NEStalgia

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NES box art for Dragon Warrior, the cover of NEStalgia episode 206

206 · Dragon Warrior

▶ Game info
VerdictPlay it
GenreRPG
ReleasedAugust 1989
SeasonSeason 5
DeveloperChunsoft
PublisherNintendo
January 28, 2022 · 1 hr 31 min · transcript available

Once upon a time, the Balls of Light illuminated the kingdom of Alefgard, keeping its winters short and sustaining its peace. However, a man who could tame dragons and hence known as a Dragonlord, became corrupted by his magical studies. He attacked the Tantegel Castle and stole the Balls of Light, causing monsters to roam the land. A valiant hero named Erdrick, who had obtained the Balls of Light for the kingdom in the first place, attempted to defeat the Dragonlord and disappeared without trace. Many years later, during the reign of King Lorik XVI, the Dragonlord abducted Princess Gwaelin, carrying her to Castle Charlock. One day, a knight appears in front of the king, claiming to the be the descendant of Erdrick. He is entrusted with the mission to vanquish the Dragonlord, as the prophet Mahetta has predicted. 

SHOW NOTES

Dragon Warrior Longplay

Dragon Warrior on MSX

Dragon Warrior on Gameboy Color

Dragon Warrior on SNES

Akira Toriyama

Alternate Endings of Dragon Warrior

Dragon Quest Builders

Our verdict: Play it

Chunsoft made this and Nintendo published it in 1989. It is the first JRPG we have reached on the NES, and the back of the box calls it "the epic beginning of a new era in video games." We decided that isn't too much hyperbole. We admired it more than we enjoyed it.

What works

  • A world you can wander. Nothing tells you where to go next. You can cross the bridge to another continent or poke into a cave, and you decide when you're ready to move on. Progress is gated by level, not story.
  • Gear beats levels. Prices climb fast enough that you have to risk tougher areas for more gold. Swapping a club for a sword felt bigger than going from level four to five.
  • Towns worth revisiting. Not every town sells the same things, and a girl in the grass tells you she is not the princess.
  • The bad ending. The Dragon Lord offers to rule the world with you. Say yes twice and the text turns red, he laughs, and you have to reset the console. It was spooky, like a creepypasta.

What doesn't

  • The grind. The manual tells you to grind, and each new area asks for two or three more levels. It plays like an idle clicker.
  • One-on-one battles. Attack, magic, run or item, a race to zero. There is no party, no vehicle, and new enemies are sometimes just a new color of the old one.
  • Random encounters. Three steps, one step, or halfway across a continent without a fight.
  • Dungeons. They split us. A torch shows one tile in every direction, which made them mazes to map in your head. They were also a nice break from the tedium.
  • The menus. You pick a command to climb the stairs you are standing on. What else are you going to do to the stairs?

Worth knowing

The first four letters of your name affect how your stats grow, so TEST in capitals gives the best start.

The Game Boy Color version adds quick saves, drops the stairs menu, and doubles experience and gold. The Super Famicom version has redrawn 16-bit art and is the definitive way to play, but it needs a fan translation.

The bottom line

Play it. We called it not essential. Sean appreciated seeing the start of the modern JRPG, but didn't have much fun, and with so many remakes around he couldn't put it on for posterity. Joe had a good time through rose-colored glasses: essential if you have just played the first 205 NES games and want more, but for anyone else most JRPGs are more accessible. Historical importance isn't what the list is built on.

Written from our conversation in this episode.

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