On this page
  1. How it plays
  2. Development
  3. North American release
  4. Across the series
  5. Related
  6. Mechanics
  7. References
  8. Sources

Dragon Quest II is a role-playing game by Enix for the Famicom, released in Japan on 26 January 19871. It came to North America on the NES as Dragon Warrior II, which Nintendo of America’s list of NES games dates to September 19902. After a century of peace in the kingdoms of Erdrick’s descendants, the sorcerer Hargon attacks Moonbrooke Castle, and the player, heir to the King of Midenhall, sets out against him3. Two more of Erdrick’s descendants join him, a prince who mixes swordplay with magic and a princess who is weak with a weapon but strong in spells4. The party fights monsters that come in groups5 and crosses a world more than four times the size of the first game’s, by ship as well as on foot6. ITmedia notes that party play came to the series with this game7.

Famicom Tsushin introduced Yuji Horii as the game’s author8. In 1UP’s words, Koichi Nakamura’s company Chunsoft did the heavy lifting on the first five Dragon Quest games, and Nakamura said he wrote about half of this one’s program himself9. In February 1987 Horii called the first game an introduction made easy to understand, and this one far more full-fledged10.

Famicom Tsushin’s four reviewers gave it 9, 10, 10, and 9 out of 10. One praised its elaborate scenario and game balance as setting it apart from ordinary Famicom games, and another, finding it more complex than the first game with a wider map, expected it to take a long time to finish11. A month later the magazine reported preorders sold out at almost every shop and a photo weekly covering the rush12. Nakamura recalled lines from the day of release, and said the series, which had sold slowly at first, took off with this game13. Square Enix’s series table, as Oricon printed it in 2009, gives the Famicom original 2.4 million shipped (Famicom, no as-of date)14,14.

It is also remembered as hard. In 2014 Nakamura said he still wondered how players got through so difficult a game, and when his interviewer remarked that the Rondarkia area was severe, he called the spell Zaraki, Defeat in North America, “a demon”. He thought that players’ talk of its difficulty helped the game spread15.

#How it plays

#The party and the world

The player’s prince can wield every weapon and wear any armor but never casts a spell. The princess of Moonbrooke stays weak in a fight but learns spells that can fell the fiercest enemies, and the prince of Cannock has some of each4. In battle the player picks which group of monsters to attack and whether each hero fights, casts, or parries5. The world holds six castles, and a ship opens the sea, though not the shallows6.

The Famicom manual warns that this adventure is far longer and harder than the first. To stop playing, the player visits a king at one of several castles and writes down the “revival spell” he gives. The North American cartridge records the game when the party visits a king instead16.

#Fighting

Each round, every hero and monster is ranked by half its agility plus a large random roll, and the highest acts first, so speed helps but never guarantees the first move17. One fight in 32 opens with the monsters unaware, losing their first round, and one in 32 with them striking before the party is ready18.

A hero’s blow subtracts half the monster’s defense from his attack power, and a roll scales what is left. That roll sums sixteen small random numbers, so most hits land near half the difference and few stray far from it. When his attack barely beats half the monster’s defense, he deals 0 or 119.

About one swing in 64 is “a tremendous blow”, half as often as Dragon Warrior’s critical hit20. It ignores defense, can’t be dodged, and deals about the hero’s full attack power. The cursed Sword of Destruction makes these blows eight times as common, but its curse freezes the hero and wastes one attack in four21. Each monster has its own chance to dodge a hero’s attack, while heroes dodge a monster’s attack only rarely22. Monsters start a fight with up to a quarter less than their full HP23.

Running no longer depends on the party’s speed: it works two times in three, always when the monsters were caught unaware, and never against a boss24.

#Encounters

On the world map, each step can start a fight, and the ground sets the odds: 4/255 (sea) to 25/255 (mountains) per step25. Mountains bring monsters most often, then forest, desert, and swamp, then grassland, and the open sea least25.

#Development

Horii wrote in Famicom Tsushin that he set the heroes’ levels and the monsters’ strength with a battle simulator from Nakamura, one fight at a time. Played as a game, one fight after another, the first build proved far too harsh, so release was put back a month to rebalance it. Among his fixes, no more than three monsters appear at once on the first continent, and Cannock Castle moved closer to a town with an inn, leaving a cave where it had stood26. He wrote that round after round of changes went to Chunsoft by fax, that the final version was done in mid-December 1986, and that he then collapsed with a stomach ulcer27.

Nakamura called it the hardest project of Chunsoft’s first thirty years. It was the first time he split the main program among three or four people, and bugs turned up that no one could trace to an author. The release slipped, and he found the finished game’s balance harsh too, so that he thought of quitting the company28. In his 2012 account, distributors’ orders fell from about 700,000 to 400,000 when the game was delayed “for a few months”, before its release set off a “Dragon Quest panic”29.

#North American release

A rights problem kept the series’ name off North American releases, and the games came out as Dragon Warrior until Dragon Quest VIII30. Enix America published Dragon Warrior II under license from Nintendo31.

#Across the series

Next to Dragon Warrior, the sequel halves the chance of a critical hit, replaces strict turns with a round ordered by agility and luck, and stops weighing the hero’s agility when the party runs20.

Enix put the first two games on one Super Famicom cartridge with battery backup, which Famitsu listed for release in Japan on 18 December 1993 and called the origin of the series32. A Game Boy Dragon Quest I & II was scheduled for 23 September 199933. In May 2005 Square Enix announced a port for NTT DoCoMo’s FOMA phones in two parts, with renewed graphics34.

Mechanics

MechanicKindHow
Turn orderStat plus a rollquick fighters tend to act early in a round, but luck can put anyone first
Damage formulaAttack minus defensea blow deals about half of what the attack beats half the defense by, seldom far from that
Critical hitFixedone swing in 64 is a "tremendous blow" that ignores defense; the cursed Sword of Destruction makes them common but wastes some turns
Hit chanceDodge onlysome monsters dodge often, and a hero only rarely
FleeingFixed chancerunning works two times in three however quick the party is, and never from a boss
Random encounterBy terrainfights come most often in the mountains and least at sea
Password and battery savethe Famicom original gives a password at a king's castle; the NES cartridge records the game when the party visits a king
Every claim about this game, by concept (30)
generalFamicom Tsushin's issue of 6 February 1987 lists Enix's Dragon Quest II as released in Japan on 26 January 1987, a Famicom cartridge at 5,500 yen, and Famitsu's 2014 Chunsoft chronology puts its release in January 1987.Magazine
Nintendo of America's list of NES games dates Dragon Warrior II's North American release to September 1990, with Enix as licensee.Publisher
The North American manual is copyright 1990 Enix America Corporation, and the game is licensed by Nintendo.Manual
In the North American manual's story, Princess Gwaelin, who came to the land with Erdrick's descendant after the Dragonlord's defeat, had three children who ruled three kingdoms for a hundred years, until Hargon the Sorcerer attacked Moonbrooke Castle; the player is the heir of the King of Midenhall.Manual
The North American manual's player is the Prince of Midenhall, a fighter who can use every weapon and armor but no spells; the Princess of Moonbrooke is weak in combat but strong in magic, and the Prince of Cannock has some of both; all three descend from Erdrick.Manual
The North American manual says enemies attack in groups, and the player chooses which to attack first and whether each hero fights, casts a spell, or parries.Manual
ITmedia, reporting a 2005 mobile port, says party play became possible in the Dragon Quest series with its second game.Web
Both manuals say the world is more than four times larger than the first game's and holds six castles, and the North American one says a ship reaches the sea but not the shallows.Manual
The Famicom manual has the player write down the "revival spell", a password a king gives at one of several castles, and calls the adventure far longer and harder than the first game's; the North American manual saves the game when the player visits a king, and asks that reset be held while the power is switched off.Manual
Jeremy Parish's 1UP interview introduces Koichi Nakamura's company Chunsoft as having done the heavy lifting on the first five Dragon Quest games, and Nakamura said he programmed about half of Dragon Quest II, after programming all of the first game except the sound.Interview
Famicom Tsushin introduced Yuji Horii as Dragon Quest II's author when it printed his two-part account of making the game in 1987.Magazine
In Famicom Tsushin in July 1987, Yuji Horii wrote that he had set the levels and monster data with a battle simulator from Nakamura, one fight at a time, but that in continuous play the first build was far too harsh, so release was put back a month to rebalance it. Among his fixes he capped the monsters met at once on the first continent at three and put a cave where Cannock Castle had first stood, moving the castle closer to a town with an inn.Magazine
Horii wrote that he and the testers sent their changes to Chunsoft by fax, round after round, that the final version was done in mid-December 1986, and that he then collapsed with a stomach ulcer.Magazine
In 2014 Nakamura told Famitsu that making Dragon Quest II was the hardest time in Chunsoft's thirty years: it was the first time he split the main program among three or four people, bugs appeared that no one could trace to an author, the release slipped, and the finished game's balance was harsh, so that he thought of quitting the company.Interview
Nakamura said in 2014 that he still wonders how players got through so hard a game, answered the interviewer's remark that the Rondarkia area was severe by calling the spell Zaraki "a demon", and credited the difficulty, talked about among players, with spreading the game. Both manuals describe Zaraki, Defeat in North America, as a spell of death cast on one group.Interview
Nakamura told 1UP in 2012 that distributors' orders stood at about 700,000 before the game was delayed and fell to about 400,000 after, and that at release it set off a "Dragon Quest panic" in which stores sold out.Interview
Nakamura told Famitsu in 2014 that the first game had sold slowly but that sales exploded with Dragon Quest II, with long lines from the day of release and a commotion big enough to make the news.Interview
Famicom Tsushin's issue of 6 March 1987 said Dragon Quest II's preorders had sold out at almost every shop, that a photo weekly had come to cover the commotion, and that it was the first game whose selling out had become a social problem.Magazine
In 2009 Oricon reported Square Enix's published series table, which gives the Famicom Dragon Quest II's shipments as 2.4 million copies, with no as-of date.Web
Famicom Tsushin's cross review of 6 February 1987 gave Dragon Quest II 9, 10, 10, and 9 out of 10 from its four reviewers. One called it Yuji Horii's long-awaited new game, still strongly in the mold of Ultima, set apart from ordinary Famicom games by its elaborate scenario and game balance; another found it more complex than the first game, with a wider map, and expected it to take a long time to finish.Magazine
ITmedia reported that on 17 May 2005 Square Enix announced a complete port of Dragon Quest II for NTT DoCoMo's FOMA 90x phones, split into two parts with its graphics renewed; the first part was to come preinstalled on NEC's N901iS, and the date and price were undecided.Web
Critical hitIn Dragon Warrior II (NA NES), a hero's attack is "a tremendous blow" on a roll of 1 in 64, or 1 in 8 with the Sword of Destruction equipped, except against Malroth; with the Sword of Destruction (or Gremlin's Armor or the Evil Shield) a roll of 1 in 4 first freezes the hero under the curse and the attack is lost. A tremendous blow deals half the attack power plus ⌊Ar/256⌋ with the same 8–248 roll, ignores defense, and skips the monster's dodge.Code
Damage formulaIn Dragon Warrior II (NA NES), a hero's attack takes X=A−⌊D/2⌋, attack power less half the monster's defense; if X is under 2 the hit deals 0 or 1, and otherwise ⌊Xr/256⌋, where r is 8 plus the sum of sixteen random 0–15 rolls (8 to 248, centered on 128), so about half of X; a hero under Surround deals 0 one time in 4.Code
In Dragon Warrior II (NA NES), as in Dragon Warrior, each monster starts a fight with its base HP less up to a quarter; the order changes, as Dragon Warrior II quarters the base HP before multiplying by a random byte, H−⌊⌊H/4⌋r/256⌋, where Dragon Warrior quarters the product.Code
FleeingIn Dragon Warrior II (NA NES), the party runs when the first hero chooses to; it never escapes a boss (monster $4E and up) or one fixed fight in the Sea Cave, always escapes in the round the monsters "did not see" it, and otherwise fails 1 time in 3.Code
Hit chanceIn Dragon Warrior II (NA NES), after a hero's normal hit is rolled, a monster that isn't asleep dodges when a roll of 0–63 falls below the high nibble of its second stat byte, which the disassembly calls its "evade chance / 64"; heroes dodge a monster's attack 1 time in 64, and the Clothes Hiding adds a second chance of 1 in 8.Code
Random encounterIn Dragon Warrior II (the North American NES release), each step draws a random byte from 1 to 255 and starts a fight when the terrain's rate is at least that byte: on the world map 10 on grass, 16 in forest, desert, and swamp, 25 on mountains, and 4 at sea; 8 on maps numbered $2B and up and in Moonbrooke, while the other maps below $2B have none.Code
Turn orderIn Dragon Warrior II (NA NES), each round every living hero and monster gets a key of half its agility, rounded down, plus a random byte plus a random 0 or 1, capped at 255, and a selection sort sets the order from the highest key down.Code
In Dragon Warrior II (NA NES), a battle opens with a roll of 0–31: on 0 the monsters "did not see" the party and lose their first round, and on 1 they attack "before [the hero] was set for battle" and the heroes lose theirs.Code
Dragon Warrior II (NA NES) changes Dragon Warrior's battle rules: the hero's 1-in-32 "excellent move" becomes a 1-in-64 "tremendous blow", the fixed alternation of hero and monster becomes a round order sorted by half the agility plus a roll, and running no longer weighs the hero's Agility against the monster.Code

References

  1. ^Famicom Tsushin's issue of 6 February 1987 lists Enix's Dragon Quest II as released in Japan on 26 January 1987, a Famicom cartridge at 5,500 yen, and Famitsu's 2014 Chunsoft chronology puts its release in January 1987.MagazineFamitsu 16 · Famitsu 16, DQII review · Famitsu.com, Nakamura 30th anniversary
    How we know
    ドラゴンクエストII 悪霊の神々(エニックス)1月26日/5,500円
    p. 95, release calendar, software released in January · archived copy ↗
    エニックス 5,500円 カートリッジ 1月26日発売
    p. 13, Dragon Quest II panel · archived copy ↗
    1987年1月 『ドラゴンクエストII 悪霊の神々』(FC)発売(発売元:エニックス)
    chronology at the end of the interview · archived copy ↗

    The quote matches our archived copy.

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  2. ^Nintendo of America's list of NES games dates Dragon Warrior II's North American release to September 1990, with Enix as licensee.PublisherNintendo, NES Games
    How we know
    Dragon Warrior II Enix September 1990
    PDF p. 4 · archived copy ↗

    The quote matches our archived copy.

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  3. ^In the North American manual's story, Princess Gwaelin, who came to the land with Erdrick's descendant after the Dragonlord's defeat, had three children who ruled three kingdoms for a hundred years, until Hargon the Sorcerer attacked Moonbrooke Castle; the player is the heir of the King of Midenhall.ManualDragon Warrior II NES manual
    How we know
    Princess Gwaelin brought forth three children. … Hargon the Sorcerer attacked Moonbrooke Castle and attempted to rule the world by calling the ill-omened gods from the dark. … Yes, you are the heir to the King and a true descendant of Erdrick the Great.
    pp. 5-6, The Story of Dragon Warrior · archived copy ↗

    The quote matches our archived copy.

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  4. ^ abThe North American manual's player is the Prince of Midenhall, a fighter who can use every weapon and armor but no spells; the Princess of Moonbrooke is weak in combat but strong in magic, and the Prince of Cannock has some of both; all three descend from Erdrick.ManualDragon Warrior II NES manualrevised
    How we know
    Three characters are in this adventure.
    p. 19, Characters · archived copy ↗
    You can wield all weapons and wear any armor, but you cannot use magic spells. … Her attack power never becomes strong, but the spells which she commands can defeat the most fierce enemies. … The Prince of Cannock has some characteristics of both yourself, and the Princess of Moonbrooke. … You three are true descendants of his noble line.
    p. 44, Understanding the Characters · archived copy ↗

    The quote matches our archived copy.

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  5. ^ abThe North American manual says enemies attack in groups, and the player chooses which to attack first and whether each hero fights, casts a spell, or parries.ManualDragon Warrior II NES manual
    How we know
    You will have allies to fight with you, but you will also face groups of enemies which you must defeat.
    p. 16, Using Commands in the Fighting Mode · archived copy ↗
    You must decide which enemies to attack first, and who should fight, chant a spell, parry, etc.
    p. 45, Study Your Enemies! · archived copy ↗

    The quote matches our archived copy.

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  6. ^ abBoth manuals say the world is more than four times larger than the first game's and holds six castles, and the North American one says a ship reaches the sea but not the shallows.ManualDragon Quest II FC manual · Dragon Warrior II NES manual
    How we know
    4倍以上広くなったこの世界を思う存分、冒険しよう。この広大な世界には6つのお城があります。
    p. 24, terrain · archived copy ↗
    TRAVEL THE WORLD THAT IS MORE THAN FOUR TIMES LARGER THAN THE LAND OF ALEFGARD IN DRAGON WARRIOR I.
    p. 23, Travel the World · archived copy ↗
    There are six castles in this world which you must visit.
    p. 23, Geographical Features · archived copy ↗
    You can enter the sea by ship, but not the shallows.
    pp. 23-24, Geographical Features · archived copy ↗

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  7. ^ITmedia, reporting a 2005 mobile port, says party play became possible in the Dragon Quest series with its second game.WebITmedia, DQII mobile (2005)
    How we know
    「ドラゴンクエスト」シリーズ2作目から可能になったパーティープレイ
    article body · archived copy ↗

    The quote matches our archived copy.

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  8. ^Famicom Tsushin introduced Yuji Horii as Dragon Quest II's author when it printed his two-part account of making the game in 1987.MagazineFamitsu 27, Horii on DQII
    How we know
    作者・堀井雄二氏をむりやりくどきおとして
    p. 48, editors' introduction · archived copy ↗

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  9. ^Jeremy Parish's 1UP interview introduces Koichi Nakamura's company Chunsoft as having done the heavy lifting on the first five Dragon Quest games, and Nakamura said he programmed about half of Dragon Quest II, after programming all of the first game except the sound.Interview1UP, Nakamura interview
    How we know
    whose company Chun Soft did the heavy lifting for the first five Dragon Quest games
    introduction · archived copy ↗
    for Dragon Quest II, I did about half of the programming
    Nakamura on his role in the series · archived copy ↗

    The quote matches our archived copy.

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  10. ^In February 1987 Horii called Dragon Quest an orthodox command-based RPG with no action, said he had worried whether it would catch on, and called it an introduction made easy to understand, with Dragon Quest II far more full-fledged.MagazineFamitsu 16
    How we know
    『ドラゴンクエスト』はアクション性のないコマンド方式の正統派RPG。 … すごく不安だったのですが … Iは、とにかくわかりやすく作った入門編でしたが、IIはかなり本格的です。
    p. 4, comment of Yuji Horii (scenario) · archived copy ↗

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  11. ^Famicom Tsushin's cross review of 6 February 1987 gave Dragon Quest II 9, 10, 10, and 9 out of 10 from its four reviewers. One called it Yuji Horii's long-awaited new game, still strongly in the mold of Ultima, set apart from ordinary Famicom games by its elaborate scenario and game balance; another found it more complex than the first game, with a wider map, and expected it to take a long time to finish.MagazineFamitsu 16, DQII review
    How we know
    9 10 10 9
    p. 13, Dragon Quest II column, the four scores · archived copy ↗
    いまやファミコン界のスターとなってしまった堀井雄二氏が放つ待望の新作。 … シナリオの精巧さ、ゲームバランスなど、一般的なファミコンゲームとは一線を画している。
    p. 13, Dragon Quest II column, first reviewer · archived copy ↗
    前の『ドラクエ』より、複雑になってるし、マップも広いし、解き終えるまで、かなり時間がかかると思います。
    p. 13, Dragon Quest II column, third reviewer · archived copy ↗

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  12. ^Famicom Tsushin's issue of 6 March 1987 said Dragon Quest II's preorders had sold out at almost every shop, that a photo weekly had come to cover the commotion, and that it was the first game whose selling out had become a social problem.MagazineFamitsu 18
    How we know
    ほとんどの販売店で予約完売。 … ついに写真週刊誌まで取材にきちゃった。 … 売り切れが社会問題になるソフトなんて、初めてだぜ!
    p. 8, Top 30 chart, Dragon Quest II · archived copy ↗

    The quote matches our archived copy.

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  13. ^Nakamura told Famitsu in 2014 that the first game had sold slowly but that sales exploded with Dragon Quest II, with long lines from the day of release and a commotion big enough to make the news.InterviewFamitsu.com, Nakamura 30th anniversary
    How we know
    発売日からすごい行列ができて。 … ニュースになるくらいの騒ぎで … 1作目はジワジワ売れたものの、思ったような勢いは出なくてそれが、『II』で爆発したんですが
    section on Dragon Quest II · archived copy ↗

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  14. ^ abIn 2009 Oricon reported Square Enix's published series table, which gives the Famicom Dragon Quest II's shipments as 2.4 million copies, with no as-of date.WebOricon, DQIX shipments
    How we know
    『ドラゴンクエストII 悪霊の神々』(FC)240万本
    reference table at the end of the article · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

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  15. ^Nakamura said in 2014 that he still wonders how players got through so hard a game, answered the interviewer's remark that the Rondarkia area was severe by calling the spell Zaraki "a demon", and credited the difficulty, talked about among players, with spreading the game. Both manuals describe Zaraki, Defeat in North America, as a spell of death cast on one group.InterviewFamitsu.com, Nakamura 30th anniversary · Dragon Quest II FC manual · Dragon Warrior II NES manualrevised
    How we know
    よく皆さんあんなに難しいゲームを遊んだなあと、いまでも思います … ザラキとか、鬼ですよね(笑)。 … そういう難しさも含めて、皆さんで話題にしていただいたおかげで、広がったのかなと思いますね。
    section on Dragon Quest II · archived copy ↗
    ザラキ(効力:怪物1グループ)古い書物には『死の呪文」とも記されています。
    spells, Zaraki · archived copy ↗
    DEFEAT (one group of enemies) In some ancient books, this spell is described as "the Spell of Death".
    p. 39, spells · archived copy ↗

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  16. ^The Famicom manual has the player write down the "revival spell", a password a king gives at one of several castles, and calls the adventure far longer and harder than the first game's; the North American manual saves the game when the player visits a king, and asks that reset be held while the power is switched off.ManualDragon Quest II FC manual · Dragon Warrior II NES manual
    How we know
    こんどの冒険は、前作よりもはるかに長く険しいものです。 … この世界の何か所かにあるお城に行き、王様の教えてくれる復活の呪文を紙に書きうつしてください。
    p. 9, revival spell · archived copy ↗
    You can save your game by visiting a King to have your deeds recorded on the Imperial Scrolls of Honor. … remember to hold the reset button in while turning off the power.
    p. 9, Saving the Game · archived copy ↗

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  17. ^In Dragon Warrior II (NA NES), each round every living hero and monster gets a key of half its agility, rounded down, plus a random byte plus a random 0 or 1, capped at 255, and a selection sort sets the order from the highest key down.CodeNathan-R-Og/dq2revised
    How we know
    9168B04_B6DC:
    ⋮
    9176    lda ($B9), y
    ⋮
    9180    sta $06C7, x
    9181    ldy #$0A
    9182    lda ($B9), y
    9183    jsr B04_B790
    ⋮
    9207    sta $06C7, x
    9208    ldy #$04
    9209    lda ($BB), y
    9210    jsr B04_B790
    
    src/us/prg/bank4.asm lines 9168–9210 at 0fb64a4 · upstream ↗
    4814    ldy #$09 ; offset for STR
    ⋮
    4820    iny
    4821    lda $9A ; current AGI
    ⋮
    4823    sta ($C3), y ; update hero's current AGI
    
    src/us/prg/bank4.asm lines 4814–4823 at 0fb64a4 · upstream ↗
    732B0F_C3B6:
    733    ldy #$08
    ⋮
    744    asl
    745    bcc B0F_C3D1
    ⋮
    757B0F_C3D1:
    758    dey
    759    bne B0F_C3B8
    760    rts
    
    src/us/prg/constant.asm lines 732–760 at 0fb64a4 · upstream ↗
    9235B04_B74E:
    9236    ldx #$00
    9237B04_B750:
    9238    lda $06D2, x
    ⋮
    9244B04_B75A:
    9245    lda $A8
    9246    cmp $06D2, y
    9247    bcs B04_B768
    
    src/us/prg/bank4.asm lines 9235–9250 at 0fb64a4 · upstream ↗
    9274B04_B790:
    9275    lsr
    9276    sta $99
    ⋮
    9281    adc $99
    9282    bcc B04_B79E
    9283    lda #$FF
    
    src/us/prg/bank4.asm lines 9274–9286 at 0fb64a4 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  18. ^In Dragon Warrior II (NA NES), a battle opens with a roll of 0–31: on 0 the monsters "did not see" the party and lose their first round, and on 1 they attack "before [the hero] was set for battle" and the heroes lose theirs.CodeNathan-R-Og/dq2
    How we know
    3120    lda #$20
    ⋮
    3123    sta $06DD
    3124    cmp #$01
    3125    bcc B04_957D
    3126    bne B04_9585
    3127    lda #$03 ; String ID #$0003: [name] attacked![end-FC]
    ⋮
    3132    lda #$04 ; String ID #$0004: Before [name] was set for battle.[end-FC]
    ⋮
    3143B04_957D:
    3144    lda #$05 ; String ID #$0005: But the [name] did not see thee.[end-FC]
    
    src/us/prg/bank4.asm lines 3120–3146 at 0fb64a4 · upstream ↗
    3241    lda $06C7, x
    3242    cmp #$18
    3243    bcs B04_963C
    3244    cmp #$03
    3245    bcc B04_962E
    3246    and #$07
    3247    ldy $06DD
    3248    cpy #$00
    3249    beq B04_963C
    ⋮
    3253    beq B04_963C
    ⋮
    3255B04_962E:
    3256    ldy $06DD
    ⋮
    
    src/us/prg/bank4.asm lines 3241–3258 at 0fb64a4 · upstream ↗
    3298    lda #$FF
    3299    sta $06DD
    
    src/us/prg/bank4.asm lines 3298–3299 at 0fb64a4 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  19. ^In Dragon Warrior II (NA NES), a hero's attack takes X=A−⌊D/2⌋, attack power less half the monster's defense; if X is under 2 the hit deals 0 or 1, and otherwise ⌊Xr/256⌋, where r is 8 plus the sum of sixteen random 0–15 rolls (8 to 248, centered on 128), so about half of X; a hero under Surround deals 0 one time in 4.CodeNathan-R-Og/dq2revised
    How we know
    6284B04_A624:
    6285    ldy #$0B
    6286    lda ($B9), y
    6287    sta $99
    6288    ldy #$06
    6289    lda ($B7), y
    6290    sta $9B
    
    src/us/prg/bank4.asm lines 6284–6290 at 0fb64a4 · upstream ↗
    9138B04_B6AB:
    9139    ldy #$06
    9140    lda ($BB), y
    9141    ldy #$06
    9142    sta ($B7), y
    
    src/us/prg/bank4.asm lines 9138–9142 at 0fb64a4 · upstream ↗
    5098B04_9F45:
    5099    lsr $9C
    5100    ror $9B
    5101    jsr B04_A0E3 ; 16-bit subtraction: ($99-$9A) = ($99-$9A) - ($9B-$9C)
    ⋮
    5106    cmp #$02
    ⋮
    5112    jsr B04_9FFB ; set $9B to a random number tightly distributed around #$80 and $9C to #$00
    ⋮
    5124B04_9F67:
    5125    lda #$02
    
    src/us/prg/bank4.asm lines 5098–5126 at 0fb64a4 · upstream ↗
    6299    ldy #$00
    6300    lda ($B9), y
    6301    and #$02
    6302    beq B04_A656
    6303    lda #$04
    ⋮
    6306    bne B04_A656
    6307    lda #$00
    6308    sta $B0
    6309    sta $B1
    
    src/us/prg/bank4.asm lines 6299–6309 at 0fb64a4 · upstream ↗
    Midenhall status (80 = Alive, 40 = Sleep, 20 = Poison, 10 = ?, 08 = ?, 04 = In Party, 02 = Surround, 01 = Silence)
    src/us/prg/bank4.asm#L3025-L3025 · upstream ↗
    5214B04_9FFB:
    5215    lda #$0F ; sum up random 4-bit numbers
    ⋮
    5219    lda #$88
    5220    sta $9B
    5221B04_A003:
    5222    ldx #$10 ; 16 loops of summing random N-bit number
    ⋮
    5229    and $9F
    5230    clc
    5231    adc $9B
    5232    sta $9B
    ⋮
    5237    sbc #$80
    5238    sta $9B
    
    src/us/prg/bank4.asm lines 5214–5240 at 0fb64a4 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  20. ^ abDragon Warrior II (NA NES) changes Dragon Warrior's battle rules: the hero's 1-in-32 "excellent move" becomes a 1-in-64 "tremendous blow", the fixed alternation of hero and monster becomes a round order sorted by half the agility plus a roll, and running no longer weighs the hero's Agility against the monster.Codenmikstas/dragon-warrior-disassembly · Nathan-R-Og/dq2revised
    How we know
    6733LE624:  AND #$1F                ;Did player get an excellent move(1/32 chance)?
    
    source_files/Bank03.asm lines 6724–6759 at ebe6a13 · upstream ↗
    6249    lda #$40
    6250    sta $A6
    
    src/us/prg/bank4.asm lines 6249–6250 at 0fb64a4 · upstream ↗
    6807LE691:  JMP StartEnemyTurn      ;($EB1B)It's the enemy's turn to attack.
    
    source_files/Bank03.asm lines 6803–6807 at ebe6a13 · upstream ↗
    7777LEBE6:  JMP StartPlayerTurn     ;($E5CE)It's the player's turn to attack.
    
    source_files/Bank03.asm lines 7772–7777 at ebe6a13 · upstream ↗
    9274B04_B790:
    9275    lsr
    9276    sta $99
    
    src/us/prg/bank4.asm lines 9274–9286 at 0fb64a4 · upstream ↗
    8313LEEE6:  LDA DisplayedAgi        ;
    
    source_files/Bank03.asm lines 8290–8325 at ebe6a13 · upstream ↗
    3191B04_95BF:
    3192    lda $06DD
    3193    beq B04_95CB
    3194    lda #$03
    
    src/us/prg/bank4.asm lines 3191–3197 at 0fb64a4 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  21. ^In Dragon Warrior II (NA NES), a hero's attack is "a tremendous blow" on a roll of 1 in 64, or 1 in 8 with the Sword of Destruction equipped, except against Malroth; with the Sword of Destruction (or Gremlin's Armor or the Evil Shield) a roll of 1 in 4 first freezes the hero under the curse and the attack is lost. A tremendous blow deals half the attack power plus ⌊Ar/256⌋ with the same 8–248 roll, ignores defense, and skips the monster's dodge.CodeNathan-R-Og/dq2revised
    How we know
    6241B04_A5E3:
    6242    lda #$08
    6243    sta $A6
    6244    lda #$4C ; Item ID #$4C: Sword of Destruction (equipped)
    ⋮
    6249    lda #$40
    6250    sta $A6
    ⋮
    6261B04_A600:
    6262    lda #$04
    ⋮
    6265    beq B04_A679
    6266B04_A607:
    6267    lda $A6
    ⋮
    6270    bne B04_A624
    ⋮
    
    src/us/prg/bank4.asm lines 6241–6282 at 0fb64a4 · upstream ↗
    lda #$42 ; String ID #$0042: No movement was possible, for the curse had frozen [name]'s body.
    src/us/prg/bank4.asm#L6334-L6335 · upstream ↗
    Monster ID #$52: Malroth
    src/us/prg/bank4.asm#L2926-L2926 · upstream ↗
    6529B04_A7A1:
    6530    sta $99
    6531    lsr
    6532    sta $A6
    6533    lda $99
    6534    jsr B04_AE8C ; $B0 = random number tightly distributed around A / 2, $B1 = #$00
    ⋮
    6536    lda $A6
    6537    clc
    6538    adc $B0
    
    src/us/prg/bank4.asm lines 6529–6542 at 0fb64a4 · upstream ↗
    5244B04_A020:
    5245    sta $99
    ⋮
    5277    and $9F
    5278    cmp $99
    5279    bcs B04_A044
    
    src/us/prg/bank4.asm lines 5244–5279 at 0fb64a4 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  22. ^In Dragon Warrior II (NA NES), after a hero's normal hit is rolled, a monster that isn't asleep dodges when a roll of 0–63 falls below the high nibble of its second stat byte, which the disassembly calls its "evade chance / 64"; heroes dodge a monster's attack 1 time in 64, and the Clothes Hiding adds a second chance of 1 in 8.CodeNathan-R-Og/dq2
    How we know
    6310B04_A656:
    6311    ldy #$00
    6312    lda ($B7), y
    6313    bmi B04_A676
    6314    ldy #$01
    6315    lda ($BB), y
    6316    lsr
    6317    lsr
    6318    lsr
    6319    lsr
    6320    sta $A6
    6321    lda #$40
    ⋮
    
    src/us/prg/bank4.asm lines 6310–6329 at 0fb64a4 · upstream ↗
    Enemy Stats (Max HP, [4-bit evade chance / 64, 4-bit unused]
    src/us/prg/bank4.asm#L5079-L5079 · upstream ↗
    6180B04_A580:
    6181    lda #$80
    6182    sta $A1
    6183    lda #$01
    ⋮
    6187    sta $A1
    ⋮
    6191    lda #$01
    6192    sta $A1
    ⋮
    6195    jsr B04_A74A
    6196    ldy #$00
    6197    lda ($B7), y
    6198    and $A1
    
    src/us/prg/bank4.asm lines 6180–6199 at 0fb64a4 · upstream ↗
    6935B04_A9D3:
    6936    and #$40
    6937    bne B04_A9FF
    6938    lda #$40
    ⋮
    6941    beq B04_A9EE
    ⋮
    6944    lda #$52 ; Item ID #$52: Clothes Hiding (equipped)
    ⋮
    6949    jsr B04_B007
    6950    bcs B04_A9FF
    6951B04_A9EE:
    ⋮
    6958    lda #$0A ; String ID #$000A: [name] dodged the blow.[end-FC]
    
    src/us/prg/bank4.asm lines 6935–6958 at 0fb64a4 · upstream ↗
    8011B04_B007:
    8012    lda #$08
    ⋮
    8015    cmp #$01 ; 1/8 Heroic Attack, Defeat
    
    src/us/prg/bank4.asm lines 8011–8015 at 0fb64a4 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  23. ^In Dragon Warrior II (NA NES), as in Dragon Warrior, each monster starts a fight with its base HP less up to a quarter; the order changes, as Dragon Warrior II quarters the base HP before multiplying by a random byte, H−⌊⌊H/4⌋r/256⌋, where Dragon Warrior quarters the product.CodeNathan-R-Og/dq2 · nmikstas/dragon-warrior-disassemblyrevised
    How we know
    9138B04_B6AB:
    ⋮
    9140    lda ($BB), y
    ⋮
    9142    sta ($B7), y
    9143    ldy #$00
    9144    lda ($BB), y
    9145    sta $99
    9146    lsr $99
    9147    lsr $99
    ⋮
    9152    lda $32 ; RNG byte 0
    ⋮
    9154    sta $9B
    ⋮
    9157    ldy #$00
    9158    lda ($BB), y
    ⋮
    
    src/us/prg/bank4.asm lines 9138–9162 at 0fb64a4 · upstream ↗
    6631LE599:  LDA EnBaseHP            ;Prepare to multiply enemy HP by random number(0 to 255).
    ⋮
    6643LE5B0:  LSR                     ;Take upper byte of result and divide it by 4.
    ⋮
    6649LE5B8:  SBC MultRsltLB          ;
    
    source_files/Bank03.asm lines 6614–6652 at ebe6a13 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  24. ^In Dragon Warrior II (NA NES), the party runs when the first hero chooses to; it never escapes a boss (monster $4E and up) or one fixed fight in the Sea Cave, always escapes in the round the monsters "did not see" it, and otherwise fails 1 time in 3.CodeNathan-R-Og/dq2
    How we know
    3153    lda $062F ; Midenhall Battle Command
    ⋮
    3155    cmp #$32
    3156    beq B04_9595
    ⋮
    3165    lda #$0F ; String ID #$000F: [name] broke away and ran.[end-FC]
    ⋮
    3171    cmp #$4E ; bosses start at #$4E
    ⋮
    3173    bcs B04_95D2 ; can't run away from bosses
    ⋮
    3187    beq B04_95D2 ; can't run away from this fixed combat either
    ⋮
    3190    beq B04_95D2
    3191B04_95BF:
    3192    lda $06DD
    3193    beq B04_95CB
    3194    lda #$03
    ⋮
    
    src/us/prg/bank4.asm lines 3152–3200 at 0fb64a4 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  25. ^ abIn Dragon Warrior II (the North American NES release), each step draws a random byte from 1 to 255 and starts a fight when the terrain's rate is at least that byte: on the world map 10 on grass, 16 in forest, desert, and swamp, 25 on mountains, and 4 at sea; 8 on maps numbered $2B and up and in Moonbrooke, while the other maps below $2B have none.CodeNathan-R-Og/dq2 · “Dragon Warrior II (USA)”revised
    How we know
    54B04_802D:
    55    jsr B0F_C3AB ; generate a random number and store it in $32-$33 (two passes)
    
    src/us/prg/bank4.asm lines 54–58 at 0fb64a4 · upstream ↗
    63    cmp #$01 ; Map ID #$01: World Map
    ⋮
    65    cmp #$09 ; Map ID #$09: Moonbrooke
    ⋮
    68    sbc #$2B ; aside from the world map and Moonbrooke, map IDs < #$2B do not have random encounters
    69    bcc B04_806D ; no encounter
    
    src/us/prg/bank4.asm lines 62–69 at 0fb64a4 · upstream ↗
    161    lda B04_832C, x ; per-terrain encounter rates
    162    cmp $32 ; RNG byte 0; compare to previously generated non-zero number
    163    bcc B04_806D ; no encounter; encounter rate < RNG => no encounter
    
    src/us/prg/bank4.asm lines 159–163 at 0fb64a4 · upstream ↗
    648B04_832C:
    649.byte $0A	 ; Terrain ID #$00: Grass
    ⋮
    651.byte $08	 ; Terrain ID #$02: Dungeon, Lava, Tower, Castle
    652.byte $04	 ; Terrain ID #$03: Sea
    653.byte $10	 ; Terrain ID #$04: Forest, Desert
    654.byte $19	 ; Terrain ID #$05: Mountain
    655.byte $10	 ; Terrain ID #$06: Swamp
    
    src/us/prg/bank4.asm lines 648–656 at 0fb64a4 · upstream ↗

    In the cartridge (“Dragon Warrior II (USA)”): bank 4 $832C, the eight rates as the ROM has them. We don't reproduce the bytes.

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  26. ^In Famicom Tsushin in July 1987, Yuji Horii wrote that he had set the levels and monster data with a battle simulator from Nakamura, one fight at a time, but that in continuous play the first build was far too harsh, so release was put back a month to rebalance it. Among his fixes he capped the monsters met at once on the first continent at three and put a cave where Cannock Castle had first stood, moving the castle closer to a town with an inn.MagazineFamitsu 27, Horii on DQII
    How we know
    中村くんのほうから戦闘のシミュレータ
    p. 48, Horii, "Making of Dragon Quest II" (part 2) · archived copy ↗
    実際にゲームになり移動しながら連続的に戦ってみると、非常にキツイものであった … このため、最初にできてきたものはとても遊べたものではなかったのだ。 … ヵ月遅らせて、バランス取りがはじまったのだった。
    p. 48 · archived copy ↗
    ローレシア大陸においては、同時に出現するモンスターの数を … 元サマルトリア城の位置には洞窟を置いたのだった。
    p. 49 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  27. ^Horii wrote that he and the testers sent their changes to Chunsoft by fax, round after round, that the final version was done in mid-December 1986, and that he then collapsed with a stomach ulcer.MagazineFamitsu 27, Horii on DQII
    How we know
    変更後のデータをファックスでチュンソフトに送る。 … と同時にボクは胃かいようで、ぶったおれたのだった。
    p. 49 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  28. ^In 2014 Nakamura told Famitsu that making Dragon Quest II was the hardest time in Chunsoft's thirty years: it was the first time he split the main program among three or four people, bugs appeared that no one could trace to an author, the release slipped, and the finished game's balance was harsh, so that he thought of quitting the company.InterviewFamitsu.com, Nakamura 30th anniversaryrevised
    How we know
    振り返っていちばん辛かったと感じるのは、『ドラクエII』を作っているときなんです … 初めて本体のプログラムを3~4人で分担して作ったんですね。 … 誰のプログラムが悪いのかわからない。 … それで、当初予定していた発売日より遅れてしまって。 … できあがったものもバランスがキツくて、こんなに苦労したのに……という思いもあって、会社を辞めようかと思うレベルまで来ていました。
    section on Dragon Quest II · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-23.

    In the claim ledger

  29. ^Nakamura told 1UP in 2012 that distributors' orders stood at about 700,000 before the game was delayed and fell to about 400,000 after, and that at release it set off a "Dragon Quest panic" in which stores sold out.Interview1UP, Nakamura interview
    How we know
    The original numbers that they had from distributors was .7 million, but then the game was delayed for a few months, and the numbers went down to .4 million. … it created a huge panic -- the Dragon Quest panic -- everybody wanted Dragon Quest, and the stores all sold out.
    Nakamura on the series' sales · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  30. ^Nintendo says the series came out in North America as Dragon Warrior at first because of a rights problem, and kept that name until Dragon Quest VIII.InterviewIwata Asks, Dragon Quest IX vol. 1 · 1UP, Smart Bombs
    How we know
    版権の問題があり、当初は『Dragon Warrior』の名称で登場していたが、『VIII』より『DRAGON QUEST』の名称で発売されている。
    footnote 2 · archived copy ↗
    the "Quest" was changed in the United States due to copyright issues
    p. 2, Dragon Warrior · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  31. ^The North American manual is copyright 1990 Enix America Corporation, and the game is licensed by Nintendo.ManualDragon Warrior II NES manual
    How we know
    © 1990 Enix America Corporation … Enix America Corporation wants to congratulate you on your purchase of Dragon Warrior II.
    p. 1, notices · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  32. ^Famitsu's issue of 17 December 1993 listed Enix's Super Famicom Dragon Quest I & II, the first two games on one cartridge with battery backup, for release in Japan on 18 December 1993; it called the pair the series' origin and said they kept the Famicom version's feel while being easier and more convenient to play.MagazineFamitsu 261revised
    How we know
    スーパーファミコン バックアップカートリッジ RPG エニックス 9600円 12月18日発売
    p. 16, most-anticipated top 20 · archived copy ↗
    「ドラクエ」シリーズの原点ともいえる「ドラゴンクエストI」と「II」が1本のソフトになって新登場。 … ファミコン版の雰囲気を壊さずに、より遊びやすく、 … バッテリーバックアップ搭載だ。
    p. 180, Pick Up · archived copy ↗

    The quote matches our archived copy.

    Revised after a check by a second AI model, 2026-10-23.

    In the claim ledger

  33. ^In August 1999 Famitsu listed Enix's Game Boy Dragon Quest I & II for release in Japan on 23 September 1999.MagazineFamitsu 555
    How we know
    ゲームボーイ バックアップカートリッジ ■エニックス RPG 9月23日発売予定
    p. 18, most-anticipated top 30 · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

  34. ^ITmedia reported that on 17 May 2005 Square Enix announced a complete port of Dragon Quest II for NTT DoCoMo's FOMA 90x phones, split into two parts with its graphics renewed; the first part was to come preinstalled on NEC's N901iS, and the date and price were undecided.WebITmedia, DQII mobile (2005)
    How we know
    スクウェア・エニックスは5月17日、FOMA 90xシリーズ対応のアプリコンテンツとして、ロールプレイングゲーム「ドラゴンクエスト II 悪霊の神々」の完全移植版を制作したと発表した。 … 全体を前編と後編に分けることで … グラフィックなども携帯電話の最新スペックに合わせ、全面リニューアルされる。 … 今後発売予定の「N901iS」に前編アプリがプリインストールされ … 配信日、料金は未定。
    article body · archived copy ↗

    The quote matches our archived copy.

    Checked by a second AI model, 2026-10-23.

    In the claim ledger

Sources

Code

Primary

  • Famitsu.com and Koichi Nakamura. 2014. “すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】 (Chunsoft 30th anniversary interview with Koichi Nakamura, part 1).” Famitsu.com. Enterbrain (Kadokawa). original · archived · licence, all uses
  • America, Nintendo of. n.d. “NES Games (Nintendo of America release list).” Nintendo of America. original · archived · licence, all uses
  • Corporation, Enix America. 1990. “Dragon Warrior II NES instruction booklet (North America).” Enix America Corporation. original · archived · licence, all uses
  • Enix. 1987. “Dragon Quest II: Akuryō no Kamigami Famicom instruction booklet (Japan).” Enix. original · archived · licence, all uses
  • Parish, Jeremy and Koichi Nakamura. 2012. “Koichi Nakamura Interview: On the Birth of the Console RPG.” 1UP.com. Ziff Davis. original · archived · licence, all uses
  • Co., Nintendo and Ltd. 2009. “社長が訊く『ドラゴンクエストIX 星空の守り人』 Vol.1: 20年以上も前の出会い (Iwata Asks: Dragon Quest IX, vol. 1).” Nintendo Co., Ltd. original · archived · licence, all uses

Secondary

  • ASCII editors. 1987. “Famicom Tsushin (Famitsu) no. 16, 6 February 1987: 1986 Best Hit Game Awards.” Famicom Tsushin, no. 16, pp. 4-7. ASCII. original · archived · licence, all uses
  • Famicom Tsushin editors. 1987. “Famicom Tsushin (Famitsu) no. 16, 6 February 1987: New Games Cross Review (Dragon Quest II panel).” Famicom Tsushin (ファミコン通信), no. 16, p. 13. ASCII. original · archived · licence, all uses
  • ITmedia. 2005. “FOMA向け「ドラゴンクエストII」完全移植版を制作 (A complete Dragon Quest II port for FOMA).” ITmedia. original · archived · licence, all uses
  • Horii, Yuji. 1987. “Biweekly Famicom Tsushin (Famitsu) no. 27, 10 July 1987: Yuji Horii, 'Making of Dragon Quest II' (part 2).” Biweekly Famicom Tsushin (ファミコン通信), no. 27, pp. 48-49. ASCII. original · archived · licence, all uses
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