Dragon Quest III: Difference between revisions
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# Into the Legend (3:01) | # Into the Legend (3:01) | ||
== Version differences == | ==Version differences== | ||
Like most Dragon Quest games, Dragon Quest III was censored in its initial appearance in America as Dragon Warrior III. The Priest character class was renamed "Pilgrim," while the priests at churches were renamed healers. The churches themselves were referred to as Houses of Healing and had their Christian crosses replaced with six-pointed stars. Finally, dead party members were depicted as ghosts rather than as coffins with crosses on the lid as they were in the Japanese version of Dragon Quest III. | Like most Dragon Quest games, Dragon Quest III was censored in its initial appearance in America as Dragon Warrior III. The Priest character class was renamed "Pilgrim," while the priests at churches were renamed healers. The churches themselves were referred to as Houses of Healing and had their Christian crosses replaced with six-pointed stars. Finally, dead party members were depicted as ghosts rather than as coffins with crosses on the lid as they were in the Japanese version of Dragon Quest III. | ||
The Japan-only 1996 remake of Dragon Quest III for the Super Nintendo featured updated graphics and sound, a new Thief character class, a new Personality statistic that affected character development, the Tiny Medal collection game first introduced in Dragon Quest IV, Monster Medals, bonus dungeons and the Pachisi minigame. The later Gameboy Color version of the game, which saw release in America in 2001, was based on this version. | The Japan-only 1996 remake of Dragon Quest III for the Super Nintendo featured updated graphics and sound, a new Thief character class, a new Personality statistic that affected character development, the Tiny Medal collection game first introduced in Dragon Quest IV, Monster Medals, bonus dungeons and the Pachisi minigame. The later Gameboy Color version of the game, which saw release in America in 2001, was based on this version. | ||
==== North American edition (NES edition) ==== | ====North American edition (NES edition)==== | ||
*There is now a more elaborate title picture, and the title BGM is changed to "Theme of Erdrick". The BGM for savegame selection is also changed; it is now the same as in [[Dragon Quest IV|Dragon Quest IV ]] | |||
* There is now a more elaborate title picture, and the title BGM is changed to "Theme of Erdrick". The BGM for savegame selection is also changed; it is now the same as in [[Dragon Quest IV|Dragon Quest IV ]] | *The American edition introduced the prologue showing [[Ortega]] battling a monster on a volcano. This prologue is also included in the Japanese remakes. | ||
* The American edition introduced the prologue showing [[Ortega]] battling a monster on a volcano. This prologue is also included in the Japanese remakes. | *The cross and coffin graphics are changed as in all the old Dragon Warrior games. | ||
* The cross and coffin graphics are changed as in all the old Dragon Warrior games. | *The credit roll BGM has been extended to match the new longer credits. | ||
* The credit roll BGM has been extended to match the new longer credits. | *XP and gold drops are increased 25%, so that characters can level faster. | ||
* XP and gold drops are increased 25%, so that characters can level faster. | |||
====Super Nintendo remake==== | |||
The graphics and command system were upgraded using [[Dragon Quest VI]] as a base. However, its AI system was not copied. | The graphics and command system were upgraded using [[Dragon Quest VI]] as a base. However, its AI system was not copied. | ||
* As in the [[Dragon Quest I & II|first remake]], it is now possible to search inside pots, barrels, bookshelves, and the like. | *As in the [[Dragon Quest I & II|first remake]], it is now possible to search inside pots, barrels, bookshelves, and the like. | ||
* As in [[Dragon Quest VI]], it is now possible to climb into wells. | *As in [[Dragon Quest VI]], it is now possible to climb into wells. | ||
* The "[[Conversation memory|spells]]" associated with Dragon Quest VI's conversation recall system have been added. | *The "[[Conversation memory|spells]]" associated with Dragon Quest VI's conversation recall system have been added. | ||
* The bag was added. So the vault is now a bank; one cannot directly use items in the sack yet, however. | *The bag was added. So the vault is now a bank; one cannot directly use items in the sack yet, however. | ||
* There is now a character at the Tower of Dharma who can change the names of the characters (or even of the Bag). | *There is now a character at the Tower of Dharma who can change the names of the characters (or even of the Bag). | ||
* It is now possible to specify quantities when buying items at the item shop. | *It is now possible to specify quantities when buying items at the item shop. | ||
* Combat screens now have backdrops and monster animations; monsters also have more sound effects. | *Combat screens now have backdrops and monster animations; monsters also have more sound effects. | ||
* There is now a Personality system, which assigns one of 45 personalities to each PC to determine stat growth when they level up. The protagonist's initial personality is determined by a "personality test" at the start of the game. Other PCs initial personalities are determined by the seeds used at their creation. Certain books and pieces of equipment can change a character's personality also. | *There is now a Personality system, which assigns one of 45 personalities to each PC to determine stat growth when they level up. The protagonist's initial personality is determined by a "personality test" at the start of the game. Other PCs initial personalities are determined by the seeds used at their creation. Certain books and pieces of equipment can change a character's personality also. | ||
* 5 [[Parchisi]] minigames were added to various locations. | *5 [[Parchisi]] minigames were added to various locations. | ||
* Stat increases depend on a character's gender. | *Stat increases depend on a character's gender. | ||
* There is a new "Thief" class, as described in the classes section above. | *There is a new "Thief" class, as described in the classes section above. | ||
* Merchants and Jesters can now gain MP when | *Merchants and Jesters can now gain MP when leveling; this is needed since they now gain some additional spells. | ||
* As in [[Dragon Quest VI]], the special actions of the [[Jester]] class may now have special effects, such as healing the party. | *As in [[Dragon Quest VI]], the special actions of the [[Jester]] class may now have special effects, such as healing the party. | ||
* Female heroes now have different graphics, and a few dialogs are changed for them. | *Female heroes now have different graphics, and a few dialogs are changed for them. | ||
* There are also new dialogs in the case that the hero is not in the party, if the game has been completed. | *There are also new dialogs in the case that the hero is not in the party, if the game has been completed. | ||
* [[Ruida's Tavern]] can now save the game; this will be done automatically if the composition of the party is changed. | *[[Ruida's Tavern]] can now save the game; this will be done automatically if the composition of the party is changed. | ||
* As usual, boss monsters have had their HP upgraded compared to the original game. [[Boss Troll]]s no longer appear as wandering monsters in the endgame; the only one is the one in [[Samanao]]. | *As usual, boss monsters have had their HP upgraded compared to the original game. [[Boss Troll]]s no longer appear as wandering monsters in the endgame; the only one is the one in [[Samanao]]. | ||
* There is a [[bonus dungeon|bonus]] [[Zenith|dungeon]] with 8 new types of monster, and a [[Divinegon|hidden boss]]. It contains a castle which is a new [[Zoom]] target. Most of it is made up of floor designs from the previous dungeons or other areas. | *There is a [[bonus dungeon|bonus]] [[Zenith|dungeon]] with 8 new types of monster, and a [[Divinegon|hidden boss]]. It contains a castle which is a new [[Zoom]] target. Most of it is made up of floor designs from the previous dungeons or other areas. | ||
* There are many new kinds of item. But it is no longer possible to obtain one item, although it still exists in the game data. | *There are many new kinds of item. But it is no longer possible to obtain one item, although it still exists in the game data. | ||
* Some weapon and armour shops have different items in stock. (EG, [[Samanao]] no longer sells dragon slayer swords.) | *Some weapon and armour shops have different items in stock. (EG, [[Samanao]] no longer sells dragon slayer swords.) | ||
* The world map shows visited regions in color. | *The world map shows visited regions in color. | ||
* Boomerangs and whips can now attack multiple enemies at once. | *Boomerangs and whips can now attack multiple enemies at once. | ||
* [[Tiny Medals]] can now be collected, and given to the Medal king in the well in [[Aliahan]]. The system from [[Dragon Quest VI]] is used: prizes are given according to the total number of medals collected. | *[[Tiny Medals]] can now be collected, and given to the Medal king in the well in [[Aliahan]]. The system from [[Dragon Quest VI]] is used: prizes are given according to the total number of medals collected. | ||
* Monsters drop different items at the end of a battle. | *Monsters drop different items at the end of a battle. | ||
* The pyramid layout is slightly different. | *In the NES Version, the fight with [[Kandar]] in the [[Tower of Shanpane]] could be skipped entirely. In the remake, he has to be defeated there before he shows up in The [[Cave East of Baharata]]. Skipping it results in his henchmen in the cave to dismiss you. | ||
* It is now possible to save the game in [[Portoga]], by speaking to the | *The pyramid layout is slightly different. | ||
* Portoga and [[Baharata]] now have weapon shops. | *It is now possible to save the game in [[Portoga]], by speaking to the advisor next to the king. | ||
* The merchant you leave in [[Immigrant Town (Dragon Quest III)|Immigrant Town]] will retain his/her sprite, whereas the NES Version has him/her taking on the sprite of the usual town merchant. | *Portoga and [[Baharata]] now have weapon shops. | ||
* After hatching Ramia, the merchant you left in Immigrant Town will be released from prison and return to Ruida's Tavern. The town itself will be ran by an unnamed resident, with the jail being removed and replaced by a new house. | *The merchant you leave in [[Immigrant Town (Dragon Quest III)|Immigrant Town]] will retain his/her sprite, whereas the NES Version has him/her taking on the sprite of the usual town merchant. | ||
* The shop keeper in [[Elvenham]] will sell items to you if you take the form of a [[Slime]], whereas the NES Version only allowed you to purchase items if you took the form of a dwarf. | *After hatching Ramia, the merchant you left in Immigrant Town will be released from prison and return to Ruida's Tavern. The town itself will be ran by an unnamed resident, with the jail being removed and replaced by a new house. | ||
* The location BGM is now remixed depending on the time of day. | *The shop keeper in [[Elvenham]] will sell items to you if you take the form of a [[Slime]], whereas the NES Version only allowed you to purchase items if you took the form of a dwarf. | ||
* More of the music from the first ''Dragon Quest'' game is used | *The location BGM is now remixed depending on the time of day. | ||
* There are new tunes. | *More of the music from the first ''Dragon Quest'' game is used when in the Alefgard, including the music for the towns, caves and [[Tantegel]] Castle. | ||
*There are new tunes. | |||
* It is now possible to collect [[Monster Medal]]s; these are shared across savefiles, and can be transferred to other | ====Game Boy Color remake==== | ||
* Battle screens no longer have illustrated backgrounds, although monsters and spell effects are still animated. | *It is now possible to collect [[Monster Medal]]s; these are shared across savefiles, and can be transferred to other Game Boys. | ||
* It is now possible to create a [[Field Log|temporary save]] anywhere, since the | *Battle screens no longer have illustrated backgrounds, although monsters and spell effects are still animated. | ||
* There is a second [[bonus dungeon]], the [[Ice Cave]]. It contains boss monsters and mimics as wandering monsters, allowing the player to collect their monster medals. There is an additional [[Gran Dragon|hidden boss]] who will challenge the party to collect all the monster medals, as well as offering them a [[Rubiss sword|new weapon]] if they defeat him. Unlike the first bonus dungeon, the layout of this one is completely original. | *It is now possible to create a [[Field Log|temporary save]] anywhere, since the Game Boy might run out of batteries at any time. | ||
*There is a second [[bonus dungeon]], the [[Ice Cave]]. It contains boss monsters (including Boss Trolls) and mimics as wandering monsters, allowing the player to collect their monster medals. There is an additional [[Gran Dragon|hidden boss]] who will challenge the party to collect all the monster medals, as well as offering them a [[Rubiss sword|new weapon]] if they defeat him. Unlike the first bonus dungeon, the layout of this one is completely original. | |||
== Bugs == | == Bugs == | ||