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	<id>https://dragonquest-wiki.com/index.php?action=history&amp;feed=atom&amp;title=Command_menu</id>
	<title>Command menu - Revision history</title>
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	<updated>2026-05-03T02:08:27Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://dragonquest-wiki.com/index.php?title=Command_menu&amp;diff=28667&amp;oldid=prev</id>
		<title>dragon&gt;Follower of Light: Created page with &quot;The &#039;&#039;&#039;command menu&#039;&#039;&#039; (コマンド) is the means by which players interact with a {{DQSeries}} title, whether it be while strolling through a castle or in the middle of battle. The command menu is inherited from the 1984 adventure game &#039;&#039;The Hokkaidō Serial Murder Case: The Okhotsk Disappearance&#039;&#039;: this was Yuji Horii&#039;s solution to the annoyances of having to remember which key on a keyboard would perform which action as seen in his earlier &#039;&#039;Portopia&#039;&#039; an...&quot;</title>
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		<updated>2024-10-14T00:29:34Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;command menu&amp;#039;&amp;#039;&amp;#039; (コマンド) is the means by which players interact with a {{DQSeries}} title, whether it be while strolling through a castle or in the middle of battle. The command menu is inherited from the 1984 adventure game &amp;#039;&amp;#039;&lt;a href=&quot;/index.php?title=The_Hokkaid%C5%8D_Serial_Murder_Case:_The_Okhotsk_Disappearance&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;The Hokkaidō Serial Murder Case: The Okhotsk Disappearance (page does not exist)&quot;&gt;The Hokkaidō Serial Murder Case: The Okhotsk Disappearance&lt;/a&gt;&amp;#039;&amp;#039;: this was &lt;a href=&quot;/Yuji_Horii&quot; title=&quot;Yuji Horii&quot;&gt;Yuji Horii&lt;/a&gt;&amp;#039;s solution to the annoyances of having to remember which key on a keyboard would perform which action as seen in his earlier &amp;#039;&amp;#039;&lt;a href=&quot;/Portopia&quot; class=&quot;mw-redirect&quot; title=&quot;Portopia&quot;&gt;Portopia&lt;/a&gt;&amp;#039;&amp;#039; an...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;command menu&amp;#039;&amp;#039;&amp;#039; (コマンド) is the means by which players interact with a {{DQSeries}} title, whether it be while strolling through a castle or in the middle of battle. The command menu is inherited from the 1984 adventure game &amp;#039;&amp;#039;[[The Hokkaidō Serial Murder Case: The Okhotsk Disappearance]]&amp;#039;&amp;#039;: this was [[Yuji Horii]]&amp;#039;s solution to the annoyances of having to remember which key on a keyboard would perform which action as seen in his earlier &amp;#039;&amp;#039;[[Portopia]]&amp;#039;&amp;#039; and in computer RPGs such as &amp;#039;&amp;#039;[https://en.wikipedia.org/wiki/Ultima_I:_The_First_Age_of_Darkness Ultima]&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
The command menu played a major role in establishing the RPG genre in Japan as it insured that the player would never be able to forget which actions are necessary to complete the game as all are bought up at once via the menu window. Nearly every RPG has since copied this method of conveying information to the player, establishing it as the definitive cornerstone of the genre. &lt;br /&gt;
==Appearances==&lt;br /&gt;
==={{DQ}}===&lt;br /&gt;
The original game had eight actions players can perform, being speaking to someone, casting a spell, checking the {{Hero 1}}&amp;#039;s status, using an item or equipping gear, moving up or down a set of stairs, opening a door, searching the Hero&amp;#039;s immediate surroundings, or retrieving an item from a treasure chest. The player is made familiar with the command menu in the very first screen of the game: the throne room of [[Tantegel]] castle. In order to exit the throne room and continue the game, the player will need to speak to [[King Lorik]], open a treasure chest to retrieve a key and use it to open the chamber door, and descend the stairs into the castle proper.&lt;br /&gt;
==={{DQ2}}===&lt;br /&gt;
The commands for opening doors, descending stairs, and taking the contents of treasure chests were removed in the first sequel. In they&amp;#039;re place is a command for checking the equipment of the three luminous cousins, with weapons, armour, and so forth being kept separate from disposable items such as the [[medicinal herb]] to prevent clutter. The disposable key system of the first game was also retired in lieu of four permanent items in the [[Silver Key|silvery key]], [[Golden Key|golden key]], [[Jailor&amp;#039;s Key|jailor&amp;#039;s key]], and [[Floodgate Key|floodgate key]], which open their corresponding doors once one of the cousins is standing next to one and uses a key via the item command.&lt;br /&gt;
&lt;br /&gt;
In battle, a character is now able to [[defend]] for a turn and reduce in coming damage by 50% for all attacks taken during that period.&lt;br /&gt;
==={{DQ3}}===&lt;br /&gt;
The command menu has not changed from the second game in the original version of the title, but starting with the {{SFC}} remake players are now able to use the heal all command to save time by instantly restoring characters to full health via magic if the party has enough MP. This handy feature would be retained in every subsequent game, first reappearing in &amp;#039;&amp;#039;VII&amp;#039;&amp;#039; in 2000.&lt;br /&gt;
==={{DQ4}}===&lt;br /&gt;
Owing to the introduction of A.I. controlled party members in the title, [[Chunsoft]] added a command to allow players to select the battle strategy used by the whole party.&lt;br /&gt;
The command to open doors has been restored and will correspond to the highest level key the player has, saving time otherwise wasted scrolling through the item menu to select the key. &lt;br /&gt;
==={{DQ5}}===&lt;br /&gt;
The command menu has not changed from the previous game, but the addition of the two shoulder buttons on the {{SFC}} controller gave Chunsoft the opportunity to implement a convenience button that allows players the option to skip most commands outright. The convenience button operates on context, such as opening a door a character is standing in front of instead of searching the ground at his or her feet. &lt;br /&gt;
&lt;br /&gt;
Though [[Monster recruitment|monster recruits]] are able to use [[Ability List|special skills distinct from spells]], these actions are still classified under the spell command in battle.&lt;br /&gt;
==={{DQ6}}===&lt;br /&gt;
The menu structure has been condensed by allocating the equipment and status commands within a section for miscellaneous actions, and the door command has been axed altogether by having them automatically open if the player walks toward them. This structure would be the standard retained for all titles going forward.&lt;br /&gt;
==={{DQ7}}===&lt;br /&gt;
The introduction of the [[party chat]] feature means that party members will have something to say when selecting the talking command if no NPCs are present. A talk command was also added to the battle screen command menu in the original {{PSX}} version, but this was not retained for the 2013 {{3DS}} remake.&lt;br /&gt;
==={{DQ8}}===&lt;br /&gt;
The command menu was modified for the international version of the game, loading a separate screen to give players access to various functions. Of note is the [[alchemy pot]] to synthesize new items and the [[Battle Records|battle records]], in which [[King Trode]] will provide commentary on the adventure thus while while the player browses the bestiary, alchemical records, and various other details.&lt;br /&gt;
&lt;br /&gt;
In-battle party chat was removed, but players are now able to accumulate [[tension]] through the psyche up command and frighten away weaker enemies to skip battle via the intimidate command.&lt;br /&gt;
==={{DQ9}}===&lt;br /&gt;
The travelling command menu has remained the same, but the battle menu how has a command to use the powerful [[Coup de Grâce|coup de grâce]] techniques. This option is normally grayed out but will become available when certain conditions in battle are met, varying between the [[List of vocations in Dragon Quest IX|vocations of the party]].&lt;br /&gt;
==={{DQ10}}===&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
==={{DQ11}}===&lt;br /&gt;
Characters can select special abilities called pep powers in battle once they become [[Pep|pepped up]], replacing the coup de grâce system.&lt;br /&gt;
&lt;br /&gt;
{{Series_mechanics}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Recurring elements]]&lt;/div&gt;</summary>
		<author><name>dragon&gt;Follower of Light</name></author>
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