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''This article is about a series of role-playing games by [[Enix]].  For the first game in this series, see '''[[Dragon Warrior]]'''''.
{{Italic title}}
 
<center>{{for
{{seriesinfo
|about=the original game in the Dragon Quest series
|title = Dragon Quest
|for=series information
|image = [[Image:DQlogo.jpg]]
|see=Dragon Quest (series)
|genre = Role-playing
}}</center>
|publisher = [[Enix]] (prior to April 1, 2003)<br>[[Square Enix]] (since April 1, 2003)
{{Infobox VG
|developer = [[Armor Project]], [[Bird Studio]], [[Chunsoft]], [[Heartbeat]], [[Artepiazza]], [[Level-5]]
| type=Main series games
|creators = [[Yūji Horii]], [[Akira Toriyama]], [[Koichi Sugiyama]]
| title=Dragon Quest
|duration = 1986 - present
| image=[[File:DQ Logo.png|325px]][[File:DQ Laurel Wreath art.png|325px]]
|sales =  [[Worldwide Dragon Quest Sales|Over 49 million]]
| caption=
|websites = http://www.square-enix.co.jp/dragonquest <br> http://www.square-enix.com/zenithia
| developer=[[Chunsoft]]
| publisher={{vgrelease|JP=[[Enix]]}}{{vgrelease|NA=[[Nintendo]]}}
| designer=[[Yuji Horii]]<br />[[Kōichi Nakamura]]<br />Yukinobu Chida
| artist=[[Akira Toriyama]]
| composer=[[Kōichi Sugiyama]]
| released= '''Nintendo Entertainment System'''<br />{{vgrelease|JP=May 27, 1986|NA=August 1989}}'''MSX2'''<br />{{vgrelease|JP=November 21, 1986}}'''MSX'''<br />{{vgrelease|JP=December 18, 1986}}'''Super Famicom'''<br />{{vgrelease|JP=December 18, 1993}}'''Game Boy Color'''<br />{{vgrelease|JP=September 23, 1999|NA=September 27, 2000}}'''Wii'''<br />{{vgrelease|JP=September 15, 2011}}'''Android & iOS'''<br />{{vgrelease|JP=November 8, 2013|NA=September 11, 2014|AUS=September 11, 2014|EU=September 11, 2014}}'''Playstation 4 & 3DS'''<br />{{vgrelease|JP=August 10, 2017}}'''Nintendo Switch'''<br />{{vgrelease|JP=September 27, 2019|NA=September 27, 2019|EU=September 27, 2019}}
| genre=[[Wikipedia:Console role-playing game|Console role-playing game]]
| modes=[[Wikipedia:Single player|Single player]]
| ratings=[[Wikipedia:Entertainment Software Rating Board|ESRB]]: E (Everyone) ({{GBC}})
| platforms={{Famicom}}/{{NES}}, [[MSX]], [[Wikipedia:NEC PC-9801|NEC PC-9801]], [[Wikipedia:Sharp X68000|Sharp X68000]], {{Super Famicom}}, {{Game Boy Color}} (hybrid cartridge), [[Cell phone|Mobile phone]], [[Wii]], [[Cell phone|Android & iOS]], {{PlayStation 4}}, [[Nintendo 3DS]], [[Nintendo Switch]]
| media={{vgrelease|NA=640-[[Wikipedia:kilobit|kilobit]] NES [[Wikipedia:cartridge (electronics)|cartridge]]}}{{vgrelease|JP=512-kilobit Famicom cartridge}}GBC/SFC/MSX cartridges
| requirements=
| input=
| series={{Main Series}}
}}
}}
{{Translation|'''''Dragon Quest'''''|ドラゴンクエスト|Doragon Kuesuto}} is the original ''Dragon Quest'' game which preceded the entire {{DQSeries}}. It was developed by [[Enix]] and released in 1986 in Japan for the [[MSX]] and {{Famicom}} consoles. The game was localized for North American release in 1989, but the title was changed to ''Dragon Warrior'' to avoid infringing on the trademark of the pen and paper game ''[[wikipedia:DragonQuest|DragonQuest]]''. The North American version of the game was greatly improved graphically over the Japanese original, and added a battery backed-up save feature and 5 password systems, whereas the Japanese version used a password system.  [[Nintendo]] was impressed with the Japanese sales of the title and massively overproduced the cartridge; the end result was that Nintendo gave away copies of ''Dragon Warrior'' as an incentive for subscribing to ''[[Nintendo Power]]'', the company's in-house promotions magazine.


'''Dragon Quest''' (ドラゴンクエスト ,''Doragon Kuesuto''), published as '''Dragon Warrior''' in North America until the 2005 release of ''[[Dragon Quest VIII: Journey of the Cursed King]]'', is a series of role-playing games created by [[Yūji Horii]], [[Akira Toriyama]], and [[Koichi Sugiyama]], published by [[Enix Corporation]] (now [[Square Enix]]). Installments of the series have appeared on MSX computers, Famicom/NES, Super Famicom/Super NES, Game Boy Color, Game Boy Advance, Nintendo DS, PlayStation, PlayStation 2 and Wii video game consoles, as well as on several models of mobile phone. As of April 2009, the Dragon Quest series has sold about [[Worldwide Dragon Quest Sales|47 million units worldwide]]. It is Square Enix's second most successful franchise after Final Fantasy and is one of the most popular video game franchises in Japan.[1][2]
''Dragon Quest'' was the first turn-based role playing game to debut on a video game console and is considered a pioneer in the development of the genre. ''Dragon Quest'''s immense success proved that RPGs had a place in the industry, and would spawn a successful franchise that would become one of the de facto standards for role playing video games.
 
Dragon Quest's North American name was changed due to a trademark conflict with the role-playing game DragonQuest, which was published by veteran wargame publisher SPI in the 1980s until the company's bankruptcy in 1982 and purchase by TSR, which then published it as an alternate line to Dungeons & Dragons until 1987.[3] In 2003, Square Enix registered the ''Dragon Quest'' trademark in the United States, and has since not marketed any product under the ''Dragon Warrior'' name.


==Development==
==Plot==
The wicked Dragonlord has kidnapped the fair Princess Gwaelin and stolen the Sphere of Light, throwing the kingdom of [[Alefgard]] into turmoil. The Hero, a descendant of the legendary saviour Erdrick, is called on by King Lorik of [[Tantegel]] castle to rescue his daughter and retrieve the Sphere of Light to save Alefgard from the Dragonlord. To do this, the Hero must retrieve several artifacts spread all across the country, including the [[Erdrick's Sword|sword]], [[Erdrick's Armour|armour]], and [[Mark of Erdrick|heirloom]] of his ancestor. The [[Staff of Rain]] and [[Sunstone]] must also be retrieved to build the Rainbow Bridge, which allow the Hero to enter the Dragonlord's castle.


===History===
==Characters==
*The {{Hero 1}}: A descendant of the Erdrick, whose history is unknown.
*[[Erdrick]]: The legendary ancestor of the Hero. He rescued Alefgard centuries earlier from a [[Zoma|wicked demon]], and had left items and clues for his descendant to aid in defeating future threats to the land.
*[[King Lorik]]: The king of Tantegel, and ruler of the land of Alefgard.
*[[Princess Gwaelin]]: The beloved daughter of King Lorik. Abducted by the Dragonlord to break the spirits of the people and imprisoned in the [[Quagmire Cave]] southwest of [[Kol]].
*[[Dragonlord]]: The villain of the story, he has stolen the Sphere of Light in order to infest Alefgard with horrid monsters.
{{clear}}


In 1982, Enix sponsored a national video game programming contest, which brought much of the ''Dragon Quest'' team together, including Yūji Horii.[4] The prize of the competition was a trip to the United States, and a visit to AppleFest '83 in San Francisco, where Horii discovered Wizardry.[5] Koichi Nakamura and Yukinobu Chida, two other winners of the contest, along with Horii, released The Portopia Serial Murder Case for the Famicom for Enix. Sugiyama, already famous for jingles and pop songs, impressed with the group's work, sent a postcard to Enix, commenting on the software.[6] In response, Enix asked him to write music for some of its games. The group then decided to make a console role-playing game, using a combination of Wizardry and Ultima. Dragon Ball creator Akira Toriyama, who knew Horii through the manga magazine Shonen Jump, was commissioned to illustrate the characters and monsters to separate the game from other RPGs of the time and the Dragon Quest "team" was born.[7][8]
==Gameplay==
''Dragon Quest'' is set on a sprawling overworld with towns and dungeons to be explored throughout. The player selects actions from a menu, including talking to {{NPC}}s (non-player characters); opening doors; and opening [[treasure chest]]s. The towns have inns where the player can rest to restore their {{HP}} and {{MP}}; and shops to buy weapons, armor, and items from. Most {{NPC}}s give useful information to help the player progress.


Dragon Quest was created by Yūji Horii, who has been the scenario director since. The series monster and character designs, as well as box art, are done by famed Dragon Ball manga artist, Akira Toriyama.[9] All of the music for the Dragon Quest series has been composed by Koichi Sugiyama.[4] Dragon Quest games have been developed by [[Chunsoft]], [[Heartbeat]], [[Artepiazza]], and, starting with ''Dragon Quest VIII'', [[Level-5]].[10] Horii's own company, [[Armor Project]], is in charge of the ''Dragon Quest'' games, which were published by Enix and, since [[Square Enix Merger|April 2003]] by Square Enix. While Toriyama is the series' character designer, the primary designs are first conceived by Horii, before being handed to Toriyama to re-draw under Horii's supervision.[11] When Horii first created Dragon Quest, most people doubted that a fantasy series with swords and dungeons instead of science fiction would become popular in Japan; but the series has become a phenomenon there.[12]
The battle system is turn-based, with enemies seen in a first-person perspective. As in the overworld, the player selects actions from a menu, including attacking; casting magical spells; using items; and attempting to flee the fight.


''Dragon Quest'' is not nearly as successful outside Japan, having been eclipsed primarily by ''Final Fantasy'' and possibly by other RPG series. Because of [[Enix America Corporation]]'s closure in the mid 1990's, the SNES versions of ''[[Dragon Quest V]]'' and ''[[Dragon Quest VI]]'' were never officially released in North America. In Europe, none of the games have seen release prior to the spin-off ''[[Dragon Warrior Monsters]]'' and then ''[[Dragon Quest VIII|Dragon Quest: Journey of the Cursed King]]''. With the merger of Square and Enix in 2003, the number of places in which ''Dragon Quest'' games are released has greatly increased.[12] In May 2008, Square Enix announced localizations of the Nintendo DS remakes of ''Dragon Quest IV'', ''V'', and ''VI'', collectively called by Square Enix the [[List of Name Changes in the Zenithia Trilogy|Zenithia trilogy]], for North America and the PAL region.[13][14] With this announcement, all the main games in the Dragon Quest series will now have seen release outside Japan at least once.
===Differences from later games===
*The stat improvement algorithms depend on the player's name, deciding if the player will be more proficient in {{Strength}}, {{Agility}}, or magic ({{MP}}).
*There is no party, only a single player character.
*Although his sprite changes when the princess is rescued, to show him carrying her, the princess does not participate in any battle.
*Enemies attack the Hero 1-on-1, never in groups.
*There are no [[vehicle]]s; one can only traverse the overworld map on foot, or by using a [[chimaera wing]] or [[Zoom]] spell to travel to Tantegel Castle.
*The player can only save their game by speaking to King Lorik. As such, the Zoom spell can only return to Tantegel. This is because the spell's Japanese name, ''rura'', derives from the English word ''Ruler''.
*Acquired weapons, armor and shields will automatically replace the previous item, which is then discarded or sold to the store. This is changed in the remakes.
*[[Key]]s are disposable and break when used; new ones can be purchased at one of the "key houses" in Tantegel, [[Rimuldar]], or [[Cantlin]].
*There are separate shops for buying [[holy water]], unlike later games where it is sold in item shops.
*Caves are dark, and must be lit up with a [[torch]] or the [[Glow]] spell. These have limited range, which diminishes as the spell or torch wears out. The range is effectively reduced in the remakes, since the scale of the caves is larger, but the range is not increased to compensate.


The ninth installment is due to be released in Japan for Nintendo DS in July 2009. North American and European and other PAL region releases are suspected to follow. The tenth installment of the main series is currently in development for the Wii.
==Development==
 
The genesis of the game that would become ''Dragon Quest'' took place in 1983, when the fledgling video game publisher [[Enix]] announced that it would host a national programming contest with a prize of ¥1,000,000―a value of over $21,000 in 2024―as well as the option for the amateur programmers to have their titles professionally released. Yuji Horii had been programming his own games as a hobby during this period in his life, and on a whim decided to enter what he considered to be his most accomplished work: ''Love Match Tennis'' (ラブマッチテニス). Later when Horii arrived at the awards ceremony to report on the event, he was shocked to discover that his tennis game had earned him second place. The awards ceremony was also the fateful day when Horii met [[Koichi Nakamura]], who won first place with ''Door Door'' (ドアドア) and was only in his junior year of high school at the time. The two became fast friends and began publishing their work through Enix, with Horii's first commercial success being the murder mystery title ''[[Portopia]]''.
===Creation and Design===
 
"At the time I first made Dragon Quest, role-playing games on the computer were still very much in the realm of hardcore fans and not very accessible to other players. So I decided to create a system that was easy to understand and emotionally involving, and then placed my story within that framework."  —Yūji Horii[7]
 
Yūji Horii originally used the full-screen map of Ultima and the battle and stats oriented Wizardry screen to create the gameplay of ''Dragon Quest''.[5] The first six Dragon Quest games' stories are divided into two trilogies. The first three games of the series tell the story of the legendary hero known as '''[[Erdrick|Roto]]''' (also known as '''Erdrick''' or '''Loto''' in the American NES and GBC versions, respectively). ''Dragon Quest IV'', ''V'', and ''VI'' are based around a castle in the sky called [[Zenithia]], and are referred to as ''The Tenku'' in Japan, meaning Heaven. The main series from ''Dragon Quest VII'' on are independent of each other and stand alone.[15]
 
The typical Dragon Quest plot involves a certain villain to be defeated at the end of the game, usually one who threatens the world in some way. However, the plotline often consists of smaller stories involving different NPC's the player meets as the adventure goes on.[16] The games themselves feature a number of religious overtones—saving the game (in later games) and reviving characters who have died is performed by clergy in churches. Priests are often seen wandering around the overworld of ''[[Dragon Warrior Monsters]]'' and have the ability to heal. The final enemy in some of the ''Dragon Quest'' games is known as the Demon Lord. For instance, in ''Dragon Warrior VII'', the Demon Lord, known as [[Orgodemir]] in that particular game, is the final boss, and there is also a sidequest to battle [[God]] himself.[8] The first four ''Dragon Warrior'' titles suffered from substantial censorship in their North American localizations, largely in keeping with Nintendo of America's content guidelines at the time, which placed severe restrictions on religious iconography and mature content. When these games were remade for the Game Boy Color, many of these censorships were taken out.[17] Since ''Dragon Warrior VII'', the games have been kept similar to their original versions when going through localization.[18]
 
==Games==
 
===Main Series===
 
{| style="width:100%; height:100px; border:1px solid #E42E2E" border="1"
! rowspan=2 | Title<br /><small>(followed by original title)</small>
! colspan=3 | Platforms of release
|-
! width=25% | In Japan
! width=25% | In North America
! width=25% | In the PAL region
|-
| ''[[Dragon Warrior]]''<br /><small>''Dragon Quest''</small>
| [[Nintendo Entertainment System|Famicom]] (''1986''), [[MSX]] (''1986''), [[Super Nintendo Entertainment System|Super Famicom]] (''1993''), [[Game Boy Color]] (''1999''), [[Satellaview]] (''1998''), [[Mobile game|Mobile phone]] (''2004'')
| Nintendo Entertainment System|NES (''1989''), Game Boy Color (''2000'')
| not released
|-
| ''[[Dragon Warrior II]]''<br /><small>''Dragon Quest II: Akuryo no Kamigami''</small>
| Famicom (''1987''), MSX (''1987''), Super Famicom (''1993''), Game Boy Color (''1999''), Mobile phone (''2008'')
| NES (''1990''), Game Boy Color (''2000'')
| not released
|-
| ''[[Dragon Warrior III]]''<br /><small>''Dragon Quest III: Soshite Densetsu e…''</small>
| Famicom (''1988''), Super Famicom (''1996''), Game Boy Color (''2000'')
| NES (''1991''), Game Boy Color (''2001'')
| not released
|-
| ''[[Dragon Warrior IV]]''<br /><small>''Dragon Quest IV: Michibikareshi Monotachi''</small>
| Famicom (''1990''), [[PlayStation]] (''2001''), [[Nintendo DS]] (''2007'')
| NES (''1992''), Nintendo DS (''2008'', as ''[[Dragon Quest IV: Chapters of the Chosen]]'')
| Nintendo DS (''2008'')
|-
| ''[[Dragon Quest V]]''<br /><small>''Dragon Quest V: Tenkū no Hanayome''</small>
| Super Famicom (''1992''), [[PlayStation 2]] (''2004''), Nintendo DS (''2008'')
| Super Nintendo (cancelled), Nintendo DS (''2009'', as ''[[Dragon Quest V: Hand of the Heavenly Bride]]'')
| Nintendo DS (''2009'')
|-
| ''[[Dragon Quest VI]]''<br /><small>''Dragon Quest VI: Maboroshi no Daichi''</small>
| Super Famicom (''1995''), Nintendo DS (''TBA'')
| Super Nintendo (cancelled, was scheduled to be released as ''Dragon Warrior V'' by [[Enix America Corporation]]), Nintendo DS (''TBA'', as ''[[Dragon Quest VI: Realms of Reverie]]'')
| Nintendo DS (''TBA'')
|-
| ''[[Dragon Warrior VII]]''<br /><small>''Dragon Quest VII: Eden no Senshi-tachi''</small>
| PlayStation (''2000'')
| PlayStation (''2001'')
| not released
|-
| ''[[Dragon Quest VIII: Journey of the Cursed King]]''<br /><small>''Dragon Quest VIII: Sora to Umi to Daichi to Norowareshi Himegimi''</small>
| PlayStation 2 (''2004'')
| PlayStation 2 (''2005'')
| PlayStation 2 (''2006'')
|-
| ''[[Dragon Quest IX: Hoshizora no Mamoribito]]''
| Nintendo DS (''2009'')
| Nintendo DS (''TBA'')
| Nintendo DS (''TBA'')
|-
| ''[[Dragon Quest X]]''
| Nintendo Wii (''TBA'')
| Nintendo Wii (''TBA'')
| Nintendo Wii (''TBA'')
|}
 
===Spin-offs===
 
The franchise also includes several spin-off series, including ''[[Dragon Quest Monsters]]'' and ''[[Slime MoriMori Dragon Quest]]'', as well as arcade games like the Japanese game ''[[Dragon Quest: Monster Battle Road]]''.[20] Several games in both the Mystery Dungeon and Itadaki Street series have characters from the ''Dragon Quest'' games.
 
In 1993, Chunsoft created a Super Famicom game in Japan for [[Taloon|Torneko]](トルネコ, ''romanized as Torneco'')[21], or Taloon, a fictional character first appearing in ''Dragon Warrior IV''.[23] The game, titled ''[[Torneko no Daibōken: Fushigi no Dungeon]]'' which loosely translates to ''Torneco's Great Adventure: Mysterious Dungeon'', was a roguelike which continued Torneko's story from ''Dragon Quest IV'', where he wished to make his store grow even further by venturing into mysterious dungeons and getting more items for stock. It was very successful, both on namesake and quality. A direct sequel to ''Torneco no Daibouken'' came out in Japan and the United States in 2000 called ''[[Torneko: The Last Hope]]''. This game was very similar to the first, but it is considered much easier by comparison.[23] It was received well enough in Japan to warrant a third direct sequel, on the PlayStation 2, titled ''[[Torneco no Daibouken 3: Fushigi no Dungeon]]''. Both the second and third Torneko games were also ported to the Game Boy Advance. Following the success of Torneko, many other Fushigi no Dungeon games were published by various companies (most of which developed by Chunsoft), among the best known are Chocobo no Fushigina Dungeon and Nightmare of Druaga: Mysterious Dungeon.
 
Three spin-offs are played by physically swinging a controller using it as a sword to slash enemies among other things. ''[[Kenshin Dragon Quest]]'' is a stand alone game which comes with the a toy sword as the controller, and a toy shield containing the game's hardware.[24] ''[[Dragon Quest Swords]]'' is an exclusive Wii title which uses the motion sensing abilities of the Wii Remote similarly. Finally, a card-based arcade game, known as ''[[Dragon Quest: Monster Battle Road]]'' and developed by Level-5, was released exclusively in Japan.[25]
 
{| style="width:100%; height:100px; border:1px solid #E42E2E" border="1"
! rowspan=2 | Title<br /><small>(followed by original title)</small>
! colspan=3 | Platforms of release
|-
! width=25% | In Japan
! width=25% | In North America
! width=25% | In the PAL region
|-
| ''[[Dragon Warrior Monsters]]''<br /><small>''Dragon Quest Monsters''</small>
| [[Game Boy Color]] (''1998''), [[PlayStation]] (''2002''), [[Mobile game|Mobile phone]] (''2002'')
| Game Boy Color (''1999'')
| Game Boy Color (''1999'')
|-
| ''[[Dragon Warrior Monsters 2|Dragon Warrior Monsters 2: Cobi's Journey]]''<br /><small>''Dragon Quest Monsters 2: Ruka's Journey''</small>
| Game Boy Color (''2001''), PlayStation (''2002'')
| Game Boy Color (''2001'')
| not released
|-
| ''[[Dragon Warrior Monsters 2|Dragon Warrior Monsters 2: Tara's Adventure]]''<br /><small>''Dragon Quest Monsters 2: Iru's Adventure''</small>
| Game Boy Color (''2001''), PlayStation (''2002'')
| Game Boy Color (''2001'')
| not released
|-
| ''[[Dragon Quest Monsters: Caravan Heart]]''
| [[Game Boy Advance]] (''2003'')
| not released
| not released
|-
| ''[[Dragon Quest Monsters: Joker]]''
| [[Nintendo DS]] (''2006'')
| Nintendo DS (''2007'')
| Nintendo DS (''2008'')
|-
| ''[[Torneko no Daibōken: Fushigi no Dungeon]]''
| [[Super Famicom]] (''1993'')
| not released
| not released
|-
| ''[[Torneko: The Last Hope]]''<br /><small>''Torneko no Daibōken 2: Fushigi no Dungeon''</small>
| PlayStation (''1999''), Game Boy Advance (''2001'')
| PlayStation (''2000'')
| not released
|-
| ''[[Dragon Quest Characters: Torneko no Daibōken 3|Torneko no Daibōken 3: Fushigi no Dungeon]]''
| [[PlayStation 2]] (''2002''), Game Boy Advance (''2004'')
| not released
| not released
|-
| ''[[Dragon Quest: Shōnen Yangus to Fushigi no Dungeon|Shōnen Yangus to Fushigi no Dungeon]]''
| PlayStation 2 (''2006'')
| not released
| not released
|-
| ''[[Slime MoriMori Dragon Quest: Shōgeki no Shippo Dan]]''
| Game Boy Advance (''2003'')
| not released
| not released
|-
| ''[[Dragon Quest Heroes: Rocket Slime]]''<br /><small>''Slime MoriMori Dragon Quest 2: Daisensha to Shippo Dan''</small>
| Nintendo DS (''2005'')
| Nintendo DS (''2006'')
| Nintendo DS (''2007'')
|-
| ''[[Kenshin Dragon Quest: Yomigaerishi Densetsu no Ken]]''
| [[Handheld TV game|Television Game]] (''2003'')
| not released
| not released
|-
| ''[[Dragon Quest Swords: The Masked Queen and the Tower of Mirrors]]''<br /><small>''Dragon Quest Swords: Kamen no Joō to Kagami no Tō''</small>
| [[Wii]] (''2007'')
| Wii (''2008'')
| Wii (''2008'')
|-
| ''[[Itadaki Street#Itadaki Street Special|Dragon Quest & Final Fantasy in Itadaki Street Special]]''
| PlayStation 2 (''2004'')
| not released
| not released
|-
| ''[[Itadaki Street#Itadaki Street Portable|Dragon Quest & Final Fantasy in Itadaki Street Portable]]''
| [[PlayStation Portable]] (''2006'')
| not released
| not released
|-
| ''[[Itadaki Street#Itadaki Street DS|Itadaki Street DS]]''
| Nintendo DS (''2007'')
| not released
| not released
|-
| ''[[Dragon Quest: Monster Battle Road]]''
| [[Arcade Game]] (''2007'')
| not released
| not released
|-
| ''[[Dragon Quest: Monster Battle Road|Dragon Quest: Monster Battle Road II]]''
| Arcade Game (''2009'')
| not released
| not released
|}


==Common Elements==
October of that same year would see Horii and Nakamura travel to the [https://www.apple2history.org/appendix/ahb/ahb3/ Applefest], along with Enix director [[Yukinobu Chida]]. It was here that all three men would first encounter the concept of the RPG genre through the titles [[Wikipedia:Ultima I|Ultima]] and [[Wikipedia:Wizardry: Proving Grounds of the Mad Overlord|Wizardry]]. The younger men quickly became enamored with the two titles, having never encountered games where success was dependent on the player's strategy rather than quick reflexes, and upon returning to Japan Horii would purchase a compatible machine to play the games. Concurrent to this was the release of the {{Famicom}} in July of '83, which quickly made waves in the consumer electronics industry as an affordable alternative to the traditional computer. Enix would experiment with the new hardware by publishing a port of ''Portopia'' programmed by Namakura and marked the first time that he and Horii collaborated on commercial software.


===Gameplay===
The porting process of the mystery game laid the groundwork for the [[Command menu|command menu]] that would be the cornerstone of ''Dragon Quest's'' user interface. ''Portopia'' required players to type out commands on a keyboard in order to interact with the software, but this was impossible on the four-button controller of the Famicom. Instead players would maneuver through the game via a list of commands that appeared from a drop-down menu upon pressing the A button, which listed every action the protagonist of the game could take and insured that the player would not get stuck due to forgetting the commands for key actions. This user interface method was actually first used in ''[[The Hokkaidō Serial Murder Case: The Okhotsk Disappearance]]'' (オホーツクに消ゆ), released in 1984, but is commonly attributed to the Famicom version of ''Portopia'' due to the greater number of units sold.


The game player's party walks into a town and buys weapons, armor, and items in order to defeat monsters easily. When the player's party is out of the town, the party is vulnerable to random monster attacks. When players encounter monsters, they have several options from which to choose through menus. The player can attack and defeat the enemy with weapons, magic, or items. The player can also attempt to run away from the fight. However, this option is not available during a boss battle. After a player wins a battle by defeating all the monsters, the player's party members gain experience points (EXP) in order to gain new levels. When a certain character gains a new level, the [[Stats in Dragon Quest|stats]] of the character are upgraded.[26]
Released on November 29 1985, the Famicom iteration of ''Portopia'' stood out among the plethora of action titles the console had become known for due to it's focus on story and deductive reasoning, providing a distinctly unique type of challenge then what the average consumer had experienced up to that point. Sales of ''Portopia'' were also aided by the explosive popularity of [https://en.wikipedia.org/wiki/Super_Mario_Bros. ''Super Mario Bros''], released earlier that year on September 13. The Italian adventure drove the sales of the hardware through the roof and confirmed that console-based video games were not a passing fad, with the combination of their own dark horse title's success and the growing market created by ''Super Mario Bros.'' encouraging Horii and Nakamura to bring the RPG genre they loved to the Famicom.  


To save one's progress, the player generally must visit a church or House of Healing and talk to a priest or nun. In the first three games of the main series, saving was accomplished by talking to a king or queen[26], with the exception of ''Dragon Quest'' and ''Dragon Quest II'' in Japan, which used a password system.[27] If the player's party dies in battle, the group will lose half of their gold and the leader of the party warps back to the nearest church. The leader then needs to pay a priest to revive his/her party members. More recent games in the series have banks in many towns that allow the player to store gold, which prevents it from being lost when the party dies.
Formal development on the title began the same month of November through Nakamura's development studio [[Chunsoft]], with a staff of five men over a span of five months<ref>https://web-archive-org.translate.goog/web/20100614061622/http://plaza.bunka.go.jp/museum/meister/entertainment/vol2/?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=no</ref>. The goal of the project was to combine the best aspects of computer RPGs while also streamlining the obtuse gameplay systems that prevented the genre from reaching a wider audience; even ''Ultima'' and ''Wizardry'' were only able to sell approximately 20K and 24K units in 1982<ref>https://archive.org/details/cgw_6/page/n3/mode/2up</ref>. To this end it was decided that the game would utilize the bird's eye view world map of ''Ultima'' for it's own field screen as well as in dungeons, giving players more spacial awareness than the first-person dungeons that were the genre standard at the time. Owing to the praise of the system in ''Okhotsk'' and the Famicom ''Portopia'', the command menu was also applied to the game and written in the simplest terms to make it clear to players what actions he or she could perform at any time<ref>In the 8-bit original these actions are TALK, SPELL, STATUS, ITEM, STAIRS, DOOR, SEARCH, & TAKE</ref>. In addition, the dialogue of the game was written in such a way for the player to deduce how to progress through the adventure simply by talking to the cast of characters. Said dialogue was often humorous in a way not commonly seen in games at the time, such as the [[Puff-Puff]] scene of Kol, thus injecting a strong sense of personality into the scenario and contrasting the other RPGs that focused exclusively on combat and exploration. Granting the player the option to not rescue Princess Gawelin and to accept the Dragonlord's ominous offer of half the world also added a high degree of player agency, aiding in the immersion into the game's world.


''Dragon Warrior III'', ''Dragon Quest VI'', and ''Dragon Warrior VII'' feature several classes to choose for the party members.[8] Each of these installments possesses its own particular set of classes.  Typical classes include the Cleric / Priest / Pilgrim, Fighter, Hero, Jester / Goof-Off, Thief, Warrior / Soldier and Wizard / Mage[28][29]. ''Dragon Quest VI'' includes two monster classes[30], and ''Dragon Warrior VII'' includes dozens.[31]
The greatest challenge in the game's development was working with in the confines of the 64 kilobyte ROM capacity, which necessitated the truncating of several aspects to fit the project into the cartridge. This included the scrapping of the traditional party of heroes for a single player character, limiting the selection of items to just 15, and only being able to display a single enemy in battle<ref>なぜなら、第1作をつくるときは本当にやりたかったことをいろいろ切り捨てたんですよ。なにしろ64キロバイトしかないので、やりたいことがすべてできたわけではないんです。パーティーも1人しかできない。アイテムは15種類しかない。モンスターもこれしか出せない。こうした制約のなかでおもしろいエッセンスだけを抽出して制作したので、逆にファミコンがどんどん進化して容量が増えるにしたがって、入れたかった要素を足していったんです。だからつくっていて楽しかったですね。</ref>. Even the language of the game was affected, limited to a mere 18 katakana instead of the full set of 50 to display the text<ref>Only イ、カ、キ、コ、シ、ス、タ、ト、ヘ、ホ、マ、ミ、ム、メ、ラ、リ、ル、レ、ロ、and ン are in the game, with the hirugana characters ヘ and り also being used due to taking up less memory than their katakana counterparts</ref>, and the exclusion of sprites showing characters walking from side to side and thus having the cast always face the player even while moving. Animation for monsters was also excluded due to this limited space, with the compromise being that the screen would shake when the player is attacked.


===Monsters===
Special consideration was given to younger players, whom Horii knew would have no familiarity with RPGs at all. To this end the opening portion of the game was crafted so that the player would stand in the throne room of Tantagel castle: in order to progress from this screen, the player will have to speak to King Lorik, open a treasure chest to retrieve a key and use it to open the chamber door, and then use the stairs command to descend to the ground floor of the castle―every action necessary to traverse the game's overworld is conveyed to the player in a single, unobtrusive moment<ref>「戦って強くなっていくんだよ」「文字でやりとりしながら物語を体験するゲームだよ」と言うと、じつは子どものほうが興味をもつし、たとえ難しかったとしても、それを「おもしろい」と言ってくれましたね。『ドラクエ』を出すまではアクションゲームが主流だったので、どうなるのかなあという気持ちはありました。そのために、とっつきやすくなるような工夫はいっぱいしましたけどね。まずゲームの最初は、王様の部屋にとじこめられていて、とりあえずコマンドをいろいろ入れないと出られない。でも部屋を出たときには、宝箱をあけて、人と話して、ドアを開けて、階段を降りるといった、ゲームに必要なコマンドをだいたい覚えられるようにしたんです。</ref>. To teach younger players the importance of leveling up and becoming stronger, the threshold for reaching level 2 was dropped from 20 experience points to just 7<ref>戦闘になれば、相手が襲ってくるので「たたかう」を押していればいい。そうすれば経験値があがって、レベルアップして、どんどん強くなっていく。早い段階ですぐレベルアップするようにして、強くなることが気持ちいいっていう感覚を味わってもらいたかった。</ref>. In addition the penalties for losing a battle were greatly reduced compared to computer RPGs, with players only losing half their gold and being sent back to King Lorik instead of suffering a game over that voided all of their gold and experience points and thus wasting the time spent playing the game<ref>HIPPON SUPER編集部・編『ドラゴンクエストIV MASTER'S CLUB』(JICC、1990年)pp.4-9 堀井雄二インタビュー</ref>. The presence of the status screen was implemented at Yukinobu Chida's request, who insisted that all information pertaining to the Hero's capability be conveyed to the player when it was obscured in computer RPGs. His basis for this argument was an incident after the Famicom release of ''Portopia'', where elementary-aged children called Enix to ask for tips. Chida could overhear the children happily chatting with the Enix representatives during these calls, leading him to conclude that video games were not just entertainment, but a communication tool for people. As such he insisted that the Hero's capabilities be displayed via the status command, certain that children would discuss which areas of the game could be explored at a given level and thus increase the word of mouth amongst the target demographic<ref>PCでのRPGのプレイに慣れていた堀井や中村は、開発中の『ドラゴンクエスト』のレベル表示について「レベルの強さはいつでもコマンドで見られる」「自分が今レベルいくつかはだいたい分かる」と主張し、ウインドウ内の表示を出来るだけ少なくして、画面を見やすくすることを提案した。しかし、それに対して千田は「レベル表示は絶対必要だよ」と反論。千田の弁によると、『ポートピア連続殺人事件』が発売されたばかりの頃、エニックスに小学生のプレイヤーから質問の電話がかかってきて、電話の向こうでわいわいとにぎやかに楽しんでいる声が聞こえてきたという。それを体験した千田は、「ファミコンはパソコンのようにひとりで遊ぶゲームではない」「ゲームセンターのようにみんなでワイワイやりながら遊ぶ、パソコンとは異なるコミュニケーションメディアだ」と力説。それを聞いた堀井と中村は、「なるほどコミュニケーションメディアですね」と返答し、その提案を受け入れることになった。Source: ドラゴンクエストへの道 page 129~133 ISBN 978-4-9005-2726-3</ref>.


The series features several recurring monsters, such as Slimes, Drackies, Shadows, Mummies, Trick Bags, and Dragons.[32][33][34] Many of the monsters have been designed by Akira Toriyama. Many of the ''Dragon Quest'' monsters have been featured in the ''Dragon Quest Monsters'' series of games, which allows the player to catch monsters and use them in battle. This idea was also used in ''Dragon Quest V'', although humans fight in battle as well.
Chida was also responsible for involving maestro [[Kōichi Sugiyama]] with the project. Sugiyama had witnessed the emergence of technology in the music industry over his career and became interested in computers as a result, purchasing a PC-8801 in the early 80's to experiment with and subsequently developing a hobby for playing games. An Enix title called ''Kazuo Morita's Shogi'' (森田和郎の将棋) caught his interest at one point, and Sugiyama filled out the customer feedback questionnaire in a cheeky manner for fun. Leaving the card on his desk as he left  for other business, his wife Yukiko would slip it into the family mailbox as she stepped out to go grocery shopping<ref>"(笑)。そのアンケートはがきには 「終盤は強いけど、序盤の駒組みがイマイチ」みたいに、 ちょっと生意気なことを書いて、 そのままほったらかしにしておいたんです。 そしたら、たまたまうちのカミさんが それを見つけて、買い物に行く途中に ポストに放り込んだみたいなんです。" https://archive.fo/pz7E3</ref>. The questionnaire was presented to Chida, who was shocked to see that the celebrity had written his answers in hiragana like an elementary school student, and an Enix representative was quickly dispatched to Sugiyama's home to negotiate a working contract for the company: Sugiyama was officially hired on to compose the music for ''Wingman 2: The Resurrection of Kitaklar'' (ウイングマン2 -キータクラーの復活).  


The official mascot of the Dragon Quest series is the [[Slime]]. A Slime is a small blob with a face, shaped like water droplet. It has appeared in every Dragon Quest game and it is usually one of the first monsters the player encounters.[35] The Slime's popularity has netted it two spin-offs: ''Slime MoriMori Dragon Quest'' and ''Dragon Quest Heroes: Rocket Slime''. They also make a significant showing in the Japanese manga and two-episode anime Dragon Half.
As ''Dragon Quest'' was in development at the same time as ''Wingman 2'', Chida proposed having Sugiyama compose the music for the title as well as he felt the score provided by Chunsoft was inadequate. This decision was met with harsh resistance by Nakamura and Chunsoft though, as the group of men in their 20's were certain that a man in his 50's would not be able to write suitable music for a video game. Horii was not opposed to Sugiyama's involvement however, and he and Chida would act as intermediaries until an agreement could be reached. Sugiyama himself dissolved the tension by speaking casually to Chunsoft of the times he would drive to Yokohama after work just to play pinball, his obsessions with backgammon, and other anecdotes. The programmers would relent, coming to see Sugiyama as a fellow gamer who just happened to be a tad older<ref>ニンテンドードリーム2005年11月号</ref>. The actual production of the game's soundtrack took one week to complete, with Sugiyama giving special attention to the overworld and battle themes due to how often the player is bound to hear them<ref>すぎやまこういち VS 田尻智」『ドラゴンクエストIV マスターズクラブ』JICC出版局、1991年2月10日、13頁。ISBN978-4-7966-0084-2。</ref>.


===Erdrick/Loto===
Development became a whirlwind of balancing adjustments near the end based on feedback provided by play testers, leading to the game's release being pushed back by one week. The changes were so drastic that monster behavior was completely restructured from the ground up, effectively leaving Chunsoft to reprogram half of the game all over again. The Hero himself was also rebalanced as he was deemed to be lagging too far behind the strength of the monsters after level 15<ref>Source: ドラゴンクエストへの道 page 234 ISBN 978-4-9005-2726-3</ref>.
''see also: [[Erdrick]]''


'''Erdrick''', also known as '''Roto''' in Japan or '''Loto''' in the North American localization of the Game Boy Color remakes of the first three games, is a legendary hero from the ''Dragon Quest'' series. The first three ''Dragon Quest'' games make up the "Erdrick trilogy", all being connected to the legend of Erdrick. He is known in the game as the hero who freed Alefgard from darkness.[36] The name Erdrick was first mentioned in the English localization, Dragon Warrior in which the player is referred to as Erdrick's descendent.[37] Erdrick’s legend was completed with the 1991 release of ''Dragon Warrior III''.
While busy developing on the game, Horii was still taking freelance work as a writer and was working on the ''Famicom Shinken'' section of Weekly Shonen Jump magazine under the pen name of Emperor Yu (ゆう帝). ''Famicom Shinken'' was the video game section of the magazine, created by editor [[Kazuhiko Torishima]]. Horii and Torishima met years prior when introduced by their mutual friend [https://ja.wikipedia.org/wiki/%E3%81%95%E3%81%8F%E3%81%BE%E3%81%82%E3%81%8D%E3%82%89 Akira Sakamura] and quickly became friends themselves, which led to Torishima learning of the development of ''Dragon Quest'' in passing. This was the news the editor needed to hear, as Shonen Jump was struggling to compete with rival magazine [https://en.wikipedia.org/wiki/CoroCoro_Comic CoroCoro comics] when it came to video game coverage, and being able to use ''Famicom Shinken'' to provide coverage on the development of a brand new title would give Jump an unprecedented advantage. Torishima convinced the skeptical management of Shonen Jump to provide page space for the unreleased and experimental title in the magazine, using his authority as the editor of [[Akira Toriyama]] to assign the rising star artist to the project as chief illustrator. The game's title screen was designed by [https://ja.wikipedia.org/wiki/%E3%83%89%E3%83%A9%E3%82%B4%E3%83%B3%E3%82%AF%E3%82%A8%E3%82%B9%E3%83%88%E3%82%B7%E3%83%AA%E3%83%BC%E3%82%BA Kazuo Enomoto], also a Shonen Jump employee, who suggested adding the silhouette of the dragon to the logo due to being in the game's title and the importance of the beasts in the game's setting. As Enomoto did not know what an RPG was at the time, he used films as a point of reference and created a title screen that resembles a wide-screen lens to replicate the cinematic effect.


In ''Dragon Warrior'', Erdrick was the ancestor of the [[Hero (Dragon Warrior)|Hero]]. The Hero follows in the footsteps of Erdrick to ultimately reach the [[Charlock Castle]] and confront the [[Dragonlord]]. In ''Dragon Warrior II'', the heroes are descendants of Erdrick, and also of the Hero from ''Dragon Warrior''.[38][39] They explore the expanded world of Torland, including Alefgard as seen in the first game. At the end of ''Dragon Warrior III'', the King of Alefgard bestows upon the [[Erdrick|Hero]] "the Order of Erdrick", the country’s highest honor reserved only for true heroes. While this implies Erdrick is merely a title, it is possible to name the Hero Erdrick at the beginning of ''Dragon Warrior III'' if a space is added at the end when naming the hero. In ''Dragon Warrior III'', the origins of the hero Erdrick are revealed; therefore, the chronological order of the first three games is ''Dragon Warrior III'', ''Dragon Warrior'', and then ''Dragon Warrior II''.[40] This chronology is further evidenced in the naming of the hero's weapon, armor and shield. After the events of ''Dragon Warrior III'', the hero's armaments are renamed as the Erdrick (or Loto) Sword and Armor in ''Dragon Warrior'' and ''Dragon Warrior II''.
''Dragon Quest'' would first be shown to the world in the February 11, 1986 issue of Shonen Jump, which continued providing behind the scenes coverage of the game until it's May 27 release.


The Hero, originally known as Erdrick to many English-speaking players, is also known by two other names. In the original Japanese language games, Erdrick is known exclusively by the name '''Roto''', which is also used by some import gamers. Another romanization of the name is '''Loto''', which was used in place of Erdrick when [[Enix America, Inc.]] re-released ''[[Dragon Warrior I&II|Dragon Warrior, Dragon Warrior II]]'', and ''[[Dragon Warrior III]]'' on the Game Boy Color. This was most likely used because the Japanese character (ロ) is not strictly an R or an L sound, but lies somewhere in between. Therefore it is properly transliterated either way.
==Legacy==
===Influence on the Video Game Industry===
[[File:DQI + II Hero.png|right|thumb|''Dragon Quest'' allowed players to assume the role of a {{Hero 1}} and live out his adventure.|200px]]
Before the release of ''Dragon Quest'', the video game marketplace consisted of fast-paced, reflex dependent action titles. The majority of these were originally developed as arcade quarter-munchers, and retained the immense difficulty of such even when ported to a home console. Storytelling was sparse, if text was even programmed into a game, and titles relied on the player's imagination to fill in the gaps.


In the original Final Fantasy, Square parodies Dragon Warrior by displaying a grave for Erdrick in the town of Elfland.[41] In retaliation, Enix hid a Cid grave in ''Dragon Quest III''. A parody of Erdrick's sword is wielded by Gilgamesh in Final Fantasy XII: it is referred to as the "Wyrmhero Blade" (In the Japanese version, it is called "Tolo Sword").
When [[Yuji Horii]]'s dream project proved to be a smashing success, the entire perception of what a video game could be changed. Countless RPGs flooded store shelves to cash in on the newfound hype surrounding the genre, and action titles began to experiment with deeper plotlines and character interaction instead of merely pushing level complexity.


===Zenithia===
A humble title from a small publishing company changed everything for games.
''see also: [[Zenithia]]''


'''Zenithia''', also called '''Zenith Castle''' or simply '''Zenith''', is the name of a fictional sky castle from the series. The first appearance is in ''Dragon Warrior IV'', and the castle is one of several elements from ''Dragon Quest IV'', ''V'', and ''VI'' which suggest the three games are linked as a trilogy; this group is often called the Tenkū (Japanese for Heaven), or the Tenkū no Shiro (Castle in the Sky) trilogy.[42][43] Yūji Horii explained that the trilogy was never intended: "Each ''Dragon Quest'' title represents a fresh start and a new story, so I don't see too much of a connection between the games in the series. I guess it could be said that the imagination of players has brought the titles together in a certain fashion."[44]
===Remakes===
{{Main|Dragon Quest I & II}}


In ''Dragon Warrior IV'', Zenithia can be accessed by climbing the [[Zenithian Tower]] near [[Gottside]], which goes as far up to the sky. It is directly above the entrance to the [[Nadiria|world of darkness]]. In ''Dragon Quest V'', Zenithia has fallen into a lake south of Elheaven. This happened when the Golden Orb, half of a set of magical orbs that supported the castle in the sky, fell from its place. Once recovered and returned to [[Master Dragon]], Zenithia will rise again. This time, the castle can move freely around the sky. In ''Dragon Quest VI'', Zenith Castle is sealed away by Demon Lord Durran, and a giant hole is left behind in its place in the Dream World. After the Dream World returns to its natural state, Zenith Castle is the only part of it that can still be seen floating above the real world. A castle in the ''Dragon Warrior III'' remakes for Super Famicom/Game Boy Color is also called Zenith, though the layout differs from the castle from the Tenku series.[45]
Being the original game in the series, ''Dragon Quest'' has been remade and re-released on a variety of different platforms; most notably for the Super Famicom. Most of the remakes feature localizations which differ from the original, as well as additional features such as an item/gold vault and streamlined menu system. Other changes include tweaks to the leveling system to make it easier to gain levels without excessive [[grinding]]. Most fans consider almost all remakes to be easier than the original release for this reason. See [[List of version differences in Dragon Quest I]] for a listing of version differences.


Square Enix has released the Celestial Sword (the Zenithian Sword) and Sword of Ramias as part of their Dragon Quest Legend Items series - miniature collectible toy replicas of artifacts from the Dragon Quest universe.
Note that only some of the remakes have been released outside of Japan.  For a full list of releases and dates, visit [[List of games]].


==Music==
===Broadcast Satellaview version===
A special free version of the game known as ''[[BS Dragon Quest]]'' was available to play on the [[Satellaview]] peripheral during the early months of 1996. This version of the game used the art assets of the 16-bit remake, included voiced dialog for additional scenes, and additional features not seen in any other version since.


Several albums of ''Dragon Quest'' music has been released since the original game was made, the first coming out in 1986, based on ''Dragon Quest's'' music.[46] Each of the ''Dragon Quest'' soundtracks have been composed and arranged by Koichi Sugiyama, who has also composed the music for the games. Since then, an album with the game's title and "Symphonic Suite" has been released for each game in the main series. Aside from the main series of soundtracks, other compilations of ''Dragon Quest'' music have been made, such as ''Dragon Quest Game Music Super Collection Vol. 1''.[47] Many of the soundtracks songs are performed by the London Philharmonic, such as ''Symphonic Suite Dragon Quest Complete CD-Box''.[48] With a few of the soundtracks, a second disc with the original game music is included, like with the original ''Dragon Quest VI'' soundtrack.[49]
===Sequels===
''Dragon Quest'' was closely followed by {{DQ2}} which met with similar success. ''Dragon Quest II'' featured the same timeline and setting as the original, a concept which was further extended into {{DQ3}}. Together, the first three games comprise what is known as the [[Erdrick trilogy]].  All three games were designed for the Famicom/NES and share similar artistic styles.


In 2003, SME Visual Works released ''Symphonic Suite Dragon Quest Complete CD-Box'', a box set featuring music from the first seven ''Dragon Quest'' games.[48] Each of the seven discs is broken up by where the music is played in the games. Disc one, for example, has the opening overture song from each of the ''Dragon Quest'' games, whereas disc six features all the battle songs.
===Recurring monsters===
As the first game in the series, ''Dragon Quest'' introduced several monsters that proved instant favorites among fans. In particular, the [[Slime]], [[Dracky]], and [[Chimaera]] are featured in almost every other game in the main series and spinoffs.


''Dragon Quest'' is such a cultural phenomenon in Japan that there are live-action ballets, the ''Dragon Quest'' series being the first video game to inspire a ballet,[50][51] musical concerts, and audio CDs based on the ''Dragon Quest'' universe.[6] It was the first video game series to have its music performed live by an orchestra.[52] Since 1987, music from ''Dragon Quest'' has been performed annually in Japanese concert halls.[53]
==Credits==
{| class="wikitable sortable"
|+ Original Famicom version
! Role
! Staff
|----------
| Scenario writer
| [[Yuji Horii]]
|----------
| Character design
| [[Akira Toriyama]]
|----------
| Music composer
| [[Kōichi Sugiyama]]
|----------
| rowspan="3 | Programming
| Koichi Nakamura
|-
| Koji Yoshida
|-
| Takenori Yamamori
|----------
| CG design
| Takashi Yasuno
|----------
| Scenario assistant
| Hiyoshi Miyaoka
|----------
| rowspan="2" | Assistant
| Rika Suzuki
|-
| Tadashi Fukuzawa
|----------
| Title screen design
| Kazuo Enomoto
|----------
| Instruction manual illustrator
| Takayuki Doi
|----------
| Special thanks
| Kazuhiko Torishima
|----------
| Director
| Koichi Nakamura
|}
==Trivia==
[[File:Dragon Quest jp manual art.png|right|border|325px]]
* Although the [[iron helmet]], [[leather hat]], and helm of [[Ortega]] are featured in official illustrations, there is no equipment slot for helmets.
* In the original versions, there are special menu commands to climb stairs and open chests (done automatically in later games), and in the Japanese version to select directions for certain commands, since characters do not have facings in these versions.
* The Japanese Famicom and MSX versions of this game (and {{DQ2}}) have a [[Spell of Restoration|Spell of Health Multiplication]] (password system), in place of the "Imperial Scrolls of Honor" (battery save system). The password does not save current {{HP}} and {{MP}}, or the contents of the chests. So all of these will be reset on a reload.
* Whether a treasure chest has been opened or not is never recorded.  By reloading the game, you can collect a chest multiple times.
* The [[Game Boy]] Color release changed several character and town names to more closely match the Japanese text.
* A recolor of Erdrick's Sword appears in ''Final Fantasy XII'', named Tournesol and used by the optional boss Gilgamesh.


==Manga and Anime==
==Soundtrack==
[[Kōichi Sugiyama]] served as composer for the soundtrack. He would go on to write most of the music for the entire Dragon Quest series.  ''Dragon Quest I's'' symphonic suite was bundled with ''Dragon Quest II's'' symphonic suite and a disc of original compositions as ''Dragon Quest in Concert''. Here is the track listing for the ''Dragon Quest I'' portion of that release:


* [[Dragon Quest: Abel Yuusha]] — loosely based on ''Dragon Quest III'', 43 episodes (known as Dragon Warrior in the United States with 13 dubbed episodes)  
#[[Overture]] March (序曲/''Overture'') (3:59)
* [[Dragon Quest: Dai no Daibōken]] — Original story, 37 volumes, 46 episodes, 3 movies
#Château Ladutorm (ラダトーム城/''Castle Ladutorm'') (3:25)
* [[Dragon Quest: Emblem of Roto]] — takes place 100 years after ''Dragon Quest III'', 21 volumes, movie
#People (街の人々/''People of the Town'') (3:36)
* [[Dragon Quest: Princess Alena]] — based on ''Dragon Quest IV''  
#Unknown World (広野を行く/''Going to the Plain'') (2:07)
* [[Dragon Quest: The Heaven Saga]] — based on ''Dragon Quest V''  
#Fight (戦闘/''Fight'') (2:12)
* [[Dragon Quest: Maboroshi no Daichi]] — based on ''Dragon Quest VI''  
#Dungeons (洞窟/''Cave'') (3:40)
* [[Dragon Quest: Warriors of Eden]] — based on ''Dragon Quest VII''
#King Dragon (竜王/''King Dragon'') (3:08)
* [[Dragon Quest Monsters +]] — based on ''Dragon Quest Monsters'', 5 volumes by Mine Yoshizaki[54]
#Finale (フィナーレ/''Finale'') (2:40)
* There are two manga series' based on the Slime for children[54]
* In 1989, a manga was published by Enix called ''Dragon Quest Monster Story''.[54] This book featured short stories about various ''Dragon Quest'' monsters and came with a poster that featured the "families" of monsters.
Additionally, ''Dragon Quest e no Michi'' ("The Road to ''Dragon Quest''") is a manga book based on the creators of Dragon Quest published by Enix.[5] The one volume manga was produced by Ishimori Productions, a company famous for creating manga based on famous people and businesses. Released in 1990, the manga stars Yujii Hori, Koichi Nakamura (main programmer), Koichi Sugiyama, Akira Toriyama, and Yukinobu Chida (producer) and involves the creation of the series.[5]


From 1989 to 1990, an anime television series also aired, entitled ''Dragon Quest''.
==Gallery==
<center><gallery>
Dragon Quest 1 box.jpg|Famicom box art.
Dragon_Warrior_NES.png|NES box art.
DQ Famicom guide.png|Famicom guide.
Higuchi_Dragon_Quest.png|Adventure novel.
Shousetsu Dragon Quest.png|Novelization.
Dragon Quest Suite.png|Dragon Quest Suite.
DQI CD Theater.png|CD Theater.
DQ 4koma Gekijou Extra 9.png|4koma comics.
Dragon Quest NES Slime battle.png|Battle against Slime.
DQIGroupArt.png|
DQI iOS Android.png|iOS/Android.
DQI 25th Anniversary wallpaper.png|25th Anniversary wallpaper.
DW NES Characters.jpg|Characters. ({{NES}})
Adventure Time S6 Episode 30.png|Unnamed video game from ''Adventure Time'' S6 Episode 30 resembling the NES Version of ''Dragon Quest''.
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==Reception==
===Videos===
''see also: [[Worldwide Dragon Quest Sales]]''
{{Videos|The original TV commercial for ''Dragon Quest''.|{{#ev:youtube|D2ve2cpcLi4|340}}
 
|The original TV commercial for ''Dragon Warrior''.|{{#ev:youtube|1qL5_3EhqK8|340}}
''Dragon Quest'' is one of the most popular video game series in Japan.[1][2][55] All of the games in the main series as well as many spin-off games have sold over a million copies, some even selling over four million, and sell very quickly.[56] For instance, the remake of ''Dragon Quest V'' sold 1.3 million copies in Japan in its first two days, which is a very high number for a remake.[57] In 2006, Japanese gaming magazine Famitsu readers voted on the hundred best video games of all time. ''Dragon Quest III'' came in third, ''Dragon Quest VIII'' came in fourth, ''Dragon Quest VII'' came in ninth, ''Dragon Quest V'' came in eleventh, ''Dragon Quest IV'' came in fourteenth, ''Dragon Quest II'' came in seventeenth, ''Dragon Quest'' came in thirtieth, and ''Dragon Quest VI'' came in thirty-fourth.[58]
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The original ''Dragon Quest'' game is often claimed to be the birth of the console role-playing game, despite the fact that it borrows heavily from the Wizardry, The Black Onyx, and Ultima series, and many others consider Final Fantasy "more important."[3] However, ''Dragon Warrior'' was listed on GameSpot's list of the 15 most influential games of all time, and was called the "most influential role-playing game of all time" and that nearly all RPGs today have roots in its gameplay.[59] The ''Dragon Quest'' series was recognized by Guinness World Records with six world records in the Guinness World Records: Gamer's Edition 2008. These records include, "Best Selling Role Playing Game on the Super Famicon", "Fastest Selling Game in Japan", and "First Video Game Series to Inspire a Ballet".[60]
 
Although the series is a phenomenon in Japan, the games have never garnered as much attention in North America.[3] Although the first four games to come to America generally received good reviews, it was not until ''Dragon Warrior VII'' was released did Dragon Quest become critically acclaimed there.[3] One of the main aspects of the series that critics point out, either positively or negatively, is that the series "never strays from its classic roots".[55] Unlike other modern, complex RPGs, ''Dragon Quest'' retains the simple gameplay from the first game, which many critics find refreshing and nostalgic.[55][61][62] Other critics feel differently about the series, however, and claim that the story, characters, and gameplay have become boring and redundant over the years.[63][64]
 
==Notes==
 
1. Anoop Gantayat (2007). "Dragon Quest IX set for DS". http://ds.ign.com/articles/750/750590p1.html. Retrieved on September 10 2007. 
2. Jon Lindermann (2007). "Dragon Quest IX preview". http://www.nintendoworldreport.com/previewArt.cfm?artid=13469. Retrieved on September 10 2007. 
3. "The GameSpy Hall of Fame: Dragon Warrior". Gamespy. http://www.gamespy.com/articles/492/492001p1.html. Retrieved on May 29 2005. 
4. "The Designers Of Dragon Quest". IGN. http://ps2.ign.com/articles/379/379052p1.html. Retrieved on May 29 2005. 
5. "The Road to Dragon Quest". 2001. http://www.atarihq.com/tsr/books/fc/dqm.html. Retrieved on September 16 2007. 
6. Ed Lewis (2004). "The Dragon Quest Symphony". IGN. http://ps2.ign.com/articles/475/475818p1.html. Retrieved on May 29 2005. 
7. Nintendo Power volume 221. Future US, Inc. 2007. pp. 78–80. 
8. Philip Bloom (2006). "The History of Dragon Quest". http://www.rpgland.com/specialfeatures/dqhistory/historyofdragonquest.html. Retrieved on September 23 2007. 
9. "Interview with Yuji Horina on DQ 0". 2005. http://www.1up.com/do/previewPage?cId=3140772. Retrieved on September 24 2007. 
10. Bryan Boulette (2006). "Square Enix: Dinosaur or Leader". http://www.rpgamer.com/editor/2006/q3/080706aca.html. Retrieved on September 24 2007. 
11. Nich Maragos (2005-05-19). "Previews: Dragon Quest VIII". 1UP.com. http://www.1up.com/do/previewPage?cId=3140772. Retrieved on April 21 2007. 
12. "Interview with Yuji Horii at EuroGamer.com". 2007. http://www.eurogamer.net/article.php?article_id=62489. Retrieved on September 12 2007. 
13. Dragon Quest | Square Enix
14. "Dragon Quest - Zenithia Trilogy Announced For Nintendo DS". 2008. http://ds-x2.com/news/Dragon%2BQuest%2B-%2C11310,11310. Retrieved on May 21 2008. 
15. Matt Weiss (2002). "Dragon Warrior 7 review". http://www.gamecritics.com/review/dragonwarr7/main.php. Retrieved on September 23 2007. 
16. Kurt Kalata (2007). "Dragon Warrior/ Dragon Quest". http://hg101.classicgaming.gamespy.com/dragonquest/dragonquest.htm. Retrieved on January 29 2008. 
17. Shahed Ahmed (2000). "Enix Comments on DQ VII". http://www.gamespot.com/ps/rpg/dragonwarrior7/news_2643279.html. Retrieved on September 12 2007. 
18. "E3 2001 Interview". 2001. http://www.rpgfan.com/features/e32k1-enix/index.html. Retrieved on September 23 2007. 
19. Dragon Quest X Confirmed For Wii
20. "Dragon Quest castle erected". 2007. http://www.japannewsreview.com/entertainment/games/20070715page_id=711. Retrieved on September 9 2007. 
21. Chunsoft, Characters
22. Matthew Williamson (2005). "Fushigi no Dungeon 2". http://www.gamesetwatch.com/2006/05/column_parallax_memories_fushi.php. Retrieved on September 16 2007. 
23. Jeff Gertsmann (2000). "GameSpot review". http://www.gamespot.com/ps/rpg/tornekothelasthope/review.html. Retrieved on September 16 2007. 
24. Anthony Willsey (2006). "IGN: Dragon Quest Swords preview". http://wii.ign.com/articles/709/709625p1.html. Retrieved on September 16 2007. 
25. Patrick Klepek (2006). "IGN: Dragon Quest IX Announced for Nintendo DS?!". http://www.1up.com/do/newsStory?cId=3155838. Retrieved on September 16 2007. 
26. Editors of Nintendo Power: Nintendo Power July - August, 1989; issue 7 (in English). Nintendo of America, Tokuma Shoten Publishing, 39-50.
27. "Dragon Quest history". 2001. http://www.woodus.com/den/general/history.php. Retrieved on September 12 2007. 
28. Dragon Warrior 3
29. Dragon Warrior 7
30. Heartbeat (company). Dragon Quest VI: Realms of Reverie. (Enix). Super Famicon. (in Japanese). (December 9, 1995)
31. "Dragon Warrior VII: Character Classes". IGN.com. IGN. 2001-10-04. http://psx.ign.com/articles/098/098821p1.html. Retrieved on 2008-07-19. 
32. "Dragon Quest II monsters". 2006. http://www.rpgclassics.com/shrines/nes/dw2/enemies.shtml. Retrieved on September 16 2007. 
33. "Dragon Quest III monsters". 2006. http://www.rpgclassics.com/shrines/nes/dw3/enemies.shtml. Retrieved on September 16 2007. 
34. "Dragon Quest IV monsters". 2006. http://www.rpgclassics.com/shrines/nes/dw4/enemies.shtml. Retrieved on September 16 2007. 
35. Cary Woodham (2006). "Rocket Slime review at Gamerdad". http://www.gamerdad.com/detail.cfm?itemID=3412. Retrieved on September 9 2007. 
36. (1989) Nintendo, Enix Corporation Dragon Warrior Instruction Manual (in English).
37. Editors of Nintendo Power: Nintendo Power July - August, 1989; issue 7 (in English). Nintendo of America, Tokuma Shoten Publishing, 40.
38. Enix Corporation Unveiled Secrets of Dragon Warrior II (in English) Enix America Corporation.
39. Editors of Nintendo Power: Nintendo Power September/October, 1990; issue 16 (in English). Nintendo of America, Tokuma Shoten Publishing, 67.
40. Brad Shoemaker (2001). "Dragon Warrior III preview". http://www.gamespot.com/gbc/rpg/dragonwarrior3/review.html. Retrieved on September 16 2007. 
41. "Final Fantasy screenshot". 1999. http://www.vbfx.com/mirrors/www.planetnintendo.com/ff1/scrshots/snap062.gif. Retrieved on September 16 2007. 
42. Jonathan Creswell (2007). "Dragon Quest IV, V, VI". http://www.britishgaming.co.uk/?p=2306. Retrieved on September 17 2007. 
43. "Dragon Quest IV, V, VI confirmed". 2007. http://www.siliconera.com/2007/07/30/dragon-quest-iv-v-vi-remakes-confirmed/. Retrieved on September 17 2007. 
44. Editors of Nintendo Power: Nintendo Power July, 2008; issue 7 (in English). Future US Inc, 50-57. Retrieved June 1, 2008
45. Prima Games, ed (2001). Dragon Warrior III Official Strategy Guide. Prima Publishing. pp. 87–89. ISBN 0-7615-3638-8. 
46. Patrick Gann (2003). "Dragon Quest Suite". http://www.rpgfan.com/soundtracks/dq1-ss/index.html. Retrieved on September 15 2007. 
47. Damien Thomas (2006). "Dragon Quest Game Music Super Collection Vol. 1". http://www.rpgfan.com/soundtracks/dqmusic1/index.html. Retrieved on September 15 2007. 
48. Damien Thomas (2006). "Symphonic Suite Dragon Quest Complete CD-Box". http://www.rpgfan.com/soundtracks/dq-ssbox/index.html. Retrieved on September 15 2007. 
49. Patrick Gann (2006). "Dragon Quest VI ~The Dream World~ Symphonic Suite". http://www.rpgfan.com/soundtracks/dq6-ss/index.html. Retrieved on September 15 2007. 
50. Jason MacIsaac. "Guinness Book of World Records Gamer's Edition 2008". The Electric Playground. Greedy Productions Ltd. http://www.elecplay.com/feature.php?article=11802. Retrieved on 2008-05-04. 
51. Guinness World Records Gamer's Edition 2008. Guinness World Records. Guinness. 2008-03-11. ISBN 978-1-904994-21-3. 
52. Matthew Belinkie (1999). "Video Game Music". http://www.vgmusic.com/vgpaper.shtml. Retrieved on September 10 2007. 
53. Sam Kennedy (2005). "Dragon Quest vs. America". http://www.1up.com/do/feature?cId=3146024. Retrieved on September 10 2007. 
54. "Dragon Quest Manga". 2003. http://www.slimeshrine.net/manga/Novels.html. Retrieved on September 18 2007. 
55. "GameSpy: Dragon Quest 8 Review". 2005. http://ps2.gamespy.com/playstation-2/dragon-warrior-viii/669330p1.html. Retrieved on September 19 2007. 
56. "Japanese Platinum Game Chart". 2004. http://www.the-magicbox.com/topten2.htm. Retrieved on September 18 2007. 
57. Suppai Hitmitsu (2004). "Dragon Quest V goes platinum". http://ps2.ign.com/articles/502/502102p1.html. Retrieved on September 18 2007. 
58. Collin Campbell (2006). "Japan Votes on All Time Top 100". http://www.next-gen.biz/index.php?option=com_content&task=view&id=2401&Itemid=2. Retrieved on September 19 2007. 
59. "GameSpot's 15 most influential". 2000. http://www.gamespot.com/gamespot/features/video/15influential/p11_01.html. Retrieved on September 18 2007. 
60. "WEIRD AND WONDERFUL RECORDS". 2008. http://gamers.guinnessworldrecords.com/records/weird_and_wonderful.aspx. Retrieved on September 17 2008. 
61. "TotalPlaystation: DQ 8 Review". 2005. http://totalplaystation.com/ps2/Dragon-Quest-VIII-Journey-of-the-Cursed-King/reviews/481. Retrieved on September 19 2007. 
62. Chris Kohler (2007). "Hands-on with Dragon Quest IV". http://blog.wired.com/games/2007/09/hands-on-dragon.html#more. Retrieved on September 23 2007. 
63. "Dragon Quest 8 Review". 2005. http://www.netjak.com/review.php/1045. Retrieved on September 21 2007. 
64. Sophie Chesire (2005). "Dragon Quest VIII review". http://www.thunderboltgames.com/reviews/viewreview.php?rid=931. Retrieved on September 21 2007. 
 
 
<small>''The section below requires verification.''</small>


''The series has sold so well in Japan that after [[Dragon Quest III]] was made, the Japanese government put effect a law stating that future games could only be sold on Sundays or holidays.''
==References==
<references/>
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{{DQI}}
{{Dragon Quest series}}
[[Category:Dragon Quest I|*!]]
[[Category:NES games]]
[[Category:Wii games]]
[[Category:Game Boy games]]
[[Category:SNES games]]
[[Category:Android/iOS games]]

Latest revision as of 11:46, 13 October 2024

This article is about the original game in the Dragon Quest series. For series information, see Dragon Quest (series).

Dragon Quest (ドラゴンクエスト Doragon Kuesuto) is the original Dragon Quest game which preceded the entire Dragon Quest series. It was developed by Enix and released in 1986 in Japan for the MSX and Famicom consoles. The game was localized for North American release in 1989, but the title was changed to Dragon Warrior to avoid infringing on the trademark of the pen and paper game DragonQuest. The North American version of the game was greatly improved graphically over the Japanese original, and added a battery backed-up save feature and 5 password systems, whereas the Japanese version used a password system. Nintendo was impressed with the Japanese sales of the title and massively overproduced the cartridge; the end result was that Nintendo gave away copies of Dragon Warrior as an incentive for subscribing to Nintendo Power, the company's in-house promotions magazine.

Dragon Quest was the first turn-based role playing game to debut on a video game console and is considered a pioneer in the development of the genre. Dragon Quest's immense success proved that RPGs had a place in the industry, and would spawn a successful franchise that would become one of the de facto standards for role playing video games.

Plot[edit]

The wicked Dragonlord has kidnapped the fair Princess Gwaelin and stolen the Sphere of Light, throwing the kingdom of Alefgard into turmoil. The Hero, a descendant of the legendary saviour Erdrick, is called on by King Lorik of Tantegel castle to rescue his daughter and retrieve the Sphere of Light to save Alefgard from the Dragonlord. To do this, the Hero must retrieve several artifacts spread all across the country, including the sword, armour, and heirloom of his ancestor. The Staff of Rain and Sunstone must also be retrieved to build the Rainbow Bridge, which allow the Hero to enter the Dragonlord's castle.

Characters[edit]

  • The Hero: A descendant of the Erdrick, whose history is unknown.
  • Erdrick: The legendary ancestor of the Hero. He rescued Alefgard centuries earlier from a wicked demon, and had left items and clues for his descendant to aid in defeating future threats to the land.
  • King Lorik: The king of Tantegel, and ruler of the land of Alefgard.
  • Princess Gwaelin: The beloved daughter of King Lorik. Abducted by the Dragonlord to break the spirits of the people and imprisoned in the Quagmire Cave southwest of Kol.
  • Dragonlord: The villain of the story, he has stolen the Sphere of Light in order to infest Alefgard with horrid monsters.


Gameplay[edit]

Dragon Quest is set on a sprawling overworld with towns and dungeons to be explored throughout. The player selects actions from a menu, including talking to NPCs (non-player characters); opening doors; and opening treasure chests. The towns have inns where the player can rest to restore their HP and MP; and shops to buy weapons, armor, and items from. Most NPCs give useful information to help the player progress.

The battle system is turn-based, with enemies seen in a first-person perspective. As in the overworld, the player selects actions from a menu, including attacking; casting magical spells; using items; and attempting to flee the fight.

Differences from later games[edit]

  • The stat improvement algorithms depend on the player's name, deciding if the player will be more proficient in Strength, Agility, or magic (MP).
  • There is no party, only a single player character.
  • Although his sprite changes when the princess is rescued, to show him carrying her, the princess does not participate in any battle.
  • Enemies attack the Hero 1-on-1, never in groups.
  • There are no vehicles; one can only traverse the overworld map on foot, or by using a chimaera wing or Zoom spell to travel to Tantegel Castle.
  • The player can only save their game by speaking to King Lorik. As such, the Zoom spell can only return to Tantegel. This is because the spell's Japanese name, rura, derives from the English word Ruler.
  • Acquired weapons, armor and shields will automatically replace the previous item, which is then discarded or sold to the store. This is changed in the remakes.
  • Keys are disposable and break when used; new ones can be purchased at one of the "key houses" in Tantegel, Rimuldar, or Cantlin.
  • There are separate shops for buying holy water, unlike later games where it is sold in item shops.
  • Caves are dark, and must be lit up with a torch or the Glow spell. These have limited range, which diminishes as the spell or torch wears out. The range is effectively reduced in the remakes, since the scale of the caves is larger, but the range is not increased to compensate.

Development[edit]

The genesis of the game that would become Dragon Quest took place in 1983, when the fledgling video game publisher Enix announced that it would host a national programming contest with a prize of ¥1,000,000―a value of over $21,000 in 2024―as well as the option for the amateur programmers to have their titles professionally released. Yuji Horii had been programming his own games as a hobby during this period in his life, and on a whim decided to enter what he considered to be his most accomplished work: Love Match Tennis (ラブマッチテニス). Later when Horii arrived at the awards ceremony to report on the event, he was shocked to discover that his tennis game had earned him second place. The awards ceremony was also the fateful day when Horii met Koichi Nakamura, who won first place with Door Door (ドアドア) and was only in his junior year of high school at the time. The two became fast friends and began publishing their work through Enix, with Horii's first commercial success being the murder mystery title Portopia.

October of that same year would see Horii and Nakamura travel to the Applefest, along with Enix director Yukinobu Chida. It was here that all three men would first encounter the concept of the RPG genre through the titles Ultima and Wizardry. The younger men quickly became enamored with the two titles, having never encountered games where success was dependent on the player's strategy rather than quick reflexes, and upon returning to Japan Horii would purchase a compatible machine to play the games. Concurrent to this was the release of the Famicom in July of '83, which quickly made waves in the consumer electronics industry as an affordable alternative to the traditional computer. Enix would experiment with the new hardware by publishing a port of Portopia programmed by Namakura and marked the first time that he and Horii collaborated on commercial software.

The porting process of the mystery game laid the groundwork for the command menu that would be the cornerstone of Dragon Quest's user interface. Portopia required players to type out commands on a keyboard in order to interact with the software, but this was impossible on the four-button controller of the Famicom. Instead players would maneuver through the game via a list of commands that appeared from a drop-down menu upon pressing the A button, which listed every action the protagonist of the game could take and insured that the player would not get stuck due to forgetting the commands for key actions. This user interface method was actually first used in The Hokkaidō Serial Murder Case: The Okhotsk Disappearance (オホーツクに消ゆ), released in 1984, but is commonly attributed to the Famicom version of Portopia due to the greater number of units sold.

Released on November 29 1985, the Famicom iteration of Portopia stood out among the plethora of action titles the console had become known for due to it's focus on story and deductive reasoning, providing a distinctly unique type of challenge then what the average consumer had experienced up to that point. Sales of Portopia were also aided by the explosive popularity of Super Mario Bros, released earlier that year on September 13. The Italian adventure drove the sales of the hardware through the roof and confirmed that console-based video games were not a passing fad, with the combination of their own dark horse title's success and the growing market created by Super Mario Bros. encouraging Horii and Nakamura to bring the RPG genre they loved to the Famicom.

Formal development on the title began the same month of November through Nakamura's development studio Chunsoft, with a staff of five men over a span of five months[1]. The goal of the project was to combine the best aspects of computer RPGs while also streamlining the obtuse gameplay systems that prevented the genre from reaching a wider audience; even Ultima and Wizardry were only able to sell approximately 20K and 24K units in 1982[2]. To this end it was decided that the game would utilize the bird's eye view world map of Ultima for it's own field screen as well as in dungeons, giving players more spacial awareness than the first-person dungeons that were the genre standard at the time. Owing to the praise of the system in Okhotsk and the Famicom Portopia, the command menu was also applied to the game and written in the simplest terms to make it clear to players what actions he or she could perform at any time[3]. In addition, the dialogue of the game was written in such a way for the player to deduce how to progress through the adventure simply by talking to the cast of characters. Said dialogue was often humorous in a way not commonly seen in games at the time, such as the Puff-Puff scene of Kol, thus injecting a strong sense of personality into the scenario and contrasting the other RPGs that focused exclusively on combat and exploration. Granting the player the option to not rescue Princess Gawelin and to accept the Dragonlord's ominous offer of half the world also added a high degree of player agency, aiding in the immersion into the game's world.

The greatest challenge in the game's development was working with in the confines of the 64 kilobyte ROM capacity, which necessitated the truncating of several aspects to fit the project into the cartridge. This included the scrapping of the traditional party of heroes for a single player character, limiting the selection of items to just 15, and only being able to display a single enemy in battle[4]. Even the language of the game was affected, limited to a mere 18 katakana instead of the full set of 50 to display the text[5], and the exclusion of sprites showing characters walking from side to side and thus having the cast always face the player even while moving. Animation for monsters was also excluded due to this limited space, with the compromise being that the screen would shake when the player is attacked.

Special consideration was given to younger players, whom Horii knew would have no familiarity with RPGs at all. To this end the opening portion of the game was crafted so that the player would stand in the throne room of Tantagel castle: in order to progress from this screen, the player will have to speak to King Lorik, open a treasure chest to retrieve a key and use it to open the chamber door, and then use the stairs command to descend to the ground floor of the castle―every action necessary to traverse the game's overworld is conveyed to the player in a single, unobtrusive moment[6]. To teach younger players the importance of leveling up and becoming stronger, the threshold for reaching level 2 was dropped from 20 experience points to just 7[7]. In addition the penalties for losing a battle were greatly reduced compared to computer RPGs, with players only losing half their gold and being sent back to King Lorik instead of suffering a game over that voided all of their gold and experience points and thus wasting the time spent playing the game[8]. The presence of the status screen was implemented at Yukinobu Chida's request, who insisted that all information pertaining to the Hero's capability be conveyed to the player when it was obscured in computer RPGs. His basis for this argument was an incident after the Famicom release of Portopia, where elementary-aged children called Enix to ask for tips. Chida could overhear the children happily chatting with the Enix representatives during these calls, leading him to conclude that video games were not just entertainment, but a communication tool for people. As such he insisted that the Hero's capabilities be displayed via the status command, certain that children would discuss which areas of the game could be explored at a given level and thus increase the word of mouth amongst the target demographic[9].

Chida was also responsible for involving maestro Kōichi Sugiyama with the project. Sugiyama had witnessed the emergence of technology in the music industry over his career and became interested in computers as a result, purchasing a PC-8801 in the early 80's to experiment with and subsequently developing a hobby for playing games. An Enix title called Kazuo Morita's Shogi (森田和郎の将棋) caught his interest at one point, and Sugiyama filled out the customer feedback questionnaire in a cheeky manner for fun. Leaving the card on his desk as he left for other business, his wife Yukiko would slip it into the family mailbox as she stepped out to go grocery shopping[10]. The questionnaire was presented to Chida, who was shocked to see that the celebrity had written his answers in hiragana like an elementary school student, and an Enix representative was quickly dispatched to Sugiyama's home to negotiate a working contract for the company: Sugiyama was officially hired on to compose the music for Wingman 2: The Resurrection of Kitaklar (ウイングマン2 -キータクラーの復活).

As Dragon Quest was in development at the same time as Wingman 2, Chida proposed having Sugiyama compose the music for the title as well as he felt the score provided by Chunsoft was inadequate. This decision was met with harsh resistance by Nakamura and Chunsoft though, as the group of men in their 20's were certain that a man in his 50's would not be able to write suitable music for a video game. Horii was not opposed to Sugiyama's involvement however, and he and Chida would act as intermediaries until an agreement could be reached. Sugiyama himself dissolved the tension by speaking casually to Chunsoft of the times he would drive to Yokohama after work just to play pinball, his obsessions with backgammon, and other anecdotes. The programmers would relent, coming to see Sugiyama as a fellow gamer who just happened to be a tad older[11]. The actual production of the game's soundtrack took one week to complete, with Sugiyama giving special attention to the overworld and battle themes due to how often the player is bound to hear them[12].

Development became a whirlwind of balancing adjustments near the end based on feedback provided by play testers, leading to the game's release being pushed back by one week. The changes were so drastic that monster behavior was completely restructured from the ground up, effectively leaving Chunsoft to reprogram half of the game all over again. The Hero himself was also rebalanced as he was deemed to be lagging too far behind the strength of the monsters after level 15[13].

While busy developing on the game, Horii was still taking freelance work as a writer and was working on the Famicom Shinken section of Weekly Shonen Jump magazine under the pen name of Emperor Yu (ゆう帝). Famicom Shinken was the video game section of the magazine, created by editor Kazuhiko Torishima. Horii and Torishima met years prior when introduced by their mutual friend Akira Sakamura and quickly became friends themselves, which led to Torishima learning of the development of Dragon Quest in passing. This was the news the editor needed to hear, as Shonen Jump was struggling to compete with rival magazine CoroCoro comics when it came to video game coverage, and being able to use Famicom Shinken to provide coverage on the development of a brand new title would give Jump an unprecedented advantage. Torishima convinced the skeptical management of Shonen Jump to provide page space for the unreleased and experimental title in the magazine, using his authority as the editor of Akira Toriyama to assign the rising star artist to the project as chief illustrator. The game's title screen was designed by Kazuo Enomoto, also a Shonen Jump employee, who suggested adding the silhouette of the dragon to the logo due to being in the game's title and the importance of the beasts in the game's setting. As Enomoto did not know what an RPG was at the time, he used films as a point of reference and created a title screen that resembles a wide-screen lens to replicate the cinematic effect.

Dragon Quest would first be shown to the world in the February 11, 1986 issue of Shonen Jump, which continued providing behind the scenes coverage of the game until it's May 27 release.

Legacy[edit]

Influence on the Video Game Industry[edit]

Dragon Quest allowed players to assume the role of a Hero and live out his adventure.

Before the release of Dragon Quest, the video game marketplace consisted of fast-paced, reflex dependent action titles. The majority of these were originally developed as arcade quarter-munchers, and retained the immense difficulty of such even when ported to a home console. Storytelling was sparse, if text was even programmed into a game, and titles relied on the player's imagination to fill in the gaps.

When Yuji Horii's dream project proved to be a smashing success, the entire perception of what a video game could be changed. Countless RPGs flooded store shelves to cash in on the newfound hype surrounding the genre, and action titles began to experiment with deeper plotlines and character interaction instead of merely pushing level complexity.

A humble title from a small publishing company changed everything for games.

Remakes[edit]

Main article: Dragon Quest I & II

Being the original game in the series, Dragon Quest has been remade and re-released on a variety of different platforms; most notably for the Super Famicom. Most of the remakes feature localizations which differ from the original, as well as additional features such as an item/gold vault and streamlined menu system. Other changes include tweaks to the leveling system to make it easier to gain levels without excessive grinding. Most fans consider almost all remakes to be easier than the original release for this reason. See List of version differences in Dragon Quest I for a listing of version differences.

Note that only some of the remakes have been released outside of Japan. For a full list of releases and dates, visit List of games.

Broadcast Satellaview version[edit]

A special free version of the game known as BS Dragon Quest was available to play on the Satellaview peripheral during the early months of 1996. This version of the game used the art assets of the 16-bit remake, included voiced dialog for additional scenes, and additional features not seen in any other version since.

Sequels[edit]

Dragon Quest was closely followed by Dragon Quest II: Luminaries of the Legendary Line which met with similar success. Dragon Quest II featured the same timeline and setting as the original, a concept which was further extended into Dragon Quest III: The Seeds of Salvation. Together, the first three games comprise what is known as the Erdrick trilogy. All three games were designed for the Famicom/NES and share similar artistic styles.

Recurring monsters[edit]

As the first game in the series, Dragon Quest introduced several monsters that proved instant favorites among fans. In particular, the Slime, Dracky, and Chimaera are featured in almost every other game in the main series and spinoffs.

Credits[edit]

Original Famicom version
Role Staff
Scenario writer Yuji Horii
Character design Akira Toriyama
Music composer Kōichi Sugiyama
Programming Koichi Nakamura
Koji Yoshida
Takenori Yamamori
CG design Takashi Yasuno
Scenario assistant Hiyoshi Miyaoka
Assistant Rika Suzuki
Tadashi Fukuzawa
Title screen design Kazuo Enomoto
Instruction manual illustrator Takayuki Doi
Special thanks Kazuhiko Torishima
Director Koichi Nakamura

Trivia[edit]

Dragon Quest jp manual art.png
  • Although the iron helmet, leather hat, and helm of Ortega are featured in official illustrations, there is no equipment slot for helmets.
  • In the original versions, there are special menu commands to climb stairs and open chests (done automatically in later games), and in the Japanese version to select directions for certain commands, since characters do not have facings in these versions.
  • The Japanese Famicom and MSX versions of this game (and Dragon Quest II: Luminaries of the Legendary Line) have a Spell of Health Multiplication (password system), in place of the "Imperial Scrolls of Honor" (battery save system). The password does not save current HP and MP, or the contents of the chests. So all of these will be reset on a reload.
  • Whether a treasure chest has been opened or not is never recorded. By reloading the game, you can collect a chest multiple times.
  • The Game Boy Color release changed several character and town names to more closely match the Japanese text.
  • A recolor of Erdrick's Sword appears in Final Fantasy XII, named Tournesol and used by the optional boss Gilgamesh.

Soundtrack[edit]

Kōichi Sugiyama served as composer for the soundtrack. He would go on to write most of the music for the entire Dragon Quest series. Dragon Quest I's symphonic suite was bundled with Dragon Quest II's symphonic suite and a disc of original compositions as Dragon Quest in Concert. Here is the track listing for the Dragon Quest I portion of that release:

  1. Overture March (序曲/Overture) (3:59)
  2. Château Ladutorm (ラダトーム城/Castle Ladutorm) (3:25)
  3. People (街の人々/People of the Town) (3:36)
  4. Unknown World (広野を行く/Going to the Plain) (2:07)
  5. Fight (戦闘/Fight) (2:12)
  6. Dungeons (洞窟/Cave) (3:40)
  7. King Dragon (竜王/King Dragon) (3:08)
  8. Finale (フィナーレ/Finale) (2:40)

Gallery[edit]

Videos[edit]

References[edit]

  1. https://web-archive-org.translate.goog/web/20100614061622/http://plaza.bunka.go.jp/museum/meister/entertainment/vol2/?_x_tr_sl=auto&_x_tr_tl=en&_x_tr_hl=no
  2. https://archive.org/details/cgw_6/page/n3/mode/2up
  3. In the 8-bit original these actions are TALK, SPELL, STATUS, ITEM, STAIRS, DOOR, SEARCH, & TAKE
  4. なぜなら、第1作をつくるときは本当にやりたかったことをいろいろ切り捨てたんですよ。なにしろ64キロバイトしかないので、やりたいことがすべてできたわけではないんです。パーティーも1人しかできない。アイテムは15種類しかない。モンスターもこれしか出せない。こうした制約のなかでおもしろいエッセンスだけを抽出して制作したので、逆にファミコンがどんどん進化して容量が増えるにしたがって、入れたかった要素を足していったんです。だからつくっていて楽しかったですね。
  5. Only イ、カ、キ、コ、シ、ス、タ、ト、ヘ、ホ、マ、ミ、ム、メ、ラ、リ、ル、レ、ロ、and ン are in the game, with the hirugana characters ヘ and り also being used due to taking up less memory than their katakana counterparts
  6. 「戦って強くなっていくんだよ」「文字でやりとりしながら物語を体験するゲームだよ」と言うと、じつは子どものほうが興味をもつし、たとえ難しかったとしても、それを「おもしろい」と言ってくれましたね。『ドラクエ』を出すまではアクションゲームが主流だったので、どうなるのかなあという気持ちはありました。そのために、とっつきやすくなるような工夫はいっぱいしましたけどね。まずゲームの最初は、王様の部屋にとじこめられていて、とりあえずコマンドをいろいろ入れないと出られない。でも部屋を出たときには、宝箱をあけて、人と話して、ドアを開けて、階段を降りるといった、ゲームに必要なコマンドをだいたい覚えられるようにしたんです。
  7. 戦闘になれば、相手が襲ってくるので「たたかう」を押していればいい。そうすれば経験値があがって、レベルアップして、どんどん強くなっていく。早い段階ですぐレベルアップするようにして、強くなることが気持ちいいっていう感覚を味わってもらいたかった。
  8. HIPPON SUPER編集部・編『ドラゴンクエストIV MASTER'S CLUB』(JICC、1990年)pp.4-9 堀井雄二インタビュー
  9. PCでのRPGのプレイに慣れていた堀井や中村は、開発中の『ドラゴンクエスト』のレベル表示について「レベルの強さはいつでもコマンドで見られる」「自分が今レベルいくつかはだいたい分かる」と主張し、ウインドウ内の表示を出来るだけ少なくして、画面を見やすくすることを提案した。しかし、それに対して千田は「レベル表示は絶対必要だよ」と反論。千田の弁によると、『ポートピア連続殺人事件』が発売されたばかりの頃、エニックスに小学生のプレイヤーから質問の電話がかかってきて、電話の向こうでわいわいとにぎやかに楽しんでいる声が聞こえてきたという。それを体験した千田は、「ファミコンはパソコンのようにひとりで遊ぶゲームではない」「ゲームセンターのようにみんなでワイワイやりながら遊ぶ、パソコンとは異なるコミュニケーションメディアだ」と力説。それを聞いた堀井と中村は、「なるほどコミュニケーションメディアですね」と返答し、その提案を受け入れることになった。Source: ドラゴンクエストへの道 page 129~133 ISBN 978-4-9005-2726-3
  10. "(笑)。そのアンケートはがきには 「終盤は強いけど、序盤の駒組みがイマイチ」みたいに、 ちょっと生意気なことを書いて、 そのままほったらかしにしておいたんです。 そしたら、たまたまうちのカミさんが それを見つけて、買い物に行く途中に ポストに放り込んだみたいなんです。" https://archive.fo/pz7E3
  11. ニンテンドードリーム2005年11月号
  12. すぎやまこういち VS 田尻智」『ドラゴンクエストIV マスターズクラブ』JICC出版局、1991年2月10日、13頁。ISBN978-4-7966-0084-2。
  13. Source: ドラゴンクエストへの道 page 234 ISBN 978-4-9005-2726-3