Dragon Quest III: The Seeds of Salvation: Difference between revisions

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{{Translation|'''Dragon Quest III'''|ドラゴンクエストIII そして伝説へ…|''Doragon Kuesuto III: Soshite Densetsu e...'', "And into the Legend..."}}, is the third game in the {{DQSeries}} of role-playing games published by [[Enix]] and released on the {{Famicom}}/{{NES}}. It was later remade and released on the {{Super Famicom}} and [[Game Boy]] Color. The original {{Famicom}} version, as well as the {{Super Famicom}} remake, were re-released on the Nintendo [[Wii]] in 2011 as part of the {{Dragon Quest}} 25th-Anniversary. A second remake was also made for Japanese mobile phones and later then re-released worldwide for smartphones running Android and iOS. A graphically modified version of this mobile port was released alongside {{DQ11}} for Sony {{PlayStation 4}}, [[Nintendo 3DS]] and [[Nintendo Switch]]. ''Dragon Quest III'' is the third and final game in the [[Erdrick trilogy]].     
{{Translation|'''Dragon Quest III'''|ドラゴンクエストIII そして伝説へ…|''Doragon Kuesuto III: Soshite Densetsu e...'', "And into the Legend..."}}, is the third game in the {{DQSeries}} of role-playing games published by [[Enix]] and released on the {{Famicom}}/{{NES}}. It was later remade and released on the {{Super Famicom}} and [[Game Boy]] Color. The original {{Famicom}} version, as well as the {{Super Famicom}} remake, were re-released on the Nintendo [[Wii]] in 2011 as part of the {{Dragon Quest}} 25th-Anniversary. A second remake was also made for Japanese mobile phones and later then re-released worldwide for smartphones running Android and iOS. A graphically modified version of this mobile port was released alongside {{DQ11}} for Sony {{PlayStation 4}}, [[Nintendo 3DS]] and [[Nintendo Switch]]. ''Dragon Quest III'' is the third and final game in the [[Erdrick trilogy]].     


On May 27th, 2021 during the ''Dragon Quest'' 35th Anniversary broadcast, ''[[Dragon Quest III HD-2D Remake]]'' was announced, which will utilize the same graphics engine seen in [[Square Enix]]'s ''Octopath Traveler''. It is planned to be released worldwide simultaneously on November 14th 2024 for Nintendo Switch, Playstation 5, Xbox Series X|S, Microsoft Windows and Steam.
On May 27th, 2021 during the ''Dragon Quest'' 35th Anniversary broadcast, ''[[Dragon Quest III HD-2D Remake]]'' was announced, which will utilize the same graphics engine seen in [[Square Enix]]'s ''Octopath Traveler''. It was released worldwide simultaneously on November 14th 2024 for Nintendo Switch, Playstation 5, Xbox Series X|S, Microsoft Windows and Steam.


==Setting==
==Setting==
{{main|List of locations in Dragon Quest III}}
{{main|List of locations in Dragon Quest III}}
The world of ''Dragon Quest III'' takes place on a large world map reminiscent of our own in the distant past; many areas are modeled after different cultures like [[Romaria]] (Rome), [[Isis]] (Egypt), [[Jipang]] (Japan) and [[Persistence]] (Native Americans) and are located in areas of the map roughly equivalent to their inspirations. Later in the game, the {{Party 3}} travels to a [[Alefgard|hidden world]] that exists beneath the surface of the first world.
''Dragon Quest III'' takes place in world reminiscent of Earth during the [https://en.wikipedia.org/wiki/Age_of_Discovery Age of Discovery], with many areas modeled after different nations such as [[Romaria]] (Rome), [[Isis]] (Egypt), [[Jipang]] (Japan), and [[Manoza]] (Brazil). Later in the game, the {{Party 3}} travels to a [[Alefgard|hidden world]] that exists beneath the surface of the first world.


==Plot==
==Plot==
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==New features and elements==
==New features and elements==
===Character customization===
===Character customization===
''Dragon Quest III'' continued to expand upon the gameplay of its predecessors. The game is the first in the series to feature a customizable {{Party 3}} in which each character belongs to a certain {{Vocation}}, as well as the first in which the player can determine the protagonists' gender. These characters can be recruited by the player by speaking with [[Patty]] at her [[Patty's Party Planning Place|tavern]] in [[Aliahan]]. The choice of profession greatly effects the character's stats and spells they can learn. Furthermore, upon reaching Level 20, a character may change classes at {{Alltrades Abbey 3}}.
''Dragon Quest III'' greatly expanded upon the gameplay of its predecessors. The game is the first in the series to feature a customizable {{Party 3}} in which each character belongs to a certain {{Vocation}}, as well as the first in which the player can determine the protagonists' gender. These characters can be recruited by the player by speaking with [[Patty]] at her [[Patty's Party Planning Place|tavern]] in [[Aliahan]]. The choice of profession greatly effects the character's stats and spells they can learn. Furthermore, upon reaching Level 20, a character may change classes at {{Alltrades Abbey 3}}.


===Character and Battle refinement===
===Character and Battle refinement===
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*Offensive spells are now separated from each other in terms of {{MFamilies}} resistance, meaning that an enemy immune to [[Woosh]] can still be damaged by [[Crack]]. Elemental spells are divided into Fire (Sizz, Frizz, and Bang), Ice, Wind, and Lightning.  
*Offensive spells are now separated from each other in terms of {{MFamilies}} resistance, meaning that an enemy immune to [[Woosh]] can still be damaged by [[Crack]]. Elemental spells are divided into Fire (Sizz, Frizz, and Bang), Ice, Wind, and Lightning.  
*It is possible to attack allies; this is useful for curing [[status effect]]s such as {{Sleep}} or [[Confusion]].
*It is possible to attack allies; this is useful for curing [[status effect]]s such as {{Sleep}} or [[Confusion]].
*{{Exp}}erience values are divided by the number of current {{Party 3}} members, so a lone {{Hero 3}} will gain experience faster than a full {{Party 33}} of four.
*{{Exp}}erience values are divided by the number of current {{Party 3}} members, so a lone {{Hero 3}} will gain experience faster than a full {{Party 3}} of four.
*The hidden [[Sage]] vocation marks the first appearance of a class that combines the best features of two others, and also requires reaching a certain benchmark with another as one of the methods to attain it. These traits would be repeated and elaborated upon in the sixth and seventh games.
*The hidden [[Sage]] vocation marks the first appearance of a class that combines the best features of two others, and also requires reaching a certain benchmark with another as one of the methods to attain it. These traits would be repeated and elaborated upon in the sixth and seventh games.


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===Kingdom and Town intricacy===  
===Kingdom and Town intricacy===  
*There is a [[Day-night cycle]] for the first time, effectively doubling the number of events that take place in a location and the amount of dialogue for {{NPC}}s, who will also change their behavior depending on the time.
*There is a [[Day-night cycle]] for the first time, effectively doubling the number of events that take place in a location and the amount of dialogue for {{NPC}}s, who will also change their behavior depending on the time.
*Certain towns feature [[Monster [[Arena]]s, where the player can bet gold]] on which {{MFamilies}} will win a fight. Odds are chosen based on the {{MFamilies}} species, and the bet amount is determined by the lead character's level. As select {{NPC}}s point out, the arena is also a great way to see what {{MFamilies}}s are capable of before facing them in battle and prepare accordingly.
*Certain towns feature [[Monster Arena]]s, where the player can bet [[gold]] on which {{MFamilies}} will win a fight. Odds are chosen based on the {{MFamilies}} species, and the bet amount is determined by the lead character's level. As select {{NPC}}s point out, the arena is also a great way to see what {{MFamilies}}s are capable of before facing them in battle and prepare accordingly.


===Miscellaneous===
===Miscellaneous===
*The {{Hero 3}} could aid in helping to make a [[Immigrant Town (Dragon Quest III)|town]] to further progress in the story.  Though the implementation in {{VII}} and remake of {{IV}} would make it optional.
*The {{Hero 3}} could aid in helping to make a [[Immigrant Town (Dragon Quest III)|town]] to further progress in the story.  Though the implementation in {{VII}} and remake of {{IV}} would make it optional.
*Though [[Hargon]] wasn't the final boss of {{II}} despite being behind the {{MFamilies}}s in [[Torland]], [[Baramos]] was the first enemy to be presented as the possible [[Final Boss]], only to be revealed as a servant of [[Zoma|another]] who has yet to be encountered.
*Though [[Hargon]] wasn't the final boss of {{II}} despite being behind the {{MFamilies}}s in [[Torland]], [[Baramos]] was the first enemy to be presented as the possible [[Final Boss]], only to be revealed as a servant of [[Zoma|another]] who has yet to be encountered.
*After starting up a file after defeating [[Zoma]], the {{Hero 3}} can be left in [[Patty's Party Planning Place]] allowing for a full team without the main character.  This marks the first time that resuming a saved file after completing the game merits a [[Post Game]] bonus.
*After starting up a file after defeating [[Zoma]], the {{Hero 3}} can be left in [[Patty's Party Planning Place]] allowing for a full team without the main character.  This marks the first time that resuming a saved file after completing the game merits a post game bonus.
 
==Development==
''Dragon Quest III'' began planning in January of 1987, shortly after the delayed launch of {{DQ2}}. Yuji Horii and other developers spent the planning period lodged in a hot spring resort in [https://en.wikipedia.org/wiki/Hakone Hakone] (Kanagawa prefecture), with the intent of not only unwinding after the stressful production of ''DQII'', but also improving the group's concentration. [[Chunsoft]] was allowed to develop on two megabits of memory, double the storage size of the previous game.
 
The gameplay was given the priority during the lodging, with nearly all of the game's revolutionary systems were decided upon from the onset such as the day-night cycle, the vocations, and even the implementation of Alltrades Abbey to give players total control over their characters. The story was written in February and it was decided to make the game's world resemble that of Earth, with Yuji Horii believing that the familiar landscapes would make the game easier for players to navigate. March was spent traveling to [https://en.wikipedia.org/wiki/Egypt Egypt] to conduct research owing to the globe-trotting theme of the title. Full-scale development began in late April of 1987<ref>Q:『ドラクエIII』のお仕事を始めたときから、今までの進行を教えてください。ゲームの内容の細かいことなんかは、いつどんな風にして決まるのか、マップなんかはどういう風にできるのか、詳しいことを教えてください。
 
堀井 雄二:「ドラゴンクエストIII」の制作を始めたのは、なんと今年の1月下旬からです!1月下旬に、メインスタッフで箱根に大合宿をやったのですが、この合宿中の会議で、ゲームシステムのほとんどすべてを決定しています。
 
ゲームシステムとは、今度は4人のパーティ ーにしよう、とか、職業はこの8つね、とか、転職はこういうシステムにしよう、とか、 仲間も攻撃できるようにしよう、とか、 戦闘ルーチンはこうしよう、とか、こういうアイテムが欲しいとか、呪文は、 とか......。
で、そういった「ドラクエIII」の世界を構成す るシステムを決定させたあと、 ストーリーのあらすじをつくったのが2月頃。
3月には、取材もかねて、スタッフ一同エジプトまで出かけたのでした。
そして4月下旬に、本格的作業開始! ボクのほうはストーリーに合わせて、マップデータをつくりはじめ、プログラムの中村くんのほうでは、決定されているシステムにしたがって、戦闘ルーチン等のプログラミングを開始したのです。
マップは、ボクとアシストの宮岡くんの2人がかりでやったのですが、ストーリーに合わせて城や町、 洞くつの数をふやしてしまったため、とんでもない量になってしまい、 すべてのマップを描きあげるのに2ヵ月以上かかってしまっ たのでした。
で、その完成したマップに人を配置し、イベントのときの人の動きなどを指定し、人々のセリフを書き始めたのが7月頃。
9月には、鳥山くんのほうからモンスターの絵がすべて出来上がってきたので、攻撃パターンのデータ作成。 さらにモンスターの分布等をきめ、現在にいたります。
10月22日現在、 中村くんたちがプログラミン グしてきたシステムに、 こっちで作成してきたデータが入り、ゲームとしていちおう遊べるものが完成します。 そして最後の仕上げに向けて、スタッフ一同寝ない日が続いています。
みなさん、もうちょっと待っていてください ねっ!!</ref>. 
 
The game's overworld, kingdoms, villages, and dungeons were designed by Horii and his assistant [[Hiroshi Miyaoka]]. Due to the significant increase in the scope of the game compared to the predecessor, this process took more than two months to complete and the dungeons were given special consideration during this period with approximately 70% of the content within the first draft being changed. This emphasis on fine-tuning the labyrinths was a deliberate attempt to avoid the same balancing pitfalls of ''Dragon Quest II'' and provide a smoother difficulty curve. Implementing the NPCs and writing their dialogue took place in July, along with programming their movements for the time of day and during events.
 
What is likely the most infamous instance of the game's cut content was a scenario based on ''[[The Portopia Serial Murder Case]]'', where the party would rest at a village's inn and hear someone rustling through the Hero's belongings in the middle of the night. The next day the player would find that the [[ultimate key]] had been stolen and be unable to leave the village until it was recovered. The player would gather clues by speaking to the villagers in a manner similar to how Boss and Yasu conducted their investigation in ''Portopia'', but the strict memory limitations of the 2-megabit Famicom cartridge forced the event to be scrapped<ref>ファミ通, November 1989</ref>
 
[[Koichi Nakamura]] was concurrently programming the game's battle systems based on the outlines decided in January, and placed a focus on the artificial intelligence used by monsters in addition to general balancing. For example, some monsters are aware of their MP pool and will not waste a turn trying to cast a spell they cannot afford, while the [[imp]]s are dumb and will try to cast powerful spells despite having no MP at all. Development shifted focus to battle balancing in September when Akira Toriyama completed the artwork for the monsters, with the team deciding the attack patterns and habitats of the beasts now that their designs were finalized by a professional<ref>9月には、鳥山くんのほうからモンスターの絵がすべて出来上がってきたので、攻撃パターンのデータ作成。 さらにモンスターの分布等をきめ、現在にいたります。</ref>. 
 
Upon being told that the game took place many years before the original ''Dragon Quest'', composer [[Koichi Sugiyama]] utilized a decidedly classical tone for the soundtrack to reflect it's placement in the series timeline<ref>田尻: そういう微調整みたいなことがあるんですか。
すぎやま: そう。IIIの時は、「よりももっと昔の世界です。」といわれたから、今度はもう、徹底的にクラッシックにしちゃった(笑) Dragon Quest IV Master's Club page 13, ISBN4-7966-0084-1</ref>. Additionally, he incorporated traits of ethnic music to compliment the locations based on real countries<ref>田尻: III、 IVとゲームがふくらむにつれて音楽が細分化されてるって気がするんです。IIIなんかでは世界各国の民族音楽の特徴を出したりして。IVでも、今後は5つの話があるとかいって、音楽自身、ひとつのイメージからIVの音楽を作り出すんじゃなくて、核となる部分から、いくつものイロんな要素の違うものができてくるんじゃないかな、と思うんですけどね。
すぎやま: 実は、まだできてはいないんですよね。ただね、基本的に考えているのは、ひとつの統一した世界の中での、場面によっては、5つのバリエーションを考えなくてはいけないな、とは思ってますよ。ひとつの世界の中でも、イロんな曲を作り得るわけだから。たとえば、同じバロック音楽というジャンルの中でも、何千曲と作られてきたわけでしょ。ですから、DQというひとつの世界にしても、場面によっては5種類の曲を書きわけなきゃいけない部分もでてくるよね。ただ、そのへんはやっぱり、とても高度な技術を要求される部分ではありますけどもね。 Dragon Quest IV Master's Club page 13, ISBN4-7966-0084-1</ref>, which can be heard in the theme of Jipang for one example.
 
Balance adjustments, dialogue, and bug testing continued until October 22nd when the game's data was finalized and sent off for cartridge production. By the end of development there was so little space left in the cartridge that not even the proposed title logo could be included, resulting in the game's start screen being spelled out in text tiles.
 
===Super Famicom remake===
Development on the Super Famicom remake of ''Dragon Quest III'' began shortly after the release of ''Dragon Quest VI'' in 1995. The personality system was inspired by Yuji Horii's time working as a copywriter for ''[https://en.wikipedia.org/wiki/Seventeen_(Japanese_magazine) Seventeen]'', a quarterly magazine for teenage girls, wherein he developed personality tests for the readers<ref>ドラゴンクエストIII そして伝説へ… 公式ガイドブック SE-MOOk guide book, page 223 ISBN-10:‎4757595395</ref>. Such a system gave the characters created at Patty's place more distinction, something lacking in the original 8-bit version where characters of the same vocation and level were the same, and had the added benefit of giving players more to work with when imagining how their characters would interact with one another.
 
Though Ortega was important to the game's story, memory restrictions meant that he was only mentioned by name before appearing near the end in Zoma's Citadel and even then he was represented by a mere pallet swap of the common [[hood]] monster. His story was elaborated upon through the addition of the game's opening cutscene, which depicted his departure from Aliahan and his apparent death against an unidentified monster at the summit of [[Mt. Necrogond]]. Additionally the [[joker's soaker]] item found in [[Mur]] was replaced with Ortega's helmet, giving players a stronger connection to their avatar's father. The open-ended nature of the game allowed determined players to retrieve the family heirloom very early in their adventure, which prevented the helmet from being made the best head protection in the game; a critique that would be [[Auroral Helm|rectified in the HD-2D remake]] decades later.


==Soundtrack==
==Soundtrack==
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==Trivia==
==Trivia==
*Series illustrator [[Hazuki Kurikara]] revealed in a Xitter post that the [[Zenith Dragon]]'s design was used for the logo of ''Dragon Warrior III'', hence why the dragon on the logo does not resemble any found in the game itself<ref>https://archive.fo/xctUu</ref>
*Series illustrator [[Hazuki Kurikara]] revealed in a Xitter post that the [[Zenith Dragon]]'s design was used for the logo of ''Dragon Warrior III'', hence why the dragon on the logo does not resemble any found in the game itself<ref>https://archive.fo/xctUu</ref>
*Akira Sakuma, the creator of the ''[https://en.wikipedia.org/wiki/Momotar%C5%8D_Densetsu| Momotaro Densetsu]'' series and Yuji Horii's fellow ''Weekly Shonen Jump'' alumni, was personally given a copy of ''Dragon Quest III'' by Horii. When visiting Horii in his home, Sakuma was also the first non-development staff member to see Ramia's finalized design<ref>https://archive.ph/HFJyC</ref>.
*[[Nintendo Power]] covered the launch of ''Dragon Quest III'' in the magazine's first issue, which is likely the first English-language coverage of the series as a whole. The article makes the dubious claim of an unidentified Enix representative stating the company expects sales figures to exceed 5 million, a figure that would not be reached until nearly twenty years later with the release of {{Dragon Quest IX}} in 2009.
:*Interestingly, the article is bordered by on-model art of [[boreal serpent]]s and an [[infernal serpent]].


==Gallery==
==Gallery==
<center><gallery>
<center><gallery>
Akira and Sasuke Toriyama playing III.png|Akira Toriyama and his son Sasuke playing the game
DQIII Famicom Box (Front Side).jpg|Original {{Famicom}} box art.
DQIII Famicom Box (Front Side).jpg|Original {{Famicom}} box art.
Dragon Warrior III Logo.png|Alternate logo.
Dragon Warrior III Logo.png|Alternate logo.
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File:DW III logo & ortega sketches.jpg|Sketch of the NES titlescreen, by artist Hazuki Kurikara
File:DW III logo & ortega sketches.jpg|Sketch of the NES titlescreen, by artist Hazuki Kurikara
Zenith dragon and DWIII logo concept art by Hazuki Kurikara.jpeg|The illustration of the Zenith Dragon used for the logo basis
Zenith dragon and DWIII logo concept art by Hazuki Kurikara.jpeg|The illustration of the Zenith Dragon used for the logo basis
Akira Sakuma DQ III letter.jpeg|Akira Sakuma's letter from Yuji Horii
Nintendo power issue1 DQIII.jpg|''Nintendo Power'' article
</gallery></center>
</gallery></center>


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*[http://na.square-enix.com/games/dragon-warrior3/ Official ''Dragon Warrior III'' GBC Website]
*[http://na.square-enix.com/games/dragon-warrior3/ Official ''Dragon Warrior III'' GBC Website]


{{DQIII}}
==References==
{{Dragon Quest series}}
<references/>
 
{{DQIIINav}}
{{DQSeriesNav}}


[[Category:Articles on Wikipedia]]
[[Category:Articles on Wikipedia]]