Thursday, December 27, 2012

Dragon Quest IV #06

After a short foray into another game, we're back! We last left Alena and co. about to head south and then west to the Bazaar. Let's Play!

At the Desert Bazaar, there are a couple of new weapons available at the shop, and a new armor (although it was available in Vrenor in the remakes). Consider a Venomous Dagger, a.k.a. Poison Moth Knife, for Brey. Morning Star must be a whip-type weapon in newer DQs, because otherwise the new name "Holy Lance" in the remakes is inexplicable. On the south side, a woman asks if you're interested in your pots and directs you to take a look; do so for a couple of prizes! Like a Gum Pod, whatever that is. Well...it turns out it's horse manure, not only in the remakes but also the original Japanese. Censorship, I tell ya! Further west, a guard suddenly rushes you, saying that the King is in trouble and we have to go back immediately! Priorities, man! We gotta finish checking out the Bazaar! There's a tournament in Endor...and that's all the info we were missing. Shall we Return to Santeem? Why, when we can walk for more money?! ...Nah, let's save the time and travel by spell.

In the throne room, we find the King unable to speak! The chancellor suggests speaking to Goz in the backyard shed, of course some random old dude will know what to do! But the only way to the back is through the roof of course, so up to Alena's room! We now have access to the King's room too, but bookshelves don't say anything on the NES. Goz points us to Marone, and after looting his things for a Wing (and a Seed of Magic in the remakes) we go to Surene. Marone credits Birdsong Nectar from the Bazaar with previously restoring his voice, so it's a lead! Zoom!

No one at the Bazaar mentions anything about the Nectar, but let's see what rumors abound at night.... I speak with the horse, fully expecting it to say something, and am flummoxed to hear animal noises. Flummoxed, I say! But look, there's a congregation to the northwest; what are they talking about? Nothing much, but the shopkeep, being off duty, tells us that the Nectar can be found in a tower to the west! Let's go!

Inside the tower, a man tells us the door is locked and he can't go up. What luck that we have a key! There's an inexpensive Inn in the basement if you need it. Up above, start by taking the southwest path to floor 3, where there are a couple of treasures. Watch out for Butterfly Dragons, they'll kill you with fire. They are inexplicably named "Flying Doctors" on the DS. Brey dies, and Alena and Cristo are forced to hoof it back to the entrance without the handy Outside spell that Brey could have cast 8 times. In an unexpected twist, at this same point in my Japanese run everyone dies except Brey, and he totally saves the day with his amazing powers of escape.

Back at the tower for Take 2, Brey learns the spell Snowstorm which gets put to use immediately. Grislysabers call for backup when they defend, so things can get out of hand quickly if you don't have crowd control! In the Japanese, they're called "Man-eater Sabers"; it's appropriate. When they call for backup, the new foe attacks immediately, so it's a real pain (although for some reason, they don't get the extra attack in the remakes). On the top floor are two elves dancing. They run away, aaargh! But they drop the Nectar that we need, so thank you, clumsy elves! The Japanese group isn't so lucky. A band of Pteranodons and Razor Winds kills Alena and Brey, leaving Cristo and his Super Healing Powers to return to town. Thankfully he's close to a hole he can jump into, the exit isn't far, and there are all sorts of Wyvern Wings in tow. The Japanese crew succeeds on attempt three. The remakes, however, are so much easier that I make it at lower levels on the first try without even being fully equipped with the latest gear.

Back at the castle, the King is nowhere to be found?! Then I realize it's nighttime and he's in bed. I come back in the morning. Alena administers the medicine to the King herself. He stutters a bit, then won't shut the hell up. Turns out he'd been having dreams of horrible monsters from the "Evil World," and exactly when he decided to tell his counsel, he lost his voice. Perhaps the Ruler of Evil exerted some influence to try to keep his rise secret?! The King, realizing that Alena's adventuring is what saved him and that she may be able to save others, allows her to continue. Speaking with him again reveals that he also had another dream which he can't remember.... Maybe it was a dream of the Hero!

Till next time!


Name Changes
NES (U) NES (J) NDS (U) PS (J)
* denotes an entry which was not significantly changed from the previous version in the same language.
Blank entries either have not appeared yet or were not named in that version.
Atlas
Evil World じごく [jigoku] Underworld 地獄
Bazaar さばくのバザー [sabaku no bazā] The Desert Bazaar *
Who's Who
Goz ゴン [gon] Starek *
Lita リース [rīsu] Daisy *
Oopsy
Armory
Morning Star モーニングスター [mōningu sutā] Holy Lance ホーリーランス [hōrī ransu]
Toolkit
Birdsong Nectar さえずりのみつ [saezuri no mitsu] * *
Spellbook
Bounce マホカンタ [mahokanta] * *
Return ルーラ [rūra] Zoom *
StopSpell マホトーン [mahotōn] Fizzle *
Snowstorm ヒャダルコ [hyadaruko]
アストロン [asutoron] Kaclang
バギ [bagi] Woosh *

Saturday, December 22, 2012

Where's the Blanket Charlie Brown?: Side Quest #01

And now for the start of my Let's Play Side Quest! I take on the role of everyone's favorite bald kid to solve the challenge of the missing blanket!
 

Dragon Quest IV #05

Welcome back to Let's Play Dragon Quest IV: Side × Side! Wow, it's been over a week already since the last post?! Starting here in Frenor, I'm pretty sure there's supposed to be something hidden in the garden behind the chapel, which isn't. I'll have to investigate further.... Seems what the priest is tending to will take some time to grow. We'll have to get it later! However, the remakes have a Seed of Life in the cabbage patch right now, so take it!

There's a princess in town! But it's not me. An imposter is staying at the inn! We go upstairs to confront her, and oh no! A kidnapper is staying at the inn, too! The fake princess is being dragged out by two goons, so we give chase. But we're too slow, so we turn back to check out the town! Priorities! Side note: I just noticed that the priests actually are holding a little cross in the original Japanese. Kit, the town dog, has found a letter, so his kid reads it to us. We need to bring the town's Golden Bracelet to the graveyard at night to get May—I mean the princess—back! The kid concludes his reading of the note with a pre-YouTube "I'm 12 and what is this?" The bracelet in the southern cave. Spelunking! It's known as the Armlet of Transmutation on the DS.

Walking outside town, Cristo is killed by a Brahmird. They hurt! Heading back to town, I meet five Carnivore Plants and decide I can take them without a healer (not to be confused with the monster). Oh. My. Goodness. They go down, but not without calling five Healers (not to be confused with the character archetype). Goodness. Gracious. Me.

Let's check out the cave! Alena's hat becomes invisible inside, revealing her table-top flat head. Design error, the floor is the same color as her hat! Brey learns Outside, just inside the cave. Good timing! I'm still too weak for the cave and depleting my MP rapidly, so this is quite a good development. Then I forget to save MP for it. Tch. It's not far to the exit, but six Demon Toadstools later, it feels like it is. Everyone gets equipment upgrades! In the Japanese version, I get mauled by some Vampire Bats because I forget basic strategy, and for the first time my Gold fund is so low that I have to decide who to revive first and who gets to stay dead for another minute or two. Also, I am consistently dumbfounded as to why green was chosen as the "dangerous HP levels" window border color for Dragon Quest III and IV on the NES. At about this time in the remakes, Borya (a.k.a. Brey) also learns Snooze (a.k.a. Sleep), which wasn't available to him originally.

Just for fun, here's an excerpt from a battle that I have on the way back down:
Brahmird appears.

Brahmird attacks before you're ready!

But Brahmird-A is asleep!

Brahmird-A is asleep.
Brahmird-A rolls over!
Alena gets 2 Damage Points!
...Exactly. On the second floor of the cave, some Orcs gang up and Surround everyone, then gang up and kill Brey with his Outside spell and all that. ...Great. However, Alena and Cristo do manage to hike back out safely, after which I finish buying the best equipment available so far before going back one last time. Interestingly, Pickayunes—the DS version of Orcs—don't have enough MP to cast Surround at all. Doesn't stop them from trying!

Back inside, Brey reaches Lv 9 and gains 13 MP, as well as learning Bounce and Return. O frabjous day! Even luckier, in the Japanese original I win a Magic Potion from a monster, adding to the one that's already in the cave. Awesome!

I shake my head at the new spell names for the DS, even though I've already seen them in VIII and IX and they are no surprise. Kasnoose? Really?

Absolutely no problems getting into the cave for the bracelet this time, and we head back to town and wait for nightfall. After handing over the bracelet, the fake princess's captors politely say "Bye!" and vanish! We learn that May is just an actress, and people treated her nicely when she acted like a princess. O...kay.... And she gives Alena a Thief's Key. So, what, she's a thief, too?!

Now that the town is back to normal, we can buy a couple of new weapons, and we hear about a bazaar to the south. We'll go there next time!

My next post will be a Let's Play: Side Quest entry, then right back into the action here.


Name Changes
NES (U) NES (J) NDS (U) PS (J)
* denotes an entry which was not significantly changed from the previous version in the same language.
Blank entries either have not appeared yet or were not named in that version.
Atlas
Vault of Vrenor
Who's Who
May メイ [mei] Anya *
Kit コロ [koro] Zasha *
Toolkit
Golden Bracelet おうごんのうでわ [ōgon no udewa] Armlet of Transmutation 黄金のうでわ
Thief's Key とうぞくのカギ [tōzoku no kagi] * *
Spellbook
Surround マヌーサ [manūsa] Dazzle *
Outside リレミト [riremito] Evac *
Sleep ラリホー [rarihō] Snooze *
Antidote キアリー [kiarī] Squelch *
Defence ルカナン [rukanan] Kasap *
Sleepmore ラリホーマ [rarihōma] Kasnooze *
Bounce マホカンタ [mahokanta] *
Return ルーラ [rūra]

Monday, December 17, 2012

Let's Play: Side Quest #01

What's this?! An interruption of the LP!? No, no, nothing that drastic. See, I have a lot of games in my backlog, and I just thought I might pick out one of those to play, like once every few episodes of the regular LP, probably an action game or something that doesn't require a lot of thought to get into. As a Side Quest, so to speak!

So, the first task will be to figure out how to choose.... I think I'll start by choosing a platform. Which means I'm going to be choosing between:
  1. Atari 2600
  2. NES
  3. Game Boy
  4. SNES
  5. Genesis
  6. TurboGrafx-16
  7. Game Boy Color
  8. Nintendo 64
  9. PlayStation
  10. Game Boy Advance
  11. GameCube
  12. PlayStation 2
  13. Nintendo DS
  14. Wii
  15. Nintendo 3DS
  16. PC
  17. iOS
  18. Arcade*
...Wow, I didn't realize I had that many different platforms available, although a couple of these only have 3 entries. Anyway! Rolling...16. A PC game. This will be interesting...okay. According to my profile on GameFAQs, I have 36 PC games to choose from. I happen to know that's not quite accurate, since there are a couple of indie games that aren't listed...how many...looks like 6 after a cursory count. Let's go with that; if I roll higher than 36 out of 42, that'll be one of the unlisted games. So now I'll just go ahead, roll a number, and go down the list alphabetically! And if it's an RPG or something I'll start over.

36.

...

36!

Okay, so who wants to watch me play Where's the Blanket Charlie Brown? This is a game that my wife already owned when we consolidated our belongings, and I never did find out why. But I'll see if I can get it installed and running (we all know how new OSs hate old programs), and after Dragon Quest IV #05 we'll take a look at it! I'm thinking I might try to do actual video for this; we'll see.

*Plug 'n' Play TV games, not actual arcade machines, silly!

Wednesday, December 12, 2012

Dragon Quest IV #04

Welcome back to Dragon Quest IV! Chapter 2 begins...now!

Princess Alena wants to go on a journey to prove her strength, but her father the King says NO! "Why you must be so very tomboy?" the DS remake moans. Her tutor Brey feels responsible for how she's turned out—too tomboyish! Cristo, apparently some sort of priest/soldier, says if something would happen to her, he'd cry. I mean, the, the King! The King would cry! Cristo's got a crush on her, fufufu. In the remakes you can look in a bookshelf in the next room and find a little doodle of Alena that Cristo has made in a theology book. Awww! A little graphical note, in the Japanese original Cristo's sprite does not feature the same goofy eye-blinking animation as it does in the U.S. version. Odd. A priest says something comes from the east, and he hopes nothing bad happens. Really?! In a room behind him is some Fairy Water in a drawer. We can't get out the front gate, so we go upstairs to Alena's room, which has recently been repaired and is easily escapable. Something about the faux Russian accent on the DS reminds me of an excerpt from a Japanese manual I once read: "Please be careful to spill a drop like coffee in the master console." Get the Feather Hat from her wardrobe before you jump!

We're off to the nearby town! But before we get there, Brey and Cristo come up from behind. But not to bring Alena back, no! They are here to be accessories to her delinquency! In Surene town, a sign advises us to upgrade our equipment. While exploring, we come across a man who is in love with a nun. She says she's too old for him! No mention of vows of chastity or such, because Nintendo of America couldn't let it slip out that she's devoted her life to God or anything. Near there is Marone the poet. La, la, la! A.k.a. Josef Starling. In the PS remake I accidentally discover that I can pick up and reposition flowers. Gardenrific! There's more to the town, but it's behind locked doors. To make battles a little easier, I buy a Copper Sword for Cristo and some Herbs before leaving. In the Japanese version I don't read this to refresh my memory, and get a Leather Hat for Brey instead, then save; I have a feeling this will negatively impact the coming boss battle. Oops. Moving along, our clue says to go northwest!

In the town of Tempe, the remakes have a Mini Medal inside of the well. On the PS these are kept in your inventory, but on the DS they're separate, saving you some room. Talking around, we learn that there is a monster which demands female sacrifices, and Nina will be the next to go. No! This will not do! We tell her father that we'll take care of it, and he sends us to the...shaman. Because shamans are okay, and priests aren't. Anyway, we are told it only appears when given an offering, so shut up and hide in this box, we'll tote you up to it. After getting inside the offering litter, the shaman makes the cryptic statement, "Don't ever litter the litter." An early Dragon Quest pun—even the NPCs tell him this is no time for joking around! These didn't start to get really prominent in the U.S. versions until VIII, hooboy! And then the remakes started. But we love them anyway! He also tells a joke in the Japanese here, but I'm not good enough to understand it, something about God's basket...maybe it's just supposed to sound funny because he says "gokagoga"? On the DS, the joke is praying that the Goddess safely carries you. ...Get it? 'Cause you're in a box? Blech.

Oh, right, the monster. It closely resembles the one that Ragnar fought in the tower basement! In a fairly close battle, my Lv 2 team seems to be gaining the upper hand, but timing prevents Alena from being healed before death, and then Brey's magic fails at that critical point and all is lost. Try again! Learning Sap on the way back should prove helpful. Except unlucky turn order means everyone dies. Take three! It seems that I gain one more level every time I walk to town; Upper should be very useful! And it is; it works wonders! Everyone stays alive while Brey Saps the enemy, and Alena punches judiciously. It drops Lifeforce Nuts, everyone gains another level from the experience, and the town is rejoice! Japanese version went exactly the same way; Cristo spends so much time healing and buffing that his lack of weapon upgrade is immaterial. However, the DS goes much better, with a loss at Lv 2 but then a stunning victory at Lv 3, even though Borya (a.k.a. Brey) doesn't even learn Sap by then! Apparently the spell-level tables were reworked; either that or they're still slightly random like in Dragon Quest III. Speaking with Nina, she says simply, "We're getting married." I guess so, whether I like it or not, huh? Is she speaking to Alena, or Cristo? Naw, she must have meant Brey.

Endor is our next suggested destination, in the east, which we can reach by going...southwest. That's...not accurate at all. (All versions besides the English NES correctly say southeast.) In any case, since I can't save here, I go on for now. Heading up north, on the pedestal are more Lifeforce Nuts for those who search thoroughly, although they do not appear in the remakes, because they're in the graveyard instead. The poet nearby mentions a town called Frenor to the east; let's go there first! Hmmm...the priest there is gardening, and rushes up to see us when we approach the chapel. Is he hiding something? We'll explore Frenor starting next time!


Name Changes
NES (U) NES (J) NDS (U) PS (J)
* denotes an entry which was not significantly changed from the previous version in the same language.
Blank entries either have not appeared yet or were not named in that version.
Atlas
Santeem サントハイム [santohaimu] Zamoksva *
Surene サラン [saran] Zalenagrad *
Tempe テンペ [tenpe] Taborov *
Endor エンドール [endōru] * *
Frenor フレノール [furenōru] Vrenor *
Who's Who
Princess Alena アリーナひめ [arīna hime] Tsarevna Alena *
Cristo クリフト [kurifuto] Kiryl *
Brey ブライ [burai] Borya *
King サントハイムおう [santohaimu ō] Tsar Stepan *
Marone マローニ [marōni] Josef Starling *
Nina ニーナ [nīna] Anastasia *
Boss Rush
Chameleon Humanoid カメレオンマン [kamereon man] Master Kung *

Saturday, December 8, 2012

Dragon Quest IV Pushmo Pack Chapter #1

For those of you who are 3DS owners and fans of Dragon Quest and Pushmo, I present to you three new puzzles of pure unrelenting beauty:




For those of you who are not: What's wrong with you, man?!

Friday, December 7, 2012

Dragon Quest IV #03


EDIT: Now with shiny new YouTube video!

Hi! Welcome back! Ragnar and I were just heading out, so as my good friend Charles Martinet says, "Let's-a go!"

Right out of the gate, I use the Flying Shoes and soar away to the top floor of the tower which was seen earlier. There's a nice little visual effect on the PS version here, it's nice to see some differences between it and the DS! Some kid is being taken away by some witch or some such, and we follow! On the way down, there is a soldier who wishes he had let Healie join him. Sucker! Lilypas use Upper to great effect, and Ducksbills use Sap, also to great effect. It's almost not worth it to fight them together.

At one point, a Lilypa uses its spell to buff an Ozwarg (called a "baby magician" in Japanese—scary!), which is fine since they can hardly attack, but its defense is raised to the point that each side has trouble hitting the other at all. The battle drags on long enough for me to see the statistically unlikely event of the Ozwarg dodging under its own power, as well as the statistically unlikely event of a critical hit deathblow from Healie. Good going, lil buddy!

If you see a battle made up of a Giant Bantam, a Lilypa, and two Healers, don't even try. If you go for the Healers first, the Lilypa will buff everyone's defense so you can't hurt them, and if you try for either of the others first, the Healers will just keep...healing. So just run if you see this.

So yeah, this tower is hard. core. After the first couple floors I just want to get out and recover my strength, but I'm so close to a weapon upgrade I decide to risk going just a little further. This results in a real nailbiter (although it felt more like a hairpuller) in which I barely squeak out of the tower's front gate with 4 HP. Time to use those Wings I found! The money I earned in battle is put to good use maxing out my armor upgrades, and then it's back to the tower! In future iterations, I make a beeline straight for the Sword, then come back for the other treasures later.

New and improved Ragnar, now with 100% more Sword of Malice, makes mincemeat of the monsters, felling them in one blow now. This will be much easier. No sooner do I type that statement than Healie dies. #($&. Back to town. In my anger, I perpetrate 80 damage upon a Slime. Incidentally, near the Sword is a chest containing a Luck Seed, unless you play the DS, then it's a Seed of Resilience instead.

Third attempt! That four-monster fight I warned you about three paragraphs ago is a straight cinch now, since everything dies before the Healers can react. This is also the attempt in which I realize that there is a healing point in the basement of the tower on the way out, so I actually never had to leave. Nice to know for the other three games! Of course, the extra trips didn't hurt; by the time I reach the bottom Ragnar is at Lv 10 (although poor, confused Healie is forever stuck at Lv ?). A dying soldier there tells me about the Ruler of Evil, who is about to resurrect (I would prefer to hear "to be resurrected," it seems both constructions are valid—O Englishe, thou fickle mistress!), although how he knows this is anyone's guess. Also, there is a prophecy that a Hero is now growing up. How old is this prophecy, I wonder? Did it say he was growing up this whole time?! But anyway, the monsters are after children because they don't want the Hero to mature: "Ragnar, save all children...." Tears fall, everyone dies.

In the basement, there is a monster atop a pedestal who says I wish to be smashed to bits. But I never said that, how did he know!? And so Ragnar joins Saro's Shadow and the Giant Eyeball in battle! He opens with three Firebals, and I can now confirm that no, the Iron Shield resists neither fire nor ice on the NES. The Eyeball's expression changes and it charges twice just before I kill it. Everyone dies.

Fourth time is the charm, right?! Reaching the basement is no problem; the problem is when the Eyeball kills Healie in one hit right when things were supposed to go well. Now I'm missing nine Heal spells and I have to use my one Herb right away. $#(%. And I die again.

Fifth attempt. I was so close last time, it has to work! On the way I try an experiment and find that the Sword of Malice acts as a "spellflinger" in battle, attacking an entire enemy group. Unfortunately that won't help me in the boss fight, and the only enemy group I see regularly is Healers which are rather resistant to magic. Oh well. Ragnar achieves Lv 11 one step before the stairs to the lowest level. Nice! Oh, wow, things are swimmingly this time, the Eyeball died before it could glare at me! Two critical hits per round from that thing takes a lot out of you. Things are looking up, but then the Shadow casts Firebal before Healie can Heal himself, and I once again lose almost all my party's MP. This time I still have fight left in me, though, and I manage to defeat Saro's Shadow, who says he'll see me "in the Evil World.... Gasp!" I guess he shocked himself to death by euphemism. The cell door automagically opens and two children join the party! Oh, and Healie's okay, I guess it was just a scratch. Ragnar was healed too. Yay!

In the Japanese NES version, Ragnar gets a lucky critical hit on the Eyeball to start off the battle, killing it outright. After that it was too easy; the guy never even tried the Firebal spell. I had to retreat once previously when Healie died, so this makes victory at Lv 10 on only the second attempt! Not counting one voluntary return to town for armor; it wasn't a defeat, since I was strong enough to return to the tower without even healing first. The DS and PS remakes are even easier, never being defeated once.

Upon arrival in Izmit, the kids take to their mother's bosoms with vigor. Not really. But they are glad to see them! Triumphant Ragnar and partner Healie trek back to bonnie Burland, where a soldier asks if he can take credit for the rescue. No matter your answer, he calls you naïve. Sound logic. On the upside, he's much less rude about it on the DS, it's more like a slap on the back kind of joke. The King greets us with praise and a gift of—anything! So Ragnar says "..............." but the King understands that he wants only to journey to protect the Hero. Make it so! But he doesn't leave it at that and awards him 3,000 Exp, more than doubling his total and bringing him to Lv 13! Unless you're playing a remake, then you rate 10,000 Exp. Whoa. "Thus, Ragnar left on a journey in search of the Hero...." See you next time, with the start of Chapter 2!

Name Changes
NES (U) NES (J) NDS (U) PS (J)
* denotes an entry which was not significantly changed from the previous version in the same language.
Blank entries either have not appeared yet or were not named in that version.
Who's Who
Ruler of Evil じごくの ていおう [jigoku no teiō] Lord of the Underworld 地獄の帝王
Armory
Sword of Malice はじゃのつるぎ [haja no tsurugi] Cautery Sword *
Boss Rush
Saro's Shadow ピサロのてさき [pisaro no tesaki] Psaro's Pawn *
Spellbook
IceBolt ヒャド [hyado] Crack *
SpeedUp ピオリム [piorimu] Acceleratle *
Upper スカラ [sukara] Buff *
Sap ルカニ [rukani] * *
Firebal ギラ [gira] Sizz *

Tuesday, December 4, 2012

Dragon Quest IV #02



EDIT: YouTube video for this segment, now live!

Let's get back into the game, shall we?!

Ragnar is ready to get moving! We have to go back to Burland to tell Fiora that her husband has regressed into childhood (or as they may say in the DS, "bairnheid"). So when we get there she just accepts that and demands we take her to see him. ...Uh oh, he doesn't recognize her. That can't bode well. So she smacks him. (HAAAAAAAA, of course in the Japanese versions she puff-puffs him! Boobies strike again! The DS remake has her instead showing him her wedding ring in hopes that he'll remember how much it cost him.) And he's cured! It's a miracle! Poor fool lost his mind in fear over the monsters. Alex repays us with a clue about a secret playground. Seems like a good place to kidnap children from, if you'd ask me. Let's check it oot!

Due southeast of the sign that says not to play in the woods, we find the secret playground in the woods. Typical! Actually, on the NES-J run I forget what I'm doing and I try going here before getting Fiora—the playground totally isn't there yet, which implies it gets built between my two visits to Izmit. Makes sense, right?! Anyway, a voice tells us to enter the well, but first there's an enticing storehouse to the left. Inside is an Agility Seed and an Herb. In the DS remake I'm going to save seeds for later since inventory space is unlimited with the "bag"; however, in the originals I'm going to go ahead and use them whenever I find them because space is so limited. In the PS remake, I'll save them unless my inventory fills, since there is a little bit more wiggle room than on the NES (each character gets 12 slots instead of just 8), but there's no "bag" yet as in the DS. Now that we have that settled, let's jump down a well!

A voice tells you which way to go. Most of the time you want to listen, because otherwise you'll be open to random monster encounters, which will give you ouchies. I hope you filled up on Herbs! Sizarmages (a.k.a. Winksters) can use Blaze, which can be deadly, and Lethal Gophers (a.k.a. Mad Moles) can increase their attack power for one turn. Interesting note, in Japanese the Gophers/Moles are called "Killer Shovels." There is a Medical Herb at the end of a long tunnel on the first floor, but it's totally not worth it. I use this knowledge on the NES-J run to, you know, not go that way so I don't use up all my healing. (You can pick it up on the way out with no monsters, too! Win!) On the second floor, however, there is a Healer at the end of a tunnel, and you do want to go get him! And of course I'm one step away and I die. That was on the NES version, folks—these old games don't mess around! I work my way back down and meet Healie, the Kind Healer who dreams of becoming human. Hey, if I follow a human, I can become human, right?! So let him do it, you desperately need the healing!

Circle back around, follow the voice this time, and when you get to a T-intersection, go right. It'll take you around to where you met Healie and put 600G in your pocket. Just follow the voice from here on out and you'll be fine; of course, that T is the last intersection of the dungeon, so whatever. At the end of the tunnel, you will find some Flying Shoes. How strange! In the DS remake these are called Talaria, the winged sandals of Hermes (!), and Healie mentions that the children found these same shoes before, saying that if you wear them you fly into the air! Wheeee! I guess this is to make up for removing Party Chat which was present in the PS remake...perhaps if I were to chat Healie up on the PS he'd mention the same thing, but unfortunately I'm not planning to dig that deep into the Japanese this time, sorry. In any case, there's nothing else here, so it's time to leave! The way back out is a little more complicated since you arrived by jumping, but it's not hard to find and you'll come out through the storehouse. In the remakes you'll continue meeting monsters, though. The NES version was really quite clever; the monsters only attack when you go the wrong way, and once you reach the goal they still let you back out so you can use the shoes freely, as long as you keep to the path. If I were a kid, I might even fall for it!

Back at the town, I buy some new armor (weapons seem okay for now). I opted for the Iron Shield first, because of its alleged magic resistance. I'll let you know if I can confirm or deny whether that's true in any version besides the DS. A save and a quit, and that's that!

Name Changes
NES (U) NES (J) NDS (U) PS (J)
* denotes an entry which was not significantly changed from the previous version in the same language.
Blank entries either have not appeared yet or were not named in that version.
Who's Who
Healie ホイミン [hoimin] * *
Toolkit
Flying Shoes そらとぶくつ [sora tobu kutsu] Talaria *
Spellbook
Blaze メラ [mera] Frizz *
Heal ホイミ [hoimi] * *

Saturday, December 1, 2012

Dragon Quest IV: Roburt the Burruce Exposed!

It seems that I missed a rather obvious historical reference in the bookshelf of Burland Castle. Roburt the Burruce is undoubtedly named after Robert the Bruce, King of Scots, and I strongly suspect that the missing boy Willy Wally is named for William Wallace.

If you read this and you see any references that I seem to ignore, don't be shy about letting me know—it may well be something I've never heard of, or that I just forgot to look up! I look forward to seeing what you can catch!

And I just have to share this...interesting link. And this one too, why not?

Dragon Quest IV #01 Continued


Nintendo DS time! Still only on the first leg of the journey, but I felt the first post was getting a little long so I cut it short. Plus I'm taking it slow to start, there's a lot of stylistic stuff to look at. EDIT: New as of 1/4/13 is the first chapter of my video LP for DQIV, added above for your enjoyment. Enjoy! ^_^

Flipping a coin for gender again, and again roll male for the Hero. And his name is a randomly chosen...Alden Skyrah? Okay, Alden, let's get going!

First thing I realize is that the Nintendo DSi XL is much larger than the Nintendo 3DS that I've gotten used to over the past several months. The humongous armor case I purchased with storage for four game cards and the XL stylus which weighs just as much as the device itself certainly doesn't do anything to disguise this fact. Just sayin'.

The remakes, unlike the original game, contain a Prologue of the Hero in his hometown, so this time we actually get to begin the game as Alden (though not for very long). Someone is training him to be a warrior, and they seem to think it needs to be done ASAP. Busting some barrels reveals an herb and a little money. Leaving the cellar, there are more barrels hiding an antidote, and a frog beckons! Oh, but it's not really a frog. It's a princess! She says we should help her break the witch's curse, although being a frog isn't really so bad. It's just...it's just that...back to the cellar, run! And so it comes to pass that the frog which is not really a frog is not really a princess either, but my friend Eliza who has just learned the spell of Morph! Tricky! She becomes a rabbit and scampers off.

Around town, everyone seems to know something that they aren't telling me. It kind of feels like The Truman Show. Even at home, my father seems to be acting like he's some sort of oracle, rambling on about grand adventure and strange companions. Mom says "shut up and eat" (more or less), so we do. The Prologue ends!

The name of Chapter 1 in this version has significantly expanded into "Ragnar McRyan and the Case of the Missing Children." Nice ring to it! And thus begins the Scottish brogue. Simmer doon an' listen noo! Izmit toon hae noo become Strathbaile; I suppoose the faermer weren't Scottish enough, youse ken. I actually find the accent quite charming, albeit a little difficult to read when unfamiliar words pop up (The bairns are missing! Jings!), or when a modified word looks just like a real word (Gae tae the toon!). Compared to the Final Fantasy remakes, I prefer the expanded Dragon Quest text. It feels creative, rather than just wordier like FFVI Advance seems to me, for example.

Speaking of loquaciousness, there are some bookshelves that actually contain books to read. In the castle, you can read about Roburt the Burruce, founder of Burland. Poking around further, the old man doing research actually tells us his findings. He's studying the Lord o' the Underworld! But there's no info on it. In the southwest room again is the same Medicinal Herb as in the old days. In the town, Flora is now known as Aigneas, and in her house is a Seed of Strength! A few other scattered coins and items are all about town inside pots and barrels. Don't miss the Leather Shield upstairs in the armor shop! It also appears that the Thorn Whip sold by the weapon shop has been replaced with a Divine Dagger, which is mildly confusing.

Out on the world map, the top screen contains an outline of the world which gets filled in with color as you explore. Nice touch! Another nice touch that I almost missed is the Y Button; pressing it brings up a hand-drawn close-up of the map with greater detail. Attempting the same in town also brings up a hand-drawn overview map, and doing it again cycles through shop inventories—very nice! In battle, monster graphics are fully animated, not just when attacking like they are in the PlayStation remake, so they look pretty lively! The cave, which one of the townspeople referred to as Strathbaile Burrow, is rendered as one continuous area now, rather than having darkened pathways as in the original. The treasures are the same with nothing extra hidden, so I go on to the town.

I also must note somewhere that the arranged music is spot on. Kōichi Sugiyama, a classically trained musician, obviously composed these songs for these instruments, even as good as the 8-bit original tracks were. Awesome job!

Everything in Strathbaile is pretty much as it was when the place was called Izmit, except for a well in the north that hides 25G. Take the money and run! In the shop, the Boomerang is replaced with a Hunter's Bow, and this is when I realize why the Thorn Whip was changed as well: The Boomerang and Whip classes of weapons are multi-targeting in later Dragon Quests, but that wasn't true in the original DQ4 yet. The names were changed so we wouldn't get confused and expect the new behavior from those weapons where it wasn't intended. Good idea!

Now the PlayStation remake! I sit through the opening theme just in case (as I always do with a new game), and I'm rewarded with a series of scenes that doesn't appear in any other version! It seems to be relating what each of the first four chapters' characters are doing just before their respective adventures begin. If only I could read it all! I'll look into it further if I get a chance, but in the meantime here's a cursory description:

A soldier in pink armor, ライアン [raian], is overseeing the royal guards as they practice their swordplay in the castle, when another soldier comes to speak to him. Cut to a scene in the town, where a child runs laps around him and cheers him on as he recruits two other guards to follow him. Then cut to the throne room, where he is present as parents from the next town proclaim to the King the disappearance of their children. Then the four guards head off toward a cave together.

In the next scene, ブライ [burai] is apparently admonishing the young princess アリーナ [arīna] about how she should not leave the castle unattended, during which admonishment she hastily departs behind his back. He asks her other protector, クリフト [kurifuto], where she has gone. The latter says she's left for adventure or something, and the former calls him a moron for letting her go. They take off after her. Cut to the castle gate, where apparently the guards are just stupid enough to let her out, but the King puts a stop to it and explains the importance of her position. She responds by saying she can kill a bear with a kick to the stomach or some such nonsense, and knocks down a stone pillar. Then she actually seems surprised she did that. Hilarity ensues!

Next scene! ネネ [nene] wakes her husband トルネコ [toruneko] to go to work. He neglects to say goodbye to their son as he trundles off next door to the shop, where he serves two customers and goes home because that's how short the days are. They eat dinner and go to bed. Exciting!

Now the final scene. マーニャ [mānya] the dancer is performing on stage when a poor, misguided drunken fool decides he wants to play feely. He lurches his way onto the stage, where her twin sister ミネア [minea] the fortuneteller has been looking on, and she accosts him. He decides he likes her too, and starts to grab her when the dancer jumps in and pulls the man to center stage, where she kicks him in the...face. The owner of the club comes out to witness the hubbub. Cut to the back room, where they are meeting and talking all serious. Cut to a scene in some underground passageway, where the two sisters are fighting monsters. After they win, they are at their father's grave, vowing to find his enemy who killed him. And that's the end!

Since I picked male for the DS, I'll use female here. And my last random name for this Let's Play series is...Sophronia Palamara. The first name won't fit squarely into four kana, so I use パラマラ [paramara], which will.

Basically, as far as I can tell everything is about the same between the DS and PlayStation. From here on out, I'll only be noting sizable differences between any of the versions, so I'll spend the majority of the writing on the English editions.

Below is an updated table of name changes. I will be listing all character names, regardless of importance, including the "Lore" category drawn from bookshelves in the remakes, along with all spell names. Because there are so many items and monsters, I'll only be listing key items and boss monsters, along with certain items whose names were changed drastically.



Name Changes
NES (U) NES (J) NDS (U) PS (J)
* denotes an entry which was not significantly changed from the previous version in the same language.
Blank entries either have not appeared yet or were not named in that version.
Atlas
Burland バトランド [batorando] * *
Izmit イムル [imuru] Strathbaile *
Strathbaile Burrow
Loch Tur
Who's Who
Eliza シンシア [shinshia]
Ragnar ライアン [raian] Ragnar McRyan *
King Burnard
Flora フレイ [furei] Aigneas *
Alex アレクス [arekusu] Angus
(nickname: Angie)
*
Pocos ププル [pupuru] Willy Wally *
Lore
Roburt the Burruce バトレア [batorea]
Armory
Thorn Whip いばらのむち [ibara no muchi] Divine dagger せいなるナイフ [sei naru naifu]
Boomerang ブーメラン [būmeran] Hunter's bow クロスボウ [kurosubō]