Dragon Warrior

  четверг 09 апреля
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This Dragon Warrior Gamefarm (DWGF) blog site is dedicated to all the people of the world, whose passion in life is gamefowl breeding. In cock fighting and gamefowl breeding, the way to perfection can take more than a lifetime! Dragon Warrior shrine (In-depth information to the Dragon Warrior series on this fan-made site.) Howard & Nester do Dragon Warrior (A regular feature in Nintendo Power magazine, Howard & Nester was a comic strip about two game whizzes who would one-up each other, while disclosing hints and tips, in the settings of various recently-released.

Dragon Warrior

Also known as: Dragon Quest (JP)
Developer: Chunsoft
Publishers: Enix (JP), Nintendo (US)
Platform: NES
Released in JP: May 27, 1986
Released in US: August 1989

This game has unused graphics.
This game has regional differences.
This game has revisional differences.

Dragon Warrior was released in Japan as Dragon Quest, and sparked a long line of popular games..at least over there. It took a while elsewhere, and Europe tended to get screwed over.

  • 1Unused Graphics
  • 2Regional Differences

Unused Graphics

Town Overworld Tile

An overworld tile for a castle that strangely goes unused.

(Source: The IT from the Sprite Database)

Regional Differences

Title Screen

Japan
US

First and foremost, the name alteration: while called Dragon Quest in Japan, in America there were some trademark issues over that name; as a result, the American releases began as Dragon Warrior.

Gamehouse pastry passion 2. Dragon Quest has the logo on a solid-color background, while Dragon Warrior has a more generic logo on a somewhat more interesting background. It also moves all the options to menus following the title screen.

Saving

Japan
US

While Dragon Quest used a password-based system, for Dragon Warrior Nintendo replaced it with a battery-backed SRAM system.

Sprites and Graphics

To do:
Add comparisons between the Japanese and American's different sprites.
Japan
US

Dragon Quest used sprites much like older PC RPGs (such as the early Ultima games), in that characters did not face in a particular direction, but instead always face forward. Dragon Warrior uses more space for graphics, so characters are able to face in all directions. The graphics were also given a bit of an upgrade in order to match Dragon Quest 2 and 3, which was already out in Japan by the time the first game was localized. Also, the English font was updated, and the window showing the player's stats was moved a bit to the left due to the command window being expanded.

Japan
US

Further, when you talk to someone in Dragon Quest, you have to choose a direction first. Due to the new sprites, Dragon Warrior removes the concept and the direction you face is used. Additionally, in the command window, the locations of 'SEARCH' and 'DOOR' {しらべる and とびら, respectively} were switched due to the longer English text.

Japan
US

The directional differences apply to all mobile NPCs as well.

Japan
US

Further, the additional graphic space allowed for actual coastlines, instead of the somewhat more abrupt water-land transitions of the Japanese release.

Ending

Japan
US

The text before the end credits was rewritten for the North American version. Handcraft.

Other Differences

  • If you decide to join the Dragonlord in the Japanese version, he gives you a password in addition to ending your journey. The password he gives you will return you to the beginning of the game but with slightly lower stats compared to a new start of the game.

Revisional Differences

The two American releases are mostly the same, minus two text changes.

Revision 0
Revision 1

The title screen corrected an error, changing 'to' to 'of' in the Revision 1 version.

Revision 0
Revision 1

The battle damage was changed from 'Hits' to 'Hit Points'.

(Source: Acmlm)

Dragon Quest leftovers

In Dragon Quest, the same graphics bank contains all the graphics for the townspeople sprites and monster sprites. The first 32 tiles of the graphics bank contain only graphics for the townspeople, and these were clobbered and replaced with animated sprites for the title screen, but some of the now-unused townspeople sprites remain in the graphics bank.

These sprites can be reconstructed from the tiles left over:

Dragon Warrior
The Dragon Warrior / Dragon Quest series
NESDragon Warrior • Dragon Warrior II • Dragon Warrior III • Dragon Warrior IV
MSXDragon Quest • Dragon Quest II
MSX2Dragon Quest
SNESDragon Quest I & II • Dragon Quest III • Dragon Quest V • Dragon Quest VI • Torneko no Daibouken: Fushigi no Dungeon
Game Boy (Color)Dragon Warrior I & II • Dragon Warrior III • Dragon Warrior Monsters • Dragon Warrior Monsters 2
PlayStationDragon Warrior VII
PlayStation 2Dragon Quest V • Dragon Quest VIII
Game Boy AdvanceDragon Quest Monsters: Caravan Heart
Nintendo DSDragon Quest IV • Dragon Quest V • Dragon Quest VI • Dragon Quest IX
WiiFortune Street
Nintendo 3DSTheatrhythm Dragon Quest • Dragon Quest VII • Slime Mori Mori Dragon Quest 3
PlayStation 4Dragon Quest Builders 2
Nintendo SwitchDragon Quest Builders 2
WindowsDragon Quest Builders 2
Retrieved from 'https://tcrf.net/index.php?title=Dragon_Warrior&oldid=700114'

In Japan you can forget Street Fighter, Sonic, and Super Mario. Dragon Quest role-playing games are responsible for kids skipping school and breaking into stores just to get their hands on the latest DQ game. A new law forbids Enix of Japan from selling Dragon Quest games on any day but Sunday!

The role-playing craze hasn't reached full bloom Stateside, but the American versions (renamed Dragon Warriors I-III) are still among the chart-topping fantasy adventures ‘round these parts. Enix's Dragon Warrior IV is a great, if predictable, sequel in the U.S. NES series. It has definitely taken a few lessons in self-improvement over its forbearers, but it also goes nowhere new in other areas.

Formula IV?

Yes and no. Right off, you'll notice Dragon Warrior IV looks and sounds like its progenitors, which isn't saying much. The overhead-view graphics and character pix are functional, but blocky, blase, and balloony. The combat scenes are first-person perspective looks at still enemy shots against black, nondescript backgrounds. All in all, these are average visuals for an RPG. The upbeat, Romper Roomish music during the Walkabout mode, and the slightly scary battle songs are equally underwhelming. Some of the tracks are lifted directly from previous Dragon Warriors!

On the game play side of the equation, there's better news. Like most good RPGs, the game still emphasizes item- gathering, monster-stomping, and level- building. Now, the game also offers more complex character development and a deeper story line. Your four-person party can include yourself, people you meet, and even friendly monsters. You control some of the characters in the party. Other characters have minds of their own!

New Chapters, Old Enemy

A unique, compelling aspect about DW IV's plot is the five-chapter breakdown. The first four chapters are individual tales of folks in peril. In each tale, you command a different cast of characters and solve a quest. In the meantime, the villainous Necro-saro boss monster is watching, waiting, and licking his many demonic teeth.

PrTip: Ignore the voices you hear at the bottom of the well in Chapter I. Instead, search everywhere to uncover 500 gold pieces. Find and talk to the slime creature and he'll join your team!

The Chapter stories are straightforward, but interesting. You must rescue kidnapped children in Chapter 1, guide a young Princess to freedom from an overbearing father in Chapter 2, bring fame and fortune to an Arms Merchant in Chapter 3, and avenge a loved father's death in Chapter 4. In Chapter 5, all of your characters assemble into one massive fighting force to slay the hated demon! Once you reach Chapter 5, you haul this massive ten-person team in a wagon and choose four of the active characters.

  • Only use the flying Shoes while you're outdoors.
  • To escape take a leap of faith off the top of Loch Tower.

Controlled Interfaced

Don't expect plot connections to the previous Dragon Warrior games. Newcomers can jump right in without hesitation, but old-timers might be disappointed that there's no continuity of story from one game to the next. The game's challenging and quite long. Fortunately it's also battery backed.

Never, ever, press Reset while entering your name. You'll risk erasing a previous Log Entry.

Controlled Interface

Interfacing with the game is less painful than a sword in the gut. In fact, it's quite easy. An options screen enables you to alter the game's message speed to suit your tastes. The dialogue, combat and spell-casting systems move along without breakdowns. You can swap items among characters, rearrange the marching order, and equip weapons with minimal button presses.

Tactical Triumph

Combat's definitely not a joy to behold, and it's repeated over and over throughout the game. However, a great nonstandard feature found only in Chapter 5 is player-selectable battle tactics. You choose from six different strategies to arm your warriors. Here's where this game's Artificial Intelligence (Al) does its duty. Your team's Al automatically learns from its mistakes and remembers its lessons in the next round!

Don't waste Medical Herbs while Healie's on your team. He'll cast healing spells after major hits.

A Dragon Delight

It's no surprise to hard-core Dragon Warriors that number IV looks and sound like lizard stew. On the plus side, the fairly exciting story line, new cast of characters, battle tactics feature, and massive length make it an excellent concoction experienced NES role-gamers. Definitely digest Dragon Warrior IV and look forward to its forthcoming 16-bit sequel.

Overall rating: 7