Dragon Quest I & II: Difference between revisions

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{{Italic title}}
[[File:DQ I and II SFC Logo.png|thumb|300px]]
[[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}}.
'''Dragon Quest I & II''' is a remake of the first two {{NES}} {{Main Series}} games, {{DQ}} and {{DQ2}}.


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]].
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.  
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. The art assets for the compilation would be repurposed  nearly three years later for the Satellaview version of the first game, ''[[BS Dragon Quest]]''.


==General changes==
==General changes==
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*Stat-enhancing seeds have been hidden in drawers, chests, and pots scattered throughout towns and castles.
*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.
*In the Japanese version, a full Kanji script has been implemented.
*In the American Game Boy Color version, characters who had their names changed in the NES version have been reverted to their original Japanese names (e.g. Loto instead of Erdrick, Lora instead of Gwaelin etc.)
*In the American Game Boy Color version, characters who had their names changed in the {{NES}} Version have been changed to truncated versions of the original Japanese names (e.g. Loto instead of Erdrick, Lora instead of Gwaelin etc.)


==={{DQ}} changes===
==={{DQ}} changes===
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*The [[Green dragon]] and [[Golem]] bosses now appear as as overworld sprites instead of merely being trigger tiles.
*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 [[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]].
*The {{Game Boy Color}} Version includes an intro sequence depicting the kidnapping of [[Princess Gwaelin]].
*In the town of Tantegel (Brecconary in the original US NES release) there is a female NPC that follows the player around town after talking to her. If the player stays at the INN while she is following him, the innkeeper will comment "You were up late!" This can also happen while the player is carrying Princess Lora (Gwaelin in the original US release).
*In the town of Tantegel (Brecconary in the original US {{NES}} release) there is a female {{NPC}} that follows the player around town after talking to her. If the player stays at the INN while she is following him, the [[inn]]keeper will comment "You were up late!" This can also happen while the player is carrying Princess Lora (Gwaelin in the original US release).


==={{DQ2}} changes===
==={{DQ2}} changes===
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*Some of the effects of [[Hocus Pocus]] no longer work on bosses, namely the confusion effect and causing enemies to flee in terror.
*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.
*[[Malroth]] will no longer cast [[Fullheal]] during battle.
*The US Game Boy Color version removes the censorship from the NES version: The churches retain their original crosses instead of being changed to stars and dead party members are represented by coffins with crosses on them instead of ghosts.
*The US Game Boy Color version removes the censorship from the NES Version: The churches retain their original crosses instead of being changed to stars and dead party members are represented by coffins with crosses on them instead of ghosts.


==Credits==
==Credits==
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===Music composure===
===Music composure===
*[[Koichi Sugiyama]]
*[[Kōichi Sugiyama]]


===Chief programmer===
===Chief programmer===
Line 61: Line 62:


===Scenario assistant===
===Scenario assistant===
*Sachiko Sugimura, Hiroshi Miyaoka
*Sachiko Sugimura, [[Hiroshi Miyaoka]]


===CG designer===
===CG designer===
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==Gallery==
==Gallery==
<center><gallery>
<center><gallery>
DQ I and II SFC.png|''Dragon Quest I & II'' on the Super Famicom (Front)
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)
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)
DQI and II SNES artwork.png|Box art. (textless)
File:Dq 1 and 2 flyer april.jpg|Weekly Famitsu #226, April 1993
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
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 GBC.png|''Dragon Warrior I & II'' on the Game Boy Color.
DW I and II Box (Back Side).jpg
DW I and II Box (Back Side).jpg|
DW I and II Cartridge.jpg
DW I and II Cartridge.jpg|
DQI and II Japan.png|''Dragon Quest I & II'' on the Game Boy Color
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 GameBoy Art.png|Box art. (textless)
DQI and II Game Boy guide.png|Game Boy official guide
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
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 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)
DW I and II GBC Poster Side 2 - Maps.jpg|Game Boy Poster Side 2. (Map)
File:Dragon Quest I and II super gameboy borders.png|The borders seen when played on the [https://www.mariowiki.com/Super_GameBoy Super GameBoy].
File:DQ 1and2 test sprites.png|Test sprites for the GBC version, featuring the Turn A Gundam & Pikachu.
</gallery></center>
</gallery></center>
==Trivia==
*Hidden in the game code for the {{GBC}} Version of the compilation is a sprite of Pikachu from ''[[Pokémon]]''.[https://www.woodus.com/forums/topic/40036-pikachu-and-gundam-hidden-in-dwiii-files/]


==See also==
==See also==

Revision as of 04:09, 28 January 2022

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. The art assets for the compilation would be repurposed nearly three years later for the Satellaview version of the first game, BS Dragon Quest.

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.
  • In the American Game Boy Color version, characters who had their names changed in the NES Version have been changed to truncated versions of the original Japanese names (e.g. Loto instead of Erdrick, Lora instead of Gwaelin etc.)

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.
  • In the town of Tantegel (Brecconary in the original US NES release) there is a female NPC that follows the player around town after talking to her. If the player stays at the INN while she is following him, the innkeeper will comment "You were up late!" This can also happen while the player is carrying Princess Lora (Gwaelin in the original US release).

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.
  • The US Game Boy Color version removes the censorship from the NES Version: The churches retain their original crosses instead of being changed to stars and dead party members are represented by coffins with crosses on them instead of ghosts.

Credits

  • Original SFC version

Scenario & game design

Character designer

Music composure

Chief programmer

  • Kouhei Tamura

Programming support

Scenario assistant

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

Trivia

  • Hidden in the game code for the GBC Version of the compilation is a sprite of Pikachu from Pokémon.[1]

See also