Dragon Quest: Difference between revisions

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Development became a whirlwind of balancing adjustments near the end based on feedback provided by play testers, leading to the game's release being pushed back by one week. The changes were so drastic that monster behavior was completely restructured from the ground up, effectively leaving Chunsoft to reprogram half of the game all over again. The Hero himself was also rebalanced as he was deemed to be lagging too far behind the strength of the monsters after level 15<ref>Source: ドラゴンクエストへの道 page 234 ISBN 978-4-9005-2726-3</ref>.  
Development became a whirlwind of balancing adjustments near the end based on feedback provided by play testers, leading to the game's release being pushed back by one week. The changes were so drastic that monster behavior was completely restructured from the ground up, effectively leaving Chunsoft to reprogram half of the game all over again. The Hero himself was also rebalanced as he was deemed to be lagging too far behind the strength of the monsters after level 15<ref>Source: ドラゴンクエストへの道 page 234 ISBN 978-4-9005-2726-3</ref>.  


While busy developing on the game, Horii was still taking freelance work as a writer and was working on the ''Famicom Shinken'' section of Weekly Shonen Jump magazine under the pen name of Emperor Yu (ゆう帝). ''Famicom Shinken'' was the video game section of the magazine, created by editor [[Kazuhiko Torishima]]. Horii and Torishima met years prior when introduced by their mutual friend [https://ja.wikipedia.org/wiki/%E3%81%95%E3%81%8F%E3%81%BE%E3%81%82%E3%81%8D%E3%82%89 Akira Sakamura] and quickly became friends themselves, which led to Torishima learning of the development of ''Dragon Quest'' in passing. This was the news the editor needed to hear, as Shonen Jump was struggling to compete with rival magazine [https://en.wikipedia.org/wiki/CoroCoro_Comic CoroCoro comics] when it came to video game coverage, and being able to use ''Famicom Shinken'' to provide coverage on the development of a brand new title would give Jump an unprecedented advantage. Torishima convinced the skeptical management of Shonen Jump to provide page space for the unreleased and experimental title in the magazine, using his authority as the editor of [[Akira Toriyama]] to assign the rising star artist to the project as chief illustrator. The game's title screen was designed by [https://ja.wikipedia.org/wiki/%E3%83%89%E3%83%A9%E3%82%B4%E3%83%B3%E3%82%AF%E3%82%A8%E3%82%B9%E3%83%88%E3%82%B7%E3%83%AA%E3%83%BC%E3%82%BA Kazuo Enomoto], also a Shonen Jump employee, who suggested adding the silhouette of the dragon to the logo due to being in the game's title and the importance of the beasts in the game's setting. As Enomoto did not know what an RPG was at the time, he used films as a point of reference and created a title screen that resembles a wide-screen lens to replicate the cinematic effect.
While busy developing on the game, Horii was still taking freelance work as a writer and was working on the ''Famicom Shinken'' section of Weekly Shonen Jump magazine under the pen name of Emperor Yu (ゆう帝). ''Famicom Shinken'' was the video game section of the magazine, created by editor [[Kazuhiko Torishima]]. Horii and Torishima met years prior when introduced by their mutual friend [https://ja.wikipedia.org/wiki/%E3%81%95%E3%81%8F%E3%81%BE%E3%81%82%E3%81%8D%E3%82%89 Akira Sakuma] and quickly became friends themselves, which led to Torishima learning of the development of ''Dragon Quest'' in passing. This was the news the editor needed to hear, as Shonen Jump was struggling to compete with rival magazine [https://en.wikipedia.org/wiki/CoroCoro_Comic CoroCoro comics] when it came to video game coverage, and being able to use ''Famicom Shinken'' to provide coverage on the development of a brand new title would give Jump an unprecedented advantage. Torishima convinced the skeptical management of Shonen Jump to provide page space for the unreleased and experimental title in the magazine, using his authority as the editor of [[Akira Toriyama]] to assign the rising star artist to the project as chief illustrator. The game's title screen was designed by [https://ja.wikipedia.org/wiki/%E3%83%89%E3%83%A9%E3%82%B4%E3%83%B3%E3%82%AF%E3%82%A8%E3%82%B9%E3%83%88%E3%82%B7%E3%83%AA%E3%83%BC%E3%82%BA Kazuo Enomoto], also a Shonen Jump employee, who suggested adding the silhouette of the dragon to the logo due to being in the game's title and the importance of the beasts in the game's setting. As Enomoto did not know what an RPG was at the time, he used films as a point of reference and created a title screen that resembles a wide-screen lens to replicate the cinematic effect.


''Dragon Quest'' would first be shown to the world in the February 11, 1986 issue of Shonen Jump, which continued providing behind the scenes coverage of the game until it's May 27 release.
''Dragon Quest'' would first be shown to the world in the February 11, 1986 issue of Shonen Jump, which continued providing behind the scenes coverage of the game until it's May 27 release.

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