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Dragon Quest II

Dragon Quest II: Luminaries of the Legendary Line, titled Dragon Warrior II when initially localized to North America, is a 1987 role-playing video game developed by Chunsoft and published by Enix 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.

Gameplay
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, 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. 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. The game's battle mode introduces groups of monsters, which is an upgrade from the one-on-one battles of Dragon Quest. 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. Compared with its predecessor, Dragon Warrior II offers a wider array of spells and items and a much larger world. == Plot ==
Plot
Dragon Quest II is set one hundred years after Dragon Quest. The Prince begins his quest alone, but is later joined by two cousins: the Prince of Cannock and the Princess of Moonbrooke (as well as the princess of Cannock in Dragon Quest I & II HD-2D Remake). As the heroes 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. He tells them that, by collecting the five crests hidden around the world (which the Hero of Dragon Quest I helped the faeries craft in the HD-2D Remake), 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 heroes slay Malroth and return to Midenhall, where the Prince is named the new king. In the HD-2D Remake, after certain events in the postgame, the Will of Darkness emerges and engulfs Malroth before sending the Scions of Erdrick into the void and revealing Malwrath, an enhanced form of Malroth controlled by Calasmos. Together, the heroes, with the aid of Rubiss and Ramia, destroy Malwrath and a new dawn is unleashed upon the world. As he's dying, it is revealed that Hargon was possessed and corrupted by Calasmos in order for him to satisfy the latter's own goals. The ending then proceeds the same. Afterwards, Ramia takes the party to Aliahan, the birthplace of the Hero from Dragon Quest III, where they learn about the origins of their ancestor. == Development ==
Development
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. 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. Then the development team was divided into two groups, with one designing the story, as well as the monsters, and one doing the programming. 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. In the Japanese magazine Weekly Shōnen Jump, published on November 11, 1986, it was announced that the game would be released in late December. However, the developers found that the game was too difficult, so it was delayed for a month to adjust the balance. They had to finish the final version in mid-December, 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. 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. 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; Compared with its predecessor, the game was more advanced in nearly all technological aspects. 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. 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. Also, the Promontory of Olivia in Dragon Quest III was initially an idea for Dragon Quest II. The game cartridge's ROM capacity is 1 Mbit, 1990 North American localization The North American release of the game as Dragon Warrior II was created by Enix themselves and published in 1990. 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. The dialogue of the American localization often used (intentionally) archaic English vocabulary, among other differences from the Japanese version. 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. 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. Later in October 1987, the concert recording was released as a symphonic suite CD under the title Dragon Quest in Concert. Music of Dragon Quest II were also released as a piano CD, a Drama CD and several Symphonic Suite albums. Dragon Quest II's musics were also collected in music compilations, like Symphonic Suite Dragon Quest Best Selection Vol.1 ~Roto~ (1997), Dragon Quest Game Music Super Collection Vol. 13 (2001–2002), Symphonic Suite Dragon Quest Complete CD-Box (2003) and Symphonic Suite Dragon Quest Scene-Separated I~IX (2011). "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”. 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. This music is also used for Japan professional baseball team Chiba Lotte Marines' fight song. The song that is played when wandering the fields of Dragon Quest, "Unknown World", is also played when the Hero is in that area. The ending theme "My Road, My Journey" is also the ending song of related anime Dragon Quest: The Adventure of Dai. Remakes Dragon Quest II was ported to MSX computers in February 1988, but the ported version had many issues like choppy scrolling, black-surround characters titles, poor graphics, along with sluggish combat and menus. On December 18, 1993, 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. The Super Famicom remake was only released in Japan. In the Game Boy Color localization, the main characters' and towns' names were retranslated to be similar to the original Japanese names: The remakes size was four times bigger than the original Dragon Quest port, 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. In 2006 Japanese mobile companies BREW and SoftBank also started selling the game on their mobile platforms. 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. The Wii compilation featured interruptive save functions for each games. The compilation also included original copies of the strategy guides for the games, along with original artwork and material on the games' development. 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. An English version was released on October 9, 2014, under the title Dragon Quest II: Luminaries of the Legendary Line. Square Enix registered this trademark in Japan in 2013, and in United States in early 2014. In the Nintendo Direct in June 2024, a HD-2D remake of Dragon Quest and II was announced, and was released on October 30, 2025, for Microsoft Windows, Nintendo Switch, Nintendo Switch 2, PlayStation 5 and Xbox Series X/S. == Other media ==
Other media
Several guide books were published: the first was published by Shueisha in February 1987, the second by Tokuma Shoten in July 1987, and the third by game publisher Enix in 1988 as an "official guide book". 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. == Reception and legacy ==
Reception and legacy
Sales Dragon Quest II received both critical and financial success in Japan. The Famicom version sold 500,000 copies on its first release in Japan, and copies by the end of the year, grossing several hundred million dollars. The Famicom version's total sales had later increased to as of 2008. The Super Famicom and Game Boy Color remakes together shipped in excess of 1.92 million copies worldwide. The game was included in a 2011 compilation called Dragon Quest Collection for the Wii, which sold 403,953 copies. Reviews Readers of '' gave it a score of 28.02 out of 30, and named it the best overall cartridge game of the year. In 2006, readers of Famitsu'' magazine voted the game the 17th best video game of all time. 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. 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". 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." Remakes of Dragon Quest II were also successful and well received. Famitsu awarded the Japanese Super Famicom remake a 35/40. The sequel to Dragon Quest II, Dragon Quest III: The Seeds of Salvation, was released in 1988 in Japan. the three games are collectively called "Erdrick Saga Trilogy". 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. The world of Dragon Quest II was later used as the setting of Dragon Quest Monsters: Caravan Heart on the Game Boy Advance. ==Notes==
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