Dragon Quest VI: Realms of Revelation: Difference between revisions

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*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.  
*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.
*[[Suite Dreams]] sidequest has been altered to no longer rely on multiplayer and can now be done entirely in-game.
===See also===
*[[List of Name Changes in the Zenithia Trilogy#Dragon Quest VI: Realms of Reverie|Name Changes in the Zenithia Trilogy]]


==Soundtrack==
==Soundtrack==
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==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 {{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.
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.  


''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])


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 500 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 four tone vocal range for men, women, children, and monsters, as well as 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.
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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 objectively clear even at a cursory glance.
The game is strongly implied 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, and the speculation has all but been confirmed with the Nintendo DS remake, which expressly refers to two of the possible versions of [[Reaper's Peak]] as being based on future events.
 
==Credits==
===Scenario & game design===
*[[Yuji Horii]]
 
===Character design===
*[[Akira Toriyama]]
 
===Music compose===
*[[Koichi Sugiyama]]
 
===Director===
*[[Manabu Yamana]]
 
===Main Programer===
*Manabu Yamana
 
===Programers===
*Jinji Horagai, Katsuya Teshima, Yasushi Watanabe, Jun Sakamoto
 
===Monster designers===
*Akira Toriyama, Katsuyoshi Nakatsuru
 
===Graphic designers===
*Shintaro Majima, Takashi Yasuno
 
===Sound designers===
*Tsukasa Tawada, Hitoshi Sakimoto
 
===Scenario assistants===
*Fuminori Ishikawa, Sachiko Sugimura, Kazunori Orio, Masayo Fuda
 
===Program assistants===
*Akitaka Shigeno, Yuko Miura
 
===Graphic assistants===
*Yasumasa Kawasaki, Masahiro Wada, Norikazu Masaki
 
===Play testers===
*Hiroomi Tanaka, Mariko Numajiri, Hirofumi Kuroda, Michiyo Nukina (M. Nukina), Kazunori Ōwada (K. Oowada), Minoru Kakizawa (M. Kakizawa), Kan Ikeda (K. Ikeda), Daisuke Ishizuka (D. Ishizuka), Yoko Kagaya (Y. Kagaya), M. Iwakiri (M. Iwakiri), M. Endo (M. Endo), Yoshinori Yamagishi (Y. Yamagishi), Shinji Futami (S. Futami), Yuuchi Kikumoto (Y. Kikumoto), Jun Toda (J. Toda), Yasuhito Watanabe (Y. Watanabe), Kenjiro Kano (K. Kano), Hiroki Fujimoto (H. Fujimoto), Y. Saito (Y. Saito), Noriko Nakanome (N. Nakanome), K. Saiki (K. Saiki), Etsuko Shimamura (E. Shimamura), M. Nagase (M. Nagase), Daisuke Kobayashi (D. Kobayashi), Shinji Wachi (S. Wachi)
 
===Public relations===
*Daizoh Shimamura, Hideki Yamamoto, Tomoko Miyazaki
 
===Artwork===
*Takashi Ōtsuka, Naoki Oishi
 
===Technical support===
*Sadao Yahagi, Yoshirō Takeshita, Kazufumi Honma
 
===Production assistants===
*Taichi Inuzuka, Mariko Iida, Youichi Hayakawa, Keiji Honda
 
===Producer===
*Yukinobu Chida


===Publisher===
*Yasuhiro Fukushima


==Gallery==
==Gallery==

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