /&gt;
===Princess of Moonbrooke===&lt;br /&gt;
:&#039;&#039;See main article: [[Princess of Moonbrooke]]&#039;&#039;&lt;br /&gt;
The princess of [[Moonbrooke]] is the archetypal sorceress of the three [[Luminaries]]. Her armour and weapon selections are slim, but are incredibly potent. She shares some of the [[Prince of Cannock]]&#039;s magic, but the bulk of her spells are exclusive to her. She is the first of the three main characters the player will see, shown being assaulted with her father in the game&#039;s cinematic intro. After this she will has been cursed and needs to be freed before she will be able to join her cousins. In earlier releases, her name is generated at random based on the name of the prince of [[Midenhall]], although there is a cheat code to alter her name. As of the [[Cell phone]] release, her name is offered initially via a random generator when the {{Hero 2}} departs from [[Midenhall]], but the player can also decide to give the [[Princess of Moonbrooke]] a name of their own choosing.&lt;br /&gt;
&lt;br /&gt;
===Hargon===&lt;br /&gt;
:&#039;&#039;See main article: [[Hargon]]&#039;&#039;&lt;br /&gt;
[[Hargon]] is the wicked occultist that attacked [[Moonbrooke]], cursed its princess, and threatened to destroy the world by summoning the gods of evil. His defeat is the goal of the three heroes.&lt;br /&gt;
&lt;br /&gt;
==Series additions==&lt;br /&gt;
{{Dragon Quest II}} offers a much wider array of spells and items, as well as a much larger world (256 by 256 tiles instead of 100 by 100) than its predecessor. After battle status ailments have been introduced as well, embodied in the new [[Bubble slime]] foe. Due to the limited size of the {{NES}}/{{Famicom}}&#039;s cartridge ROM space at the time, the detailed battle backgrounds from the first game were replaced with a black background to make room for the increased number of monster sprites.&lt;br /&gt;
&lt;br /&gt;
===Party system===&lt;br /&gt;
{{Dragon Quest II}} is noted for greatly expanding the game play from the previous title, such as featuring multiple heroes and enemies during battle in what is now known as a [[party]]. Each Luminary has a well defined range of abilities and weaknesses that would codify later characters and vocations, and the menagerie of monster encounters would follow suit. Character dynamics, extended strategies, and shuffling through equipment to better suit specific encounters all began with &#039;&#039;II&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Augmentative and debilitating spells===&lt;br /&gt;
Where as battle spells in the first game were limited to disabling foes and inflicting/restoring damage, the sequel introduced the concept of influencing a character or monster&#039;s &#039;&#039;stats&#039;&#039; through the use of [[Kabuff]] and [[Kasap]]. The theme of spending a turn buffing characters and weakening monsters would be greatly expanded upon in future titles, quickly becoming just as important as combating monsters directly.&lt;br /&gt;
&lt;br /&gt;
===Transportation===&lt;br /&gt;
The humble [[Ship]] attained in [[Rippleport]] set the standard for expanding the reach of the player at the midway point of a game.&lt;br /&gt;
&lt;br /&gt;
[[Teleportal]]s were introduced to allow for faster traveling between areas, and to serve as early previews of distant lands to highlight the greater scope of the game compared to it&#039;s predecessor. They have become a staple of the series ever since, appearing in every title as both convenience features and as elements of the story. &lt;br /&gt;
&lt;br /&gt;
===[[Tombola]]===&lt;br /&gt;
Gambling also made its first appearance in the series, with several towns featuring medieval slot machines called the [[Tombola]] for the player to utilize at the cost of a [[tombola ticket]] given by merchants. Breakable keys have been removed, replaced by the [[Silver Key]], [[Golden Key]], and [[Jailor&#039;s Key]]. [[Church]]es have now been given actual function rather than cosmetic purpose, with [[priest]]s reviving fallen Luminaries and removing various ailments for a fee. &lt;br /&gt;
&lt;br /&gt;
===Multiple save locations===&lt;br /&gt;
The game provides multiple locations for players to save their progress and also allows deletion and the moving of saved games. To save, find a king, minister, or wise man and talk to them to initiate the process--this save area will also be the [[Zoom]] location in most versions. As in the first game, the original Japanese version had a password system (or &amp;quot;[[Spell of Restoration]]&amp;quot;) instead of a battery backup (or &amp;quot;Imperial Scrolls of Honor&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Development on &#039;&#039;Dragon Quest II&#039;&#039; began in April 1986, a month before &#039;&#039;[[Dragon Quest]]&#039;&#039;&#039;s release. When approached by Enix producer [[Yukinobu Chida]] about a potential sequel, director [[Kōichi Nakamura]] decided on a December release on a whim; Nakamura came to regret this decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dragon Quest II&#039;&#039; used a 1 megabit cartridge, double the maximum storage space for the first game, allowing for major iterations on the combat system and graphics. The background tiles became more detailed and on-screen characters gained multi-directional sprites, akin to the first game&#039;s North American localization. The staff decided to expand the battle system by giving players access to a full party of heroes against groups of monsters, since they considered the one-on-one format of the first game to be monotonous&amp;lt;ref&amp;gt;いうまでもなく、初代『ドラゴンクエスト』は、ファミコンユーザーというRPG未経験者にむけた入門用ゲームであった。&lt;br /&gt;
このゲームを足がかりに、多くの人々にRPGの魅力を知ってもらい、その段階を経て、より高度なRPGに挑戦してもらおうという意図が、スタッフ一同にあった。&lt;br /&gt;
とすれば、次の段階としての『II』は、やはりパーティープレイでなくてはいけない。&lt;br /&gt;
なぜなら1対1の戦闘は理解しやすく入門用としてはもってこいだが、反面、どうしても戦闘が単調になってしまうという宿命にある。&lt;br /&gt;
戦闘が単調だと、レベルをあげるという作業は苦痛でしかない。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Yuji Horii was worried that players would become confused by controlling too many characters at once, and to ease players into managing a party, wrote the scenario to have the player characters be recruited one by one&amp;lt;ref&amp;gt;というのも、『II』はパーティープレイの要素をとり入れたため、操作が『I』よりもめんどうになってしまっているし、キャラクターによって使えない武器や防具があるとか、装備の概念を理解しなくてはならないとか……。&lt;br /&gt;
パソコンのロールプレイングでは当たり前のことだけど、ファミコンユーザーがいったいどこまでついてこられるか？&lt;br /&gt;
ヘタをすると、めんどくさい！　と投げ出す子供が続出しないかと、かなり不安だったのだ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Despite Horii&#039;s ambitions, &#039;&#039;Dragon Quest II&#039;&#039; was still limited by the Famicom&#039;s memory. At the time, computer RPGs used single sprites to represent multiple monsters, but Horii wanted all individual monsters in an encounter shown on-screen; as a tradeoff, battles are displayed on a plain black screen instead of the first game&#039;s varied backgrounds&amp;lt;ref&amp;gt;パソコンゲームでは5人いても画面上では1人が代表して移動するなどのシステムがよくあるが、それはパソコンユーザーだから許されるのであって、ファミコンユーザーには許されないと判断したからだ。&lt;br /&gt;
モンスターにしても、8匹いるならそのすべてを見せ、やっつけるたびに1匹ずつ消してゆきたい。&lt;br /&gt;
1対1の戦いから、いきなりパーティープレイにしたわけである。せめて &amp;quot;見た目&amp;quot; でもそれがわかるようにしなければ、あまりに不親切というものだ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Since the Famicom could only display up to four characters on-screen, side by side, without causing sprite flickering, the Hero&#039;s party was limited to three characters, to allow the full party to be displayed when speaking to an NPC&amp;lt;ref&amp;gt;消える所をまわしてチラつかせるという方法もあるが、あまりチラつくとやっぱりしんどいであろう。&lt;br /&gt;
ということを考え、パーティーは3人とした。3人であれば、横に並んで町の人に話しかけても合計4人だから表示可能である。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Those compromises, alongside a compression algorithm written by Koichi Nakamura, also helped limit the length of passwords.&amp;lt;ref&amp;gt;『I』では経験値を6万5千（16ビット）で切ってしまったが、レベル設定がかなりキツかったので、今回は24ビットあてることにした。&lt;br /&gt;
ゴールドは前回どおり16ビット。さらに持っているアイテムも覚えておかなければならない。&lt;br /&gt;
例えばアイテムが63種類あるとすれば、1人8つまで持てるとして、これに必要な入れ物は6×8＝48ビット。&lt;br /&gt;
そして4文字の名前に24ビット。&lt;br /&gt;
合計112ビットで、これが3人ぶんだから336ビット。復活の呪文に使用する文字は64種類（6ビット）だから単純計算すると、これだけで56文字になってしまう。しかも、これプラス、装備しているかどうかのフラグや、各種ストーリーのフラグ、そしてチェックサム（注1）などなど、とてつもなく長いものになってしまうだろう。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;Each player character has 24 bits dedicated to their experience points, 24 more bits for their four-character name, 48 bits for their inventory, and 16 bits for the party&#039;s gold. This brings the total of bits up to 112, roughly multiplied to 336 for each character, thus bloating the passwords to 56 characters before factoring in programming flags, like story events and items equipped.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The game&#039;s scenario began development in July 1986. Meetings were held to discuss what was possible within the Famicom&#039;s hardware, and the info was passed on to Nakamura and his team of five programmers&amp;lt;ref&amp;gt;システム、メモリマップが決定されると、いよいよ作業はシナリオとプログラムの分業態勢へと入ってゆく。ここに至ったのが企画をスタートさせてからおよそ2ヶ月後、去年の7月初旬頃だったろうか。&lt;br /&gt;
その時点を境にして、それまでの会議につぐ会議が一転し、シナリオに関するデータを作成してはプログラム担当の中村くんに渡すという作業が開始される。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. As in the first game, Horii and his assistant Hiroshi Miyaoka wrote a rough draft of the scenario, which was fleshed out as Akira Toriyama finalized the monster concepts provided by the developers. From the finalized art, Horii considered the nature of the monsters and began drawing a world map dividing the monsters by ecosystem, including castles, towns, dungeons, and more; the scenario was fleshed out to match this world map&amp;lt;ref&amp;gt;というわけで、シナリオづくりが始まった。&lt;br /&gt;
シナリオづくりのメインスタッフはボクとデューク宮岡くん。&lt;br /&gt;
まず、モンスターのラフコンテを作成する。これは本当にラフコンテで、モンスターデザインを担当する鳥山明氏にイメージを伝えるためのものである。そんなわけで、このときまだ、モンスターの正式名称も、強さなどのデータも決まっていない。&lt;br /&gt;
それらは後日、鳥山くんのほうから絵があがってきたとき、実際にモンスターの絵を見ながらイメージし作成することにした。&lt;br /&gt;
モンスターデザインを発注したあと、マップの作成に入る。&lt;br /&gt;
いうまでもなく、おおまかなストーリーはすでに頭の中にできあがっている。&lt;br /&gt;
そんなものいつつくったんだ？　と思うかも知れないけど、「おおまかのストーリー」というのは、いわゆる「あらすじ」のことで、これは映画やマンガのあらすじを考えるのと、ほぼ同様に頭のなかの作業である。これについての工程は省かせてもらった。&lt;br /&gt;
ドラマのあらすじをどういうふうに思いつくのか？　その方法論を説明しろといわれても、ちょっとむずかしいであろう。&lt;br /&gt;
また、そんな方法論など説明しなくても、誰でもお話のあらすじなど考えられると思う。&lt;br /&gt;
問題は、その「あらすじ」を、どういうふうにしてゲームのシナリオにしてゆくかなので、今回はそっちの部分をメインに書いてゆきたい。&lt;br /&gt;
話がそれた。&lt;br /&gt;
マップの作製である。&lt;br /&gt;
これは白地図みたいなもので、これに城や町、洞窟、塔などをかきくわえてゆく。&lt;br /&gt;
そして頭のなかにあるストーリーに合わせて、どの洞窟でなにが見つかるか？　あるいは、どんなイベントがあるか？　どんな情報が聞けるか？　などを書きくわえてゆく。&lt;br /&gt;
そのコンテができあがると、いよいよ本格的なマップの作製である。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
By November 1986, the development team began to doubt they could polish the game in time for the December deadline. As a result, &#039;&#039;Dragon Quest II&#039;&#039; was delayed until January 1987 while its balance and gameplay were ironed out.&amp;lt;ref&amp;gt;これが、ひと月のばした理由である。&lt;br /&gt;
つまり、この時点では、ゲームとしてのバランスがまだとれていなかったのだ。&lt;br /&gt;
もっとわかりやすくいうと、自分のキャラクターの強さとモンスター側の強さのバランスがペケだったというわけ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Playtesting had been done in an isolated environment, with encounters against single enemies run through a simulation program created by Nakamura. Those simulated battles did not consider player levels and equipment; when enemy groups were implemented, the team realized even early game encounters were more difficult than intended. To address this, battles in the Midenhall region were limited to three enemies at a time.&amp;lt;ref&amp;gt;これが、ひと月のばした理由である。&lt;br /&gt;
つまり、この時点では、ゲームとしてのバランスがまだとれていなかったのだ。&lt;br /&gt;
もっとわかりやすくいうと、自分のキャラクターの強さとモンスター側の強さのバランスがペケだったというわけ。&lt;br /&gt;
もちろん、プレイヤーのレベル設定やモンスターの強さの設定データは、いいかげんに作製したのではない。&lt;br /&gt;
中村くんのほうから先頭のシミュレータ（プレイヤーのデータ、モンスターのデータを入れて、実際に戦い、その結果が見られるプログラム）をもらい、それでいちいち確かめながら、プレイヤーのレベル設定やモンスターデータを作製していったのだった。&lt;br /&gt;
そこまでやってデータを作成したのに、実際にゲームとしてあがってきて遊んでみるとバランスがとれていなかった。それは何故か？&lt;br /&gt;
理由はふたつある。&lt;br /&gt;
まず、シミュレータは1回ごとの戦闘のシミュレーションで、それでもって毎回緊張感のある戦いを、というようなデータのつくり方をしてしまったため、実際にゲームになり移動しながら連続的に戦ってみると、非常にキツいものであったこと。&lt;br /&gt;
さらに、同じモンスターでも、出現匹数により予想以上の結果の違いがあったこと。&lt;br /&gt;
このふたつである。&lt;br /&gt;
このため、最初にできてきたものはとても遊べたものではなかったのだ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Even then, the early game was still considered too difficult, as the Prince of Midenhall&#039;s only healing options were [[medicinal herb]]s or walking back to an inn. As another compromise, Cannock was moved closer to the town of Leftwyne, with the region&#039;s topography being changed to guide the player northwest, allowing the player to recruit the Prince of Cannock sooner.&amp;lt;ref&amp;gt;というのも、1人めはファイター。いくらレベルが上がってもホイミ（体力回復）の呪文を覚えないので、そのつど薬草をつかったり宿屋に泊まったりしなければならない。つまり、遠出をすればするほどツラクなってくる。&lt;br /&gt;
というわけで、サマルトリアのお城の位置を変更する。&lt;br /&gt;
じつをいうと、最初、サマルトリア城は現在の湖の位置にあったのだった。しかし、そこは、宿屋のあるリリザの町からあまりに遠い。ここは仲間とふたりになってから来るようにしようファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. The original location of the castle became the Lake Cave, and development screenshots showing the castle on the lake were printed on the back of the LP of the game&#039;s soundtrack&amp;lt;ref&amp;gt;『ドラゴンクエストⅡ』のLPレコードが発売されていますが、なんとジャケットの裏に、湖に囲まれている城の写真が出ています。これが実は初期のサマルトリア城。ジャケットの撮影が比較的早めに行われたためジャケット写真は初期のバージョンのものになってしまったのでした。興味のあるキミはレコード屋さんで見てみてください）。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;, but altering the overworld like this lead to the monster data becoming imbalanced and readjustments for their strength and the strength of the equipment available up to that point were necessary&amp;lt;ref&amp;gt;&lt;br /&gt;
そんなわけでサマルトリア城をリリザの町に近づけたのはいいけど、それだけだと、せっかくの湖が何も意味をなさなくなってしまう。というか、こっち方面に来る必要がなくなってしまう。&lt;br /&gt;
せっかく地形までつくったのに、それはもったいない！&lt;br /&gt;
というわけで、元サマルトリア城の位置には洞窟を置いたのだった。&lt;br /&gt;
このことにより、モンスターの分布図の再構成、さらに元のサマルトリア城の位置を洞くつにしたため、アイテムのある場所の再考などの問題がおこってきたが、ゲームバランスをとるためだからと、再びそれらのデータを作りなおす。&lt;br /&gt;
さらに試してみて、モンスターデータやレベル設定、武器・防具の値段、効力を調整してゆく。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Playtesting expanded to include the full development team within the one-month window, with feedback such as equipment being too expensive, levelling up taking too many experience points, and the introduction sequence taking too long being common. These critiques were sent directly to Horii who would judge whether the changes were merited or not&amp;lt;ref&amp;gt;&lt;br /&gt;
いうまでもなくRPGはバランスが命である。&lt;br /&gt;
そして、バランスをとるためには、実際にプレイしてみて、データを少し変更して、またプレイし、さらに変更してゆく、という方法しかない。&lt;br /&gt;
具体的にいうと、この時期から、スタッフ一同はもちろん、アルバイトのゲームモニターの人たちなど、かなりの人数が実際にプレイしてみるわけ。&lt;br /&gt;
そして、実際に遊んでみた感想、あるいは苦情などが、すべてボクのもとに届けられる「なかなかお金が貯まりません。もっと物価を下げてください」&lt;br /&gt;
「1回の戦闘に時間がかかります。もっと早めに勝負がつかないでしょうか？」&lt;br /&gt;
「もっとレベルが上がるのが早くてもいいのでは？　特に4から5あたりがキツイです」&lt;br /&gt;
「いや、レベルの上がりかたは今くらいでいいけど、あまり死なないようにしてください」&lt;br /&gt;
――などなど、各人各様の意見をいってくるのだった。&lt;br /&gt;
そういった意見に耳を傾け、さらにボク自身もプレイしてみる。そして、ここはマズかったという部分のデータを次々に変更してゆくわけ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. Any changes deemed necessary were faxed to the programmers at Chunsoft, and altered beta cartridges would be distributed amongst the staff for further assessment. This back and forth process began as a four to five day cycle, but as the January deadline loomed the process was hastened to take place within a single day&amp;lt;ref&amp;gt;&lt;br /&gt;
それが出来上がると、すぐさま変更後のデータをファックスでチュンソフトに送る。&lt;br /&gt;
チュンソフトにいる中村くんたちは、ボクからの新しいデータが届くと、そのデータに差しかえて、新しい試作バージョンをつくりあげていく。&lt;br /&gt;
そして、それを再び、みんなに配るわけ。&lt;br /&gt;
もちろん、バランスどりは1回では終わらない。こういったことを何度も繰り返すのである。&lt;br /&gt;
はじめは4～5日周期であったが、やがて2～3日周期となり、1日周期となってゆく。&lt;br /&gt;
ここまでくると、試作バージョンには日付時間が書きこまれるようになってくる。&lt;br /&gt;
『12月8日午前4時バージョン』というふうにだ。&lt;br /&gt;
そうしないことには、どれが一番新しい変更後のバージョンかがわからなくなってしまうからだ。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. The development would be finished in the middle of December, with the latter results of this extended fine-tuning being the reduction of the fees for church services, changing the order in which spells were learned to be more useful quicker, and moving Ra&#039;s mirror from the [[Pillar of Winds]] to the swamp next to the ruined castle. In an interview with Famitsu magazine, Horii mused that while the game was not 100% complete, it was still over 90% of what he wanted out of the project and he could not force children to wait any longer to play the title &amp;lt;ref&amp;gt;というように、プレイしてみては、呪文を覚える順番を変更したり、モンスターの強さをかえたり、教会の値段を下げたりと、1ヵ月がまたたく間に過ぎ去っていた。&lt;br /&gt;
もはやタイムリミットである。&lt;br /&gt;
100パーセントとはいえないけど、90パーセント以上は理想に近いバランスになってきたと思う。&lt;br /&gt;
もっと時間をかければ100パーセントに近づかせることができるだろうが、これ以上、子供たちを待たせるわけにもいかない。&lt;br /&gt;
12月中旬、ついに最終バージョンが完成する。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
In a 2007 interview with &#039;&#039;[[Nintendo Power]]&#039;&#039; magazine for the 221st issue, Yuji Horii described the development cycle of &#039;&#039;Dragon Quest II&#039;&#039; as very rushed, due to tight deadlines and the game&#039;s greater scope compared to the first. Horii admitted that he developed ulcers from the sheer stress and was &amp;quot;inches away&amp;quot; from having a permanent hole in his stomach. The experience taught him to look at deadlines as more of a suggestion than a strict guideline&amp;lt;ref&amp;gt;&#039;&#039;&amp;quot;As for difficulties during development, Dragon Quest II was a big challenge. We didn&#039;t have much time and there was so much to do. It gave me ulcers—literally! I was only &amp;quot;inches away&amp;quot; from having a permanent hole in my stomach! Now, to prevent any further internal injury, I don&#039;t pay much attention to dead-lines anymore. So I always find myself a little behind schedule.&amp;quot;&#039;&#039;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Cut content===&lt;br /&gt;
Content that was unable to be included in the game were cutscenes for important events, such as there being a view of the Plateau of Rendarak visible from the Lighthouse south of Alefgard, but there was simply no memory left in the cartridge. The only vestige of this idea is a blurry scan found in the game&#039;s instruction manual which depicts the dying Moonbrooke guard informing the King and Prince of Midenhall of Hargon&#039;s plan&amp;lt;ref&amp;gt;&lt;br /&gt;
最後になるが、メモリ等の制約で、泣く泣くボツになった事柄について書こうと思う。&lt;br /&gt;
まず残念だったのは、見せ場には紙芝居的に大きな絵を入れるという企画。&lt;br /&gt;
当初の予定では入るはずで、すでに絵のデータがあがっていたのに、最終的にはやっぱりメモリに余裕がなくなり、ボツになってしまったのだった。&lt;br /&gt;
たぶん、気づいている人は少ないとは思うが、『ドラクエⅡ』の説明書の物語のところに、それらの絵のうちの1枚だけが、ひっそりと写真になって載っている。&lt;br /&gt;
もちろんファミコンの画面写真であり、本当はカラーだ。&lt;br /&gt;
そして、シナリオ的にも、そういった1枚絵を利用するはずだった。&lt;br /&gt;
たとえば船の財宝、当初の設定では、大灯台の上からロンダルキアを一望すると、ロンダルキアの台地の絵が出て、さらにそのむこうの海の1ヵ所がキラキラと光っている。つまり船の財宝はそこにあり、財宝に関してそういった情報を人々に話させるシナリオにしていたが、大きな絵がカットされた時点で、シナリオも変更してしまったのだった。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt;. A cutscene depicting the sacking of Moonbrooke Castle was included with the North American version of the game in 1990, which was reincorporated into every other version of the game beginning with &#039;&#039;Dragon Quest I &amp;amp; II&#039;&#039; in 1993.&lt;br /&gt;
&lt;br /&gt;
Features intended for the game that could not be implemented due to the memory limitations were saved for &#039;&#039;Dragon Quest III&#039;&#039;, such [[scandalous swimsuit]] being available for purchase and changing the sprite for the Princess of Moonbrooke when equipped&amp;lt;ref&amp;gt;&lt;br /&gt;
しょーもないところでは“あぶないみずぎ”というアイデアもあった。&lt;br /&gt;
これは“ミンクのコート”と匹敵するもので、やたら値段が高くて、それを3人目の王女に買ってあげて着せると本当に画面上のキャラクターが“あぶない水着姿”にかわるというもの。&lt;br /&gt;
ただし、友だちからその話を聞いて、「えへへ、オレも買ってあげよう」とうれしがっても、キャラクターの名前によっては、買ってあげても、「イヤよ。こんなの着られないわよ！」と着てくれなかったりして……。ファミコン通信　&#039;87年7月10日号　ドラゴンクエスト2ができるまで&amp;lt;/ref&amp;gt; and the scenario of [[Olivia&#039;s Promontory]]&amp;lt;ref&amp;gt;“オリビアの岬”はIIでボツったものが復活!!　まったく同じじゃないけどIIでは“ローレライの岬”っていうイベント名だったんだ。前回はメモリーの都合でボツ。で、今回（ドラクエIIIで）めでたく登場したというわけ。「堀井雄二のドラゴンクエストQ＆A」『ドラゴンクエストIII　マスターズクラブ』JICC出版局,1988年&amp;lt;/ref&amp;gt;. A plot point where the Prince of Cannock is cursed by Hargon and the two remaining heroes have to cure him with a Yggdrasil leaf was cut due to memory limitations, but was reinstated in the Super Famicom version.&lt;br /&gt;
&lt;br /&gt;
Another cut scenario involved an alternate ending where the Prince of Cannock sacrifices himself to destroy Malroth, and the closing cutscene at Midenhall Castle ends with his sister stabbing the Prince of Midenhall, blaming him for her brother&#039;s death. This ending was cut due to Horii deeming it too depressing and was never repurposed for future versions of the game.&amp;lt;ref&amp;gt;それは、2番目の王子（サマルトリアの王子）が犠牲となって、最後の敵を倒すというものである。&lt;br /&gt;
目的は果たしたが、もはやサマルトリアの王子は戻らない。&lt;br /&gt;
彼の冥福を祈りながら、キミはムーンブルク王女と2人で帰路に……。&lt;br /&gt;
お城では人々が待ちかまえ、キミたちの偉業を心から称えてくれる。そして、一大セレモニーが開催される。&lt;br /&gt;
と、その時！&lt;br /&gt;
「お兄ちゃんの仇っ！」&lt;br /&gt;
駆け寄ってくる1人の少女。&lt;br /&gt;
気づくと、少女の持っていた短刀が、キミの胸に深々と刺さっていた、&lt;br /&gt;
少女は、いうまでもなく、サマルトリア王子の妹であった。&lt;br /&gt;
ボーゼンとする人々。&lt;br /&gt;
キミの身体は、やがて、ゆっくりと倒れていく。……幕。月刊LOGiN』1987年5月&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Version Differences==&lt;br /&gt;
[[File:MSX nightmare.png|border|right|200px]]&lt;br /&gt;
&amp;lt;small&amp;gt; See: {{DQI&amp;amp;II}} for more detailed changes and improvements.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A version of the game was released for the MSX home computer on February 6 1988 with the MSX2 getting a version on May 27 of the same year. These versions are infamous for including the scandalous swimsuit cut from the Famicom version as armour for the Princess of Moonbrooke, which matches the [[mink mantle]] in defence and has a 1/8th chance to stun enemies each turn. There is also a special scene that plays when the Luminaries inspect the King of Alefgard&#039;s room and discover an adult magazine which depicts the Princess of Moonbrook wearing the scandalous swimsuit in a centerfold. The objectively poor quality of the image has lead to the scene becoming a meme amongst Japanese fans.&lt;br /&gt;
&lt;br /&gt;
A version for the [[Nintendo Entertainment System]] was released in December of 1990, which included the scrapped opening cutscene. When the game begins, a lengthy cutscene detailing the siege of castle Moonbrooke is shown to the player, along with the last surviving guard making his way to castle Midenhall to warn its King. &lt;br /&gt;
&lt;br /&gt;
Since its original release on the Famicom and Nintendo Entertainment System four remakes have appeared, with the first being on the compliation title {{DQI&amp;amp;II}} that was released on the {{Super Famicom}} in 1993. The second was a portable version of the same, released the on {{Game Boy Color}}, the third was for [[Cell phone]]s in Japan, and the most current being an iOS/Android release in the Japanese app store on June 26th, 2014 before being internationally released in the same year. All the remakes feature updated graphics and music as well as a few other new features, such as quick-saving on the world map, animated battles, and the automatic redirecting of attacks that target defeated monsters. Starting with the cell phone version, all three descendants of Erdrick are capable of attaining level 50, with the two magic user&#039;s stat growth and exp requirements being adjusted accordingly.  Additionally, the [[Zoom]] spell was made consistent with later games by letting the player choose a select list of destinations to rather than the last place saved.&lt;br /&gt;
&lt;br /&gt;
Due to spacial constraints of the [[Game Boy]] and {{Game Boy Color}}&#039;s screen, the English release of {{Dragon Warrior I &amp;amp; II}} in 2000 reverted the localized names of Erdrick, Gwaelin, and others to a closer approximation of their Japanese counterparts. These changes would be undone by Plus Alpha in 2010 with their localization of {{DQ9}}, which elected to retain the {{NES}} names as a surprise for older fans. As of the 2014 iOS/Android re-release, while several of the names of characters and locations have retained their {{NES}} designations (or very slight edits of such, like Midenhall instead of Middenhall), other characters and locations have been given new translations that are closer to the meanings and puns of the original Japanese version. In addition, monsters, spells, and items have been updated to their modern naming conventions.&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
[[Image:DQII_Trio_leaping.png|right|thumb|&#039;&#039;Dragon Quest II&#039;&#039; was the first game to introduce the concept of a party to Japanese players, &#039;&#039;Ultima 3: Exodus&#039;&#039; being the first popular RPG to do so before in the US and Europe.|350px]]&lt;br /&gt;
&#039;&#039;Dragon Quest II&#039;&#039; is widely recognized for improving upon the shortcomings of its predecessor, increasing the depth of battle and exploration considerably. Series director [[Yuji Horii]]&#039;s writing is also seen as improving during the development of the game, no longer relying solely on fairy-tale archetypes to constitute the setting and characters.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Original Famicom version&lt;br /&gt;
! Role&lt;br /&gt;
! Staff&lt;br /&gt;
|----------&lt;br /&gt;
|Scenario writer&lt;br /&gt;
|Yuji Horii&lt;br /&gt;
|----------&lt;br /&gt;
|Character designer&lt;br /&gt;
|Akira Toriyama&lt;br /&gt;
|----------&lt;br /&gt;
|Music composer&lt;br /&gt;
|Koichi Sugiyama&lt;br /&gt;
|----------&lt;br /&gt;
|Scenario assistant&lt;br /&gt;
|[[Hiroshi Miyaoka]]&lt;br /&gt;
|----------&lt;br /&gt;
|Chief programmer&lt;br /&gt;
|Koichi Nakamura&lt;br /&gt;
|----------&lt;br /&gt;
| rowspan=&amp;quot;5 |Programmers&lt;br /&gt;
|Yutaka Gyotoku&lt;br /&gt;
|-&lt;br /&gt;
|Togo Narita&lt;br /&gt;
|-&lt;br /&gt;
|Kiyotaka Kono&lt;br /&gt;
|-&lt;br /&gt;
|Masaaki Okano&lt;br /&gt;
|-&lt;br /&gt;
|Koji Yoshida&lt;br /&gt;
|----------&lt;br /&gt;
|Sound programmer&lt;br /&gt;
|Takenori Yamamori&lt;br /&gt;
|----------&lt;br /&gt;
|CG design&lt;br /&gt;
|Takashi Yasuno&lt;br /&gt;
|----------&lt;br /&gt;
|rowspan=&amp;quot;2 |Assistant&lt;br /&gt;
|Rika Suzuki&lt;br /&gt;
|-&lt;br /&gt;
|Hirohide Yoshida&lt;br /&gt;
|----------&lt;br /&gt;
|Director&lt;br /&gt;
|Koichi Nakamura&lt;br /&gt;
|----------&lt;br /&gt;
|Producer&lt;br /&gt;
|Yukinobu Chida&lt;br /&gt;
|----------&lt;br /&gt;
|Publisher&lt;br /&gt;
|Yasuhiro Fukushima&lt;br /&gt;
|}&lt;br /&gt;
==Trivia==&lt;br /&gt;
*&#039;&#039;Dragon Quest II&#039;&#039; was the first game in the series to feature pits and tower balconies from which the [[Luminaries]] can fall. (As always, they take no damage from this.)&lt;br /&gt;
*The scandalous swimsuit scene in the MSX version was referenced in the 2005 PC title &#039;&#039;La-Mulana&#039;&#039;, which was made to pay tribute to the MSX and its library of games. The main character, Lemeza Kosugi, receives the &amp;quot;Provocative Bathing Suit&amp;quot; from the {{NPC}} Dracuets at the end of the game&#039;s bonus dungeon, the Hell Temple, with a graphic of him in the Bathing Suit flashing on screen. The reference was maintained in the 2011 remake.&lt;br /&gt;
*The MSX2 version of the game was the final &#039;&#039;Dragon Quest&#039;&#039; title released in the Showa era of Japan.&lt;br /&gt;
&lt;br /&gt;
==Soundtrack==&lt;br /&gt;
[[Image:DQI and II_GameBoy_Art.png|border|right|350px]]&lt;br /&gt;
[[Kōichi Sugiyama]] composed the music and directed all the associated spin-offs. &#039;&#039;Dragon Quest II&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;s symphonic suite was bundled with &#039;&#039;Dragon Quest I&#039;&#039;&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;s symphonic suite and a disc of original compositions as &#039;&#039;Dragon Quest in Concert&#039;&#039;. Here is the track listing of the &#039;&#039;Dragon Quest II&#039;&#039; portion of that release:&lt;br /&gt;
#Dragon Quest March (ドラゴンクエストマーチ/&#039;&#039;Dragon Quest March&#039;&#039;) (1:39)&lt;br /&gt;
#[[Only Lonely Boy]] (Love Song 探して/&#039;&#039;Looking for the Love Song&#039;&#039;) (2:42)&lt;br /&gt;
#Pastoral ~ Catastrophe (3:21)&lt;br /&gt;
#Château (王城/&#039;&#039;Royal Castle&#039;&#039;) (3:03)&lt;br /&gt;
#Town (街の賑わい/&#039;&#039;Bustle of the Town&#039;&#039;) (3:30)&lt;br /&gt;
#Fright in Dungeon ~ Devil&#039;s Town (恐怖の地下洞～魔の塔/&#039;&#039;Fear Dungeon ~ Devil&#039;s Town&#039;&#039;) (4:02)&lt;br /&gt;
#Requiem (レクイエム/&#039;&#039;Requiem&#039;&#039;) (2:09)&lt;br /&gt;
#Endless World (遥かなる旅路～広野を行く～果てしなき世界/&#039;&#039;Distant Journey ~ Going in Plain ~ Endless World&#039;&#039;) (5:43)&lt;br /&gt;
#Beyond the Waves (海原を行く/&#039;&#039;Going on the Sea&#039;&#039;) (2:13)&lt;br /&gt;
#Deathfight ~ Dead or Alive (戦い～死を賭して/&#039;&#039;Fighting ~ Risking Death&#039;&#039;) (3:56)&lt;br /&gt;
#[[wikipedia:My Road, My Journey|My Road, My Journey]] (この道わが旅/&#039;&#039;My journey is This Road&#039;&#039;) (4:10)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
Dragon-Quest-II-japanese-box-art.jpg|{{Famicom}} box art&lt;br /&gt;
DQ II instruction manual cutscene screenshot.png|The scrapped cutscene shown in the Famicom instruction manual, printed in black &amp;amp; white&lt;br /&gt;
Dragon_Warrior_II_NES.png|{{NES}} box art&lt;br /&gt;
DQII Famicom guide.png|Famicom guide&lt;br /&gt;
Shousetsu Dragon Quest II.png|Novelization&lt;br /&gt;
DQII CD Theater.png|CD Theater&lt;br /&gt;
DQII The Gods of Evil novel.png|&#039;&#039;The Gods of Evil&#039;&#039; novel part one&lt;br /&gt;
DQII The Gods of Evil novel 2.png|&#039;&#039;The Gods of Evil&#039;&#039; novel part two&lt;br /&gt;
DQ 4koma Gekijou 11.png|&#039;&#039;4koma&#039;&#039; comics&lt;br /&gt;
DQ 4koma Gekijou Extra 19.png|&#039;&#039;4koma&#039;&#039; comics&lt;br /&gt;
DQII_Characters.png|Splash art of the cast for the Super Famicom remake&lt;br /&gt;
DQII iOS Android.png|iOS/Android&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 1.jpg|Famitsu magazine article covering the game&#039;s development, published April 17 1987&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 2.jpg&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 3.jpg&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 4.jpg&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 5.jpg&lt;br /&gt;
Famitsu April 17 1987 DQ II article part 6.jpg&lt;br /&gt;
Amphibia S2 Episode 6.png|&#039;&#039;Vagabondia Chronicles&#039;&#039;, a fictional video game from &#039;&#039;Amphibia&#039;&#039; S2 Episode 6, made to resemble the Famicom box art to &#039;&#039;DQ II&#039;&#039;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{DQII}}&lt;br /&gt;
{{Dragon Quest series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dragon Quest II|*!]]&lt;br /&gt;
[[Category:Articles on Wikipedia]]&lt;br /&gt;
[[Category:NES games]]&lt;br /&gt;
[[Category:Wii games]]&lt;br /&gt;
[[Category:Game Boy games]]&lt;br /&gt;
[[Category:SNES games]]&lt;br /&gt;
[[Category:Android/iOS games]]&lt;br /&gt;
{{DEFAULTSORT:Dragon Quest 02: Luminaries of the Legendary Line}}&lt;/div&gt;</description>
			<pubDate>Tue, 09 Sep 2025 13:57:05 GMT</pubDate>
			<dc:creator>2804:14D:5CD5:84D6:B5E6:CA0E:D1FC:8FEA</dc:creator>
			<comments>https://dragon-quest.org/w/index.php?title=Talk:Dragon_Quest_II:_Luminaries_of_the_Legendary_Line</comments>
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