Dragon Quest: Difference between revisions

3 bytes added ,  20:03, 27 January 2020
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| designer=[[Yūji Horii]]<br />[[Koichi Nakamura]]<br />Yukinobu Chida
| designer=[[Yūji Horii]]<br />[[Koichi Nakamura]]<br />Yukinobu Chida
| artist=[[Akira Toriyama]]
| artist=[[Akira Toriyama]]
| composer=[[Koichi Sugiyama]]
| composer=[[Kōichi Sugiyama]]
| released= '''Nintendo Entertainment System'''<br />{{vgrelease|JP=May 27, 1986|NA=August 1989}}'''Playstation 4 & 3DS'''<br />{{vgrelease|JP=August 10, 2017}}'''Nintendo Switch'''<br />{{vgrelease|JP=September 27, 2019|NA=September 27, 2019|EU=September 27, 2019}}
| released= '''Nintendo Entertainment System'''<br />{{vgrelease|JP=May 27, 1986|NA=August 1989}}'''Playstation 4 & 3DS'''<br />{{vgrelease|JP=August 10, 2017}}'''Nintendo Switch'''<br />{{vgrelease|JP=September 27, 2019|NA=September 27, 2019|EU=September 27, 2019}}
| genre=[[Wikipedia:Console role-playing game|Console role-playing game]]
| genre=[[Wikipedia:Console role-playing game|Console role-playing game]]
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Before the release of ''Dragon Quest'', the video game marketplace consisted of fast-paced, reflex dependent action titles. The majority of these were originally developed as arcade quarter-munchers, and retained the immense difficulty of such even when ported to a home console. Storytelling was sparse, if text was even programmed into a game, and titles relied on the player's imagination to fill in the gaps.
Before the release of ''Dragon Quest'', the video game marketplace consisted of fast-paced, reflex dependent action titles. The majority of these were originally developed as arcade quarter-munchers, and retained the immense difficulty of such even when ported to a home console. Storytelling was sparse, if text was even programmed into a game, and titles relied on the player's imagination to fill in the gaps.


When [[Yuji Horii]]'s dream project proved to be a smashing success, the entire perception of what a video game could be changed. Countless RPGs flooded store shelves to cash in on the newfound hype surrounding the genre, and action titles began to experiment with deeper plotlines and character interaction instead of merely pushing level complexity.
When [[Yūji Horii]]'s dream project proved to be a smashing success, the entire perception of what a video game could be changed. Countless RPGs flooded store shelves to cash in on the newfound hype surrounding the genre, and action titles began to experiment with deeper plotlines and character interaction instead of merely pushing level complexity.


A humble title from a small publishing company changed everything for games.
A humble title from a small publishing company changed everything for games.
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==Soundtrack==
==Soundtrack==
[[Koichi Sugiyama]] served as composer for the soundtrack. He would go on to write most of the music for the entire Dragon Quest series.  ''Dragon Quest I's'' symphonic suite was bundled with ''Dragon Quest II's'' symphonic suite and a disc of original compositions as ''Dragon Quest in Concert''. Here is the track listing for the ''Dragon Quest I'' portion of that release:
[[Kōichi Sugiyama]] served as composer for the soundtrack. He would go on to write most of the music for the entire Dragon Quest series.  ''Dragon Quest I's'' symphonic suite was bundled with ''Dragon Quest II's'' symphonic suite and a disc of original compositions as ''Dragon Quest in Concert''. Here is the track listing for the ''Dragon Quest I'' portion of that release:


#[[Overture]] March (序曲/''Overture'') (3:59)
#[[Overture]] March (序曲/''Overture'') (3:59)
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