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==New features== | ==New features and elements== | ||
===Character customization=== | ===Character customization=== | ||
''Dragon Quest III'' continued to expand upon the gameplay of its predecessors. The game is the first in the series to feature a customizable party in which each character belongs to a certain | ''Dragon Quest III'' continued to expand upon the gameplay of its predecessors. The game is the first in the series to feature a customizable party in which each character belongs to a certain {{Vocation}}, as well as the first in which the player can determine the protagonists' gender. These characters can be recruited by the player by speaking with [[Patty]] at her [[Patty's Party Planning Place|tavern]] in [[Aliahan]]. The choice of profession greatly effects the character's stats and spells they can learn. Furthermore, upon reaching Level 20, a character may change classes at {{Alltrades Abbey 3}}. | ||
===Character and Battle refinement=== | ===Character and Battle refinement=== | ||
*Several new [[List of character statistics|statistics]]: | *Several new [[List of character statistics|statistics]]: {{Resilience}}, {{Wisdom}}, and {{Luck}} appear for the first time. Additionally, each statistic is now capped at 255. The amount of stat points gained with each Level is also pseudo-randomized, with a range depending on the character's {{Vocation}}. | ||
*It is now possible to change the party's marching order, allowing weak or injured characters to hide behind their companions and be less frequently targeted by monsters. In addition, characters can be [[Bazoom|banished]] in the middle of battle and be found again at [[Patty's Party Planning Place]]. | *It is now possible to change the party's marching order, allowing weak or injured characters to hide behind their companions and be less frequently targeted by monsters. In addition, characters can be [[Bazoom|banished]] in the middle of battle and be found again at [[Patty's Party Planning Place]]. | ||
*Several new spells have been added, bringing the total to 60. These include adding second and third tiers to existing spell lines, spells that cause new effects in battle, and spells that facilitate effects on the overworld. Subsequent remakes would add to this list with the introduction of skills. | *Several new spells have been added, bringing the total to 60. These include adding second and third tiers to existing spell lines, spells that cause new effects in battle, and spells that facilitate effects on the overworld. Subsequent remakes would add to this list with the introduction of skills. | ||
*Offensive spells are now separated from each other in terms of monster resistance, meaning that an enemy immune to [[Woosh]] can still be damaged by [[Crack]]. Elemental spells are divided into Fire (Sizz, Frizz, and Bang), Ice, Wind, and Lightning. | *Offensive spells are now separated from each other in terms of monster resistance, meaning that an enemy immune to [[Woosh]] can still be damaged by [[Crack]]. Elemental spells are divided into Fire (Sizz, Frizz, and Bang), Ice, Wind, and Lightning. | ||
*It is possible to attack allies; this is useful for curing [[status effect]]s such as {{Sleep}} or [[Confusion]]. | *It is possible to attack allies; this is useful for curing [[status effect]]s such as {{Sleep}} or [[Confusion]]. | ||
*{{Exp}}erience values are divided by the number of current party members, so a lone Hero will gain experience faster than a full party of four. | *{{Exp}}erience values are divided by the number of current party members, so a lone {{Hero 3}} will gain experience faster than a full party of four. | ||
*The hidden [[Sage]] vocation marks the first appearance of a class that combines the best features of two others, and also requires reaching a certain benchmark with another as one of the methods to attain it. These traits would be repeated and elaborated upon in the sixth and seventh games. | *The hidden [[Sage]] vocation marks the first appearance of a class that combines the best features of two others, and also requires reaching a certain benchmark with another as one of the methods to attain it. These traits would be repeated and elaborated upon in the sixth and seventh games. | ||
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*There is a [[Day-night cycle]] for the first time, effectively doubling the number of events that take place in a location and the amount of dialogue for {{NPC}}s, who will also change their behavior depending on the time. | *There is a [[Day-night cycle]] for the first time, effectively doubling the number of events that take place in a location and the amount of dialogue for {{NPC}}s, who will also change their behavior depending on the time. | ||
*Certain towns feature [[Monster Arena]]s, where the player can bet gold on which monster will win a fight. Odds are chosen based on the monster species, and the bet amount is determined by the lead character's level. As select {{NPC}}s point out, the arena is also a great way to see what monsters are capable of before facing them in battle and prepare accordingly. | *Certain towns feature [[Monster Arena]]s, where the player can bet gold on which monster will win a fight. Odds are chosen based on the monster species, and the bet amount is determined by the lead character's level. As select {{NPC}}s point out, the arena is also a great way to see what monsters are capable of before facing them in battle and prepare accordingly. | ||
===Miscellaneous=== | |||
*The {{Hero 3}} could aid in helping to make a [[Immigrant Town (Dragon Quest III)|town]] to further progress in the story. Though the implementation in {{VII}} and remake of {{IV}} would make it optional. | |||
*Though [[Hargon]] wasn't the final boss of {{II}} despite being behind the monsters in [[Torland]], [[Baramos]] was the first enemy to be presented as the possible [[Final Boss]], only to be revealed as a servant of another who has yet to be encountered. | |||
*After starting up a file after defeating [[Zoma]], the {{Hero 3}} can be left in [[Patty's Party Planning Place]] allowing for a full team without the main character. This marks the first time that resuming a saved file after completing the game merits a [[Post Game]] bonus. | |||
==Soundtrack== | ==Soundtrack== | ||
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==Version differences== | ==Version differences== | ||
Like most {{Main Series}} games, ''III'' was renamed in its initial appearance in America to | Like most {{Main Series}} games, ''III'' was renamed in its initial appearance in America to ''Dragon Warrior III''. The Priest character class was renamed "Pilgrim," while the priests at churches were renamed healers. The [[church]]es themselves were referred to as Houses of Healing and had their Christian crosses replaced with six-pointed stars. Finally, dead party members were depicted as ghosts rather than as coffins with crosses on the lid as they were in the Japanese version. | ||
The Japan-only 1996 remake of ''III'' for the {{Super Famicom}} featured significantly updated graphics and sound quality, a new Thief character class, and an extra dungeon to explore and a [[Xenlon|hidden boss]] to defeat after the credits rolled, the first for a remake. The {{Super Famicom}} version also included a [[List of personality types in Dragon Quest III|personality system]] for all members of the player's party to influence their statistical growth, adding much more customization to the game. This personality system would later be adopted by the {{DQMSeries}}, {{DQ10}}, and ''[[Dragon Quest: Monster Parade]]''. | The Japan-only 1996 remake of ''III'' for the {{Super Famicom}} featured significantly updated graphics and sound quality, a new Thief character class, and an extra dungeon to explore and a [[Xenlon|hidden boss]] to defeat after the credits rolled, the first for a remake. The {{Super Famicom}} version also included a [[List of personality types in Dragon Quest III|personality system]] for all members of the player's party to influence their statistical growth, adding much more customization to the game. This personality system would later be adopted by the {{DQMSeries}}, {{DQ10}}, and ''[[Dragon Quest: Monster Parade]]''. | ||
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The 16-bit version of ''III'' also added the board game-like minigame from {{DQ5}}, [[Treasures n' Trapdoors]]. The game was also originally slated to have a collectible [[Mini medal]] side quest, but this was cut due to cartridge space constraints. While later titles in the series would include this quest in their original releases, all remakes of ''Dragon Quest III: The Seeds of Salvation'' have included an extensive mini medal quest. The later {{Game Boy Color}} version of the game, which saw release in America in 2001, was based on this version. The {{GBC}} edition would include minor balance tweaks, but is mostly recognized for the inclusion of monster medals--gold, silver, and bronze tokens awarded when a particular monster is the last defeated in battle. They do nothing themselves, but attaining all of them opens yet another bonus dungeon with a superboss to vanquish at the end. | The 16-bit version of ''III'' also added the board game-like minigame from {{DQ5}}, [[Treasures n' Trapdoors]]. The game was also originally slated to have a collectible [[Mini medal]] side quest, but this was cut due to cartridge space constraints. While later titles in the series would include this quest in their original releases, all remakes of ''Dragon Quest III: The Seeds of Salvation'' have included an extensive mini medal quest. The later {{Game Boy Color}} version of the game, which saw release in America in 2001, was based on this version. The {{GBC}} edition would include minor balance tweaks, but is mostly recognized for the inclusion of monster medals--gold, silver, and bronze tokens awarded when a particular monster is the last defeated in battle. They do nothing themselves, but attaining all of them opens yet another bonus dungeon with a superboss to vanquish at the end. | ||
In 2014, an enhanced port of the Super Famicom}} version was brought to [[Cell phone]]s. It retains most content from the {{Super Famicom}} version and some of the minor balance tweaks from the {{GBC}} release, but removes Treasures n' Trapdoors, the monster medal feature, and its associated dungeon. This version was made available outside of Japan on December 4th, 2014 and featured a newly translated script in-line with the standards set by [[Plus Alpha]] that also does away with the lingering censorship of the {{GBC}} version. This version would later be re-released in Japan for the {{PlayStation 4}} and [[Nintendo 3DS]] on August 24th, 2017, and eventually for the [[Nintendo Switch]] worldwide on September 27th, 2019. | In 2014, an enhanced port of the {{Super Famicom}} version was brought to [[Cell phone]]s. It retains most content from the {{Super Famicom}} version and some of the minor balance tweaks from the {{GBC}} release, but removes Treasures n' Trapdoors, the monster medal feature, and its associated dungeon. This version was made available outside of Japan on December 4th, 2014 and featured a newly translated script in-line with the standards set by [[Plus Alpha]] that also does away with the lingering censorship of the {{GBC}} version. This version would later be re-released in Japan for the {{PlayStation 4}} and [[Nintendo 3DS]] on August 24th, 2017, and eventually for the [[Nintendo Switch]] worldwide on September 27th, 2019. | ||
===North American edition ({{NES}} edition)=== | ===North American edition ({{NES}} edition)=== | ||