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''This article space is reserved for the remake of '''Dragon Quest I.II for the [[Super Famicom]]'''.  For the original games released for the NES, see [[Dragon Warrior]] and [[Dragon Warrior II]]; for the remake released for GameBoy Color, see [[Dragon Warrior I & II]].''
[[File:DQ I and II SFC Logo.png|thumb|300px]]
'''Dragon Quest I & II''' is a remake of the first two {{NES}} ''[[Dragon Quest (series)|Dragon Quest]]'' games, {{DQ}} and {{DQ2}}.


{{DQNavbox}}
Released for the {{Super Famicom}} on December 13, 1993, and later re-released for the {{Game Boy Color}} on September 23, 1999 in Japan and September 21, 2000 in America, the games feature enhanced graphics and more streamlined gameplay elements taken from the [[Dragon Quest V: Hand of the Heavenly Bride|fifth entry]].
 
Though the two titles have since been separated for mobile phone releases, the changes implemented in the original Super Famicom bundle package have become permanent additions and improvements seen in every version of the games since.
 
==General changes==
*A general-purpose button has been added for faster interaction with {{NPC}}s, chests, and doors.
*Movement has been changed from a full tile to half a tile per press of the D-pad.
*Items can be sold to weapon shops and weapons can be sold to item shops.
*Weapons and armor can be equipped the moment they are bought.
*Battle screen backgrounds and spell animations have been added.
*Mist and fog effects have been added to certain dungeons and towns
*{{Resilience}} has been added to the list of character statistics, with agility now influencing turn order instead of base defense.
*[[Experience]] requirements for each level have been slightly reduced.
*The {{HP}} of all boss monsters has been increased, by a factor of 700% in [[Malroth|one case]].
*Most monsters drop additional [[Gold]], with the exact amount varying between species.
*Stat-enhancing seeds have been hidden in drawers, chests, and pots scattered throughout towns and castles.
*In the Japanese version, a full Kanji script has been implemented.
 
==={{DQ}} changes===
*In the Japanese version, all characters have multiple sprites that correlate with the cardinal directions, removing the infamous "crab walk".
*Monster spell resistance has been altered from units of 16 to ''II's'' system of 8 levels of resistance.
*Enemies can now have true spell immunity for the max resistance, rather than lowering spell accuracy to 1/16th (6.25%) at most.
*The [[Green dragon]] and [[Golem]] bosses now appear as as overworld sprites instead of merely being trigger tiles.
*The [[Dragonlord]]'s true form is color corrected to better match [[Akira Toriyama]]'s artwork.
*The Game Boy Color version includes an intro sequence depicting the kidnapping of [[Princess Gwaelin]].
 
==={{DQ2}} changes===
*The cutscene depicting the siege of [[Moonbrooke]] developed for the American {{NES}} release has been incorporated into the opening of the game in all subsequent versions.
*Ground-level backgrounds have been added to the various towers via parallax scrolling, giving a better impression of height.
*When purchasing an item, a list of equipable characters and affected attributes will be displayed.
*The [[Prince of Cannock]] can now equip the {{Erdrick's sword}} and [[Aurora blade]].
*The Prince of Cannock will suffer a curse inflicted by [[Hargon]] if the party sleeps at the [[Beran]] inn. The curse will be lifted by retrieving a [[Yggdrasil leaf]] from a southern island, but the player can leave the prince behind and finish the game with the two remaining luminaries if they desire. Doing so will slightly alter the dialogue of the ending.
*[[Sizzle]] and [[Kaboom]] deal more damage, rising from 17~33 and 55~68 to 50~65 and 68~92 respectively.
*[[Kabuff]] and [[Kasap]] affect their respective stats by 50% instead of 12.5% (1/8th).
*Some of the effects of [[Hocus Pocus]] no longer work on bosses, namely the confusion effect and causing enemies to flee in terror.
*[[Malroth]] will no longer cast [[Fullheal]] during battle.
 
==Credits==
*''Original SFC version''
 
===Scenario & game design===
*[[Yuji Horii]]
 
===Character designer===
*[[Akira Toriyama]]
 
===Music composure===
*[[Koichi Sugiyama]]
 
===Chief programmer===
*Kouhei Tamura
 
===Programming support===
*[[Manabu Yamana]], Jinji Horagai, Yutaka Gyotoku
 
===Scenario assistant===
*Sachiko Sugimura, Hiroshi Miyaoka
 
===CG designer===
*Shintaro Majima
 
===Sound programmer===
*Dogen Shibuya
 
===Sound programming assistants===
*Takenori Yamamori, Chiyoko Mimata
 
===Development manager===
*Taichi Inuzuka
 
===Production staff===
*Shigeki Maruyama, Daizo Shimamura, Mariko Iida
 
===Producer===
*Yukinobu Chida
 
===Publisher===
*Yasuhiro Fukushima
 
==Gallery==
<center><gallery>
DQ I and II SFC.png|''Dragon Quest I & II'' on the Super Famicom (Front)
DQ I and II Back SFC.jpg|''Dragon Quest I & II'' on the Super Famicom (Back)
DQI and II SNES artwork.png|Box art (textless)
File:Dq 1 and 2 flyer april.jpg|Weekly Famitsu #226, April 1993
Symphonic Suite Dragon Quest I and II.png|Cover of the symphonic suite
DW I and II GBC.png|''Dragon Warrior I & II'' on the Game Boy Color
DW I and II Box (Back Side).jpg
DW I and II Cartridge.jpg
DQI and II Japan.png|''Dragon Quest I & II'' on the Game Boy Color
DQI and II GameBoy Art.png|Box art. (textless)
DQI and II Game Boy guide.png|Game Boy official guide
DQI and II Game Boy V Jump guide.png|Game Boy V Jump guide
DW I and II GBC Poster Side 1 - Artwork.jpg|Game Boy Poster Side 1 (Artwork)
DW I and II GBC Poster Side 2 - Maps.jpg|Game Boy Poster Side 2 (Map)
</gallery></center>
 
==See also==
*[[Dragon Quest Monsters 1·2]]
 
{{Dragon Quest series}}
 
[[Category:SNES games]]
[[Category:Game Boy games]]
[[Category:Japanese-exclusive games]]

Revision as of 23:23, 8 May 2021

DQ I and II SFC Logo.png

Dragon Quest I & II is a remake of the first two NES Dragon Quest games, Dragon Quest and Dragon Quest II: Luminaries of the Legendary Line.

Released for the Super Famicom on December 13, 1993, and later re-released for the Game Boy Color on September 23, 1999 in Japan and September 21, 2000 in America, the games feature enhanced graphics and more streamlined gameplay elements taken from the fifth entry.

Though the two titles have since been separated for mobile phone releases, the changes implemented in the original Super Famicom bundle package have become permanent additions and improvements seen in every version of the games since.

General changes

  • A general-purpose button has been added for faster interaction with NPCs, chests, and doors.
  • Movement has been changed from a full tile to half a tile per press of the D-pad.
  • Items can be sold to weapon shops and weapons can be sold to item shops.
  • Weapons and armor can be equipped the moment they are bought.
  • Battle screen backgrounds and spell animations have been added.
  • Mist and fog effects have been added to certain dungeons and towns
  • Resilience has been added to the list of character statistics, with agility now influencing turn order instead of base defense.
  • Experience requirements for each level have been slightly reduced.
  • The HP of all boss monsters has been increased, by a factor of 700% in one case.
  • Most monsters drop additional Gold, with the exact amount varying between species.
  • Stat-enhancing seeds have been hidden in drawers, chests, and pots scattered throughout towns and castles.
  • In the Japanese version, a full Kanji script has been implemented.

Dragon Quest changes

  • In the Japanese version, all characters have multiple sprites that correlate with the cardinal directions, removing the infamous "crab walk".
  • Monster spell resistance has been altered from units of 16 to II's system of 8 levels of resistance.
  • Enemies can now have true spell immunity for the max resistance, rather than lowering spell accuracy to 1/16th (6.25%) at most.
  • The Green dragon and Golem bosses now appear as as overworld sprites instead of merely being trigger tiles.
  • The Dragonlord's true form is color corrected to better match Akira Toriyama's artwork.
  • The Game Boy Color version includes an intro sequence depicting the kidnapping of Princess Gwaelin.

Dragon Quest II: Luminaries of the Legendary Line changes

  • The cutscene depicting the siege of Moonbrooke developed for the American NES release has been incorporated into the opening of the game in all subsequent versions.
  • Ground-level backgrounds have been added to the various towers via parallax scrolling, giving a better impression of height.
  • When purchasing an item, a list of equipable characters and affected attributes will be displayed.
  • The Prince of Cannock can now equip the Template:Erdrick's sword and Aurora blade.
  • The Prince of Cannock will suffer a curse inflicted by Hargon if the party sleeps at the Beran inn. The curse will be lifted by retrieving a Yggdrasil leaf from a southern island, but the player can leave the prince behind and finish the game with the two remaining luminaries if they desire. Doing so will slightly alter the dialogue of the ending.
  • Sizzle and Kaboom deal more damage, rising from 17~33 and 55~68 to 50~65 and 68~92 respectively.
  • Kabuff and Kasap affect their respective stats by 50% instead of 12.5% (1/8th).
  • Some of the effects of Hocus Pocus no longer work on bosses, namely the confusion effect and causing enemies to flee in terror.
  • Malroth will no longer cast Fullheal during battle.

Credits

  • Original SFC version

Scenario & game design

Character designer

Music composure

Chief programmer

  • Kouhei Tamura

Programming support

Scenario assistant

  • Sachiko Sugimura, Hiroshi Miyaoka

CG designer

  • Shintaro Majima

Sound programmer

  • Dogen Shibuya

Sound programming assistants

  • Takenori Yamamori, Chiyoko Mimata

Development manager

  • Taichi Inuzuka

Production staff

  • Shigeki Maruyama, Daizo Shimamura, Mariko Iida

Producer

  • Yukinobu Chida

Publisher

  • Yasuhiro Fukushima

Gallery

See also