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{{Translation|'''Dragon Quest IV'''|ドラゴンクエストIV 導かれし者たち|Doragon Kuesuto Fō Michibikareshi Monotachi|literally meaning; ''The People Who Are Shown the Way''}} is a role-playing game and the fourth installment of the {{Main Series}} video game series. The game was originally released for the {{NES}} | {{Translation|'''Dragon Quest IV'''|ドラゴンクエストIV 導かれし者たち|Doragon Kuesuto Fō Michibikareshi Monotachi|literally meaning; ''The People Who Are Shown the Way''}} is a role-playing game and the fourth installment of the {{Main Series}} video game series. The game was originally released for the {{NES}} and earned acclaim for pioneering the advancement of [[artificial intelligence]] in the video game industry. It begins the ''Tenkuu'' (''Celestial'') trilogy, known better as the ''[[Zenithia trilogy]]'' in English. | ||
It was originally released for the {{Famicom}} on February 11, 1990 in Japan. The North American version, titled {{Dragon Warrior IV}}, was released for the {{NES}} in October 1992. | It was originally released for the {{Famicom}} on February 11, 1990 in Japan. The North American version, titled {{Dragon Warrior IV}}, was released for the {{NES}} in October 1992. | ||
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==New features== | ==New features== | ||
===Artificial intelligence=== | ===Artificial intelligence=== | ||
In a bold move for an {{NES}} title, a significant portion of the game's memory was dedicated to an intricate artificial intelligence that controls party members during the fifth chapter. In the fifth chapter of the {{NES}} version of the game, the player no longer directly controls any of the previous characters; instead using the | In a bold move for an {{NES}} title, a significant portion of the game's memory was dedicated to an intricate [[artificial intelligence]] that controls party members during the fifth chapter. In the fifth chapter of the {{NES}} version of the game, the player no longer directly controls any of the previous characters; instead using the tactics menu to deliver a loose set of instructions (Normal, Defensive, Offensive, Save {{MP}}, Use No MP, Try Out). The only character directly controlled is the Hero. All chapters except {{DQ4 Chapter 2}} also contain {{NPC}}s, which travel with the player, but cannot be directly controlled. They act on their own, guided by the game's AI. | ||
===Party expansion=== | ===Party expansion=== | ||
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As the [[Erdrick trilogy]] had been wrapped up concisely with the twist ending of {{Dragon Quest III}}, [[Yuji Horii]] decided that ''Dragon Quest IV'' would be a fresh start with a story unconnected to what came before During an interview with ''Weekly Famitsu'' magazine, he mused that the game could be the start of a brand new trilogy<ref>ファミ通, November 1989</ref>. | As the [[Erdrick trilogy]] had been wrapped up concisely with the twist ending of {{Dragon Quest III}}, [[Yuji Horii]] decided that ''Dragon Quest IV'' would be a fresh start with a story unconnected to what came before During an interview with ''Weekly Famitsu'' magazine, he mused that the game could be the start of a brand new trilogy<ref>ファミ通, November 1989</ref>. | ||
Development of ''Dragon Quest IV'' began with the decision that the title would explore the emerging world of artificial intelligence behavior. The development team held an initial planning meeting in February of 1988 to explore what programming techniques were available and what would be suitable for the game, with frequent subsequent meetings being held until the team's priorities were finalized in June<ref>・・・・・・今回イロイロと新しいことにチャレンジしてますけど、なかでもいちばん苦労したところはどこですか? | Development of ''Dragon Quest IV'' began with the decision that the title would explore the emerging world of [[artificial intelligence]] behavior. The development team held an initial planning meeting in February of 1988 to explore what programming techniques were available and what would be suitable for the game, with frequent subsequent meetings being held until the team's priorities were finalized in June<ref>・・・・・・今回イロイロと新しいことにチャレンジしてますけど、なかでもいちばん苦労したところはどこですか? | ||
堀井: やっぱりAIでしょう。できあがるのに1年以上かかってますから。とにかくAIを使うっていうことは、最初からほとんど決まってたんですよね。それまでまず、'88年の2月頃から会議を初めて、延々と会議を繰り返したわけです。 | 堀井: やっぱりAIでしょう。できあがるのに1年以上かかってますから。とにかくAIを使うっていうことは、最初からほとんど決まってたんですよね。それまでまず、'88年の2月頃から会議を初めて、延々と会議を繰り返したわけです。 | ||