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Dragon Quest II

Dragon Quest II: Luminaries of the Legendary Line,[a] titled Dragon Warrior II when initially localized to North America, is a role-playing video game developed by Chunsoft and published by Enix in 1987 for the Nintendo Entertainment System as a part of the Dragon Quest series. Enix's U.S. subsidiary published the American release, Dragon Warrior II, for the Nintendo Entertainment System in 1990. Dragon Quest II is set one hundred years after the events of the first game.

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)Enix
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
  • Nintendo Entertainment System
    MSX
    • JP: February 1988
    MSX2
    • JP: May 1988
    Super Famicom
    • JP: December 18, 1993
    Game Boy Color
    • JP: September 23, 1999[3]
    • NA: September 2000
    Mobile phones
    Wii
    • JP: September 15, 2011
    Android, iOS
    • JP: June 26, 2014
    • WW: October 9, 2014
    Nintendo 3DS, PlayStation 4
    • JP: August 10, 2017
    Nintendo Switch
    • WW: September 27, 2019
Genre(s)Role-playing
Mode(s)Single-player

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 expands on the first game by having a larger party, more areas to explore, multiple heroes and enemies in a battle, and a sailing ship. The game's successor, Dragon Quest III, follows the ancestor of the main characters, the legendary hero Erdrick; and the three games are collectively called "Erdrick Saga Trilogy".

Planning began a month before the original Dragon Quest was released. One major goal was the development of a more exciting combat system, which was inspired by similar multi-character party systems such as the one found in Wizardry. The artwork that was used as the basis for the characters and monsters was painted by Akira Toriyama and then translated into pixel art. The game was hit with delays due to game balance, which were only fully corrected in the early sections of the game. This, combined with a staff that included students not familiar with the coding and debugging process, pushed back the release by a month. The developers also had many ideas that had to be discarded due to the technical limitations of the Famicom system, though some were later incorporated into subsequent remakes and the game's sequel, Dragon Quest III.

Dragon Quest II was successful in Japan; the original Famicom version shipped over 2.4 million copies. Later, the game was remade for the Super Famicom and the Game Boy Color and combined 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 was praised for improving on almost all aspects of the original, including having better graphics, having a larger world to explore, and more characters to participate in a more dynamic combat system.

Dragon Quest II is known as one of the most difficult Dragon Quest games, especially in its late game, and retained that reputation even in later ports to other platforms that made the game somewhat more forgiving.

Gameplay edit

 
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,[4] and it is the first game in the Dragon Quest series to do so.[5] 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.[6] 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 randomly encounters monsters, after which the game shifts to battle mode.[4] The game's battle mode introduces groups of monsters, which is an upgrade from the one-on-one battles of Dragon Quest.[5] 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.[7] 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, talking to the king also allows for the deletion and moving of saved games.[8]

Dragon Quest II is noted for greatly expanding upon the gameplay of the previous game, Dragon Quest.[9] The game is the first in the series to feature multiple heroes and enemies in a battle, as well as a sailing ship.[5] It also allowed the player to land the ship anywhere, making it possible to explore the entire game world in an open-ended manner.[8] It included other new gameplay features such as weapons which cast spells when used in battles.[10] Compared with its predecessor, Dragon Warrior II offers a wider array of spells and items[11] and a much larger world.[5] 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.[8] 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).[12]

Plot edit

Dragon Quest II is set one hundred years after Dragon Quest.[9] The story begins with an attack upon Moonbrooke Castle by the wizard Hargon, who seeks to summon the demon Malroth to destroy the world.[8] 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 some later localizations), to defeat Hargon.[13][14][15]

The Prince begins his quest alone, but is later joined by two cousins: the Prince of Cannock and the Princess of Moonbrooke.[11] After finding the Prince of Cannock, who began a similar journey at the same time as the Prince of Midenhall, they restore the Princess of Moonbrooke to her human form, having been transformed into a dog during Hargon's assault on Moonbrooke Castle, which was reduced to ruins.[5][11][16] As the trio quest to find and defeat Hargon, they secure a ship that allows them to travel across oceans to reach new continents, including Alefgard, which is where Dragon Quest took place.[5] There they meet the grandson of Dragonlord, the villain from the previous game, who gives the party valuable information.[17] 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 confronts 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 edit

Like other main games in the Dragon Quest series, Yuji Horii wrote the story for Dragon Quest II, 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.[18]

Planning for Dragon Quest II began in April 1986, a month before the release of the original Dragon Quest. With the system and memory map decided, they started development in early July.[19] At the beginning of development, producer Yukinobu Chida asked director and programmer Koichi Nakamura for a definite release date, and he offhandedly set one.[20] Then the development team was divided into two groups, with one designing the story, as well as the monsters, and one doing the programming.[19] The initial deadline was set for early November, but the game ultimately suffered a small delay.[19] The development team had finished programming almost everything by the time of the initial release and believed the game could be released by the end of that year.[21] In the Japanese magazine Weekly Shōnen Jump, published on November 11, 1986, it was announced that the game would be released in late December.[22] However, the developers found that the game was too difficult, so it was delayed for a month to adjust the balance.[23] They had to finish the final version in mid-December,[21] which they did, and then rushed to deliver to Nintendo to make the physical game cartridges.[23] The game was released on January 26, 1987.[21]

The developers believed that Dragon Quest's one-vs-one combat system was "tedious" and too simple, and that the leveling system was "boring", so they decided to have Dragon Quest II use a party system with players controlling multiple characters.[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.[20] 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).[19] 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.[6] During development, the staff discussed the idea of deprecating the "stair" command of the predecessor several times.[20] 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.[24]

In the story group, monsters were the first thing designed. The monsters' names, skills, and personalities were decided first, after which they were drawn by artist Akira Toriyama. Yuji Horii allowed Toriyama to paint full drawings rather than directly create the pixel art that would be shown in the game.[25] 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 for 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.[26] Yuji Horii stated that for his process, like other manga and film creators, he quickly outlines the story's plot in his mind. With regard to map design, a blank map was used to create the physical shape of the place, like a castle, cave, or tower, and then the key elements and story were created together afterwards. The scenarios were mainly written 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 was easy for organizing;[19] their manuscript thickness is 15 cm.[27]

Compared with its predecessor, the game was more advanced in nearly all technological aspects.[8] Koichi Nakamura programmed with several students, but since it was his first time working with a team, he did not know how to delegate work or communicate his goals.[28] Since the students were unfamiliar with the coding process, they did not know how to debug or to keep track of whose code it came from, so Nakamura had to do it himself, which caused delays.[29] In programming, they did the maps first. Then they worked on characters, including numbered characters in maps for assigned lines, and designed the NPC's moving route. The next step was programming the items, while the final step was setting the monsters data and converting Toriyama's artwork. This work was completed by the end of October.[19]

Due to the aforementioned balance issues, the game was initially very difficult, especially in the later stages. Nakamura had written a program that simulated every single combat that he used to adjust the game's setting for character leveling and the strength of enemies players would encounter. This program failed to account for larger monster groups, however, which fell outside the model and caused the game to be very difficult.[21] Furthermore, enemies leveling and weapons power were designed by area, but Koichi Nakamura did not think over the boat, so if players get the boat to some land might be quickly defeated.[23] The developers realized there was a balance problem and did some modifications, such as limiting the number of enemies in Midenhall to groups of three, and moving the Cannock Castle closer to Midenhall Castle.[21]

Due to a lack of cartridge space, many ideas were abandoned during development, such as an alternate ending that the Lorasia Prince is assassinated by the Prince of Cannock's sister if he dies in the final battle.[21] Some elements were later used in remakes or sequels: a subplot about the Prince of Cannock being cursed was added to the Super Famicom remake and later remakes.[30] Also, the Promontory of Olivia in Dragon Quest III was initially an idea for Dragon Quest II.[31] The game cartridge's ROM capacity is 1 Mbit,[32] but only about 10 bytes of free space remains in final products.[33]

1990 North American localization edit

The North American release of the game as Dragon Warrior II was created by Enix themselves and published in 1990.[8] 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.[8] The storyline introduction in Moonbrooke is presented exclusively in Dragon Warrior II.[8] In the Japanese original, the game starts right with the injured soldier from Moonbrooke entering Midenhall castle, seeking help from its king.[34] The dialogue of the American localization often used (intentionally) archaic English vocabulary, among other differences from the Japanese version.[35] 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.[8]

Music edit

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 minute "original sound story"; this suite was performed by the Tokyo Strings Ensemble. Some of the tracks are classical and some are jazz.[36] 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 the Tokyo Strings Ensemble.[37] Later in October 1987, the concert recording was released as a symphonic suite CD under the title Dragon Quest in Concert.[38] Music of Dragon Quest II were also released as a piano CD,[39] a Drama CD[40] and several Symphonic Suite albums.[41][42] Dragon Quest II's musics were also collected in music compilations, like Symphonic Suite Dragon Quest Best Selection Vol.1 ~Roto~ (1997),[43] Dragon Quest Game Music Super Collection Vol. 13 (2001–2002),[44][45][46] Symphonic Suite Dragon Quest Complete CD-Box (2003)[47] and Symphonic Suite Dragon Quest Scene-Separated I~IX (2011).[48]

"Only Lonely Boy", the background music in the game's name and password input interface, was arranged as a vocal promotional song and released as a single by Anna Makino named “Love Song Sagashite”.[49] Since the sequel takes place 100 years after the original Dragon Quest, Sugiyama decided to use pop music to suggest the game took place at a later time than the previous game.[50] This music is also used for Japan professional baseball team Chiba Lotte Marines' fight song.[51] The song that is played when wandering the fields of Dragon Quest, "Unknown World", is also played when the Hero is in that area.[52] The ending theme "My Road, My Journey"[53] is also the ending song of related anime Dragon Quest: Dai's Great Adventure.[54]

Remakes edit

Release years by platforms
PlatformJPNAEU
Famicom/NES19871990N/A
MSX1988N/AN/A
MSX21988N/AN/A
Super Famicom1993N/AN/A
Game Boy Color19992000N/A
Cellphones2005N/AN/A
Wii2011N/AN/A
Android, iOS2014
PlayStation 4, Nintendo 3DS2017N/AN/A
Nintendo Switch2019

Dragon Quest II was ported to MSX computers in February 1988,[55] but the ported version had many issues like choppy scrolling, black-surround characters titles, poor graphics, along with sluggish combat and menus.[8] The MSX2-ported version was released in May 1988 in Japan.[56]

On December 18, 1993,[57] 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.[8] Besides enhanced in graphics and sound, gameplay was also improved. The Super Famicom remake features an improved enemy targeting system: if an enemy is defeated before a character who was assigned to attack can perform its attack move, the character will attack another enemy rather than do nothing like in the Famicom version. And like its successors, players can find stat-improving items from pots or dressers.[58] The Super Famicom remake was only released in Japan.[8]

In 1999, Dragon Quest I & II was released for Game Boy Color; the game is also compatible with the Game Boy.[59] A year later, it was localized in America as Dragon Warrior I & II.[8] This remake is similar to the Super Famicom version, but with 8-bit graphics. Compared with the NES version, it featured better graphics and was less difficult. The remake also provided a quick-save function to allow players save and load game anywhere unless they reset the Game Boy.[60] In the Game Boy Color localization, the main characters' and towns' names were retranslated to be similar to the original Japanese names:[8] 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 help fix that.[9]

Dragon Quest II was remade for Japanese NTT DoCoMo brand cell phones in 2005.[61] The remakes size was four times bigger than the original Dragon Quest port,[62] and since phone capacity was limited, the game was divided into two parts. The first part was pre-installed in cell phones and the second part could be downloaded for free. The world map was provided by a pre-installed PDF file.[63] In 2006 Japanese mobile companies BREW and SoftBank also started selling the game on their mobile platforms.[64][65]

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.[66] The Wii compilation featured interruptive save functions for each games.[67] The compilation also included original copies of the strategy guides for the games, along with original artwork and material on the games' development.[66]

Square Enix announced the first eight Dragon Quest titles would be re-released on Android and iOS in Japan.[68] 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.[69] An English version was released on October 9, 2014, under the title Dragon Quest II: Luminaries of the Legendary Line.[70] Square Enix registered this trademark in Japan in 2013, and in United States in early 2014.[71][72]

Other media edit

Several guide books were published: the first was published by Shueisha in February 1987,[73] the second by Tokuma Shoten in July 1987,[74] and the third by game publisher Enix in 1988 as an "official guide book".[75]

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.[76]

Reception and legacy edit

Sales edit

Dragon Quest II received both critical and financial success in Japan. The Famicom version sold 500,000 copies on its first release in Japan,[87] and 2.4 million copies by the end of the year,[88][89] grossing several hundred million dollars.[90] The Famicom version's total sales had later increased to 2.41 million as of 2008.[91] The Super Famicom and Game Boy Color remakes together shipped in excess of 1.92 million copies worldwide.[89] The Japan Mobile version was downloaded more than one million times.[92] The game was included in a 2011 compilation called Dragon Quest Collection for the Wii, which sold 403,953 copies.[93]

Reviews edit

Readers of Family Computer Magazine [ja] gave it a score of 28.02 out of 30,[32] and named it the best overall cartridge game of the year.[94] In 2006, readers of Famitsu magazine voted the game the 17th best video game of all time.[95][96]

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.[9][32] 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.[9] The game's music is often praised, despite its limited 8-bit capabilities.[9] Considered a classic for the RPG genre, the game is regarded as praiseworthy.[97][98] 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".[99] After Dragon Quest III was released, director Koichi Nakamura said "In result, Dragon Quest II received favourable reviews from everybody, but as myself on the creator's side, I feel that I did about only half what I wanted to do."[100]

Remakes of Dragon Quest II were also successful and well received. Famitsu awarded the Japanese Super Famicom remake a 35/40.[81] The Game Boy Color remake got a 30/40 from Famitsu,[82] and the U.S. version, Dragon Warrior I & II, received fairly high marks, including an 8.0 out of 10 from IGN,[59] a 9.6 out of 10 from GameSpot,[9] and 8 out of 10 from Nintendo Power.[84] It also received the RPGamer's Game Boy Color Award of the Year for 2000.[86]

Other media edit

The release of Dragon Quest II also promoted sales of the original Dragon Quest,[18] and with the success of Dragon Quest II, the series became a Japanese cultural phenomenon.[95] The sequel to Dragon Quest II, Dragon Quest III: The Seeds of Salvation, was released in 1988 in Japan.[101] It serves as a prequel to the first two games and follows the ancestor of the main characters, the legendary hero Erdrick;[102] the three games are collectively called "Erdrick Saga Trilogy".[101] Also with the success of the Game Boy Color remake, Enix released a Game Boy Color Dragon Warrior III in 2001, which was based on the Japan-only Super Famicom update of the original Dragon Quest III.[103] The world of Dragon Quest II was later used as the setting of Dragon Quest Monsters: Caravan Heart on the Game Boy Advance.[104]

Notes edit

  1. ^ Known in Japan as Dragon Quest II: Akuryō no Kamigami (Japanese: ドラゴンクエストII 悪霊の神々).

References edit

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External links edit

  • Official Dragon Quest II for smartphone site
  • Official Dragon Quest II site (in Japanese)
  • Dragon Quest II at MobyGames
  • Dragon Quest II for mobiles at MobyGames

dragon, quest, luminaries, legendary, line, titled, dragon, warrior, when, initially, localized, north, america, role, playing, video, game, developed, chunsoft, published, enix, 1987, nintendo, entertainment, system, part, dragon, quest, series, enix, subsidi. Dragon Quest II Luminaries of the Legendary Line a titled Dragon Warrior II when initially localized to North America is a role playing video game developed by Chunsoft and published by Enix in 1987 for the Nintendo Entertainment System as a part of the Dragon Quest series Enix s U S subsidiary published the American release Dragon Warrior II for the Nintendo Entertainment System in 1990 Dragon Quest II is set one hundred years after the events of the first game Dragon Quest II Luminaries of the Legendary LineBox art of the original North American NES release titled Dragon Warrior IIDeveloper s ChunsoftPublisher s EnixDirector s Koichi NakamuraProducer s Yukinobu ChidaDesigner s Yuji HoriiProgrammer s Koichi NakamuraArtist s Akira ToriyamaWriter s Yuji HoriiComposer s Koichi SugiyamaSeriesDragon QuestPlatform s Nintendo Entertainment System MSXMSX2Super FamicomGame Boy ColorMobile phoneWiiAndroidiOSNintendo 3DSPlayStation 4Nintendo SwitchReleaseJanuary 26 1987 Nintendo Entertainment SystemJP January 26 1987 2 NA October 30 1990 1 MSXJP February 1988MSX2JP May 1988Super FamicomJP December 18 1993Game Boy ColorJP September 23 1999 3 NA September 2000Mobile phonesJP 2005 DoCoMo JP 2006 BREW JP 2006 SoftBank WiiJP September 15 2011Android iOSJP June 26 2014WW October 9 2014Nintendo 3DS PlayStation 4JP August 10 2017Nintendo SwitchWW September 27 2019Genre s Role playingMode s Single playerThe 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 expands on the first game by having a larger party more areas to explore multiple heroes and enemies in a battle and a sailing ship The game s successor Dragon Quest III follows the ancestor of the main characters the legendary hero Erdrick and the three games are collectively called Erdrick Saga Trilogy Planning began a month before the original Dragon Quest was released One major goal was the development of a more exciting combat system which was inspired by similar multi character party systems such as the one found in Wizardry The artwork that was used as the basis for the characters and monsters was painted by Akira Toriyama and then translated into pixel art The game was hit with delays due to game balance which were only fully corrected in the early sections of the game This combined with a staff that included students not familiar with the coding and debugging process pushed back the release by a month The developers also had many ideas that had to be discarded due to the technical limitations of the Famicom system though some were later incorporated into subsequent remakes and the game s sequel Dragon Quest III Dragon Quest II was successful in Japan the original Famicom version shipped over 2 4 million copies Later the game was remade for the Super Famicom and the Game Boy Color and combined with the original Dragon Quest game in a release entitled Dragon Quest I amp 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 was praised for improving on almost all aspects of the original including having better graphics having a larger world to explore and more characters to participate in a more dynamic combat system Dragon Quest II is known as one of the most difficult Dragon Quest games especially in its late game and retained that reputation even in later ports to other platforms that made the game somewhat more forgiving Contents 1 Gameplay 2 Plot 3 Development 3 1 1990 North American localization 3 2 Music 3 3 Remakes 4 Other media 5 Reception and legacy 5 1 Sales 5 2 Reviews 5 3 Other media 6 Notes 7 References 8 External linksGameplay edit nbsp 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 4 and it is the first game in the Dragon Quest series to do so 5 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 6 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 randomly encounters monsters after which the game shifts to battle mode 4 The game s battle mode introduces groups of monsters which is an upgrade from the one on one battles of Dragon Quest 5 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 7 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 talking to the king also allows for the deletion and moving of saved games 8 Dragon Quest II is noted for greatly expanding upon the gameplay of the previous game Dragon Quest 9 The game is the first in the series to feature multiple heroes and enemies in a battle as well as a sailing ship 5 It also allowed the player to land the ship anywhere making it possible to explore the entire game world in an open ended manner 8 It included other new gameplay features such as weapons which cast spells when used in battles 10 Compared with its predecessor Dragon Warrior II offers a wider array of spells and items 11 and a much larger world 5 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 8 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 12 Plot editDragon Quest II is set one hundred years after Dragon Quest 9 The story begins with an attack upon Moonbrooke Castle by the wizard Hargon who seeks to summon the demon Malroth to destroy the world 8 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 some later localizations to defeat Hargon 13 14 15 The Prince begins his quest alone but is later joined by two cousins the Prince of Cannock and the Princess of Moonbrooke 11 After finding the Prince of Cannock who began a similar journey at the same time as the Prince of Midenhall they restore the Princess of Moonbrooke to her human form having been transformed into a dog during Hargon s assault on Moonbrooke Castle which was reduced to ruins 5 11 16 As the trio quest to find and defeat Hargon they secure a ship that allows them to travel across oceans to reach new continents including Alefgard which is where Dragon Quest took place 5 There they meet the grandson of Dragonlord the villain from the previous game who gives the party valuable information 17 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 confronts 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 editLike other main games in the Dragon Quest series Yuji Horii wrote the story for Dragon Quest II 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 18 Planning for Dragon Quest II began in April 1986 a month before the release of the original Dragon Quest With the system and memory map decided they started development in early July 19 At the beginning of development producer Yukinobu Chida asked director and programmer Koichi Nakamura for a definite release date and he offhandedly set one 20 Then the development team was divided into two groups with one designing the story as well as the monsters and one doing the programming 19 The initial deadline was set for early November but the game ultimately suffered a small delay 19 The development team had finished programming almost everything by the time of the initial release and believed the game could be released by the end of that year 21 In the Japanese magazine Weekly Shōnen Jump published on November 11 1986 it was announced that the game would be released in late December 22 However the developers found that the game was too difficult so it was delayed for a month to adjust the balance 23 They had to finish the final version in mid December 21 which they did and then rushed to deliver to Nintendo to make the physical game cartridges 23 The game was released on January 26 1987 21 The developers believed that Dragon Quest s one vs one combat system was tedious and too simple and that the leveling system was boring so they decided to have Dragon Quest II use a party system with players controlling multiple characters 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 20 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 19 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 6 During development the staff discussed the idea of deprecating the stair command of the predecessor several times 20 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 24 In the story group monsters were the first thing designed The monsters names skills and personalities were decided first after which they were drawn by artist Akira Toriyama Yuji Horii allowed Toriyama to paint full drawings rather than directly create the pixel art that would be shown in the game 25 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 for 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 26 Yuji Horii stated that for his process like other manga and film creators he quickly outlines the story s plot in his mind With regard to map design a blank map was used to create the physical shape of the place like a castle cave or tower and then the key elements and story were created together afterwards The scenarios were mainly written 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 was easy for organizing 19 their manuscript thickness is 15 cm 27 Compared with its predecessor the game was more advanced in nearly all technological aspects 8 Koichi Nakamura programmed with several students but since it was his first time working with a team he did not know how to delegate work or communicate his goals 28 Since the students were unfamiliar with the coding process they did not know how to debug or to keep track of whose code it came from so Nakamura had to do it himself which caused delays 29 In programming they did the maps first Then they worked on characters including numbered characters in maps for assigned lines and designed the NPC s moving route The next step was programming the items while the final step was setting the monsters data and converting Toriyama s artwork This work was completed by the end of October 19 Due to the aforementioned balance issues the game was initially very difficult especially in the later stages Nakamura had written a program that simulated every single combat that he used to adjust the game s setting for character leveling and the strength of enemies players would encounter This program failed to account for larger monster groups however which fell outside the model and caused the game to be very difficult 21 Furthermore enemies leveling and weapons power were designed by area but Koichi Nakamura did not think over the boat so if players get the boat to some land might be quickly defeated 23 The developers realized there was a balance problem and did some modifications such as limiting the number of enemies in Midenhall to groups of three and moving the Cannock Castle closer to Midenhall Castle 21 Due to a lack of cartridge space many ideas were abandoned during development such as an alternate ending that the Lorasia Prince is assassinated by the Prince of Cannock s sister if he dies in the final battle 21 Some elements were later used in remakes or sequels a subplot about the Prince of Cannock being cursed was added to the Super Famicom remake and later remakes 30 Also the Promontory of Olivia in Dragon Quest III was initially an idea for Dragon Quest II 31 The game cartridge s ROM capacity is 1 Mbit 32 but only about 10 bytes of free space remains in final products 33 1990 North American localization edit The North American release of the game as Dragon Warrior II was created by Enix themselves and published in 1990 8 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 8 The storyline introduction in Moonbrooke is presented exclusively in Dragon Warrior II 8 In the Japanese original the game starts right with the injured soldier from Moonbrooke entering Midenhall castle seeking help from its king 34 The dialogue of the American localization often used intentionally archaic English vocabulary among other differences from the Japanese version 35 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 8 Music edit 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 minute original sound story this suite was performed by the Tokyo Strings Ensemble Some of the tracks are classical and some are jazz 36 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 the Tokyo Strings Ensemble 37 Later in October 1987 the concert recording was released as a symphonic suite CD under the title Dragon Quest in Concert 38 Music of Dragon Quest II were also released as a piano CD 39 a Drama CD 40 and several Symphonic Suite albums 41 42 Dragon Quest II s musics were also collected in music compilations like Symphonic Suite Dragon Quest Best Selection Vol 1 Roto 1997 43 Dragon Quest Game Music Super Collection Vol 1 3 2001 2002 44 45 46 Symphonic Suite Dragon Quest Complete CD Box 2003 47 and Symphonic Suite Dragon Quest Scene Separated I IX 2011 48 Only Lonely Boy the background music in the game s name and password input interface was arranged as a vocal promotional song and released as a single by Anna Makino named Love Song Sagashite 49 Since the sequel takes place 100 years after the original Dragon Quest Sugiyama decided to use pop music to suggest the game took place at a later time than the previous game 50 This music is also used for Japan professional baseball team Chiba Lotte Marines fight song 51 The song that is played when wandering the fields of Dragon Quest Unknown World is also played when the Hero is in that area 52 The ending theme My Road My Journey 53 is also the ending song of related anime Dragon Quest Dai s Great Adventure 54 Remakes edit Release years by platformsPlatformJPNAEUFamicom NES19871990N AMSX1988N AN AMSX21988N AN ASuper Famicom1993N AN AGame Boy Color19992000N ACellphones2005N AN AWii2011N AN AAndroid iOS2014PlayStation 4 Nintendo 3DS2017N AN ANintendo Switch2019Dragon Quest II was ported to MSX computers in February 1988 55 but the ported version had many issues like choppy scrolling black surround characters titles poor graphics along with sluggish combat and menus 8 The MSX2 ported version was released in May 1988 in Japan 56 On December 18 1993 57 Dragon Quest II was remade and combined with Dragon Quest as part of Dragon Quest I amp II for the Super Famicom which used Dragon Quest V s engine 8 Besides enhanced in graphics and sound gameplay was also improved The Super Famicom remake features an improved enemy targeting system if an enemy is defeated before a character who was assigned to attack can perform its attack move the character will attack another enemy rather than do nothing like in the Famicom version And like its successors players can find stat improving items from pots or dressers 58 The Super Famicom remake was only released in Japan 8 In 1999 Dragon Quest I amp II was released for Game Boy Color the game is also compatible with the Game Boy 59 A year later it was localized in America as Dragon Warrior I amp II 8 This remake is similar to the Super Famicom version but with 8 bit graphics Compared with the NES version it featured better graphics and was less difficult The remake also provided a quick save function to allow players save and load game anywhere unless they reset the Game Boy 60 In the Game Boy Color localization the main characters and towns names were retranslated to be similar to the original Japanese names 8 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 help fix that 9 Dragon Quest II was remade for Japanese NTT DoCoMo brand cell phones in 2005 61 The remakes size was four times bigger than the original Dragon Quest port 62 and since phone capacity was limited the game was divided into two parts The first part was pre installed in cell phones and the second part could be downloaded for free The world map was provided by a pre installed PDF file 63 In 2006 Japanese mobile companies BREW and SoftBank also started selling the game on their mobile platforms 64 65 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 66 The Wii compilation featured interruptive save functions for each games 67 The compilation also included original copies of the strategy guides for the games along with original artwork and material on the games development 66 Square Enix announced the first eight Dragon Quest titles would be re released on Android and iOS in Japan 68 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 69 An English version was released on October 9 2014 under the title Dragon Quest II Luminaries of the Legendary Line 70 Square Enix registered this trademark in Japan in 2013 and in United States in early 2014 71 72 Other media editSeveral guide books were published the first was published by Shueisha in February 1987 73 the second by Tokuma Shoten in July 1987 74 and the third by game publisher Enix in 1988 as an official guide book 75 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 76 Reception and legacy editReceptionAggregate scoresAggregatorScoreGBCiOSNESNSSNESGameRankings82 77 Metacritic76 100 78 60 100 79 Review scoresPublicationScoreGBCiOSNESNSSNESFamitsu30 40 82 38 40 80 81 35 40 81 GamePro18 25 83 GameSpot9 6 10 9 IGN8 10 59 Nintendo Power8 10 84 TouchArcade nbsp nbsp nbsp nbsp nbsp 85 AwardPublicationAwardRPGamerGame Boy Color Award of the Year for 2000 86 Sales edit Dragon Quest II received both critical and financial success in Japan The Famicom version sold 500 000 copies on its first release in Japan 87 and 2 4 million copies by the end of the year 88 89 grossing several hundred million dollars 90 The Famicom version s total sales had later increased to 2 41 million as of 2008 91 The Super Famicom and Game Boy Color remakes together shipped in excess of 1 92 million copies worldwide 89 The Japan Mobile version was downloaded more than one million times 92 The game was included in a 2011 compilation called Dragon Quest Collection for the Wii which sold 403 953 copies 93 Reviews edit Readers of Family Computer Magazine ja gave it a score of 28 02 out of 30 32 and named it the best overall cartridge game of the year 94 In 2006 readers of Famitsu magazine voted the game the 17th best video game of all time 95 96 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 9 32 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 9 The game s music is often praised despite its limited 8 bit capabilities 9 Considered a classic for the RPG genre the game is regarded as praiseworthy 97 98 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 99 After Dragon Quest III was released director Koichi Nakamura said In result Dragon Quest II received favourable reviews from everybody but as myself on the creator s side I feel that I did about only half what I wanted to do 100 Remakes of Dragon Quest II were also successful and well received Famitsu awarded the Japanese Super Famicom remake a 35 40 81 The Game Boy Color remake got a 30 40 from Famitsu 82 and the U S version Dragon Warrior I amp II received fairly high marks including an 8 0 out of 10 from IGN 59 a 9 6 out of 10 from GameSpot 9 and 8 out of 10 from Nintendo Power 84 It also received the RPGamer s Game Boy Color Award of the Year for 2000 86 Other media edit The release of Dragon Quest II also promoted sales of the original Dragon Quest 18 and with the success of Dragon Quest II the series became a Japanese cultural phenomenon 95 The sequel to Dragon Quest II Dragon Quest III The Seeds of Salvation was released in 1988 in Japan 101 It serves as a prequel to the first two games and follows the ancestor of the main characters the legendary hero Erdrick 102 the three games are collectively called Erdrick Saga Trilogy 101 Also with the success of the Game Boy Color remake Enix released a Game Boy Color Dragon Warrior III in 2001 which was based on the Japan only Super Famicom update of the original Dragon Quest III 103 The world of Dragon Quest II was later used as the setting of Dragon Quest Monsters Caravan Heart on the Game Boy Advance 104 Notes edit Known in Japan as Dragon Quest II Akuryō no Kamigami Japanese ドラゴンクエストII 悪霊の神々 References edit Dragon warrior II Registration Number PA0000520405 United States Copyright Office Retrieved 17 June 2021 Dragon quest II Registration Number PA0000519451 United States Copyright Office Retrieved 17 June 2021 ドラゴンクエストI II in Japanese Square Enix Retrieved 2013 06 22 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 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 a b Dragon Quest Sential of the Starry Skies Iwata Asks Square Enix The History of Dragon Quest Archived from the original on 2011 08 15 Retrieved 2010 12 05 Starting the Game Dragon Warrior II Instruction Booklet Enix America Corporation 1990 p 8 a b c d e f g h i j k l m n Kurt Kalata February 4 2008 The History of Dragon Quest UBM Tech Archived from the original on 2015 11 22 Retrieved 2013 06 22 a b c d e f g h Provo Frank September 24 2000 Dragon Warrior I amp II review Gamespot com Archived from the original on 2013 02 06 Retrieved 2009 09 23 1990 Nintendo Enix America Corporation Licensed Nintendo of America Inc Dragon Warrior II Map in English ENI D2 US a b c Enix Corporation Unveiled Secrets of Dragon Warrior II map in English Enix America Corporation Grographical Features Dragon Warrior II Instruction Booklet Enix America Corporation 1990 pp 24 26 Prima Games ed 2000 Dragon Warrior Monsters Official Strategy Guide Prima Publishing p 234 ISBN 0 7615 2730 3 Editors of Nintendo Power Nintendo Power September October 1990 issue 16 in English Nintendo of America Tokuma Shoten Publishing 66 Midenhall Castle Enix Corporation Unveiled Secrets of Dragon Warrior II Enix America Corporation p 3 Moonbrooke Castle Enix Corporation Unveiled Secrets of Dragon Warrior II Enix America Corporation p 9 Enix 2000 09 27 Dragon Warrior Game Boy Color Enix Dracolord s grandson You can call me Kid Draco a b Jeremy Parish Koichi Nakamura Interview On the Birth of the Console RPG 1UP com Archived from the original on 2013 05 12 Retrieved 2013 06 21 a b c d e f g Yuji Horii 1987 ドラゴンクエストII ができるまで 前編 Making of Dragon Quest II Part One Famitsu in Japanese No 8 a b c Yutaka Tama September 1994 テレビゲームの神々 RPGを創った男たちの理想と夢 Koei ISBN 978 4877191467 a b c d e f Yuji Horii 1987 ドラゴンクエストII ができるまで 後編 Making of Dragon Quest II Part Two Famitsu in Japanese No 14 Translation is available Weekly Shōnen Jump issue 50 in 1986 released on 11 November 1986 1 a b c すぎやまこういち 中村光一 制作チームも 冒険 してきました WiLL マンスリーウィル 増刊 すぎやまこういち ワンダーランド ワック出版局 2011 11 09 チュンソフト ゲームセンターCX Series 1 Episode 8 in Japanese 2004 02 24 フジテレビONE フジテレビNEXT メイキング オブ モンスター 堀井雄二VS鳥山明 対談 Dragon quest monsters Shueisha 1996 12 01 ISBN 978 4087820171 鳥山明インタビュー Kokoku Hihyo July 1987 ファミコン神拳 奥義大全書 特別編 キム皇のファミコン神拳110番 Shueisha 1987 04 25 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 ゲーム エンタメ最新情報のファミ通 com ファミ通 com in Japanese 2014 06 08 Archived from the original on 2014 06 09 Retrieved 2023 03 14 Translated by Shmuplations Archived on 2018 09 29 世界三大三代川 2014 06 08 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 famitsu com Special Goods of Famicom amp Super Famicom Dragon Quest I II III ファミコン必勝本編集部 November 1 1988 ドラゴンクエスト3マスターズクラブ JICC出版局 ISBN 978 4880634876 a b c 5月10日号特別付録 ファミコンロムカセット オールカタログ Family Computer Magazine Vol 7 no 9 Tokuma Shoten 1991 05 10 pp 114 115 First Print Bonus of Etrian Mystery Dungeon p 42 Narration first line of game translated One day a single wounded soldier arrived after a long struggle at Lorasia Castle Enix 1986 01 26 Dragon Quest II Famicom Enix Dragon Quest II dqshrine com Archived from the original on 2012 07 04 Retrieved 18 July 2013 Patrick Gann Suite Dragon Quest II Gods of the Evil Spirits RPGFan Archived from the original on 11 June 2019 Retrieved 21 June 2013 ファミリークラシックコンサートの歴史 in Japanese Sugiyama Kobo Archived from the original on 5 March 2016 Retrieved 21 June 2013 Patrick Gann 2007 Dragon Quest in Concert Archived from the original on 21 August 2007 Retrieved 31 August 2007 Patrick Gann Dragon Quest on Piano Vol II RPGFan Archived from the original on 9 June 2019 Retrieved 21 June 2013 Patrick Gann CD Theater Dragon Quest II RPGFan Archived from the original on 3 June 2019 Retrieved 21 June 2013 Patrick Gann Super Famicom Edition Symphonic Suite Dragon Quest II RPGFan Archived from the original on 8 June 2019 Retrieved 21 June 2013 Patrick Gann Symphonic Suite Dragon Quest I II RPGFan Archived from the original on 5 June 2020 Retrieved 21 June 2013 SonicPanda Symphonic Suite Dragon Quest Best Selection Vol 1 Roto RPGFan Archived from the original on 9 June 2019 Retrieved 21 June 2013 Damian Thomas Dragon Quest Game Music Super Collection Vol 1 RPGFan Archived from the original on 25 June 2020 Retrieved 21 June 2013 Damian Thomas Dragon Quest Game Music Super Collection Vol 2 RPGFan Archived from the original on 2 June 2019 Retrieved 21 June 2013 Damian Thomas Dragon Quest Game Music Super Collection Vol 3 RPGFan Archived from the original on 4 June 2019 Retrieved 21 June 2013 Damian Thomas Symphonic Suite Dragon Quest Complete CD Box RPGFan Archived from the original on 25 June 2020 Retrieved 21 June 2013 Bob Richardson Symphonic Suite Dragon Quest Scene Separated I IX RPGFan Archived from the original on 3 June 2019 Retrieved 21 June 2013 haruYasy 2012 07 12 ドラゴンクエスト2 のBGMがラブソングに 初音ミク が歌うゲーム音楽をリッスンナゥ 動画あり in Japanese Kotaku Japan Archived from the original on 4 June 2013 Retrieved 14 July 2013 HIPPON SUPER 編集部 January 1991 ドラゴンクエスト4マスターズクラブ すぎやまこういちインタビュー JICC出版局 ゲイムマン 2012 02 03 ゲイムマンの レトロゲームが大好きだ は今回が最終回です 1 5 in Japanese ITmedia Retrieved 21 June 2013 高橋源一郎インタビュー Kokoku Hihyo July 1987 松崎しげるが 塊魂 の名曲を熱唱 光田康典氏 坂本英城氏も登場した吹奏楽 オーケストラステージをリポート in Japanese Enterbrain 2011 10 05 Retrieved 2013 04 12 ドラゴンクエスト ダイの大冒険 in Japanese Toei Animation Archived from the original on 2011 06 05 Retrieved 2013 04 13 ドラゴンクエストII 悪霊の神々 MSX1版 in Japanese Enterbrain Retrieved 22 June 2013 ドラゴンクエストII 悪霊の神々 MSX2版 in Japanese Enterbrain ドラゴンクエスト I II in Japanese Square Enix Retrieved 2012 03 24 Dragon Quest I II dqshrine com Archived from the original on 2012 10 22 Retrieved 18 July 2013 a b c Nix Marc 2000 Dragon Warrior I amp II Return to the days of yore with Enix s Game Boy Color RPG revival Retrieved 2008 04 10 Dragon Warrior I II dqshrine com Archived from the original on 2012 10 19 Retrieved 18 July 2013 田中聡 2009 10 02 ふぉーんなハナシ 携帯版 ドラクエIII に採用された 新要素 in Japanese ITmedia Retrieved 2013 06 21 FOMA向け ドラゴンクエストII 完全移植版を制作 in Japanese ITmedia 2005 05 17 Retrieved 2013 06 21 斎藤健二 2005 05 17 フルブラウザ 2 5インチ液晶 ドラクエII N901iS in Japanese ITmedia Retrieved 2013 06 21 BREW対応 ドラゴンクエストII 悪霊の神々 を配信開始 in Japanese ITmedia 2006 01 20 Retrieved 22 June 2013 ドラクエ2やFF2など ソフトバンク端末向けアプリ投入 スクウェア エニックス in Japanese ITmedia 2006 09 19 Retrieved 22 June 2013 a b Cassandra Ramos 2011 06 30 Dragon Quest Collection to Come With Bonus Dragon Quest X Video RPGamer Archived from the original on 4 July 2011 Retrieved 21 June 2013 Gueed 2011 05 26 FC版のI IIには ふっかつのじゅもん も Wii ドラゴンクエスト25周年記念 ファミコン スーパーファミコン ドラゴンクエストI II III の最新情報が到着 in Japanese 4gamer net Retrieved 21 June 2013 ドラゴンクエストVIII の世界がスマートフォンで展開 ドラゴンクエスト シリーズ スマートフォンに続々登場 in Japanese Square Enix 2013 10 08 Retrieved 2013 10 08 スマホ向け ドラゴンクエストII が6月26日に配信開始 ITmedia Mobile Square Enix Members 2014 10 09 DRAGON QUEST II Luminaries of the Legendary Line is now available on iOS and Android Retrieved 2016 02 07 Spencer 2013 11 20 Dragon Quest Fans Here s A Glimmer Of Hope For Localized Games Siliconera Retrieved 2016 02 07 Spencer 2014 02 10 Dragon Quest Games Drawing Near Luminaries Of The Legendary Line Registered In The USA Siliconera Retrieved 2016 02 07 ファミコン神拳 奥義大全書 巻の四 ドラゴンクエスト2 Shueisha February 1987 ISBN 978 4834210545 ファミリーコンピュータMagazine編集部 July 1 1987 ドラゴンクエスト2完全攻略本 Tokuma Shoten ISBN 978 4197234707 ドラゴンクエストII 悪霊の神々 公式ガイドブック Enix October 1 1988 ISBN 9784900527027 ゲーム関連書籍 in Japanese Square Enix Archived from the original on 2013 06 03 Retrieved 22 June 2013 Dragon Warrior I amp II for Game Boy Color GameRankings CBS Interactive Archived from the original on 9 December 2019 Retrieved 21 June 2013 Dragon Quest II Luminaries of the Legendary Line for iPhone iPad Reviews Metacritic CBS Interactive Retrieved 20 June 2018 Dragon Quest II Luminaries of the Legendary Line for Switch Reviews Metacritic CBS Interactive Retrieved 23 December 2019 実験 ゲーム家族のクロスレビュー ドラゴンクエストII 悪霊の神々 Weekly Famicom Tsushin in Japanese No 343 14 July 1995 p 107 a b c 週刊ファミ通クロスレビュープラチナ殿堂入りソフト一覧 in Japanese geimin net 2013 05 16 Retrieved 2013 06 21 a b ゲームボーイ ゲームボーイ ドラゴンクエストI II Weekly Famitsu No 915 Pt 2 Pg 111 30 June 2006 Arcade Johnny November 1990 Nintendo ProView Dragon Warrior II PDF GamePro pp 86 87 a b Now Playing Nintendo Power No 136 Nintendo of America September 2000 p 111 Musgrave Shaun 13 October 2014 Dragon Quest 2 Review That Awkward Step Between Modest And Epic TouchArcade Retrieved 20 June 2018 a b RPGamer s Awards 2000 Game Boy Color RPG of the Year 2000 Archived from the original on 2008 05 14 Retrieved 2008 04 10 Digest of Japanese Industry amp Technology DJIT Digest of Japanese Industry amp Technology DJIT 276 282 Japan Trade amp Industry Publicity 35 1993 Dragon Quest II released in the following year of 1987 sold 500 000 copies on the first release and 2 200 000 copies in total Fujii Daiji 2005 06 10 The Birth of Final Fantasy Square Corporation 岡山大学経済学会雑誌 Okayama Economic Review 37 1 Okayama University 63 88 67 71 ISSN 0386 3069 via Okayama University Scientific Achievement Repository a b February 2 2004 February 4 2004 PDF Square Enix 2004 02 09 p 27 Archived from the original PDF on 2006 05 06 Retrieved 2008 12 15 Fujii Daiji 2005 06 10 The Birth of Final Fantasy Square Corporation 岡山大学経済学会雑誌 Okayama Economic Review 37 1 Okayama University 63 88 82 ISSN 0386 3069 via Okayama University Scientific Achievement Repository 日々是遊戯 歴代 ドラクエ シリーズでもっとも売れたタイトルは in Japanese ITmedia 2009 06 18 Retrieved 16 July 2013 携帯アプリ DQIII そして伝説へ 100万DL達成記念にデコメ配信 in Japanese 4Gamer net November 2 2010 Retrieved July 22 2013 Anoop Gantayat January 16 2012 2011 Game Sales Chart and Sales Trends andriasang com Archived from the original on January 23 2012 Retrieved April 4 2013 5月10日号特別付録 ファミコンロムカセット オールカタログ Family Computer Magazine Vol 7 no 9 Tokuma Shoten 1991 05 10 p 379 a b 読者が選ぶ心のベストゲーム100 Famitsu in Japanese No 900 Enterbrain 2006 03 03 Campbell Colin March 3 2006 Japan Votes on All Time Top 100 Edge Online com Archived from the original on 2012 01 10 Retrieved 2007 12 20 Wheeler Commodore September 21 2000 Dragon Warrior I amp II RPGfan com Archived from the original on 2019 06 03 Retrieved 2009 09 23 Nix Mark October 4 2000 Dragon Warrior I amp II IGN com Retrieved 2009 09 23 Enterbrain Review オトナファ in Japanese Japan Enterbrain 2009 02 20 p 53 中村光一 堀井雄二 ドラクエIII の楽しみどころ 虹色ディップスイッチ アスキー 1990 a b ロトの伝説三部作 がWiiに ドラゴンクエスト25周年記念 ファミコン スーパーファミコン ドラゴンクエストI II III in Japanese Enterbrain 2011 05 26 Retrieved 21 June 2013 Nathan Mustafa 2011 05 27 Remembering Our Dragon Quests Nintendo World Report LLC Retrieved 22 June 2013 Dustin Hubbard and Dwaine Bullock 2001 Dragon Warrior III at DQ Shrine Retrieved April 10 2008 Michael Baker Dragon Quest Monsters Caravan Heart Staff Retroview PRGamer Archived from the original on 2013 06 13 Retrieved 2013 06 21 External links edit nbsp Japan portal nbsp Video games portalOfficial Dragon Quest II for smartphone site Official Dragon Quest II site in Japanese Dragon Quest II at MobyGames Dragon Quest II for mobiles at MobyGames Retrieved from https en wikipedia org w index php title Dragon Quest II amp oldid 1212707210, wikipedia, wiki, book, books, library,

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