Dragon Quest II

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The article discusses the plot, development, gameplay, and legacy of the 1987 role-playing video game Dragon Quest II.

Dragon Quest II is a sequel to the original Dragon Quest game. The story follows a prince on a quest to stop an evil wizard from destroying kingdoms. He is accompanied by two cousins and travels across the land in his adventure.

Some improvements included a larger party size, more areas to explore, multiple characters in battles, and the addition of sailing. The combat system was also made more dynamic.

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DragonQuestII
FromWikipedia,thefreeencyclopedia

DragonQuestII:LuminariesoftheLegendaryLine,also
titledDragonQuestII:AkuryNoKamigami(
IIDoragonKuesutoTsAkuryNo
Kamigami,"DragonQuestII:GodsoftheEvilSpirits")inJapan
andDragonWarriorIIinearlierNorthAmericanreleases,isa
roleplayingvideogame(RPG)developedbyChunsoftand
publishedbyEnix(latermergingwithSquaretobecomeSquare
Enix)in1987fortheFamilyComputer(orFamicom)asapart
oftheDragonQuestseries.Enix'sU.S.subsidiarypublishedthe
AmericanversionofDragonQuestIIfortheNintendo
EntertainmentSystem(orNES)in1990.DragonQuestIIisset
onehundredyearsaftertheeventsofthefirstgame.
Thegame'sstorycentersontheprinceofMidenhall,whois
orderedtostopanevilwizardnamedHargonafterHargon
destroysMoonbrookeCastle.Onhisadventure,heis
accompaniedbyhistwocousins,theprinceofCannockandthe
princessofMoonbrooke.DragonQuestIIgreatlyexpandson
theseriesformulafromthefirstgamebyhavingalargerparty,
moreareastoexplore,multipleheroesandenemiesinabattle,
andasailingship.Thegame'ssuccessor,DragonQuestIII:And
IntotheLegend...,followstheancestorofthemaincharacters,
thelegendaryheroErdrickandthethreegamesarecollectively
called"ErdrickSagaTrilogy".

DragonQuestII:Luminariesofthe
LegendaryLine

BoxartoftheoriginalNorthAmericanNES
release,thentitledDragonWarriorII

PlanningbeganamonthbeforetheoriginalDragonQuestwas
released.Onemajorgoalwasthedevelopmentofamore
excitingcombatsystem,whichwasinspiredbysimilarmulti
characterpartysystemssuchastheonefoundinWizardry.The
artworkthatwasusedasthebasisforthecharactersand
monsterswaspaintedbyAkiraToriyamaandthentranslated
intopixelart.Thegamewashitwithdelaysduetogame
balance,whichwereonlyfullycorrectedintheearlysectionsof
thegame.This,combinedwithastaffthatincludedstudentsnot
familiarwiththecodinganddebuggingprocess,pushedback
thereleasebyamonth.Thedevelopersalsohadmanyideasthat
hadtobediscardedduetothetechnicallimitationsofthe
Famicomsystem,thoughsomewerelaterincorporatedinto
subsequentremakesandthegame'ssequel,DragonQuestIII.

Developer(s)

Chunsoft

Publisher(s)

Enix

Director(s)

KoichiNakamura

Producer(s)

YukinobuChida

Designer(s)

YujiHorii

Programmer(s)

KoichiNakamura

Artist(s)

AkiraToriyama

Writer(s)

YujiHorii

Composer(s)

KoichiSugiyama

Series

DragonQuest

Platform(s)

Famicom/NES

DragonQuestIIwassuccessfulinJapantheoriginalFamicom
versionshipped2.4millioncopies.Later,thegamewasremade
fortheSuperFamicomandtheGameBoyColorandcombined

Releasedate(s)

January26,1987

Genre(s)

Roleplaying

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Singleplayer
Mode(s)
withtheoriginalDragonQuestgameinareleaseentitled
DragonQuestI&II.AversionofthegameforAndroidand
iOSwasreleasedinJapanonJune26,2014andworldwideonOctober9,2014,asDragonQuestII:
LuminariesoftheLegendaryLine.Thegamewaspraisedforimprovingonalmostallaspectsofthe
original,includinghavingbettergraphics,havingalargerworldtoexplore,andmorecharactersto
participateinamoredynamiccombatsystem.ItwasalsoknownasoneofthemostdifficultDragonQuest
games,especiallylategame,andretainedthatreputationdespiteadjustmentsmadewhenitwasportedto
otherplatforms.

Contents
1 Gameplay
2 Plot
3 Development
3.1 Music
3.2 Remakes
4 Othermedia
5 Receptionandlegacy
5.1 Sales
5.2 Reception
5.3 Othermedia
6 References
7 Externallinks

Gameplay
DragonQuestIIisaroleplayingvideogame.Itallowstheplayerto
controlmorethanonecharacter,eachofwhomhastheirown
characteristics,[2]anditisthefirstgameintheDragonQuestseries
todoso.[3]Thegameintroducedapartysystemwhere,insteadof
beginningthegamewithanentirepartyaswascommoninprevious
computerRPGs,theplayerbeginsthegamewithonlyonecharacter
andgraduallyrecruitsmorepartymembersduringthecourseofthe
game.[4]Theplayercontrolshisorhercharactersastheymovein
thegameworld.Theycansearchtreasurechests,talkandtradewith
villagers,equipthemselveswithweaponsandarmor,andcastspells.
Whilewanderingfields,towers,caves,seas,anddungeons,the
playerrandomlyencountersmonsters,afterwhichthegameshiftsto
battlemode.[2]Thegame'sbattlemodeintroducesgroupsof
monsters,whichisanupgradefromtheoneononebattlesofDragonQuest.[3]Inthebattlemode,the
playergivesorderstothecharactersonhowtofightthemonsters.Oncetheplayerdefeatsallofthe
monsters,thecharactersgainexperiencepointsandgold.Theexperiencepointsraisethecharacters'
experiencelevels.Thisimprovesthecharacters'attributes,andtheymayalsolearnnewspells.
Thepartywandersinacastle.

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Towin,theplayermustfightmonsterstoimprovethecharacters'experiencelevelsandgetgoldtobuy
betterweaponsandarmor.Eventually,theplayer'scharactersbecomestrongenoughtomakeittothenext
townordungeon.Thisrepeatsuntiltheplayerreachesthefinalbossanddefeatshim.However,the
gameplayisnotnecessarilylinear,especiallyaftertheplayergetstheboat.Explorationisakeycomponent
ofthegame.Thegameoffersafewspotstosavethegame.[5]Inmostofthetowns,talkingtoakingor
ministersavesthegame.IntheAmericanversion,whichincorporatedabatteryforsavedgamesratherthan
thepasswordsystemoftheoriginal,talkingtothekingalsoallowsforthedeletionandmovingofsaved
games.[6]
DragonQuestIIisnotedforgreatlyexpandinguponthegameplayofthepreviousgame,DragonQuest.[7]
Thegameisthefirstintheseriestofeaturemultipleheroesandenemiesinabattle,aswellasasailing
ship.[3]Italsoallowedtheplayertolandtheshipanywhere,makingitpossibletoexploretheentiregame
worldinanopenendedmanner.[6]Itincludedothernewgameplayfeaturessuchasweaponswhichcast
spellswhenusedinbattles.[8]Comparedwithitspredecessor,DragonWarriorIIoffersawiderarrayof
spellsanditems[9]andamuchlargerworld.[3]Thegamealsoexpandedtheinventorymanagementsystem
ofitspredecessorbygivingeachcharacteranindividualinventorythatholdsuptoeightitems,placinga
greateremphasisonconservativeitemmanagementbetweenthecharacters.[6]DragonQuestII:Luminaries
oftheLegendaryLinewasalsothefirstDragonQuestgametoincludeagameofchance(playedwith
LotteryTicketsthattheplayerfinds),andwasalsothefirstDragonQuestgametousemultiplekeytypes
andtoincludetraveldoors(warpgates).[10]

Plot
DragonQuestIIissetonehundredyearsafterDragonQuest.[7]Thestorybeginswithanattackupon
MoonbrookeCastlebythewizardHargon,whoseekstosummonthedemonMalrothtodestroythe
world.[6]AwoundedsoldierescapedthebattleandfledtothekingdomofMidenhall,whereheinformsthe
kingoftheattackbeforehedies.Thekingthencommandshisson,whoisadescendantofErdrick(known
asLotoinJapanesetranslationsandlaterlocalizations),todefeatHargon.[11][12][13]
ThePrincebeginshisquestalone,butislaterjoinedbytwocousins:thePrinceofCannockandthe
PrincessofMoonbrooke.[9]AfterfindingthePrinceofCannock,whobeganasimilarjourneyatthesame
timeasthePrinceofMidenhall,theysavethePrincessofMoonbrookefromHargon'sassaulton
MoonbrookeCastle,whichisreducedtoruins.[3][9][14]AsthetrioquesttofindanddefeatHargon,they
secureashipthatallowsthemtotravelacrossoceanstoreachnewcontinents,includingAlefgard,whichis
whereDragonQuesttookplace.[3]TheretheymeetthegrandsonofDragonlord,thevillainfromthe
previousgame,whogivesthepartyvaluableinformation.[15]Hetellsthemthatbycollectingthefivecrests
hiddenaroundtheworld,thepartycancreatetheCharmofRubiss,allowingthemtodefeatHargonandhis
illusions.AfterobtainingtheCharmofRubiss,thepartytravelstoHargon'scastleintheicecovered
plateauofRhoneandconfrontsHargoninhisthroneroom.Hargonisdefeated,butheoffershimselfto
Malrothandthedemonemergestodestroytheheroes.Together,thethreeheroesslayMalrothandreturnto
Midenhall,wherethePrinceisnamedthenewking.

Development
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LikeothermaingamesintheDragonQuestseries,YujiHoriiwrote
thestoryforDragonQuestII,AkiraToriyamadidtheartwork,and
KoichiSugiyamacomposedthemusic.CocreatorKoichi
Nakamura,Chunsoft'spresident,directedthegameanddidhalfof
theprogramming.[16]
PlanningforDragonQuestIIbeganinApril1986,amonthbefore
thereleaseoftheoriginalDragonQuest.Withthesystemand
memorymapdecided,theystarteddevelopmentinearlyJuly.[17]At
PackagingfortheJapaneseFamicom
thebeginningofdevelopment,producerYukinobuChidaasked
version,titledDragonQuestII.Akira
directorandprogrammerKoichiNakamuraforadefiniterelease
Toriyamaproducedthepromotional
date,andheoffhandedlysetone.[18]Thenthedevelopmentteam
illustrations.
wasdividedintotwogroups,withonedesigningthestory,aswellas
themonsters,andonedoingtheprogramming.[17]Theinitial
deadlinewassetforearlyNovember,butthegameultimatelysufferedasmalldelay.[17]Thedevelopment
teamhadfinishedprogrammingalmosteverythingbythetimeoftheinitialreleaseandbelievedthegame
couldbereleasedbytheendofthatyear.[19]IntheJapanesemagazineWeeklyShnenJump,publishedon
November11,1986,itwasannouncedthatthegamewouldbereleasedinlateDecember.[20]However,the
developersfoundthatthegamewastoodifficult,soitwasdelayedformonthtoadjustthebalance.[21]They
hadtofinishthefinalversioninmidDecember,[19]whichtheydid,andthenrushedtodelivertoNintendo
tomakethephysicalgamecartridges.[21]ThegamewasreleasedonJanuary26,1987.[19]
ThedevelopersbelievedthatDragonQuest'sonevsonecombatsystemwas"tedious"andtoosimple,and
thatthelevelingsystemwas"boring",sotheydecidedtohaveDragonQuestIIuseapartysystemwith
playerscontrollingmultiplecharacters.[17]InanothergamefromthetimeentitledWizardry,playerscan
controlapartyofuptosixcharactersdirectlyNakamurasawthis,likedtheidea,andwantedtodo
somethingsimilar.[18]Duetotechnicalrestrictions,theydecidedtouseonlythreecharacterstheFamicom
videogamesystemsupportsthedisplayofuptoeightspritessidebyside,andonegamecharacterusedtwo
unitsinadirection,soitwaspossibleforuptothreecharacterstotalkwithanonplayablecharacter
(NPC).[17]YujiHoriibelievedmanyplayerswouldplayDragonQuestIIwithoutfirstplayingDragon
Quest,andthushadplayerssearchfortheotherpartymembers.[4]Duringdevelopment,thestaffdiscussed
theideaofdeprecatingthe"stair"commandofthepredecessorseveraltimes.[18]Nakamurahasstatedthat
theCaveofRhonefoundinthegameisinspiredbyaclassictricktoexitmazes,thatofalwaysmoving
forwardwhilestickingtotherighthandsidewalltoavoidtraps.[22]
Inthestorygroup,monsterswerethefirstthingdesigned.Themonsters'names,skills,andpersonalities
weredecidedfirst,afterwhichtheyweredrawnbyartistAkiraToriyama.YujiHoriiallowedToriyamato
paintfulldrawingsratherthandirectlycreatethepixelartthatwouldbeshowninthegame.[23]Theartwork
wasthenconvertedintocomputergraphicsasToriyamawasunfamiliarwithcomputergraphics
technology,otherstafftookchargeofthis.Manynewmonstersneededtobedesignedtomakethegame
feelreal,andtheprocesswaslaboriousforToriyama.Buthehasalsosaidthat,comparedtothemanga
comicshewasusedto,heenjoyedpaintingmore,soonbalancetheexperiencewaspositive.[24]YujiHorii
statedthatforhisprocess,likeothermangaandfilmcreators,hequicklyoutlinesthestory'splotinhis
mind.Withregardtomapdesign,ablankmapwasusedtocreatethephysicalshapeoftheplace,likea
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castle,cave,ortower,andthenthekeyelementsandstorywerecreatedtogetherafterwards.Thescenarios
weremainlywrittenbyhisfriendHiroshiMiyaoka.Comparedwithwritelinesinwritingpaperanddesign
mapingraphpaper,staffwrotebothtwoin5mmgraphpapersofA4,astheyfeltthat'seasyfor
organization[17]theirmanuscriptthicknessis15cm.[25]
Comparedwithitspredecessor,thegamewasmoreadvancedinnearlyalltechnologicalaspects.[6]Koichi
Nakamuraprogrammedwithseveralstudents,butsinceitwashisfirsttimeworkingwithateam,hedidn't
knowhowtodelegateworkorcommunicatehisgoals.Sincethestudentswereunfamiliarwiththecoding
process,theydidnotknowhowtodebugortokeeptrackofwhosecodeitcamefrom,soNakamurahadto
doithimself,whichcauseddelays.[26]Inprogramming,theydidthemapsfirst.Thentheyworkedon
characters,includingnumberedcharactersinmapsforassignedlines,anddesignedtheNPC'smoving
route.Thenextstepwasprogrammingtheitems,whilethefinalstepwassettingthemonstersdataand
convertingToriyama'sartwork.ThisworkwascompletedbytheendofOctober.[17]
Duetotheaforementionedbalanceissues,thegamewasinitiallyverydifficult,especiallyinthelater
stages.Nakamurahadwrittenaprogramthatsimulatedeverysinglecombatthatheusedtoadjustthe
gamessettingforcharacterlevelingandthestrengthofenemiesplayerswouldencounter.Thisprogram
failedtoaccountforlargermonstergroups,however,whichfelloutsidethemodelandcausedthegameto
beverydifficult.[19]Furthermore,enemieslevelingandweaponspowerweredesignedbyarea,butKoichi
Nakamuradidn'tthinkovertheboat,soifplayergettheboattosomelandmightbequicklykilled.[21]The
developersrealizedtherewasabalanceproblemanddidsomemodifications,suchaslimitingthenumber
ofenemiesinMidenhalltogroupsofthree,andmovingtheCannockCastleclosertoMidenhallCastle.[19]
Duetoalackofcartridgespace,manyideaswereabandonedduringdevelopment,suchasanalternate
endingthattheLorasiaPrinceiskilledbythePrinceofCannock'ssisterifhediesinthefinalbattle.[19]
Someelementswerelaterusedinremakesorsequels:asubplotaboutthePrinceofCannockbeingcursed
wasaddedtotheSuperFamicomremakeandlaterremakes.[27]Also,thePromontoryofOliviainDragon
QuestIIIwasinitiallyanideaforDragonQuestII.[28]Thegamecartridge'sROMcapacityis1Mbit,[29]but
onlyabout10bytesoffreespaceremainsinfinalproducts.[30]
TheNorthAmericanreleaseofthegameasDragonWarriorIIwascreatedbyEnixthemselvesand
publishedin1990.[6]UnliketheoriginalJapaneseFamicomversion,whichusedpasswordsforsaving,the
NESversionusedaninternalbatterybackupinsteadtorecordtheplayer'sprogress.[6]Thestoryline
introductioninMoonbrookeispresentedexclusivelyinDragonWarriorII.[6]IntheJapaneseoriginal,the
gamestartsrightwiththeinjuredsoldierfromMoonbrookeenteringMidenhallcastle,seekinghelpfromits
king.[31]ThedialogueoftheAmericanlocalizationoftenused(intentionally)archaicEnglishvocabulary,
amongotherdifferencesfromtheJapaneseversion.[32]LikeDragonWarrior,theAmericanversionof
DragonWarriorIIwascensoredinsomeaspectsforexample,itusedaghostlikespriteinsteadofthe
originaldefeatedcharacter'scoffinwithcrosssprite.[6]

Music
KoichiSugiyamacomposedanddirectedthemusicforthegame.ThefirstalbumofDragonQuestII,Suite
DragonQuestII~GodsoftheEvilSpirits~,wasreleasedinFebruary1987.Itcoverstenorchestraversion
soundtrackswithatwentyfiveminute"originalsoundstory"thissuitewasperformedbytheTokyo
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StringsEnsemble.Someofthetracksareclassicalandsomearejazz.[33]OnAugust20,1987,thefirst
"FamilyClassicConcert"washeld.Inthisconcert,DragonQuestandDragonQuestII'smusicwas
performedbytheTokyoStringsEnsemble.[34]LaterinOctober1987,theconcertrecordingwasreleasedas
symphonicsuiteCDundertitleDragonQuestinConcert.[35]MusicofDragonQuestIIwerealsoreleased
asapianoCD,[36]aDramaCD[37]andseveralSymphonicSuitealbums.[38][39]DragonQuestII'smusics
werealsocollectedinmusiccompilations,likeSymphonicSuiteDragonQuestBestSelectionVol.1~Roto~
(1997),[40]DragonQuestGameMusicSuperCollectionVol.13(20012002),[41][42][43]SymphonicSuite
DragonQuestCompleteCDBox(2003)[44]andSymphonicSuiteDragonQuestSceneSeparatedI~IX
(2011).[45]
"OnlyLonelyBoy"thebackgroundmusicinthegame'snameandpasswordinputinterface,isasingleby
AnnaMakino.[46]SincetheoriginalDragonQuestopenedwithapopsong,Sugiyamadecidedtousethis
songmakethegamesstylisticallyconnected.[47]ThismusicisalsousedforJapanprofessionalbaseball
teamChibaLotteMarines'fightsong.[48]ThesongthatisplayedwhenwanderingthefieldsofDragon
Quest,"UnknownWorld",isalsoplayedwhentheHeroisinthatarea.[49]Theendingtheme"MyRoad,My
Journey"[50]isalsotheendingsongofrelatedanimeDragonQuest:Dai'sGreatAdventure.[51]

Remakes
DragonQuestIIwasportedtoMSXcomputersinFebruary1988,[52]buttheportedversionhadmany
issueslikechoppyscrolling,blacksurroundcharacterstitles,poorgraphics,alongwithsluggishcombat
andmenus.[6]TheMSX2portedversionwasreleasedinMay1988inJapan.[53]
OnDecember18,1993,[54]DragonQuestIIwasremadeandcombinedwithDragonQuestaspartof
DragonQuestI&IIfortheSuperFamicom,whichusedDragonQuestV'sengine.[6]Besidesenhancedin
graphicsandsound,gameplaywasalsoimproved.TheSuperFamicomremakefeaturesanimproved
enemytargetingsystem:ifanenemyisdefeatedbeforeacharacterwhowasassignedtoattackcanperform
itsattackmove,thecharacterwillattackanotherenemyratherthandonothinglikeintheFamicomversion.
Andlikeitssuccessors,playerscanfindstatimprovingitemsfrompotsordressers.[55]TheSuperFamicom
remakewasonlyreleasedinJapan.[6]
In1999,DragonQuestI&IIwasreleasedforGameBoyColorthegameisalsocompatiblewithGame
Boy.[56]Ayearlater,itwaslocalizedinAmericaasDragonWarriorI&II.[6]Thisremakeissimilartothe
SuperFamicomversion,bitwith8bitgraphics.ComparedwiththeNESversion,itfeaturedbettergraphics
andwaslessdifficult.Theremakealsoprovidedaquicksavefunctiontoallowplayerssaveandloadgame
anywhereunlesstheyresettheGameBoy.[57]IntheGameBoyColorlocalization,themaincharacters'and
towns'nameswereretranslatedtobesimilartotheoriginalJapanesenames:[6]legendaryhero"Erdrick"
wasretranslatedas"Loto",andthecastlename"Midenhall"wasredubbed"Lorasia".Theoriginal
translationhadalotoferrors,andEnixchangedthenamestohelpfixthat.[7]
DragonQuestIIwasremadeforJapaneseNTTDoCoMobrandcellphonesin2005.[58]Theremakessize
wasfourtimesbiggerthantheoriginalDragonQuestport,[59]andsincephonecapacitywaslimited,the
gamewasdividedintotwoparts.Thefirstpartwaspreinstalledincellphonesandthesecondpartcouldbe
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downloadedforfree.TheworldmapwasprovidedbyapreinstalledPDFfile.[60]In2006Japanesemobile
companiesBREWandSoftBankalsostartedsellingthegameontheirmobileplatforms.[61][62]
BoththeFamicomandSuperFamicomversionsofthisgame,alongwithDragonQuestandDragonQuest
III,wererereleasedundertheDragonQuest25thAnniversaryCollectioncompilationfortheWiiinJapan
onSeptember15,2011.[63]TheWiicompilationfeaturedinterruptivesavefunctionsforeachgames.[64]
Thecompilationalsoincludedoriginalcopiesofthestrategyguidesforthegames,alongwithoriginal
artworkandmaterialonthegames'development.[63]
SquareEnixannouncedthefirsteightDragonQuesttitleswouldberereleasedonAndroidandiOSin
Japan.[65]ThisDragonQuestIIwasbasedonthepreviouscellphoneversionwhileoptimizedfor
smartphonesandwasreleasedonJune26,2014inJapan.[66]AnEnglishversionwasreleasedonOctober9,
2014underthetitleDragonQuestII:LuminariesoftheLegendaryLine.[67]SquareEnixregistedthis
trademarkinJapanin2013,andinUnitedStatesinearly2014.[68][69]

Othermedia
Severalguidebookswerepublished:thefirstwaspublishedbyShueishainFebruary1987,[70]thesecond
byTokumaShoteninJuly1987,[71]andthethirdbygamepublisherEnixin1988asan"officialguide
book".[72]
Similartootherearlymaingamesintheseries,DragonQuestIIwasnovelizedandadaptedtogamebooks.
TheDragonQuestIINovelwaswrittenbyHideoTakayashikiandpublishedin1989itwasreprintedin
1991and2000.TheDragonQuestIIGameBookserieswasalsopublishedin1989.[73]

Receptionandlegacy
Sales
TheFamicomversionsoldapproximately2.4million
copiesinJapan.[80][81]Together,boththeSuperFamicom
andGameBoyColorremakesshippedinexcessof1.92
millioncopiesworldwide.[80]TheJapanMobileversion
wasdownloadedmorethanonemilliontimes.[82]The
gamewasincludedina2011compilationcalledDragon
QuestCollectionfortheWii,whichsold403,953
copies.[83]

DragonWarriorI&II(GBC)
Aggregatescore
Aggregator

Score

GameRankings

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iOS:78%[75]

Reviewscores
Publication

Score

FC:38/40[76][77]
Famitsu

SFC:35/40[77]
GBC:30/40[78]

Reception
DragonQuestIIreceivedbothcriticalandfinancial
successinJapan.ReadersofFamilyComputerMagazine
gaveitascoreof28.02outof30,[29]andnameditthe

GBC:82%[74]

GameSpot

9.6/10[7]

IGN

8.0/10[56]

NintendoPower

8/10[74]
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bestoverallcartridgegameoftheyear.[84]In2006,
readersofFamitsumagazinevotedthegamethe17thbest
videogameofalltime.[85][86]

Award
Publication

Award

RPGamer GameBoyColorAwardoftheYearfor2000 [79]

Thegameisgenerallyknownforfixingproblemsfoundinthefirstgame,includingimprovementssuchas
allowingpartiesofthreecharacters,havingalargerworld,bettergraphics,andtheabilitytocarrymore
items.[7][29]Othernotedimprovementswerekeysthatcanbeusedmultipletimesandnewstrategic
elementsintroducedbecauseoflargerpartiesandlargergroupsofenemies.[7]Thegame'smusicisoften
praised,despiteitslimited8bitcapabilities.[7]ConsideredaclassicfortheRPGgenre,thegameis
regardedaspraiseworthy.[87][88]JapanesereviewshighlightedtheFamicomversion'sdifficulty,stemming
fromissuessuchasthemanytrapsintheCaveofRhone,andthefinalboss'sabilitytocasta"Healall"
spell,andthishasledtosomecriticscallingthegame"themostdifficultDragonQuest".[89]AfterDragon
QuestIIIreleased,directorKoichiNakamurasaid"Inresult,DragonQuestIIreceivedfavourablefrom
everybody,butasmecreator'sside,IfeelthatIdidaboutonlyhalfwhatIwantedtodo."[90]
RemakesofDragonQuestIIwerealsosuccessfulandwellreceived.FamitsuawardedtheJapaneseSuper
Famicomremakea35/40.[77]TheGameBoyColorremakegota30/40fromFamitsu,[78]andtheU.S.
version,DragonWarriorI&II,receivedfairlyhighmarks,includingan8.0outof10fromIGN,[56]a9.6
outof10fromGameSpot,[7]and8outof10fromNintendoPower.[74]ItalsoreceivedtheRPGamer's
GameBoyColorAwardoftheYearfor2000.[79]

Othermedia
ThereleaseofDragonQuestIIalsopromotedsalesoftheoriginalDragonQuest,[16]andwiththesuccess
ofDragonQuestII,theseriesbecameaJapaneseculturalphenomenon.[85]ThesequeltoDragonQuestII,
DragonQuestIII:AndIntotheLegend...,wasreleasedin1988inJapan.[91]Itservesasaprequeltothe
firsttwogamesandfollowstheancestorofthemaincharacters,thelegendaryheroErdrick[92]thethree
gamesarecollectivelycalled"ErdrickSagaTrilogy".[91]AlsowiththesuccessofGameBoyColorremake,
EnixreleasedaGameBoyColorDragonWarriorIIIin2001,whichwasbasedonapreviouslyunreleased
SuperFamicomupdateoftheoriginalFamicomDragonQuestIII.[93]TheworldofDragonQuestIIwas
laterusedasthesettingofDragonQuestMonsters:CaravanHeartontheGameBoyAdvance.[94]

References
1."III"(inJapanese).SquareEnix.
Retrieved20130622.
2.WilliamCassidy(20020201)."TheGameSpyHall
ofFame:DragonWarrior".IGNEntertainment,Inc.
Archivedfromtheoriginalon20121210.
Retrieved22June2013.
3.EditorsofNintendoPower:NintendoPower
September/October,1990issue16(inEnglish).
NintendoofAmerica,TokumaShotenPublishing,
67.
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4."DragonQuest:SentialoftheStarrySkies".Iwata
Asks.SquareEnix.TheHistoryofDragonQuest.
Retrieved20101205.
5."StartingtheGame".DragonWarriorIIInstruction
Booklet.EnixAmericaCorporation.1990.p.8.
6.KurtKalata(February4,2008)."TheHistoryof
DragonQuest".UBMTech.Archivedfromthe
originalon20151122.Retrieved20130622.

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7.Provo,Frank(September24,2000)."Dragon
WarriorI&IIreview".Gamespot.com.Archived
fromtheoriginalon20121105.Retrieved
20090923.
8.(1990)Nintendo,EnixAmericaCorporation
LicensedNintendoofAmericaInc.DragonWarrior
IIMap(inEnglish)ENID2US.
9.EnixCorporationUnveiledSecretsofDragon
WarriorIImap(inEnglish)EnixAmerica
Corporation.
10."GrographicalFeatures".DragonWarriorII
InstructionBooklet.EnixAmericaCorporation.
1990.pp.24,26.
11.PrimaGames,ed.(2000).DragonWarrior
MonstersOfficialStrategyGuide.Prima
Publishing.p.234.ISBN0761527303.
12.EditorsofNintendoPower:NintendoPower
September/October,1990issue16(inEnglish).
NintendoofAmerica,TokumaShotenPublishing,
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Externallinks
OfficialDragonQuestIIforsmartphonesite(http://www.jp.squareenix.com/dqsp/dq2/en)
OfficialDragonQuestIIsite(http://www.squareenix.com/jp/archive/dq2/)(Japanese)
DragonQuestII(https://www.mobygames.com/game/dragonwarriorii)atMobyGames
DragonQuestIIformobiles(https://www.mobygames.com/game/dragonquestiiluminariesofthel
egendaryline)atMobyGames
Retrievedfrom"https://en.wikipedia.org/w/index.php?title=Dragon_Quest_II&oldid=719339876"
Categories: 1987videogames Android(operatingsystem)games Chunsoftgames
DragonQuestvideogames Enixgames GameBoyColorgames IOSgames MSXgames
MSX2games NintendoEntertainmentSystemgames Roleplayingvideogamesintroducedin1987
SuperNintendoEntertainmentSystemgames Videogamesequels Wiigames
Thispagewaslastmodifiedon9May2016,at02:57.
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