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| modes = [[Wikipedia:Single player|Single player]]
| modes = [[Wikipedia:Single player|Single player]]
| ratings = {{vgratings|ESRB=T (Teen)|CERO=A (all ages)}}
| ratings = {{vgratings|ESRB=T (Teen)|CERO=A (all ages)}}
| platforms = [[Super Nintendo Entertainment System|Super Famicom]], [[Nintendo DS]]
| platforms = [[Super Nintendo Entertainment System|Super Famicom]], [[Nintendo DS]], Android & iOS
| media = 32-[[Wikipedia:megabit|megabit]] [[Wikipedia:cartridge (electronics)|cartridge]], (SFAM)
| media = 32-[[Wikipedia:megabit|megabit]] [[Wikipedia:cartridge (electronics)|cartridge]], (SFAM)
| requirements =
| requirements =
| input =
| input =
|series = ''[[Dragon Quest]]''
|series = ''[[Dragon Quest (series)|Dragon Quest]]''
}}
}}
{{Translation|'''''Dragon Quest VI'''''|ドラゴンクエストVI 幻の大地|Doragon Kuesuto Shikkusu Maboroshi no Daichi|literally meaning; Dragon Quest VI: Land of Illusion}} is the sixth installment in the ''[[Dragon Quest (series)|Dragon Quest]]'' series. It is the penultimate title for the Nintendo Super Famicom as well as the last game in the [[Zenithia trilogy]], and the first game in the series to be developed by [[Heartbeat]], rather than [[Chunsoft]].   
{{Translation|'''''Dragon Quest VI: Realms of Revelation'''''|ドラゴンクエストVI 幻の大地|Doragon Kuesuto Shikkusu Maboroshi no Daichi|literally meaning; Dragon Quest VI: Land of Illusion}} is the sixth installment in the ''[[Dragon Quest (series)|Dragon Quest]]'' series. It is the penultimate title for the Nintendo Super Famicom as well as the last game in the [[Zenithia trilogy]], and the first game in the series to be developed by [[Heartbeat]], rather than [[Chunsoft]].   


An adventure filled with perils and phantasms, the mystery of ''DQ VI'' spans two massive worlds filled with ferocious monsters, devious demons, and soul-shattering realizations.  
An adventure filled with perils and phantasms, the mystery of ''Dragon Quest VI'' spans two massive worlds filled with ferocious monsters, devious demons, and soul-shattering realizations.  


==Setting==
==Setting==
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The four of them travel to Murdaw's [[Underkeep|castle]] in the original world. After defeating Murdaw, the Hero uses the Mirror and Murdaw then turns into the king of Somnia, confused and unaware of what happened. The king reveals that the "original" world is in fact the Dream World and the Phantom World is the Real World. Upon traveling back to the Real World, the King of Somnia thanks the party for defeating Murdaw in his dreams, but that the real Murdaw lives and that the party must travel to [[Ghent]] to retrieve a boat to get to [[Murdaw's Keep|Murdaw's lair]]. In Ghent, [[Nevan]] the devout joins the party and allows them to use the Ghent Clan's sacred ship. Upon exploring the island, Carver discovers a statue bearing his exact likeness and realizes that Murdaw's actions in the opening scene separated his, Milly's, and the Hero's souls from their bodies, trapping them in the Dream World. During the fight with the real Murdaw, the Hero gets sent back to Weaver's Peak like before; however with the Mirror of Ra the Hero warps back into the battle and defeats Murdaw.
The four of them travel to Murdaw's [[Underkeep|castle]] in the original world. After defeating Murdaw, the Hero uses the Mirror and Murdaw then turns into the king of Somnia, confused and unaware of what happened. The king reveals that the "original" world is in fact the Dream World and the Phantom World is the Real World. Upon traveling back to the Real World, the King of Somnia thanks the party for defeating Murdaw in his dreams, but that the real Murdaw lives and that the party must travel to [[Ghent]] to retrieve a boat to get to [[Murdaw's Keep|Murdaw's lair]]. In Ghent, [[Nevan]] the devout joins the party and allows them to use the Ghent Clan's sacred ship. Upon exploring the island, Carver discovers a statue bearing his exact likeness and realizes that Murdaw's actions in the opening scene separated his, Milly's, and the Hero's souls from their bodies, trapping them in the Dream World. During the fight with the real Murdaw, the Hero gets sent back to Weaver's Peak like before; however with the Mirror of Ra the Hero warps back into the battle and defeats Murdaw.


After the victory celebration back at the castle, the Queen of Somnia tells the Hero that he is the Prince of Somnia and that his current existence is incomplete--Murdaw's curse still lingers, and his dream-self has not returned to his body. Told to go forth and find himself, the party's journey leads them to Arkbolt, where a [[Lizzie|terrible monster]] is blocking a nearby [[Wayfarer's Pass|tunnel to the rest of the continent. The reward for defeating the monster is the famed [[Sunderbolt Sword]], but before the party can confront the beast a warrior by the name of [[Terry]] slays her, winning the sword.  
After the victory celebration back at the castle, the Queen of Somnia tells the Hero that he is the Prince of Somnia and that his current existence is incomplete--Murdaw's curse still lingers, and his dream-self has not returned to his body. Told to go forth and find himself, the party's journey leads them to Arkbolt, where a [[Lizzie|terrible monster]] is blocking a nearby [[Wayfarer's Pass|tunnel to the rest of the continent. The reward for defeating the monster is the famed [[Sunderbolt blade|Sunderbolt sword]], but before the party can confront the beast a warrior by the name of [[Terry]] slays her, winning the sword.  


After traveling both worlds, the party learns that Murdaw was not the only evil in the world, having confronted several other powerful monsters that all seem to be connected. [[File:Ashlynn DQVI DS artwork 2.png|thumb|100px|right|The sorceress [[Ashlynn]].]]
After traveling both worlds, the party learns that Murdaw was not the only evil in the world, having confronted several other powerful monsters that all seem to be connected. [[File:Ashlynn DQVI DS artwork 2.png|thumb|100px|right|The sorceress [[Ashlynn]].]]
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Once Cloud Castle is back to normal, the party speaks to [[Zenithia|King Zenith]] who informs them of Mortamor's doings and how to reach the Dark World. Mortamor plans on merging both worlds. The party’s horse fuses with Pegasus, allowing the party to fly to the Dark World. With the help of two brothers, Isaac and Benjamin, the party enters Mortamor's Castle. After solving many puzzles, they come face to face with Mortamor and defeat him. Isaac reveals that the Dark World is falling apart and Pegasus helps them escape.
Once Cloud Castle is back to normal, the party speaks to [[Zenithia|King Zenith]] who informs them of Mortamor's doings and how to reach the Dark World. Mortamor plans on merging both worlds. The party’s horse fuses with Pegasus, allowing the party to fly to the Dark World. With the help of two brothers, Isaac and Benjamin, the party enters Mortamor's Castle. After solving many puzzles, they come face to face with Mortamor and defeat him. Isaac reveals that the Dark World is falling apart and Pegasus helps them escape.


In a similar fashion to ''Dragon Quest III'', the hero's weapons and armour were renamed for this installment in the [[Zenithia Trilogy]].  They are known as the [[Zenithian Equipment#Sword of Ramias|Sword of Ramias]], [[Zenithian Equipment#Armour of Orgo|Armour of Orgo]], [[Zenithian Equipment#Helm of Valora|Shield of Valora]] and [[Zenithian Equipment#Helm of Sebath|Helm of Sebath]].  After the events of this game, these armaments become the [[Zenithian Equipment|Zenithian equipment]] and are renamed as such.
In a similar fashion to ''Dragon Quest III'', the hero's weapons and armour were renamed for this installment in the [[Zenithia trilogy]].  They are known as the {{Sword of Ramias}}, {{Armour of Orgo}}, {{Shield of Valora}} and {{Helm of Sebath}}.  After the events of this game, these armaments become the [[Zenithian Equipment|Zenithian Equipment]] and are renamed as such.
{{spoiler|end}}
{{spoiler|end}}


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==New features==
==New features==
As the sixth installment to the ''Dragon Quest'' series,  the graphics and sound presentation were improved significantly from ''[[Dragon Quest V]]'', which was criticized for being too similar tot he 8-bit installments and not taking advantage of the SNES hardware.  
As the sixth installment to the ''Dragon Quest'' series,  the graphics and sound presentation were improved significantly from {{DQ5}}, which was criticized for being too similar to the 8-bit installments and not taking advantage of the SNES hardware.  


===[[Vocation system]]===
===[[Vocation system]]===
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*[[Paladin]] (Martial Artist+Priest): Strength, agility, and wisdom go up and a mixture of defensive and offensive skills are learned such as [[Forbearance]] and [[Pearly Gates]].
*[[Paladin]] (Martial Artist+Priest): Strength, agility, and wisdom go up and a mixture of defensive and offensive skills are learned such as [[Forbearance]] and [[Pearly Gates]].
*[[Sage]] (Mage+Priest): Wisdom and MP go up and top tier attack and healing spells are learned. At higher ranks, the Sage will be able to cast spells for fewer MP.
*[[Sage]] (Mage+Priest): Wisdom and MP go up and top tier attack and healing spells are learned. At higher ranks, the Sage will be able to cast spells for fewer MP.
*[[Luminary]] (Dancer+Gadabout): Style is the only stat that goes up and several support skills are learned.  
*[[Luminary (Vocation)|Luminary]] (Dancer+Gadabout): Style is the only stat that goes up and several support skills are learned.  
*[[Ranger]] (Merchant+Thief+Monster Master): Agility and wisdom go up and an assortment of exploration and defensive skills are learned.
*[[Ranger]] (Merchant+Thief+Monster Master): Agility and wisdom go up and an assortment of exploration and defensive skills are learned.
*[[Hero (Class)|Hero]] (Gladiator+Sage+Luminary+Ranger): This is the ultimate vocation and all stats go up save agility and resilience. Several high power attack spells/skills are learned, such as [[Gigaslash]], and characters will automatically regenerate HP at higher ranks. The [[Hero (Dragon Quest VI)|Protagonist of Dragon Quest VI]] only has to master one of the listed vocations to become a Hero.
*[[Hero (Class)|Hero]] (Gladiator+Sage+Luminary+Ranger): This is the ultimate vocation and all stats go up save agility and resilience. Several high power attack spells/skills are learned, such as [[Gigaslash]], and characters will automatically regenerate HP at higher ranks. The [[Hero (Dragon Quest VI)|Protagonist of Dragon Quest VI]] only has to master one of the listed vocations to become a Hero.
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===Style and the Best Dressed Contest===
===Style and the Best Dressed Contest===
A "Kakkoyosa" (かっこよさ, effectively Charisma) stat makes its debut, allowing the cast to compete in a fashion show. [[Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly and non-humanoid ones. Various weapons and armour can increase or decrease the stat; the effects of these equipments can themselves be altered at a [[Fashion Forge|Fashionable Forge]]. A matching set of equipment will increase the stat further through hidden bonuses; these pieces of equipment are often joined by a theme such as [[Princess Robe|faerie tale]] [[Glass slippers|elegance]].   
A "Kakkoyosa" (かっこよさ, effectively Charisma) stat makes its debut, allowing the cast to compete in a fashion show. [[List of character statistics#Style|Style]] measures how charismatic and well-dressed the characters are; it will be high for attractive characters and monsters, and low for ugly and non-humanoid ones. Various weapons and armour can increase or decrease the stat; the effects of these equipments can themselves be altered at a [[Fashion Forge|Fashionable Forge]]. A matching set of equipment will increase the stat further through hidden bonuses; these pieces of equipment are often joined by a theme such as [[Princess's robe|faerie tale]] [[Glass slippers|elegance]].   


The Best Dressed Contest has eight ranks, which the player enters in order. Depending on rank, the contest may be limited to men, women, or monsters. While the contest is one of the mini-games in ''Dragon Quest VI'', the party must win the third rank of the contest to gain an important item that will advance the plot.
The Best Dressed Contest has eight ranks, which the player enters in order. Depending on rank, the contest may be limited to men, women, or monsters. While the contest is one of the mini-games in ''Dragon Quest VI'', the party must win the third rank of the contest to gain an important item that will advance the plot.
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===Player conveniences===
===Player conveniences===
*There is a system to memorize speeches made by the townspeople. Pushing a button after speaking to someone causes their text to be remembered. Then casting the [[Remember]] "spell" will cause the memorized conversations to be replayed. At higher levels, the Hero can replay more messages or delete messages from the list. This system is also used in the SNES and GBC remakes of ''Dragon Quest III'', but not in any later games.
*There is a system to memorize speeches made by the townspeople. Pushing a button after speaking to someone causes their text to be remembered. Then casting the [[Remember]] "spell" will cause the memorized conversations to be replayed. At higher levels, the Hero can replay more messages or delete messages from the list. This system is also used in the SNES and GBC remakes of ''Dragon Quest III'', but not in any later games.
:*This feature was removed in the remake, but the [[Party chat|party chat]] feature serves a similar purpose.
:*This feature was removed in the remake, but the [[Party Chat]] feature serves a similar purpose.
*Walking pace is quickened in towns, castles, and dungeons. The screen no longer scrolls off the edge of a town map; instead the party will begin to move towards the edge of the screen, moving the message window if necessary.
*Walking pace is quickened in towns, castles, and dungeons. The screen no longer scrolls off the edge of a town map; instead the party will begin to move towards the edge of the screen, moving the message window if necessary.
*Wells can now be explored, with some leading to simple dead-ends, others small alcoves with treasure, and many leading to ambushes by [[Scarewell]]s and their relatives.
*Wells can now be explored, with some leading to simple dead-ends, others small alcoves with treasure, and many leading to ambushes by [[Scarewell]]s and their relatives.
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*Stat growth becomes pre-set upon leveling up, with no random width as in the previous five games.  This would be slightly modified in the remake, allowing for a slight range of growth.  
*Stat growth becomes pre-set upon leveling up, with no random width as in the previous five games.  This would be slightly modified in the remake, allowing for a slight range of growth.  
*The limit for non-HP and MP stats has been raised from 255 to 500.
*The limit for non-HP and MP stats has been raised from 255 to 500.
*[[Luck]] has been removed from the game.
*{{Luck}} has been removed from the game.
*[[Status ailment|Curse]]s as monster abilities have been removed from the game, with cursed equipment no longer requiring a benediction to remove.
*[[Status effect|Curse]]s as monster abilities have been removed from the game, with cursed equipment no longer requiring a benediction to remove.
*The infamous “learning period” experienced through the artificial intelligence has been abolished, with A.I. controlled party members immediately recognizing the resistances of monsters from the first turn. However, characters will never use items when using the A.I.
*The infamous “learning period” experienced through the artificial intelligence has been abolished, with A.I. controlled party members immediately recognizing the resistances of monsters from the first turn. However, characters will never use items when using the A.I.
*A.I. decision making now takes place after each action in battle instead of after all four player character have acted, meaning a character will not waste their turn casting a support spell on another character who was killed at the start of battle.  
*A.I. decision making now takes place after each action in battle instead of after all four player character have acted, meaning a character will not waste their turn casting a support spell on another character who was killed at the start of battle.  
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*[[Encounters]] have shifted from a purely random chance to step-based additives, meaning that a battle will always commence when a character takes the required amount of steps for that terrain/location.
*[[Encounters]] have shifted from a purely random chance to step-based additives, meaning that a battle will always commence when a character takes the required amount of steps for that terrain/location.
*Unlike in the two preceding games, characters in the [[Wagon]] can cast spells at any time, even in dungeons where the wagon cannot go.
*Unlike in the two preceding games, characters in the [[Wagon]] can cast spells at any time, even in dungeons where the wagon cannot go.


==Returning features==
==Returning features==
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*[[Mobile Island]]
*[[Mobile Island]]
*[[Flying Bed]]
*[[Flying Bed]]
*[[Magic Carpet]]
*[[Flying Carpet|Magic Carpet]]
*[[Ship|Undersea Ship]]  
*[[Ship|Undersea Ship]]  
*[[Pegasus]]
*[[Pegasus]]
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==Development==
==Development==
===Production===
===Production===
The scenario designer, like always, is [[Yuuji Horii]]. As in all other ''Dragon Quest'' games, the art work and design are made by [[Akira Toriyama]] of ''[[Dragon Ball]]'' fame, who also worked on ''[[Chrono Trigger]]'', ''[[Tobal No.1]]'', and ''[[Blue Dragon (series)|Blue Dragon]]''. This is the last game in the series to belong to the [[Zenithia]] or the [[Tenkuu no Shiro]] (Castle in the Sky) trilogy.
The scenario designer, like always, is [[Yūji Horii]]. As in all other ''Dragon Quest'' games, the art work and design are made by [[Akira Toriyama]] of ''[[Dragon Ball]]'' fame, who also worked on ''[[Chrono Trigger]]'', ''[[Tobal No.1]]'', and ''[[Blue Dragon (series)|Blue Dragon]]''. This is the last game in the series to belong to the [[Zenithia]] or the Tenkuu no Shiro (Castle in the Sky) trilogy.


After the release of ''I + II'' in 1993 development of ''VI'' began in earnest, with a goal of returning to the more adventurous, less on-rails structure of the [[Erdrick trilogy]] and also parodying the ''very'' common trope of the "hidden world" scenario that RPGs and adventure games employed in the 90's. By introducing the concept of the Upper and Lower worlds within the first ten minutes of gameplay, Horii avoided the cliche of the late-game introduction of a hidden area where the cast would be forced to explore before confronting the final evil, and allowed ''VI'' to carry an air of genuine mystery from beginning to end.
After the release of ''I + II'' in 1993 development of ''VI'' began in earnest, with a goal of returning to the more adventurous, less on-rails structure of the [[Erdrick trilogy]] and also parodying the ''very'' common trope of the "hidden world" scenario that RPGs and adventure games employed in the 90's. By introducing the concept of the Upper and Lower worlds within the first ten minutes of gameplay, Horii avoided the cliche of the late-game introduction of a hidden area where the cast would be forced to explore before confronting the final evil, and allowed ''VI'' to carry an air of genuine mystery from beginning to end.
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In order to balance the heavy plots and characterizations that ''IV'' and ''V'' enjoyed with the player's ability to explore at their leisure, the vocation system from ''III'' was re-implemented and given a substantial overhaul. Instead of defining a character in a fixed role, ''VI's'' vocations gave players the ability to completely customize their party as they saw fit.  
In order to balance the heavy plots and characterizations that ''IV'' and ''V'' enjoyed with the player's ability to explore at their leisure, the vocation system from ''III'' was re-implemented and given a substantial overhaul. Instead of defining a character in a fixed role, ''VI's'' vocations gave players the ability to completely customize their party as they saw fit.  


In July 2007, Square Enix announced a series of remakes of ''[[Dragon Quest IV]]'', ''[[Dragon Quest V|V]]'' and ''VI'' for the Nintendo DS. This marked the first time the game was available on another console and outside of Japan. Prior to this, it had only been available through [[fan translation|fan translations]].  ''Dragon Quest VI'' was the final game of the subseries to be released, following ''Dragon Quest IV'' in 2008 and ''Dragon Quest V'' in 2009.   
In July 2007, Square Enix announced a series of remakes of {{DQ4}}, ''V'' and ''VI'' for the Nintendo DS. This marked the first time the game was available on another console and outside of Japan. Prior to this, it had only been available through [[fan translation|fan translations]].  ''Dragon Quest VI'' was the final game of the subseries to be released, following ''Dragon Quest IV'' in 2008 and ''Dragon Quest V'' in 2009.   


In January 2010, the game was re-released in Japan on the Nintendo DS. On December 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing ''Dragon Quest VI'' on February 14, 2011. The subtitle was officially named "Realms of Revelation."
In January 2010, the game was re-released in Japan on the Nintendo DS. On December 20, 2010, it was [http://press.nintendo.com/articles.jsp?id=26902 announced] that Nintendo of America would be publishing ''Dragon Quest VI'' on February 14, 2011. The subtitle was officially named "Realms of Revelation."
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Nintendo also held a trivia contest via Twitter, with the winner receiving a trip to the launch event to be the first in line to meet Horii.
Nintendo also held a trivia contest via Twitter, with the winner receiving a trip to the launch event to be the first in line to meet Horii.


Best Buy also had special events to promote ''Dragon Quest VI'' and ''[[Dragon Quest IX]]'' on February 26, 2011 and March 5, 2011.
Best Buy also had special events to promote ''Dragon Quest VI: Realms of Revelation'' and {{DQ9}} on February 26, 2011 and March 5, 2011.


==Legacy==
==Legacy==
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On April 28, 2008, it was reported that [[Square Enix]] had applied for the trademark "The Realms of Reverie" at the United States Patent and Trademark Office, leading to speculation that it was the localized title for this game. On May 20, 2008, Square Enix opened up the North American site featuring the three Dragon Quest DS remakes, acknowledging ''Realms of Reverie'' as the official subtitle, as well as confirming a release in North America. The next day, a press release from Square Enix confirmed that the game would be released in Europe as ''Dragon Quest: Realms of Reverie''.
On April 28, 2008, it was reported that [[Square Enix]] had applied for the trademark "The Realms of Reverie" at the United States Patent and Trademark Office, leading to speculation that it was the localized title for this game. On May 20, 2008, Square Enix opened up the North American site featuring the three Dragon Quest DS remakes, acknowledging ''Realms of Reverie'' as the official subtitle, as well as confirming a release in North America. The next day, a press release from Square Enix confirmed that the game would be released in Europe as ''Dragon Quest: Realms of Reverie''.


Two and a half years later, on December 20, 2010, Nintendo of America issued a press release concerning ''Dragon Quest VI''; the game would be published by Nintendo in North America under the name '''''Dragon Quest VI: Realms of Revelation''''' and would be released on February 14, 2011. As with the release of ''[[Dragon Quest IX]]'', the sword in the Dragon Quest logo was replaced with an ordinary 'T'.
Two and a half years later, on December 20, 2010, Nintendo of America issued a press release concerning ''Dragon Quest VI''; the game would be published by Nintendo in North America under the name '''''Dragon Quest VI: Realms of Revelation''''' and would be released on February 14, 2011. As with the release of {{DQ9}}', the sword in the ''Dragon Quest'' logo was replaced with an ordinary 'T'.


During the following months, ''Dragon Quest VI'' would be released in Europe and Australia as '''''Dragon Quest VI: Realms of Reverie'''''.  The logo used was identical to that used in the North American release, other than the subtitle, while the actual box art was nearly identical to that of the Japanese release.
During the following months, ''Dragon Quest VI'' would be released in Europe and Australia as '''''Dragon Quest VI: Realms of Reverie'''''.  The logo used was identical to that used in the North American release, other than the subtitle, while the actual box art was nearly identical to that of the Japanese release.
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*Re-equipping armour during battle no longer resets the effects of [[Sap]]/[[Buff]] spells.
*Re-equipping armour during battle no longer resets the effects of [[Sap]]/[[Buff]] spells.
*The layout of some towns and dungeons have been slightly altered.
*The layout of some towns and dungeons have been slightly altered.
*The [[party chat]] function was added, see [[Dragon Quest VI Party Chat|the transcript]].
*[[Terry]]'s starting level was raised from 23 to 28.
*[[Amos]] now has a unique sprite model, where as he shared the NPC warrior sprite before.
*[[Amos]] now has a unique sprite model, where as he shared the NPC warrior sprite before.
*[[Zoom]] can now be used to warp to both the lower world and upper world versions of [[Alltrades Abbey (Dragon Quest VI)|Alltrades Abbey]].
*[[Zoom]] can now be used to warp to both the lower world and upper world versions of [[Alltrades Abbey (Dragon Quest VI)|Alltrades Abbey]].
====Smartphone alterations====
In addition to the changes listed above, the 2015 mobile version included a few adjustments to the game.
*Raised level cap for each area, making it much easier to earn vocation ranks in any given section of the game.
*The [[Ranger]] has been slightly buffed, now gaining +20% MP instead of losing 30%.
*[[Terry]]'s level upon joining has been raised to 33, in addition to having already mastered the [[Mage]] and [[Priest]] vocations. His strength and agility stats have been increased by +5 and +28, respectively.
*The sex of monster companions is now displayed in the attributes section, with [[Lizzie]] and [[Shelley]] being female and the remaining slime buddies being male.
*[[Suite Dreams]] sidequest has been altered to no longer rely on multiplayer and can now be done entirely in-game.


===See also===
===See also===
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==Soundtrack==
==Soundtrack==
[[Koichi Sugiyama]] composed the music and directed all the associated spinoffs. Three soundtracks were released for the music of ''Dragon Quest VI''. The first was a two-disk soundtrack, which included an orchestral performance and an OST. The second soundtrack was released on August 23, 2000, and just had the orchestral version. This version was released by SPE Visual Works (now Aniplex), and was named ''Dragon Quest VI ~The Dream World~ Symphonic Suite''. This version was featured on ''Dragon Quest Daizenshu Vol. 2'', which is a compilation of ''Dragon Quest'' music. A second Symphonic Suite edition of the OST was performed in March 2005 and released on July 19, 2006, also by Aniplex. The Symphonic Suite tracklist is as follows:
[[Kōichi Sugiyama]] composed the music and directed all the associated spinoffs. Three soundtracks were released for the music of ''Dragon Quest VI''. The first was a two-disk soundtrack, which included an orchestral performance and an OST. The second soundtrack was released on August 23, 2000, and just had the orchestral version. This version was released by SPE Visual Works (now Aniplex), and was named ''Dragon Quest VI ~The Dream World~ Symphonic Suite''. This version was featured on ''Dragon Quest Daizenshu Vol. 2'', which is a compilation of ''Dragon Quest'' music. A second Symphonic Suite edition of the OST was performed in March 2005 and released on July 19, 2006, also by Aniplex. The Symphonic Suite tracklist is as follows:


# [[Overture]] (1:20)
#[[Overture]] (1:20)
# At the Palace (3:40)
#At the Palace (3:40)
# In the Town ~ Happy Humming ~ Inviting Village ~ Folk Dance (7:02)
#In the Town ~ Happy Humming ~ Inviting Village ~ Folk Dance (7:02)
# Through the Fields ~ Wandering through the Silence ~ Another World (5:03)
#Through the Fields ~ Wandering through the Silence ~ Another World (5:03)
# Ocean Waves (5:11)
#Ocean Waves (5:11)
# Flying Bed (2:08)
#Flying Bed (2:08)
# Pegasus ~ Saint's Wreath (5:39)
#Pegasus ~ Saint's Wreath (5:39)
# Evil World ~ Satan's Castle ~ Frightening Dungeon (4:22)
#Evil World ~ Satan's Castle ~ Frightening Dungeon (4:22)
# Brave Fight (6:23)
#Brave Fight (6:23)
# Melancholy (3:11)
#Melancholy (3:11)
# Ocarina ~ The Saint (2:07)
#Ocarina ~ The Saint (2:07)
# Devil's Tower (1:36)
#Devil's Tower (1:36)
# Dungeons ~ Last Dungeon (5:52)
#Dungeons ~ Last Dungeon (5:52)
# Monsters (4:36)
#Monsters (4:36)
# Demon Combat (5:15)
#Demon Combat (5:15)
# Eternal Lullaby (6:46)
#Eternal Lullaby (6:46)


==Reception==
==Reception==
A survey in the magazine Famitsu in 2006 earned ''Dragon Quest VI'' the #34 spot on the list. This is a much lower spot on the list than the other games in the series, showing that, although the game is popular, it remains in the shadows compared to the rest of the series, particularly ''[[Dragon Quest III]]'' and ''[[Dragon Quest VIII]]'', which were both in the top five. ''Dragon Quest VI'' was one of the best selling Super Famicom games in Japan, selling well over three million copies.
A survey in the magazine Famitsu in 2006 earned ''Dragon Quest VI'' the #34 spot on the list. This is a much lower spot on the list than the other games in the series, showing that, although the game is popular, it remains in the shadows compared to the rest of the series, particularly {{DQ3}} and {{DQ8}}, which were both in the top five. ''Dragon Quest VI'' was one of the best selling Super Famicom games in Japan, selling well over three million copies.
In volume 81 of ''Nintendo Power'', the staff wrote an article on ''Dragon Quest VI'', hoping the game would find a U.S. release. They also suggested why the series might not appeal to the American audience: there is too much fighting and not enough adventuring. The game has not been released outside of Japan.
In volume 81 of ''[[Nintendo Power]]'', the staff wrote an article on ''Dragon Quest VI'', hoping the game would find a U.S. release. They also suggested why the series might not appeal to the American audience: there is too much fighting and not enough adventuring. The game has not been released outside of Japan.


''Dragon Quest VI'' was listed as #7 among the 10 Best Japanese Games Never Released in the U.S. by ''GamePro'' magazine in their May 2005 issue. ''Dragon Quest V'', another Japan-only game, was also on the list, placing at #2. (the whole list can be seen here [http://www.woodus.com/den/gallery/graphics/sightings/gamepro_may2005_pg46.jpg])
''Dragon Quest VI'' was listed as #7 among the 10 Best Japanese Games Never Released in the U.S. by ''GamePro'' magazine in their May 2005 issue. ''Dragon Quest V'', another Japan-only game, was also on the list, placing at #2. (the whole list can be seen here [http://www.woodus.com/den/gallery/graphics/sightings/gamepro_may2005_pg46.jpg])
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In terms of contributions to the series as a whole, ''VI'' is considered by several fans as being very significant: the addition of skills allowed further refinement to combat and added significantly more layers of depth to battles, the bag reduced the amount of frustration players could face by putting an end to shuffling items between characters, and the Hero's ability to memorize and recall lines of dialogue directly lead to the creation of Party Chat in ''VII''. Furthermore, the raising of stat limits from 255 to 510 allowed for more dynamic character growth and battle potential, complimented by a significant increase in stat-enhancing accessories. Smaller touches also enhanced the quality of the series from then on, such as the three tone vocal range for men, women, and children, and the mini medal exchange program becoming one where awards are dispensed based on the total collected, rather than being used as an alternate type of currency.
In terms of contributions to the series as a whole, ''VI'' is considered by several fans as being very significant: the addition of skills allowed further refinement to combat and added significantly more layers of depth to battles, the bag reduced the amount of frustration players could face by putting an end to shuffling items between characters, and the Hero's ability to memorize and recall lines of dialogue directly lead to the creation of Party Chat in ''VII''. Furthermore, the raising of stat limits from 255 to 510 allowed for more dynamic character growth and battle potential, complimented by a significant increase in stat-enhancing accessories. Smaller touches also enhanced the quality of the series from then on, such as the three tone vocal range for men, women, and children, and the mini medal exchange program becoming one where awards are dispensed based on the total collected, rather than being used as an alternate type of currency.


While ''VI'' may not be among the most popular games in the series, it is assuredly one of the most important in Dragon Quest's history
While ''VI'' may not be among the most popular games in the series, it is assuredly one of the most important in ''Dragon Quest's'' history.


==Related media==
==Related media==
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==Trivia==
==Trivia==
The game is likely a prequel to ''IV'' and ''V'', based on small details and hints scattered throughout the story. In typical Horii fashion, many of these hints are not concrete and are up to the player to decide for themselves. That being said, the similarities between Zenithia and Cloudsgate Citadel are objectivly clear even at a cursory glance.
The game is likely a prequel to ''IV'' and ''V'', based on small details and hints scattered throughout the story. In typical Horii fashion, many of these hints are not concrete and are up to the player to decide for themselves. That being said, the similarities between Zenithia and Cloudsgate Citadel are objectively clear even at a cursory glance.




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