Dragon Quest V: Difference between revisions

31 bytes added ,  06:06, 18 January 2016
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* This game was the first to use katakana and numbers to name characters; earlier 8-bit games had only allowed the use of hiragana. Also, message windows can now display kanji.
* This game was the first to use katakana and numbers to name characters; earlier 8-bit games had only allowed the use of hiragana. Also, message windows can now display kanji.
* Search, Talk, and Open commands can now be issued by a single button press, bypassing the menu.
* Search, Talk, and Open commands can now be issued by a single button press, bypassing the menu.
* Combat screens now have background images, as in the first game. The images depend on the local terrain and time of day. Also, attacking a monster or casting an offensive spell will produce a matching animation.
* Combat screens now have animated background images, reminiscent of the first game. The images depend on the local terrain and time of day. Also, attacking a monster or casting an offensive spell will produce a matching animation.
* The original SNES version only allows 3 active party members instead of 4; a 5-person wagon is still available, however. The PS2 and DS remakes restored party size to 4.
* The original SNES version only allows 3 active party members instead of 4; a 5-person wagon is still available, however. The PS2 and DS remakes restored party size to 4.
* The shop interface now shows what stat changes will occur when a weapon is equipped, and purchased items can be equipped automatically.
* The shop interface now shows what stat changes will occur when a weapon is equipped, and purchased items can be equipped automatically.
* Characters can now move a half-block tile at a time rather than only a full block, leading to smoother animation.
* Characters can now move a half-block tile at a time rather than only a full block, leading to smoother animation.
* There is now a distinct defensive stat [[Stats|Resilience]], determining a character's base defence; in earlier games the base defence was calculated from Agility.
* There is now a distinct defensive stat [[Stats|Resilience]], determining a character's base defence; in earlier games the base defence was calculated from Agility.
* Boomerangs and whips can now attack groups of enemies. This feature lead to some weapons being replaced in remakes of older titles to avoid inconsistency.
* [[Boomerang]]s and [[Whip|whips]] can now attack groups of enemies. This feature lead to some weapons being replaced in remakes of older titles to avoid inconsistency.
* Some traditional spells had their effects slightly altered, such as [[Kabuff]] improving defence by 25% instead of 50%.
* Some traditional spells had their effects slightly altered, such as [[Kabuff]] improving defence by 25% instead of 50%.
* Pots, barrels, and similar objects can now be Searched, and will often contain useful items. Unfortunately, this also meant that they sometimes contained monsters laying in wait.....
* Pots, barrels, and similar objects can now be Searched, and will often contain useful items. Unfortunately, this also meant that they sometimes contained monsters laying in wait.....