Dragon Quest I
Unforeseen circumstances are equal to nothing in a one-on-one battle...
The stronger at that point will be the winner
It is the first work of the major series of RPG "Dragon Quest" and the first non-real-time RPG on a home game console. Released on May 27, 1986. The catchphrase is "Now, a new legend is about to be born." The title at the time of release was simply "Dragon Quest", but since it was made into a series, it came to be called "Dragon Quest I" with "I" to distinguish it from others (after the remake, it became the official title ).
While it is a classic story like a fairy tale in which the descendants of Legendary Hero help Princesss who was kidnapped by defeating Dragon while reproducing the legend, Actually It was equipped with depth such as being able to clear even if you don't help the princess.
Now it is an irregular title in the series, where the main character confronts a group of monsters alone instead of cooperating with someone, and there is a strong appearance of defeating countless monsters that appear in the wilderness alone and defeating the king of the dragon. It's making an impact. Is he the true Dragon Killer...?
Genre | RPG |
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Compatible models | Family computer |
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Release date | May 27, 1986 (Tuesday) |
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Company | Enix(Current:Square Enix) |
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^ Suggested retail price | 5,500 yen + tax |
CV: CD Theater Edition/Dragon Quest Rivals Ace
Even if players who are used to the Family Computer version play the current RPG, they may have the impression that the battle is monotonous and the experience and gold earning are troublesome. In fact, the remake version is also working hard, but the evaluation is not so high. However, most of the players at that time were like their first RPG challenge, and the RPG system itself, which raised the level, earned money, prepared equipment, and made the main character stronger little by little, was fresh and excited to play.
In addition, it is also necessary to point out that the difficulty was clearly reduced when compared to the preceding PC RPG. At that time, PC RPGs were Competing for difficulty that can not be easily cleared in the following year is "Ys").
"Dragon Quest I" shows traces of trial and error, such as setting up a simple tutorial that you can't get out of King Radatom's room unless you learn the whole operation.
In the development stage, the game was suddenly started from outside the castle, but I didn't know why it was a test play, so I went away, and it's easy I'm going to die Due to the continued of players, there is a reason why I want to improve the product version.
In this way, "Dragon Quest I" is "First of all, collect information in the town or castle", "I will talk to you if there is a person", "I will look for suspicious places", "I will go out after buying weapons, armor and tools", "If I'm about to die, I will go back to the town and recover." ......I will fulfill the role of teaching the "promise" of these computer RPGs to many Famicom players from scratch.
It's just troublesome from now on that it's necessary to specify the direction of east, west, north and south at the time of the "talk" command, but in FC, where there were few non-real-time games, the style of "collecting information using commands" itself is brand new. I felt something. It is undeniable that there was an advantage of the pioneer. But at least it was good enough to make use of the interests of the pioneers.
If "The Legend of Zelda" is a masterpiece that expresses RPG to the maximum extent in the previous NES grammar, "Dragon Quest" can be said to be a masterpiece that brought PC RPG grammar well to the NES operation system. .
※Note: However, the development team of Zelda made it as a action adventure instead of an RPG.
Visually, there are many tsukkomi from the current level, such as "crab walking" and stairs (substitute for hokora) on the outdoor field for some reason. But this is by no means a slack. The capacity of the ROM cassette of the first "Dragon Quest" is only 512kbit (64KB) although it is a high capacity at that time (by the way, "Super Mario Bros." is 320kbit), main memory, VRA Each M could only use 2KB. It is a trace of trying to pack it into it. By the way, 64KB is about 82 sheets of manuscript paper (1 character = 2byte) of information, and recently it is a capacity that does not contain even one full-color and high-resolution jpg image that is commonplace. As expected, in the remake version of the SFC version, etc., it changes the direction in the direction of walking properly, and there are icons such as Hokora (in addition, some of the BGM is also omitted in the FC version, and one loop of the original song is fully played in the SFC version After that).
The graphics surface of the Garake version has been further enhanced from the SFC version, but there are simplified parts such as the background. Although the smartphone version and later consumer versions are ported based on the feature phone version, there are not a few complaints that the graphics are not enhanced almost as they are.
(The feature phone version can't be helped from the specifications at that time, but from the fact that it is a solid transplant with smartphones and consumers that have better performance than that)
In addition, due to the problem of capacity, only 18 characters of katakana (+ "he" and "ri" common to hiragana) are registered. Although phrases have been devised so as not to feel unnatural while playing, they said "Hoimi" and "Begirama" (although it is a familiar spell now) There is a history that it became a spell name that was difficult to understand at that time. . I couldn't even display "Dragon Quest" and it was displayed as "Dragon Quest". The names of monsters are also restricted by this katakana, and there are monsters whose names have changed (Dark Dragon → Doth Dragon, etc.).
It is also due to this constraint that there are multiple people in hiragana notation such as "Yuki no Fu" while having a European-style view of the world. In addition, there is an element of "[Weekly Shonen Jump]]" and tie-up, from the computer game corner at that time "[[[Famicom Shinken]]" to "[Miyaou>Hiroshi Miyaoka]]" "Kimko" and "Yutei" has appeared as a townsman. These Dresting] elements were deleted in the remake version, but "Yukinofu" remains as it is, because it only borrowed the name, and also appears in Sequel.
Also, as mentioned above, the game balance is not praised for flattery (if you don't raise the level until you can master Behoimi, you can't overcome the attack of Ryuou and you can't clear anything no matter what you do, and the enemy's Laliho is inevitable. So this Mahotone tends to be a game of whether it works or not (FC version, etc.), but there are different characteristics when compared to the later series works that there are no essential events in the capture .
In short, it is only that there was not enough capacity to prepare a complex event flag, but for this reason, there is nothing to do in this work other than collecting essential items to go to the island of Ryuou. Therefore, the way to proceed with the scenario is surprisingly flexible, and you can go anywhere in the world immediately after the start of the game. Of course, the farther away you are, the more vicious the enemies that appear, so it is a game balance with a high degree of freedom that it is important to determine your ability around there.
- Reference
The Famicom version of "Dragon Quest" released today 30 years ago is played by an editor who was not born at that time → [[[4Gamer/external link]>http://www.4gamer.net/games/999/G 999903/20160523010/]]
Surprisingly, the severeness of the battle felt fresh and interesting.
All songs were composed by Koichi Sugiyama.
I completed the main 8 songs within the deadline of only one week until the deadline.
Use scene | Song name | Remarks |
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Opening | "Overture" | Full version is more than 4 minutes |
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Castle | "Radatome Castle" | The arrangement changes on the 2nd floor, 1st floor and basement |
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Town | "People of the Town" | In the FC version, it also flows on the input screen of Resurrection Spell |
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Field | "Going to Hirono" |
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Dungeon | "Cave" | The deeper the hierarchy, the lower the pitch |
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Normal combat | "Battle" |
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Last Boss Battle | "Dragon King" | Flowing after the transformation of the Dragon King |
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Ending | "Finale" |
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Dragon Quest related
Other related | Retro Game, Resurrection Spell |
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Alias and related series
Spin-off | Sword God Dragon Quest, Dragon Quest Builders |
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Notation Yure | DQ1, Dragon Quest 1, Dragon Quest 1, Dragon Quest I, Dragon Quest I, Dragon Quest I |
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Neta
Others
- Kazuo Enomoto: Surprisingly, it is not known, but Mr. Enomoto, the model of "Poor God" of that "Momotaro Dentetsu", is working on the logo design. However, he later said that the logo design did not become royalty.
- Marie's Atelier Hero Exkaiser: Both works are the first generation, but they are the second generation in chronological order (the middle era in the trilogy).