Wednesday, May 30, 2012

Dragon Quest #03: Forest of MYSTERY!

I think it was on Twitter where I said I might get a post written this month. Well, here it is! ^_^

First things first: Our votes seem to be expiring on the poll that used to be at the top of the page. I've taken it down now. Sadeness. v_v I've also removed the Appendix posts; I don't feel they really added much to the blog, as that info is kind of stale on its own.

Okay then! On with the show! On the to-do list for this week:

  1. Speak with the citizens of Kol
  2. PUFF-PUFF MASSAGE~! (optional)
  3. Investigate a suspicious shrine to the northwest
  4. KILL KILL KILL until I can buy a Hand Axe
Original Japanese releases, ahoy! Heading out from home base, going north around the mountains, and then east across the bridges, then north again...a village! Upon arriving in the town, we find it is called マイラ [maira]. It is also called Kol; your mileage may vary. We hear from a soldier about a monster known as ゴーレム [gōremu], whom fairies know how to put to sleep. There is also a man named ゆうてい [yūtei] who is looking for キムこう [kimukō]...hey! This sounds familiar! That's right, this is the cameo of Yūji Horii that I said was coming up! In the English, this man has no name, but does mention that he, too, is looking for Nester. Sadly, as before, these three are not in the remakes.

Someone who is in the remakes, however, is クレア [kurea]. Translated as "Cleo" in the US GBC release, this new character's husband has gone off to a place called リムルダール [rimurudāru] to look for keys. Speaking of that, let's go over some of the place names! That's interesting, right?! The town just mentioned is Rimuldar, the only town in the game whose name was not radically changed during translation. The original versions mention a town called ドムドーラ [domudōra], which you and I may know better as Hauksness, where wondrous weapons are sold; the remakes do not mention it at all yet. As an interesting side note, the original English instruction manual contains a map labeling the desert surrounding Hauksness as the Domdora Desert, and the island to the south of Kol as the Rimuldar Islands. What does the game itself have to say about the islands? Not much; the originals just call it みなみのしま [minami no shima], or "South Island," while the remakes literally call it just Rimuldar. Yup, the same name as the town. Not confusing, right?!

Available (no pun intended) in the remakes is also a woman near the baths who offers a...massage for 20 Gold. What does this pricy massage entail? I don't know, because my screen blacked out, but I hope it was worth it for our intrepid hero! If not, the Clothes in the drawers north of the bath will make up half the cost, and the STRseed next to them will help make up for the rest!

Next, I sojourned to the west, where a wild staircase (or shrine, depending on the year) appeared! Its occupant informs us that the Dragonlord is right fierce, and before he'll believe we got the stuff what to take him down with, we'll have to prove it by coming back with a Silver Harp. Or was it a Shiny Harp? It might have just been a 銀のたて琴 [gin no tategoto]. Anyway, if we do that he'll send us off with something called a Staff of Rain! Or Rain Staff. 雨雲のつえ [amagumo no tsue]? Whatever. In any case, could this Staff be one of the mystical Three Things® we need to get to the Isle of Dragons? Let's find out!

...But first, our Axe. And to get that, we'll have to fight monsters! In the original versions, at our current strength, the wildlife out here is legitimately dangerous. Magidrakees aren't so bad (although one got the drop on my MSX incarnation, which resulted in a death when I failed to hightail it to the Inn and risked fighting with no MP), and Scorpions fall quickly to HURT, but Skeletons will destroy you if you can't kill them quickly. SLEEP is great for this, but it doesn't always stick for very long so sometimes it seems like it's better to just use HURT without trying for the debuff. At least, until the hospital bill comes. I would definitely recommend running from them until SLEEP is learned at Level 7. Even in the remakes, which are ridiculously easy with Firebal (technically the same spell, but so much more powerful), Skeletons are a thing to watch out for, and one of them handed me my first remake defeat on the GBC-US version.

Well, that's it for now! Next time, we'll be heading into the Rocky Mountain Cave to earn some dough for better armor! See you then!

My Progress
VersionNES (U)MSX (J)MSX2 (J)NES (J)SNES (J)GBC (U)GBC (J)
Level7777777
Total Time01:4102:0401:2701:4100:5901:0501:05
Deaths0110010

Friday, February 24, 2012

Dragon Quest #02: Magic of HURT!

Hello again, Readers! It's been a while since I started this series, and it's about time for another installment! Unfortunately, I can't promise that this one will be very exciting, but at least it's moving along now!

First things first! The itinerary:

  1. Visit Erdrick's Cave on the way to Garinham.
  2. Speak with the citizens of Garinham.
  3. Battle Ghosts and Drakees until learning the HURT spell.
  4. Battle Magicians until I can buy Chain Mail in Garinham and a Small Shield back at Brecconary.

Each version of the game has the same layout for Erdrick's Cave (I believe the same will be true of all dungeons). The trip in and out is easy, with no monsters, and the message on the stone slab at the bottom is also basically the same: I, Erdrick, left three items in the care of three sages until that time when they are needed again to fight evil. Hence, the primary puzzle of the game becomes clear: Find three things. Clear as mud, eh?

In the meantime, at my low level Ghosts are hammering me. I found it necessary to run from Magicians until learning HURT at Level 4, and even then I have to watch my HP (and my enemy's) to stay out of danger. Even Ghosts were better off defeated by magic rather than trying to club them. The enemy's HURT can cause up to 10 HP of damage (the Hero's can go up to 12), so having less than 11 HP is extremely hazardous. While playing the MSX2 leg, I was a bit drowsy and wasn't paying attention to a Magician which I should have run from; as a result, Egbert was handed his first death so far. However, by the end of the ordeal there was new armor and a shield to be had by all, and there was much rejoicing!

And then there were the remakes. Where the original four releases were slower-paced while still managing to be skin-of-your-teeth ordeals at times, the remakes were all quite a different picture. Ghosts fell very easily without having to learn Firebal (a.k.a., HURT) first, and Magicians didn't live near Garinham at all. After learning Firebal, it was downright boring to fight for gold near town, so I ventured further south and fought near a bridge there, where Magicians, Magidrakees, and Scorpions succumbed all too easily to a single Firebal each. No, really, it was too easy. Maybe it's just because I've played the original about five times through in the last six years while doing my fan translation, but I'm beginning to see why so many fans of Dragon Quest I bemoan the rebalanced stats.

There is a little bit of dialogue difference between the different releases. All three of the original Japanese releases contain a character in Garinham who calls himself みやおう [miyaō] who tells that he is looking for someone else named キムこう [kimukō]. The North American version doesn't name the first character at all, but calls the object of the search "Nester," after a character from the old Nintendo Power magazines. The two Japanese names refer to Hiroshi Miyaoka and Hajime Kimura, the first of whom worked on the game itself. The second (according to an email I received awhile back) was a friend of Miyaoka-san and Yūji Horii, and all three wrote in a column called "Famicom Shinken" for Shōnen Jump magazine in Japan. The names in the game are their pen names for the column. Thanks to Noah Qin for the info! I'll just go ahead and let it slip that we will be meeting Horii-san later...and put forth the theory that perhaps they are looking for Kimura-san because he was not present with them creating the game? Food for thought, and a very clever way of leaning on the fourth wall if it's true! Unfortunately, it seems these characters were removed from the remakes.

Anyway! Next time—hopefully soon—we'll venture onward to the next town, and learn some new spells! See you then!

My Progress
VersionNES (U)MSX (J)MSX2 (J)NES (J)SNES (J)GBC (U)GBC (J)
Level6666565
Total Time00:5701:0100:4700:5900:3500:3700:41
Deaths0010000

Tuesday, January 24, 2012

Fortune Street Win!

I had picked up Fortune Street for the Wii a couple of weeks ago, and last night I was able to convince both my wife and her mother to play a game with me. (In case you don't know, Fortune Street is a Monopoly-like board game, developed by Square Enix and published by Nintendo, in which players expand properties and invest in stocks; it features characters and locations from both Dragon Quest and Super Mario. This is the first in the series to come to North America, but at least eight have been made in Japan since 1991.) To my chagrin, it was decided to play under Easy Rules, so it was a less hectic, slower-paced game with no stock market, but I was outvoted so I took my defeat graciously by trouncing everyone and winning the game as Slime. My wife, Pricessa of DQ2, took second, while my mother-in-law, Donkey Kong, placed a respectable third, leaving COM-controlled Luigi crying on the floor. Everyone had fun, and I think I may be able to talk them into trying the Standard Rules with stocks next time!

A Funny Thing Happened on the Way to the LP...

I think I mentioned somewhere that I was sick, and I was going to continue the LP of Dragon Warrior once I felt better. Well, that was in September, and I still haven't come back to it. This is partly because, even though I eventually did recover from that superbad cold, I just can't keep up the time required to do a video LP. It's not the gametime, I can fit that in; it's the editing. Especially with an infant, editing is very important because I am constantly interrupted. This is easy to handle if I'm just recording game footage, but not so much when giving live commentary. So as much as I'd like to continue the video LP, I think I'm going to have to flip-flop again—permanently, this time—and go back to just text write-ups, probably only one at the start of each game. As such, I'm going to delete the posts from here that link to YouTube (I'll leave the videos up there, just take down the links). I may continue with the tables listing new information for comparison as it comes up in-game (because I for one think it's interesting), or I may just keep it together in my own chart and post all that at the end, probably on GameFAQs.com if I go that route.

I am still recording the raw footage, just for kicks (and to help me compare texts, which is the whole reason I started doing this), and I may occasionally post a video of something out of the ordinary. Of course I still have the poll going at the top of the page, so feel free to vote on that.

Thursday, September 8, 2011

Not a Quitter!

After some long nights of thought (like, seriously, maybe these thoughts were a couple minutes each!), I've come to the conclusion that maybe blogging isn't right for me. I just don't see how I'll be able to do write-up and actually let anyone feel like they're playing along with me; it reads more like a review, or worse, a report.

But! this does not mean that I'm abandoning the project! This is something that I really want to do, even if it's just for myself, but if there's any way to share it with you I will. So, let's revisit my first post on this blog and look at the reasons I started it:

  1. Time constraints. ...Wouldn't you know it, this is no longer an issue. For some reason, YouTube has graciously and unexpectedly removed the 15-minute time limit from my account. Thank you—yay! \(^_^)/
  2. Video editing. I had been trying very hard to condense my footage into short videos, largely because of the time limit. But if instead I simply play each version, one after the other, I could accomplish my main goal—letting you see the differences between them—while also having a chance at accomplishing my secondary goal of actually being entertaining!

Now, blogspot does have some nice features, so I will keep this space open. In particular, I'll continue to run polls here that will affect my LP's. I'll also continue to take notes and create the tables such as the Who's Who and Bestiary so I don't have to spend a ton of time on them in the videos.

So now it looks like I finally have figured out how I'm going to do this thing! I'll start on it soon as I figure out where I can do my recording in the new integrated household. Watch this space and YouTube for developments! Bye-bye! ^_^

Sunday, September 4, 2011

Dragon Quest #01: Beginning of LEGEND!

EDIT: At one time I had halted these write-ups to continue the series as a video LP, but that project is no more. Therefore, this post has been returned to "official" status, and information within has been edited in keeping with that. The tables which were originally at the bottom have been removed, except the one showing play time for each version.

[NOTE: In this series, and all similar series hereafter, I will refer to Japanese terms using both kana/kanji and the modified Hepburn romanization system. This is for people who cannot read Japanese (the majority of readers, I expect)—it pretty much looks how it sounds. However, it can be a bit tricky with names and English loan words, because although it indicates how the Japanese pronounce the word, it usually is quite different from the way one would pronounce the original word. For example, スライム is romanized as [suraimu], but it is actually the English word "Slime." Thanks for reading!]

Welcome, Readers! Here we are at the beginning of my seven-fold journey through Alefgard, so let's get started!

First off, the poll to determine our Hero's name.... Well, to begin with I had run a poll to decide the style of name I should use. There was a tie, I broke it with a vote for "Germanic," and Matheus Schweitzer was born. However, since that time I have twice renamed my hero; once for my video LP series when I decided to name the hero "live" and ended up with Pex, and again when I reverted to blogging, at which time I believe I decided to abandon the poll results and go with an English name (I think). What I ended up with this last time was Egbert. Now, among the North American releases, only the NES version of the game has enough character space reserved for such an excessively long name, so on the GBC I shortened it to Bert. By the same token, a proper transliteration into Japanese would require five characters (or seven in the early releases, since the voicing markings were separate from the kana on the input screen), so I had to improvise. The name I used on the Famicom and MSX was は゛あと [bāto], and on the Super Famicom and Game Boy Color エグバト [egubato].

So how does one play seven versions of a game at the same time? Well, the way I do it is by breaking the game down into short tasks and doing that same thing on each, one after the other! In this first episode, my tasks are few and simple:
  1. Speak with all the inhabitants of Tantegel Castle.
  2. Speak with all the inhabitants of Brecconary.
  3. Buy a Club and a Dragon's Scale.
  4. Fight monsters and save Gold to buy Leather Armor.
  5. ...I suppose I should mention that I actually do intend to buy it after saving up for it, hehe.
But before I get into that, I think this is a good time to look at some aspects of the game that can be compared almost in full from the outset; that is, graphics and sound.

Graphics
Let's look at the four earliest releases, shall we? At the outset, the most striking difference between them (besides three being in Japanese and the other in English) is that the North American release has much better-animated sprites. For instance, each has four facings, rather than just one, and in a shocking break from the tile-based graphics conventions of the day, the left and right facings are not mere reflections of each other! When a guard faces left we see his shield, and when he faces right we see his spear. By contrast, the Japanese releases have only one facing for each sprite, a choice which actually has a negative effect on gameplay in the form of extra button presses. An extra step is required for talking to NPCs—namely, after choosing to talk you must choose which direction you want to speak in. This must be done every time you want to talk for the entire game. A much smaller graphical enhancement for the North American release was a coastline tileset which accents the places where the ocean meets the continent.

Forward, march! A little bit more direction

256 × 192 = widescreen format?
Another major difference is scrolling. It may not seem so now, but the Famicom was actually quite revolutionary when it first appeared, simply because of its background scrolling capabilities. A lot of other machines didn't have that—and the MSX was one of them. Movement is animated with an aggressively choppy one-tile-at-a-time shift, first the background and then the sprites. It can be quite hard on the eyes, and on the thumbs too when trying to catch an NPC that keeps warping one tile away from you.

Lastly, the color depth is different on each machine. The NES/Famicom has a 54-color palette and uses 4 colors for each sprite (including transparent), but the MSX only has a 16-color palette and for some reason only three colors are used in the character sprites (although there are background tiles with four or even five colors used). However, the MSX2 has a 256-color palette and puts it to excellent use by adding a fifth color to monster sprites. In my own opinion, if the MSX2 cartridge had benefited from the character sprite upgrades of the NES version, it would be the best looking version of the game period, even better than the Super Famicom.

Phantom equipment! Forest for the trees
And speaking of the Super Famicom! My, that's pretty, isn't it? The 16-bit graphics and increased capabilities of the machine really make this version easy on the eyes. Sprites and monster art were redrawn and are much improved from their 8-bit counterparts (although as I said, I have a soft spot for the old design and MSX2 colors). The concept of backgrounds for the battle scenes was expanded to include different scenes for different terrains, instead of just one stock scene as on the NES/Famicom and MSX. Another improvement, this one in the text, is that an alphabet of basic kanji was added, which goes a long way toward making the dialogue easier to read. Strangely, the Hero's sprite, which does not carry a sword or shield before buying one in any other version, here begins the game appearing to carry them both before having acquired either!

Hmm...these flowers weren't here 13 years ago....
As for the Game Boy Color versions, color capabilities are comparable to the NES/Famicom, but increased memory capacity allowed a much greater variety in the tileset so that the world is much more detailed, similar to the Super Famicom. It's quite brightly colored—perhaps a bit too bright, but maybe it's just the amount of purple in the castle making me think that. (The same thing is true of the SF, but there are more color selections available so it doesn't seem so harshly bright.) But other than the transition to the smaller screen of the portable system, it's still improved over the original in all ways except nostalgia.

Sound
I don't really have a lot to say here. Among the originals the NES/Famicom definitely have the best sound, the MSX's effects being quite a bit more...bloopy, for lack of a better term. The music, while presented in the same arrangement, is just slightly less pleasing from it, but the menu beeps and battle sounds just don't have the same punch. As for the Super Famicom and GBC, sounds are as good as the NES, but the music is improved. Some songs are expanded to cut down on the repetition of the original, and of course the Super Famicom uses 16-bit sound samples to give the score the orchestral feel that it was meant to have from the beginning. After all, Kōichi Sugiyama is a classically trained musician!

Gameplay
Right off the bat, it's apparent that there are very few differences in the story; all the major textual differences between localizations are in the names of people, places, and things. To make it easier, I'll generally use the terms from the original NA release, mentioning the other terms when they are vastly different.

On the other hand, it's also apparent that there are hüge differences in the gameplay. Many of the stats start at higher point values in the remakes, and a totally new value was added to denote defensive ability (which used to be tied to agility). Experience points and Gold earned from battles were increased, more than doubled in some cases. This makes the remakes progress more quickly on average; in the first four versions I finished my task at Lv. 3, but in the remakes the increased Gold drops allowed me to finish with less Experience at Lv. 2.

Anata wa shinimashita—Thou art dead.
Other than that, so far they are all basically the same. You are descended from Erdrick, and you must retrieve your ancestor's Ball of Light from the Dragonlord, who has stolen it along with Princess Gwaelin. (But the King never asks you to rescue his daughter? Puzzling...) All the same people give all the same clues, the same items are available at the same prices, and the monsters are just as cute. We hear about Garinham to the north, but since even Slimes are enough to kill you at this point (at least in the earliest versions), it's best not to try following up on that lead just yet! ;-) The remakes include some expanded dialogue to flesh out the story a little bit more, but the only major difference is the GBC's addition of a cinematic intro which depicts the Dragonlord's (or DracoLord's, if you will) taking of the Ball of Light and the Princess.

BYOMP? Naw, I gotcha covered!
Starting out, the King provides you with 120 GOLD [sic], and I decided that the "best" use of it would be to buy a Club for 60 (most bang for my buck while still under budget) and a Dragon's Scale for 20. That left me with 40—enough for the Clothes, but I opted to go shirtless until I could scrounge up the extra 30 to buy a Leather Armor. It didn't take long, but even fighting Slimes was treacherous, requiring at least one Inn stay to recover my health. After reaching Level 2, venturing a little further from the castle yields occasional encounters with the ferocious Drakee, which gives the same Gold as a Red Slime but with twice the Experience Points, if you're bold enough to risk defeat! Reaching Level 3 makes the ordeal a little less risky with the HEAL spell, and of course with the free MP restoration inside Tantegel (take the first right and follow the path to the old man at the end), you will literally never have to pay to stay at the Inn again!

As stated above, the remakes start the Hero with greater abilities on average; monsters also seem weaker and give greater rewards on top of that. For these reasons, the remakes were total cakewalks so far. The march to Garinham might be not only possible, but a cinch, even at this early point! Add to this an early free Herb and a Warp Wing just lying around (see screenshots for locations), and you even have insurance against the unlikely event of getting into trouble!

Eureka! An Herb!Woot! A Warp Wing!

Well, I believe that's all for this installment. Later entries might be shorter, because there will be only gameplay to go over. I hope you enjoyed reading, and I'll see you next time!

My Progress
VersionNES (U)MSX (J)MSX2 (J)NES (J)SNES (J)GBC (U)GBC (J)
Level3323222
Total Time00:1900:1900:1200:1600:1100:1600:15
Deaths0000000

Thursday, September 1, 2011

I Can Haz Win?

I've joined a chess tournament on Chess.com—wish me luck!