Dragon Quest
Dragon Quest | |
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Xbox Series X/S | |
First release | Dragon Quest May 27, 1986 |
Latest release | Dragon Quest Monsters: The Dark Prince December 1, 2023 |
Spin-offs |
Dragon Quest,
The series introduced a number of features to the genre and has had a significant impact on the development of other role-playing games. Installments of the series have appeared on various computers, consoles, handheld devices, and mobile phones. Early in the series, the Dragon Quest games were released under the title Dragon Warrior in North America to avoid trademark conflict with the unrelated tabletop role-playing game DragonQuest. Square Enix did not register the Dragon Quest trademark for use in the United States until 2002.
The basic premise of most Dragon Quest games is to play a hero (actually named "Hero" in spinoff fiction, but in some games, the player is able to name their hero) who is out to save the land from peril at the hands of a powerful evil enemy, with the hero usually accompanied by a group of
While over the decades many different development companies worked on Dragon Quest, the series has had its creators since its inception, as scenario writer and game designer Yuji Horii, (and prior to their deaths,) character designer Akira Toriyama and music composer Koichi Sugiyama have handled their respective roles on most games in the series. The original concepts, used since the first game, took elements from the Western role-playing games Wizardry and Ultima. A core philosophy of the series is to make the gameplay intuitive so that players can easily start playing the games. The series features a number of religious overtones which were heavily censored in the NES versions outside of Japan.
Media
Games
The first installment of the franchise was released in Japan on May 27, 1986, titled with the name "Dragon Quest" followed by a Roman numeral. Since 1986, the franchise has featured eleven games within the main series, as well as several spin-off games, and also two animated productions.
Main series
1986 | Dragon Quest |
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1987 | Dragon Quest II |
1988 | Dragon Quest III |
1989 | |
1990 | Dragon Quest IV |
1991 | |
1992 | Dragon Quest V |
1993–1994 | |
1995 | Dragon Quest VI |
1996–1999 | |
2000 | Dragon Quest VII |
2001–2003 | |
2004 | Dragon Quest VIII |
2005–2008 | |
2009 | Dragon Quest IX |
2010–2011 | |
2012 | Dragon Quest X |
2013–2016 | |
2017 | Dragon Quest XI |
TBA | Dragon Quest XII |
The first four Dragon Quest installments were released for the
Two games were released for the
Dragon Quest XII: The Flames of Fate was announced in 2021.[15] According to Horii, the game will have a darker tone, feature more meaningful choices, and overhaul the traditional Dragon Quest turn-based combat.[16] The game will also be the first mainline game released after Akira Toriyama's death on March 1, 2024.
Spinoffs
The franchise includes several spin-off games, including the Dragon Quest Monsters RPG. The series has also inspired arcade games such as the Japanese Dragon Quest: Monster Battle Road, where players compete for real-life cards with monster data that the arcade game issues to the players through a slot on its front. The latter is the only spin-off series to have none of its titles released outside Japan.[17][18][19][20][21][22] The Mystery Dungeon and Itadaki Street series use characters and other elements from Dragon Quest games, and the Mystery Dungeon series has gone on to spawn its own franchise.[23]
In 1993 Chunsoft developed a SNES game that included Torneko (a.k.a. Torneko Taloon), a character that first appeared in Dragon Quest IV.
When Enix took over the
Like the main series, Dragon Quest Monsters was originally released under the Dragon Warrior name in the US.[37] The next game, Dragon Warrior Monsters 2, is the only game to be split into two versions, Cobi's Journey (Ruka's Journey in Japan) and Tara's Adventure (Iru's Adventure in Japan), named after the main player characters.[38] Each version has slight differences, such as the monster that appear in them.[39] Dragon Quest Monsters: Caravan Heart is a prequel to Dragon Warrior VII, following Keifer who is pulled into Torland and must find the six Orbs of Loto in order to return.[40] The release of Dragon Quest Monsters: Joker is the first spin-off title to be released in English using the Dragon Quest name;[41] its sequel Dragon Quest Monsters: Joker 2 was released in North America on September 19, 2011.[42][43] There is also an Android title, Dragon Quest Monsters: Wanted!.[44]
Dragon Quest has also produced a number of smaller spin-off titles. In two of them, players use their special controllers as a sword, swinging it to slash enemies and objects.
Other media
Novels
Beginning in 1988, the media franchise expanded into other media, with a number of anime, manga, and light novel adaptations. Following the success of a Dragon Quest III light novel, Enix began publishing more volumes starting from the first game in sequential order. Enix published titles from every main series game previously released by March 23, 1995, as well as the first Torneko's Mystery Dungeon game.[57] The titles are written from a second-person perspective; the reader determines the next course of action and the stories have multiple endings.[58]
Other printed titles released in 1989 include: Dragon Quest Monsters Story; Dragon Quest Item Story; the Dragon Quest Perfect Collection series starting with Dragon Quest Perfect Collection 1990; and the first two Dragon Quest novels by Takayashiki Hideo. All of these works have had additional titles published for different games by different authors: Hideo wrote the first four volumes spanning the first three games; Kumi Saori authored ten volumes comprising the next three games; and Hiroyuki Domon wrote three volumes for Dragon Quest VII. Starting with Shinsho Shousetsu Dragon Quest I in 2000, a new series by all three authors began publication. The authors wrote new stories for their respective series, three stories for Hideo, nine for Saori, and three for Domon; with the latter's works featuring illustrations by Daisuke Torii. Several standalone titles and audiobook titles have also been released.[57]
Manga
Dragon Quest manga began publication in Weekly Shōnen Jump in 1989.[59] Based on the world of Dragon Quest, Riku Sanjo and Koji Inada's Dragon Quest: The Adventure of Dai (ドラゴンクエスト ダイの大冒険, Doragon Kuesuto: Dai no Daibōken, lit. Dragon Quest: The Great Adventure of Dai) was created as a two-chapter short-story entitled Derupa! Iruiru!. Its success led to the three-chapter sequel, Dai Bakuhatsu!!!, which set the framework for a later serialization spanning 37 volumes.[59][60][61]
Several manga based on the games have been published. The longest-running of these, Dragon Quest Biography: Emblem of Roto (ドラゴンクエスト列伝 ロトの紋章, Dragon Quest Retsuden: Roto no Monshō), Warriors of Eden, and Maboroshi no Daichi, were published in
The Road to Dragon Quest is a manga about the creators of Dragon Quest, published by Enix. The single-volume manga was released in 1990 and produced by Ishimori Productions. It focuses on the creation of the series and features series creator Yuji Horii, programmer Koichi Nakamura, composer Koichi Sugiyama, artist Akira Toriyama, and producer Yukinobu Chida.[72]
Anime
There are three major television series that were adapted from the games. Dragon Quest: Legend of the Hero Abel (ドラゴンクエスト ~勇者アベル伝説~, Doragon Kuesuto Yūsha Aberu Densetsu) was produced by Studio Comet and aired from December 2, 1989, to April 5, 1991, 43 episodes were broadcast before the series ended. It was supervised by Horii, with a story loosely based on Dragon Quest III. The first 13 episodes of the series were translated into English by Saban Entertainment under the title Dragon Warrior. Due to its early time slot, it was not renewed. The series was released on DVD in Japan in October 2006, with its nine volumes selling about 90,000 units by February 2007.[73]
A second anime series, Dragon Quest: The Adventure of Dai, based on the manga of the same name, was produced by Toei Animation. It ran for 46 episodes from October 17, 1991, to September 24, 1992.[74] A second anime adaptation of the same manga aired from October 3, 2020 to October 22, 2022.[75]
On April 20, 1996, a film titled Dragon Quest Saga – The Crest of Roto was released.[76]
A
Virtual reality
Dragon Quest VR | |
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Composer(s) | Koichi Sugiyama |
Series | Dragon Quest |
Platform(s) | HTC Vive |
Release | April 27, 2018 - October 25, 2020 |
Genre(s) | Virtual reality action role-playing game |
Mode(s) | Action arcade, multiplayer |
The brief story that's loosely based off of Dragon Quest III began with players receiving a request from a king to embark on a journey along with their assistant Ohealia, a healslime and character exclusive to this title only, who acted as a guide and narrator throughout the experience with the main goal for each team (to which multiple can play at the same time in each of their own sessions, all as a team in one session, or a combination of the between)[79] to fight through a series of battles in increasing difficulty before facing the powerful Zoma, a guest character who's also the main antagonist from the same game and was responsible for terrorizing the land.
Gameplay took place in open arenas (such as forests, caves, and, castles) in-game while players working in teams of four as
- Warriors were the frontline fighters. Players as this class would wielded a sword used for attacking foes in their main hand and a shield used to block incoming attacks in their off-hand. They would engage in melee dealing damage up-close using their strength to overwhelm their foes and could tank damage that would otherwise be directed to their allies. When a warrior was under the "Oomph" spell's effect they grow longer in size being able to deal more damage as well as being able to hit more targets with a single swing each attack but also gaining a larger hitbox making them a much easier target for foes to hit.
- Mages used attack spells and a support spell that increased the attack power of allies. Players as this class wielded a staff in their main hand and a special glove controller allowing them to access a spell type selection system in-game on their off-hand. Players as this class would raise their hand forward with the glove to which three magic circles each representing spells will appear in front of them. They would then select one of the spells with their staff, then raising and lowering it to cast the spell in the direction of the target. The spells were the ice spell "Crack", the fire spell "Frizz", and "Oomph", which doubles the target's attack power for a certain period of time. Players could charge their spells by keeping their staff raised for a short then lowering it to cast a stronger version such as Crack being cast as "Crackle", and Frizz as "Kafrizz".
- Priests healed and revived allies, and used an offensive spell. Players as this class wielded a cane in their main hand while also wearing a similar glove controller in the off-hand. Their spells were cast in the same way as a mage with a different set of spells to choose from, the resurrection spell "Kazing", a revival spell "Heal", and the tornado attack spell "Woosh". Players could also cast Heal on themselves by touch the light at the tip of the staff with their gloved hand, method that was changed from a previous one due to an update (holding their cane up and swinging it down). However, Kazing could not be used in this same manner as they were the only class that could revive downed players. Like the mage, raising the cane for a short time when using Woosh will cause it to become the powerful version "Swoosh".
Each player given their own class could take only a set amount of damage before going down. If the player was at critical health their screen turned black and white, and if damaged further, they would enter a downed state and would be displayed as a pillar of light on the screen to notify fellow players. The game ended in one of two ways, if all players were defeated to which they appeared in front of the king admonished them for their failure or congratulated them on their success.
Enemies iconic to the series that players faced off against include Slimes, Drackies, Wondering Armors, Chimaera, Dragons, and a large Golem each with their own strengths and weaknesses that players could exploit to win battles efficiently. Each enemy also had their own unique attacks and behaviors.[81]
Dragon Quest VR would be discontinued on March 9, 2019 before the closure of VR ZONE SHINJUKI itself on April 1 in the same year,[82] with the experience also ending at VR ZONE OSAKA on October 25, 2020,[83] and MAZARIA on August 31, 2020 on each respective day.[84] Prices for the one-time experience fee was 3,200 yen and a separate facility entrance fee was required. The experience took approximately 15 minutes.[85]
Yuji Horii in an interview with UploadVR has expressed the possibility of future titles based on the franchise being released in or with VR support commercially at a later time and date.[86]
Common elements
Gameplay
In most Dragon Quest games, players control a character or party of characters that can walk into towns and buy weapons, armor, and items to defeat monsters outside of the towns: on the
In most Dragon Quest games, players must visit a church (known as a House of Healing in the NES translations) and talk to a priest or nun to save the games' progress;
Dragon Quest features "puff puff" – a Japanese onomatopoeia for a girl rubbing her breasts in someone's face, which can also be used for the general term of a girl jiggling her own breasts – massage girls that the player can hire with text describing their actions in some of the games;[1] in later games gags were used since breasts could not be displayed. The text descriptions were removed from some North American translations.[c][1][92]
In
In
Characters
Monsters
The Dragon Quest series features several recurring monsters, including Slimes, Drackies, Skeletons, Shadows, Mummies, Bags o' Laughs, and Dragons.[95][96][97] Many monsters in the series were designed by Akira Toriyama.
Several Dragon Quest games allow the player to recruit monsters to fight alongside them. In Dragon Quest IV, a Healer monster called "Healie" can be recruited for the first chapter. Dragon Quest V and VI monsters can be selected by the player to join the player's party and fight in battles.[1] In Dragon Quest VIII players can defeat and recruit monsters to fight in an arena.[98]
The Slime, designed by Toriyama for use in Dragon Quest, has become the official mascot of the Dragon Quest series. Series designer Yuji Horii cited the monster as an example of Toriyama's skills, claiming it took "[artistic] power to take something like a pool of slime and use his imagination to make it a great character."[99] A Slime is a small blue blob, shaped like a water droplet, with a face. It has appeared in every Dragon Quest game and it is usually one of the first monsters the players encounter.[e] The Slime's popularity has netted it the Slime spin-off series on handheld consoles.[100][101]
Erdrick
Erdrick, known as Loto (ロト, Roto) in Japanese and in the North American remakes of the Game Boy Color versions of the first three games,[1] is the title given to a legendary hero in the Dragon Quest series. The first three Dragon Quest games, all connected to the legend of Erdrick, comprise the Erdrick or Loto trilogy. Also known as Arusu, he is known as the hero who freed the Kingdom of Alefgard from the darkness.[102][103][104][105] The chronological order of the first three Dragon Quest games is: Dragon Quest III, Dragon Quest, and Dragon Quest II.[105]
In the first Dragon Quest game, the hero, the player character, is a descendant of Erdrick[90] who follows in his footsteps to reach the Dragonlord's Castle and confront him. In Dragon Quest II the heroes are also descendants of Erdrick,[103][104] exploring the expanded world of Torland that includes the continent of Alefgard. Erdrick's legend in the Dragon Quest series was completed in Dragon Quest III when the King of Alefgard bestowed the "Order of Erdrick", the country's highest honor, upon the hero at the end of the game. Two of the player character's three highest-level armaments are named "Erdrick's Sword" and "Erdrick's Armor" in Dragon Quest and Dragon Quest II. Playing Dragon Quest III with the name "Erdrick" is impossible in the original release, as the game prompts the player to choose a different name for the hero. This is because the status of III in the chronological order as a prequel of the first two titles is presented as a plot twist. The Game Boy Color remakes prevent the use of the name "Loto" for the same reason.
In Dragon Quest XI, the player character is a warrior chosen by the world tree Yggdrasil to save the world of Erdrea from a being of pure evil known as "Calasmos". After Calasmos is defeated at the end of the game, Yggdrasil bestows him the title of Erdrick.
Torneko
Torneko (トルネコ, Toruneko), known as Torneko Taloon in North American English localizations, is a recurring character who first appears in Dragon Quest IV. A traveling merchant, Torneko's usual goal is to expand the inventory of his shop by procuring rare items, often by traversing dungeons and fighting monsters on his own or with his family.[106][107]
The character's popularity with players led to further appearances or
Zenithia
Zenithia, also called Zenith Castle, Zenith, or Tenkū-jō (天空城, "Heaven Castle") in Japanese, is a floating castle that first appears in Dragon Quest IV; it is used as a descriptor for several elements in Dragon Quest IV, V and VI. Its appearance in all three games has led to the games being described as the Zenithia or Tenkū trilogy, despite different geographical layouts in each of the three games' worlds.[108][109] Horii explained that a trilogy was never the intention: "Each Dragon Quest title represents a fresh start and a new story, so it seems too much of a connection between the games in the series. It could be said that the imagination of players has brought the titles together in a certain fashion."[110]
In Dragon Quest IV Zenithia can be accessed by climbing the tower above the entrance to the world of darkness. In Dragon Quest V Zenithia has fallen into a lake south of Lofty Peak (Elheaven in the original release), until the Golden Orb is returned leaving the castle able to move freely in the sky. In Dragon Quest VI Zenithia is sealed by Demon Lord Dhuran, and a large hole is left in its place in the "Dream World". When the Dream World returns to its natural state in Dragon Quest VI, Zenithia is the only part that remains, floating above the "real" world. In addition to the trilogy, a castle in the Dragon Quest III remakes is also called Zenith, although the layout differs from the castle in the Tenkū series.[111]
Development and history
The series' monsters, characters, and box art were designed by Toriyama.
Origin
In 1982 Enix sponsored a video game programming contest in Japan which brought much of the Dragon Quest team together, including creator Yuji Horii.
The first six Dragon Quest stories are divided into two trilogies. The first three games of the series tell the story of the legendary hero known as Roto (Erdrick or Loto in some versions). Dragon Quest IV-VI are based around a castle in the sky called Zenithia, referred to as the Tenku in Japan, meaning "heaven". Games in the main series from Dragon Quest VII onwards are stand-alone games.[119]
The early Dragon Quest games were released under the title Dragon Warrior in North America to avoid trademark conflict with the pen-and-paper role-playing game Dragon Quest, which was published by
Dragon Quest was not as successful outside Japan, as it was eclipsed by another RPG series,
Creation and design
At the time I first made Dragon Quest, computer and video game RPGs were still very much in the realm of hardcore fans and not very accessible to other players. So I decided to create a system that was easy to understand and emotionally involving, and then placed my story within that framework.
Yuji Horii on the design of the first Dragon Quest[115]
When designing Dragon Quest, Horii play-tests the games to make certain the controls feel right. This includes going into meticulous details such as how fast a page opens or the way a door opens. According to Horii, "... little things like here and there the controls not feeling right and such can really grate the players' nerves if the tempo isn't right." He believes players should be able to control the game unconsciously, which is not easy to accomplish.[128] Horii tries to design the games in such a way that players never need to read a manual nor play through a tutorial in order to figure out how to play the game,[129] and tries to create good storylines with short dialogues.[130] Ryutaro Ichimura, who has worked on Dragon Quest titles with Horii since Dragon Quest VIII, has implemented Horii's suggestions even when it is not obvious why his ideas will work. "[A] lot of the time when he [Horii] points these things out, we cannot see them at first, but eventually you get it."[128]
Dragon Quest games have an overall upbeat feeling.
While Toriyama would later become more widely known with the success of
The games always feature a number of religious overtones; after the first Dragon Warrior game, saving and reviving characters who have died is performed by clergy in churches. Bishops wander around the over-world of Dragon Quest Monsters and can heal wounded characters. The final enemy in some of the Dragon Quest games is called the Demon Lord; for instance in Dragon Quest VII, the Demon Lord (known as Orgodemir in that particular game) is the final
For English releases, games usually include a number of British dialects, such as Polari and Cockney.[136]
Music
The majority of Dragon Quest soundtracks were written and orchestrated by the classically trained composer
The first album of music from the series was released in 1986 and was based on music from the first game,[140] followed by a Symphonic Suite album for each game in the main series. The original soundtrack's "eight melodies" approach set the template for most RPG soundtracks released since then, hundreds of which have been organized in a similar manner.[141] The original game's classical score was considered revolutionary for video game music.[142]
Other compilations of Dragon Quest music have been released, including Dragon Quest Game Music Super Collection Vol. 1.
Reception
In 2006, readers of the Japanese gaming magazine Famitsu voted on the hundred best video games of all time. Dragon Quest III was third, Dragon Quest VIII fourth, Dragon Quest VII ninth, Dragon Quest V eleventh, Dragon Quest IV fourteenth, Dragon Quest II seventeenth, Dragon Quest thirtieth, and Dragon Quest VI thirty-fourth.[146] In 2009, Horii received a special award at the Computer Entertainment Supplier's Association Developers Conference for his work on the Dragon Quest franchise.[147]
According to
Although the series is extremely popular in Japan, the success in Japan was not transferred to North America until the 2005 release of Dragon Quest VIII.[120] Despite the first four games to be released in America generally receiving good reviews,[1] Nintendo had to give away copies of Dragon Warrior. However, those four games have been among the most sought-after titles for the NES, especially Dragon Warrior III and IV.[1][125] It was not until Dragon Warrior VII was released that Dragon Quest became critically acclaimed in North America,[120] although reception was still mixed.[125] The series gained more universal praise with Dragon Quest VIII, and began to sell better outside Japan and Dragon Quest IX sold over 1 million copies outside Japan.[125][148]
One of the main aspects of the series that critics point out, either positively or negatively, is that the series "never strays from its classic roots."[149] Unlike other modern, complex RPGs, Dragon Quest on the DS retains the simple gameplay from the first game that many critics find refreshing and nostalgic.[149][150] Points of contention are its battle system, comparatively simplistic storylines, general lack of character development, simplistic primitive-looking graphics (in earlier titles), and the overall difficulty of the game. These arguments are countered by noting its strength in episodic storytelling with the various non-player characters the party meets. The stories avoid melodrama and feature relatively more simplistic characters than Final Fantasy's Squall Leonhart or Tidus, a source of contention. There are exceptions, however, such as Dragon Quest V, which has been praised for its unique, emotional storytelling. Battles are also simple and finish quickly. As for difficulty, Yuji Horii is noted as a gambler. The lack of save points and the general difficulty of the battles were included with the intention of adding a sense of tension. Because of this added difficulty, the punishment for the party's death was toned down compared to other games by simply going back to where you had last saved, with half of your gold on hand.[1] When asked about criticism of Dragon Quest games, Horii says he does not mind, it means the critics played the game and he would rather know their concerns than remain ignorant.[129]
Sales
As of March 2022, the Dragon Quest series has sold over 85 million copies worldwide.
Legacy
The original Dragon Quest game is often cited as the first console RPG.
Dragon Quest is a cultural phenomenon in Japan.
There is an
Dragon Quest's music has been influential on various sectors of the performing arts. It was the first video game series to receive live-action ballet adaptations,[182] and musical concerts and audio CDs were produced based on the Dragon Quest universe.[114] Since 1987, the series' music has been performed annually in concert halls throughout Japan.[8] Early Dragon Quest concerts inspired Nobuo Uematsu's compositions for the Final Fantasy series.[183] "Lotto's Theme" was one of the video game music compositions selected for the opening ceremony of the 2020 Summer Olympics in Tokyo, and was the first to be played.[184]
The series is also represented in the 2018 crossover fighting game Super Smash Bros. Ultimate via downloadable content released in July 2019. Unlike most of the game's roster, the "Hero" is not a single playable character but rather a character slot shared by four separate, albeit functionally identical, main protagonists from the series: Eleven (also known as The Luminary) from Dragon Quest XI, Arusu (also known as Erdrick) from Dragon Quest III, Solo from Dragon Quest IV, and Eight from Dragon Quest VIII. Other elements from the series are also featured, such as Slimes and a stage based on Yggdrasil's Altar from Dragon Quest XI.[185][186]
See also
- List of Dragon Quest video games
- List of Japanese role-playing game franchises
- List of Square Enix video game franchises
Notes
- ^ Japanese: ドラゴンクエスト, Hepburn: Doragon Kuesuto
- ^ Due to the inconsistent usage by sources since Square Enix obtained the naming rights to Dragon Quest in North America, Dragon Quest has been used by sources to refer to games released solely under the Dragon Warrior title. For this article, the title Dragon Quest is used in preference to Dragon Warrior except when talking about those specific North American releases.
- ^ The original NES games and the DS remakes have this removed while the PS1 and PS2 games Dragon Quest IX and GBC remakes include this.
- ^ Most of the basic classes have undergone name changes in their English translation. The Cleric class underwent several name changes. It was originally known as the Pilgrim in Dragon Warrior III and in Dragon Quest VI and Dragon Quest IX it changed to Priest; the Fighter class was changed in Dragon Quest VI and Dragon Quest IX to Martial Artist; the Jester class was originally known as Goof-off in Dragon Warrior III and was changed to Gadabout in Dragon Quest VI; the Warrior class was originally known as Soldier in Dragon Warrior III, and the translation for the Mage has alternated between Mage and Wizard, depending on the Dragon Quest title.
- ^ In every game except Dragon Quest VI the blue slime is encountered in the first overworld area with monsters—in Dragon Quest VII the first overland area has no monster encounters—the players explore.
- personal computer games, not video game consolegames.
- ^ This list was published in 1996, so "later installments" refers to Dragon Quest IV, V, and VI.
Footnotes
- Notes
- Chunsoft. Dragon Warrior (Nintendo Entertainment System). Nintendo.
- Chunsoft. Dragon Warrior II (Nintendo Entertainment System). Enix.
- Chunsoft. Dragon Warrior III (Nintendo Entertainment System). Enix.
- ArtePiazza. Dragon Quest IV: Chapters of the Chosen (Nintendo DS). Square Enix.
- ArtePiazza. Dragon Quest V: Hand of the Heavenly Bride (Nintendo DS). Square Enix.
- ArtePiazza. Dragon Quest VI: Realms of Revelation (Nintendo DS). Nintendo.
- Heartbeat/ArtePiazza. Dragon Warrior VII (PlayStation). Enix.
- Level-5. Dragon Quest VIII: Journey of the Cursed King (PlayStation 2). Square Enix.
{{cite book}}
: CS1 maint: numeric names: authors list (link) - Level-5/Square Enix. Dragon Quest IX: Sentinels of the Starry Skies (Nintendo DS). Nintendo.
{{cite book}}
: CS1 maint: numeric names: authors list (link)
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- Logas, Heather (April 2004). Agency: A Character-Centric Approach to Single Player Digital Space Role Playing Games. CiteSeerX 10.1.1.91.4550.
- "Manga Dragon Quest e no Michi" [The Road to Dragon Quest]. ltsr's NES Archive. Retrieved January 10, 2011.