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In another game from the time entitled ''[[Wizardry I|Wizardry]]'', players can control a party of up to six characters directly; Nakamura saw this, liked the idea, and wanted to do something similar.<ref name="yutaka" /> Due to technical restrictions, they decided to use only three characters; the Famicom video game system supports the display of up to eight [[sprites]] side by side, and one game character used two units in a direction, so it was possible for up to three characters to talk with a [[non-playable character]] (NPC).<ref name="fami_8" /> Yuji Horii believed many players would play ''Dragon Quest II'' without first playing ''Dragon Quest'', and thus had players search for the other party members.<ref name="Iwata Asks: History" /> During development, the staff discussed the idea of deprecating the "stair" command of the predecessor several times.<ref name="yutaka" /> Nakamura has stated that the Cave of Rhone found in the game is inspired by a classic trick to exit mazes, that of always moving forward while sticking to the right hand side wall to avoid traps.<ref>{{Cite episode |title= チュンソフト |series= [[:ja:ゲームセンターCXの放送内容|ゲームセンターCX]]|network=[[:ja:フジテレビONE|フジテレビONE]], [[:ja:フジテレビNEXT|フジテレビNEXT]]|series-no=1 |city= |date=2004-02-24 |number=8 |language=Japanese}}</ref>
In another game from the time entitled ''[[Wizardry I|Wizardry]]'', players can control a party of up to six characters directly; Nakamura saw this, liked the idea, and wanted to do something similar.<ref name="yutaka" /> Due to technical restrictions, they decided to use only three characters; the Famicom video game system supports the display of up to eight [[sprites]] side by side, and one game character used two units in a direction, so it was possible for up to three characters to talk with a [[non-playable character]] (NPC).<ref name="fami_8" /> Yuji Horii believed many players would play ''Dragon Quest II'' without first playing ''Dragon Quest'', and thus had players search for the other party members.<ref name="Iwata Asks: History" /> During development, the staff discussed the idea of deprecating the "stair" command of the predecessor several times.<ref name="yutaka" /> Nakamura has stated that the Cave of Rhone found in the game is inspired by a classic trick to exit mazes, that of always moving forward while sticking to the right hand side wall to avoid traps.<ref>{{Cite episode |title= チュンソフト |series= [[:ja:ゲームセンターCXの放送内容|ゲームセンターCX]]|network=[[:ja:フジテレビONE|フジテレビONE]], [[:ja:フジテレビNEXT|フジテレビNEXT]]|series-no=1 |city= |date=2004-02-24 |number=8 |language=Japanese}}</ref>


In story groups, monsters were designed firstly. Monsters' name, skills, and personalities were decided first, before they were drawn by artist Akira Toriyama. Horii Yuji allowed Toriyama to paint full drawings rather than directly create the [[pixel art]] that would be shown in the game.<ref>{{cite book|chapter=メイキング・オブ・モンスター 堀井雄二VS鳥山明 対談|title=Dragon quest monsters |publisher= [[Shueisha]] | date=1996-12-01|isbn=978-4087820171|url=http://dragonquestage.blog.fc2.com/blog-entry-84.html}}</ref> The artwork was then converted into computer graphics; as Toriyama was unfamiliar with computer graphics technology, other staff took charge of this. Many new monsters needed to be designed to make the game feel real, and the process was laborious to Toriyama. But he has also said that, compared to the [[manga]] comics he was used to, he enjoyed painting more, so on balance the experience was positive.<Ref>{{cite journal | journal= [[Kokoku Hihyo]] | script-title=ja:鳥山明インタビュー | date = July 1987 |url=http://dragonquestage.blog.fc2.com/blog-entry-84.html}}</ref> Said by Yuuji, as other manga or film creator, he think up a story outline quickly in mind. While scenario was mainly wrote by his friend Hiroshi Miyaoka. Compared with write lines in writing paper and design map in graph paper, staff wrote both two in 5 mm graph papers of A4, as they felt that's easy for organization. <ref name="fami_8" />
In story group, monsters were designed firstly. Monsters' name, skills, and personalities were decided first, before they were drawn by artist Akira Toriyama. Horii Yuji allowed Toriyama to paint full drawings rather than directly create the [[pixel art]] that would be shown in the game.<ref>{{cite book|chapter=メイキング・オブ・モンスター 堀井雄二VS鳥山明 対談|title=Dragon quest monsters |publisher= [[Shueisha]] | date=1996-12-01|isbn=978-4087820171|url=http://dragonquestage.blog.fc2.com/blog-entry-84.html}}</ref> The artwork was then converted into computer graphics; as Toriyama was unfamiliar with computer graphics technology, other staff took charge of this. Many new monsters needed to be designed to make the game feel real, and the process was laborious to Toriyama. But he has also said that, compared to the [[manga]] comics he was used to, he enjoyed painting more, so on balance the experience was positive.<Ref>{{cite journal | journal= [[Kokoku Hihyo]] | script-title=ja:鳥山明インタビュー | date = July 1987 |url=http://dragonquestage.blog.fc2.com/blog-entry-84.html}}</ref> Said by Yuuji, as other manga or film creator, he think up a story outline quickly in mind. In map design, a blank map about some object (e.g. castle, cave or tower) was made up firstly, then key elements and story was conceived in simultaneously. While scenario was mainly wrote by his friend Hiroshi Miyaoka. Compared with write lines in writing paper and design map in graph paper, staff wrote both two in 5 mm graph papers of A4, as they felt that's easy for organization. <ref name="fami_8" />


Compared with its predecessor, the game was better in nearly all technological aspects.<ref name="Kalata" /> Nakamura co-programming with several students. As he first time worked in team, he did't know how to assign work even communicate his intentions. As they are not professional staff, they even didn't know error code wrote by whom, nakamura had to debug them, thus there was a delay.<ref>{{cite web | url = http://www.famitsu.com/news/201406/08054671.html | script-title=ja:すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】| author=世界三大三代川|website=famitsu.com | date=2014-06-08}}</ref> Nakamura wrote a program for simulating one-vs-one battle, and according to this for setting level data and monster strength. In early of the game, player control the hero alone is fine, but after the third character join in, the model is no longer suitable, thus the game is so difficult.<ref name="fami_14" />
Compared with its predecessor, the game was better in nearly all technological aspects.<ref name="Kalata" /> Nakamura co-programming with several students. As he first time worked in team, he did't know how to assign work even communicate his intentions. As they are not professional staff, they even didn't know error code wrote by whom, nakamura had to debug them, thus there was a delay.<ref>{{cite web | url = http://www.famitsu.com/news/201406/08054671.html | script-title=ja:すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】| author=世界三大三代川|website=famitsu.com | date=2014-06-08}}</ref> Nakamura wrote a program for simulating one-vs-one battle, and according to this for setting level data and monster strength. In early of the game, player control the hero alone is fine, but after the third character join in, the model is no longer suitable, thus the game is so difficult.<ref name="fami_14" />

Revision as of 12:10, 18 February 2016

Dragon Quest II: Luminaries of the Legendary Line
Box art of the original North American NES release, titled Dragon Warrior II
Developer(s)Chunsoft
Publisher(s)
Director(s)Koichi Nakamura
Producer(s)Yukinobu Chida
Designer(s)Yuji Horii
Programmer(s)Koichi Nakamura
Artist(s)Akira Toriyama
Writer(s)Yuji Horii
Composer(s)Koichi Sugiyama
SeriesDragon Quest
Platform(s)
Release
January 26, 1987
  • Famicom / Nintendo Entertainment System
    • JP: January 26, 1987
    • NA: September 1990
    MSX
    MSX2
    Super Famicom
    Game Boy Color
    Mobile phones
    Wii
    Android & iOS
Genre(s)Role-playing
Mode(s)Single-player

Dragon Quest II: Luminaries of the Legendary Line, also titled Dragon Quest II: Akuryō No Kamigami (ドラゴンクエストII 悪霊の神々, lit. "Dragon Quest II: Gods of the Evil Spirits") in Japan and Dragon Warrior II in earlier North American releases, is a role-playing video game (RPG) developed by Chunsoft and published by Enix (later merging with Square to become Square Enix) in 1987 for the Family Computer (or Famicom) as a part of the Dragon Quest series. Enix's U.S. subsidiary published the American version of Dragon Quest II for the Nintendo Entertainment System (or NES) in 1990.

Dragon Quest II is set a hundred years after the events of the first game. The game's story centers on the prince of Midenhall, who is ordered to stop an evil wizard named Hargon after Hargon destroys Moonbrooke Castle. On his adventure, he is accompanied by his two cousins, the prince of Cannock and the princess of Moonbrooke. Dragon Quest II greatly expands on the series formula from the first game by having a larger party, more areas to explore, multiple heroes and enemies in a battle, and a sailing ship.

Dragon Quest II was successful in Japan; the original Famicom version shipped 2.4 million copies. Later, the game was remade for the Super Famicom and the Game Boy Color along with the original Dragon Quest game in a release entitled Dragon Quest I & II. A version of the game for Android and iOS was released in Japan on June 26, 2014 and worldwide on October 9, 2014, as Dragon Quest II: Luminaries of the Legendary Line. The game's successor, Dragon Quest III: And Into the Legend..., follows the ancestor of the main characters, the legendary hero Erdrick; and the three games are collectively called "Erdrick Saga Trilogy".

Gameplay

The party wanders in a castle.

Dragon Quest II is a role-playing video game. It allows the player to control more than one character, each of whom has their own characteristics,[2] and it is the first game in the Dragon Quest series to do so.[3] The game introduced a party system where, instead of beginning the game with an entire party as was common in previous computer RPGs, the player begins the game with only one character and gradually recruits more party members during the course of the game.[4] The player controls his or her characters as they move in the game world. They can search treasure chests, talk and trade with villagers, equip themselves with weapons and armor, and cast spells.

While wandering fields, towers, caves, seas, and dungeons, the player encounters battles that happen randomly.[2] The game's battle mode introduces groups of monsters, which is an upgrade from the one-on-one battles of Dragon Quest.[3] In the battle mode, the player gives orders to the characters on how to fight the monsters. Once the player defeats all of the monsters, the characters gain experience points and gold. The experience points raise the characters' experience levels. This improves the characters' attributes, and they may also learn new spells.

To win, the player must fight monsters to improve the characters' experience levels and get gold to buy better weapons and armor. Eventually, the player's characters become strong enough to make it to the next town or dungeon. This repeats until the player reaches the final boss and defeats him. However, the gameplay is not necessarily linear, especially after the player gets the boat. Exploration is a key component of the game. The game offers a few spots to save the game.[5] In most of the towns, talking to a king or minister saves the game. In the American version, which incorporated a battery for saved games rather than the password system of the original, also allows for the deletion and moving of saved games.[6]

Dragon Quest II is noted for greatly expanding upon the gameplay from the previous game, Dragon Quest.[7] The game is the first in the series to feature multiple heroes and enemies in a battle, as well as a sailing ship.[3] It also allowed the player to land the ship anywhere, making it possible to explore the entire game world in an open-ended manner.[6] It included other new gameplay features such as weapons which cast spells when used in battles.[8] Compared with its predecessor, Dragon Warrior II offers a wider array of spells and items[9] and a much larger world.[3] The game also expanded the inventory management system of its predecessor by giving each character an individual inventory that holds up to eight items, placing a greater emphasis on conservative item management between the characters.[6] Dragon Quest II: Luminaries of the Legendary Line was also the first Dragon Quest game to include a game of chance (played with Lottery Tickets that the player finds), and was also the first Dragon Quest game to use multiple key types and to include travel doors (warp gates).[10]

Plot

Dragon Quest II is set one hundred years after Dragon Quest.[7] The story begins with an attack upon Moonbrooke Castle by the wizard Hargon, who seeks to summon the demon Malroth to destroy the world.[6] A wounded soldier escaped the battle and fled to the kingdom of Midenhall, where he informs the king of the attack before he dies. The king then commands his son, who is a descendant of Erdrick (known as Loto in Japanese translations and later localizations), to defeat Hargon.[11][12][13]

The Prince begins his quest alone, but is later joined by two cousins: the Prince of Cannock and the Princess of Moonbrooke.[9] After finding the Prince of Cannock, who began a similar journey at the same time as the Prince of Midenhall, they save the Princess of Moonbrooke from Hargon's assault on Moonbrooke Castle, which is reduced to ruins.[14][3][9] As the trio quest to find and defeat Hargon, they secure a ship which allows them to travel across oceans to reach new continents, including Alefgard, which is where Dragon Quest took place.[3] There they meet the grandson of Dragonlord, the villain from the previous game, who gives the party valuable information.[15] He tells them that by collecting the five crests hidden around the world, the party can create the Charm of Rubiss, allowing them to defeat Hargon and his illusions. After obtaining the Charm of Rubiss, the party travels to Hargon's castle in the ice-covered plateau of Rhone and confront Hargon in his throne room. Hargon is defeated, but he offers himself to Malroth and the demon emerges to destroy the heroes. Together, the three heroes slay Malroth and return to Midenhall, where the Prince is named the new king.

Development

File:Famicom Dragon Quest II packaging (front).jpg
Packaging for the Japanese Famicom version, titled Dragon Quest II. Akira Toriyama produced the promotional illustrations.

Like other main games in Dragon Quest series, Yuji Horii wrote the story, Akira Toriyama did the artwork, and Koichi Sugiyama composed the music. Co-creator Koichi Nakamura, Chunsoft's president, directed the game and did half of the programming.[16]

Planning for Dragon Quest II began in April 1986, a month before the original Dragon Quest released. With system and memory map determined , they started development in early July.[17] At the beginning of development, producer Yukinobu Chida asked director and programmer Koichi Nakamura for a definite release date, and he ofhandedly set one.[18] Then the development team was divided into two groups, one design story included monsters, and one wrote programme.[17] The initial deadline was set for early November, but the game ended up with a small delay.[17] The development team had finished programming almost everything by the time the initial release date was reached, and believed the game could be released by the end of that year.[19] In the Japanese magazine Weekly Shōnen Jump, published on November 11, 1986, it was announced that the game would be released in late December.[20] However, the developers found that the game was too difficult, so it was delayed for month to adjust the balance. However, time is so rush that even no staff finish the game.[21] They had to finish the final version in mid-December[19], for handed over the programme to Nintendo for making cartridge.[21] The game was released on January 26, 1987.[19]

In another game from the time entitled Wizardry, players can control a party of up to six characters directly; Nakamura saw this, liked the idea, and wanted to do something similar.[18] Due to technical restrictions, they decided to use only three characters; the Famicom video game system supports the display of up to eight sprites side by side, and one game character used two units in a direction, so it was possible for up to three characters to talk with a non-playable character (NPC).[17] Yuji Horii believed many players would play Dragon Quest II without first playing Dragon Quest, and thus had players search for the other party members.[4] During development, the staff discussed the idea of deprecating the "stair" command of the predecessor several times.[18] Nakamura has stated that the Cave of Rhone found in the game is inspired by a classic trick to exit mazes, that of always moving forward while sticking to the right hand side wall to avoid traps.[22]

In story group, monsters were designed firstly. Monsters' name, skills, and personalities were decided first, before they were drawn by artist Akira Toriyama. Horii Yuji allowed Toriyama to paint full drawings rather than directly create the pixel art that would be shown in the game.[23] The artwork was then converted into computer graphics; as Toriyama was unfamiliar with computer graphics technology, other staff took charge of this. Many new monsters needed to be designed to make the game feel real, and the process was laborious to Toriyama. But he has also said that, compared to the manga comics he was used to, he enjoyed painting more, so on balance the experience was positive.[24] Said by Yuuji, as other manga or film creator, he think up a story outline quickly in mind. In map design, a blank map about some object (e.g. castle, cave or tower) was made up firstly, then key elements and story was conceived in simultaneously. While scenario was mainly wrote by his friend Hiroshi Miyaoka. Compared with write lines in writing paper and design map in graph paper, staff wrote both two in 5 mm graph papers of A4, as they felt that's easy for organization. [17]

Compared with its predecessor, the game was better in nearly all technological aspects.[6] Nakamura co-programming with several students. As he first time worked in team, he did't know how to assign work even communicate his intentions. As they are not professional staff, they even didn't know error code wrote by whom, nakamura had to debug them, thus there was a delay.[25] Nakamura wrote a program for simulating one-vs-one battle, and according to this for setting level data and monster strength. In early of the game, player control the hero alone is fine, but after the third character join in, the model is no longer suitable, thus the game is so difficult.[19]

Due to lack of storage, many ideas were abandoned during development, such as an alternate ending that the Lorasia Prince was killed by the Prince of Cannock's sister if he dead in final battle.[19] While some elements were used in remakes or sequels: a script about Prince of Cannock was cursed was added in Super Famicom and later remakes;[26] and the Promontory of Olivia in Dragon Quest III was initially an idea in Dragon Quest II.[27] The game cartridge's ROM capacity is 1 Mbit,[28] but only about 10 bytes of free space remains in final products.[29]

The North American release of the game as Dragon Warrior II was created by Enix themselves and published in 1990.[6] Unlike the original Japanese Famicom version, which used passwords for saving, the NES version used an internal battery backup instead to record the player's progress.[6] The storyline introduction in Moonbrooke is presented exclusively in Dragon Warrior II.[6] In the Japanese original, the game starts right with the injured soldier from Moonbrooke entering Midenhall castle, seeking help from its king.[30] The dialogue of the American localization often used (intentionally) archaic English vocabulary, among other differences from the Japanese version.[31] Like Dragon Warrior, the American version of Dragon Warrior II was censored in some aspects; for example, it used a ghost-like sprite instead of the original defeated character's coffin with cross sprite.[6]

Remakes

Dragon Quest II was ported for MSX in February 1988,[32] but the ported version had many issues, like choppy scrolling, black-surround characters titles, poor graphics, along with sluggish combat and menus.[6] The MSX2 ported version was released in May 1988 in Japan.[33]

On December 18, 1993,[34] Dragon Quest II was remade and combined with Dragon Quest as part of Dragon Quest I & II for the Super Famicom, which used Dragon Quest V's engine.[6] Besides enhanced in graphics and sound, gameplay was also improved. The Super Famicom remake features a smarter intelligent targeting system: if one enemy was defeated before your character's attacking, the character will attack another enemy rather than do nothing like in the Famicom version. And as its successors, players can find stat-improving items from pots or dressers.[35] The Super Famicom remake was only released in Japan.[6]

In 1999, Dragon Quest I & II was released for Game Boy Color; the game is also compatible with Game Boy.[36] A year later, it was localized in America as Dragon Warrior I & II.[6] Compared with the NES version, it featured better graphics and was less difficult; the remake also provided a quick-save function which allows players save and load game anywhere unless they reset the Game Boy.[37] In the Game Boy Color localization, the main characters' and towns' names were retranslated to be similar to the original Japanese names:[6] legendary hero "Erdrick" was retranslated as "Loto", and the castle name "Midenhall" was re-dubbed "Lorasia". The original translation had a lot of errors and Enix changed the names to fix that.[7] Both remakes added a few new scripts.[6]

Dragon Quest II was remade for Japanese NTT DoCoMo brand cell phones in 2005.[38] Its capacity is 4 times as large as the original Dragon Quest port,[39] and for capacity limiting, it was divided into two parts. The first part was pre-installed in cell phones and the last part could be downloaded for free; the world map was provided by a pre-installed PDF file.[40] And in 2006, Dragon Quest II was distributed for another two mobile brands BREW and SoftBank.[41][42]

Both the Famicom and Super Famicom versions of this game, along with Dragon Quest and Dragon Quest III, were re-released under the Dragon Quest 25th Anniversary Collection compilation for the Wii in Japan on September 15, 2011.[43] The Wii compilation featured interruptive save functions for each games.[44] The compilation also included original copies of the strategy guides for the games, along with original artwork and material on the games' development.[43]

Square Enix announced the first eight Dragon Quest titles would be re-released on Android and iOS in Japan.[45] This Dragon Quest II was based on the previous cell phone version while optimized for smartphones and was released on June 26, 2014 in Japan.[46] An English version was released on October 9, 2014 under the title Dragon Quest II: Luminaries of the Legendary Line.[47] Square Enix registed this trademark in Japan in 2013, and in United States in early 2014.[48][49]

Other media

Similar to other early main games in the series, Dragon Quest II was novelized and adapted to game books. The Dragon Quest II Novel was written by Hideo Takayashiki and published in 1989; it was reprinted in 1991 and 2000. The Dragon Quest II Game Book series was also published in 1989.[50]

Music

Koichi Sugiyama composed and directed the music for the game.

The first album of Dragon Quest II, Suite Dragon Quest II ~Gods of the Evil Spirits~, was released in February 1987. It covers ten orchestra version soundtracks with a twenty-five minutes "original sound story"; this suite was performed by Tokyo Strings Ensemble. Some of them are classical and some are jazz-style.[51] On August 20, 1987, the first "Family Classic Concert" was held. In this concert, Dragon Quest and Dragon Quest II's music was performed by Tokyo Strings Ensemble.[52] Later in October 1987, the concert recording was released as symphonic suite CD under title Dragon Quest in Concert.[53] Music of Dragon Quest II were also released as a piano CD,[54] a Drama CD[55] and several Symphonic Suite albums.[56][57] Dragon Quest II's musics were also collected in music compilations, like Symphonic Suite Dragon Quest Best Selection Vol.1 ~Roto~ (1997),[58] Dragon Quest Game Music Super Collection Vol. 13 (2001–2002),[59][60][61] Symphonic Suite Dragon Quest Complete CD-Box (2003)[62] and Symphonic Suite Dragon Quest Scene-Separated I~IX (2011).[63]

The song that is played when wandering the fields of Dragon Quest, "Unknown World", is also played when the Hero is in that area. "Only Lonely Boy" the background music in the game's name and password input interface, is a single by Anna Makino.[64] Known the game is set after Dragon Quest, Sugiyama decided to use this pop music.[65] This music is also used for Japan professional baseball team Chiba Lotte Marines' fight song.[66] The ending theme "My Road, My Journey"[67] is also the ending song of related anime Dragon Quest: Dai's Great Adventure.[68]

Suite Dragon Quest II ~Gods of the Evil Spirits~
No.TitleJapanese TitleLength
1."Overture March""Dragon Quest March" (ドラゴンクエストマーチ)1:30
2."Only Lonely Boy""Looking for the Love Song" (Love Song 探して)3:11
3."Château""Royal Castle" (王城)3:25
4."Town""Crowded of Town" (街の賑わい)1:45
5."Fright in Dungeon ~ Devil's Tower""Horror Underground Cave ~ Devil Tower" (恐怖の地下洞~魔の塔)3:15
6."Requiem""Requiem" (レクイエム)2:10
7."Endless World""Distant Journey ~ Going in the Plain ~ Endless World" (遥かなる旅路~広野を行く~果てしなき世界)4:10
8."Beyond the Waves""Going in the Ocean" (海原を行く)2:12
9."Deathfight ~ Dead or Alive""Fight ~ Risk of Death" (戦い~死を賭して)2:13
10."My Road, My Journey""This Road is My Journey" (この道わが旅)3:55
11."Dragon Quest II Game Original Sound Story ~ From Opening To Finale ~""Dragon Quest II ~ Gods of the Evil Spirits ~ Game Original Sound Story ~ From Opening to Finale" (ドラゴンクエストII~悪霊の神々~ゲームオリジナルサウンドストーリー ~オープニングからフィナールまで)25:00
Total length:52:46

Reception and legacy

Sales

The Famicom version having shipped approximately 2.4 million copies in Japan.[75][76] Together, both the Super Famicom and Game Boy Color remakes shipped in excess of 1.92 million copies worldwide.[75] Japan Mobile version was downloaded more than one million times.[77] Wii Dragon Quest Collection sold 403,953 copies in 2011.[78]

Reception

Dragon Quest II received both critical and financial success in Japan. In readers voting of Family Computer Magazine, it received a 28.02 out of 30,[28] and won the overall best cartridge game of the year.[79] In 2006, readers of Famitsu magazine voted the game the 17th best video game of all time.[80][81]

The game is generally known for fixing problems found in the first game, including improvements such as allowing parties of three characters, having a larger world, better graphics, and the ability to carry more items.[28][7] Other noted improvements were keys that can be used multiple times and new strategic elements introduced because of larger parties and larger groups of enemies.[7] The game's music is often praised, despite its limited 8-bit capabilities.[7] Considered a classic for the RPG genre, the game is regarded as praiseworthy.[82][83] Japanese reviews highlighted the Famicom version's difficulty, stemming from issues such as the many traps in the Cave of Rhone, and the final boss's ability to cast a "Healall" spell, and this has led to some critics calling the game "the most difficult Dragon Quest".[84]

Remakes of Dragon Quest II are also successful and well received. Famitsu awarded the Japanese Super Famicom remake a 35/40.[72] While Game Boy Color remake got a 30/40 from Famitsu,[73] Dragon Warrior I + II received fairly high marks in America. These including an 8.0 out of 10 from IGN,[36] a 9.6 out of 10 from GameSpot,[7] and 8 out of 10 from Nintendo Power.[69] It also received the RPGamer's Game Boy Color Award of the Year for 2000.[74]

Legacy

The release of Dragon Quest II also promoted sales of the original Dragon Quest,[16] and with the success of Dragon Quest II, the series became a Japanese cultural phenomenon.[80] The sequel of Dragon Quest II, Dragon Quest III: And Into the Legend..., was released in 1988 in Japan.[85] Dragon Warrior III is the prequel of the first two games; it follows the ancestor of the main characters, the legendary hero Erdrick;[86] the three games are collectively called "Erdrick Saga Trilogy".[85] Also with the success of Game Boy Color remake, Enix released a Game Boy Color Dragon Warrior III in 2001, which was based on a previously unreleased Super Famicom update of the original Famicom Dragon Quest III.[87] The world of Dragon Quest II was later used as the setting of Dragon Quest Monsters: Caravan Heart on the Game Boy Advance. It starred Kiefer, a hero from Dragon Quest VII.[88]

References

  1. ^ "ドラゴンクエストI・II" (in Japanese). Square Enix. Retrieved 2013-06-22.
  2. ^ a b William Cassidy (2002-02-01). "The GameSpy Hall of Fame: Dragon Warrior". IGN Entertainment, Inc. Archived from the original on 2012-12-10. Retrieved 22 June 2013.
  3. ^ a b c d e f Editors of Nintendo Power: Nintendo Power September/October, 1990; issue 16 (in English). Nintendo of America, Tokuma Shoten Publishing, 67.
  4. ^ a b "Dragon Quest: Sential of the Starry Skies". Iwata Asks. Square-Enix. The History of Dragon Quest. Retrieved 2010-12-05.
  5. ^ "Starting the Game". Dragon Warrior II Instruction Booklet. Enix America Corporation. 1990. p. 8.
  6. ^ a b c d e f g h i j k l m n o Kurt Kalata (February 4, 2008). "The History of Dragon Quest". UBM Tech. Archived from the original on 2015-11-22. Retrieved 2013-06-22.
  7. ^ a b c d e f g h Provo, Frank (September 24, 2000). "Dragon Warrior I&II review". Gamespot.com. Archived from the original on 2012-11-05. Retrieved 2009-09-23. {{cite web}}: |archive-date= / |archive-url= timestamp mismatch; 2013-02-06 suggested (help)
  8. ^ (1990) Nintendo, Enix America Corporation Licensed Nintendo of America Inc. Dragon Warrior II Map (in English) ENI-D2-US.
  9. ^ a b c Enix Corporation Unveiled Secrets of Dragon Warrior II map (in English) Enix America Corporation.
  10. ^ "Grographical Features". Dragon Warrior II Instruction Booklet. Enix America Corporation. 1990. pp. 24, 26.
  11. ^ Prima Games, ed. (2000). Dragon Warrior Monsters Official Strategy Guide. Prima Publishing. p. 234. ISBN 0-7615-2730-3.
  12. ^ Editors of Nintendo Power: Nintendo Power September/October, 1990; issue 16 (in English). Nintendo of America, Tokuma Shoten Publishing, 66.
  13. ^ "Midenhall Castle". Enix Corporation Unveiled Secrets of Dragon Warrior II. Enix America Corporation. p. 3.
  14. ^ "Moonbrooke Castle". Enix Corporation Unveiled Secrets of Dragon Warrior II. Enix America Corporation. p. 9.
  15. ^ Enix (2000-09-27). Dragon Warrior (Game Boy Color). Enix. Dracolord's grandson: You can call me Kid Draco...
  16. ^ a b Jeremy Parish. "Koichi Nakamura Interview: On the Birth of the Console RPG". 1UP.com. Retrieved 2013-06-21.
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