Dragon Quest: Difference between revisions

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* Caves are dark, and must be lit up with a [[torch]] or [[Glow|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.
* Caves are dark, and must be lit up with a [[torch]] or [[Glow|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.
* 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.
* 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 original Japanese Famicom and MSX versions of this game (and [[Dragon Quest II]]) have a "[[Spell of Restoration]]" (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.
* The original Japanese Famicom and MSX versions of this game (and ''[[Dragon Quest II]]'') have a "[[Spell of Restoration]]" (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.
* 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 had a more accurate translation of many character and town names.
* The [[Game Boy]] Color release had a more accurate translation of many character and town names.
* A myth persists that the term for the heal spell, [[Hoimi]], became the official term for heal in Japan, though this is not actually the case. Around the release of [[Dragon Quest IV]], Enix held a public ceremony to "induct" the word into the Japanese language, but this was for publicity only, and the word is not officially recognized as a part of the Japanese language.
* A myth persists that the term for the heal spell, [[Hoimi]], became the official term for heal in Japan, though this is not actually the case. Around the release of ''[[Dragon Quest IV]]'', Enix held a public ceremony to "induct" the word into the Japanese language, but this was for publicity only, and the word is not officially recognized as a part of the Japanese language.
* Erdrick's Sword is used during an optional boss fight in ''Final Fantasy XII'' and is also the prize for winning that battle. This also marks the first time the mix of ''Final Fantasy'' and ''Dragon Quest'' has happened in the light of both Square and Enix merging to be noticed in the Western world (though the crossover had happened a few time previously in ''[[Fortune Street]]'', a set of board game video games only available in Japan).
* Erdrick's Sword is used during an optional boss fight in ''Final Fantasy XII'' and is also the prize for winning that battle. This also marks the first time the mix of ''Final Fantasy'' and ''Dragon Quest'' has happened in the light of both Square and Enix merging to be noticed in the Western world (though the crossover had happened a few times previously in the ''[[Fortune Street]]'' series).


== Soundtrack ==
== Soundtrack ==
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