Dragon Warrior III
Enix's 1988 role-playing game for the Famicom, the third Dragon Quest; Dragon Warrior III in North America.
Dragon Quest III, the third game in the Dragon Quest series, is a role-playing game by Enix for the Famicom, released in Japan in February 1988 (Famicom Hisshoubon reports 10 February)1. It came to North America on the NES as Dragon Warrior III, which Nintendo of America’s list of NES games dates to March 19922. The player is the young hero of Aliahan, whose king sends the hero against the Archfiend Baramos3. At a tavern the hero gathers up to three companions, ready-made or created by the player4, each of a class, from the spell-less Soldier to the Sage, whom no one can be at the start5. A character of level 20 can change class, starting over at level 1 but keeping every spell learned6. Time passes as the party travels, and night changes who can be found, which doors are open, and how often monsters come7. Late in the game the party drops through a hole into a World of Darkness whose stops include Tantegel, the castle of Dragon Warrior8,9. Nintendo names Alefgard, that game’s land, as a setting of the first three games and the main stage of the legend of Loto10.
In 1UP’s words, Koichi Nakamura’s company Chunsoft did the heavy lifting on the first five Dragon Quest games. Nakamura said he did about a tenth of this one’s programming, and Satoru Iwata recalled him in the middle of its development11. A caption in Famicom Hisshoubon’s report on the release called Akira Toriyama’s character designs full of spirit too12.
That report, in the issue of 4 March 1988, tells of a long wait. Enix had announced the game in August 1987 for December, but a shortage hit the industry and maker after maker changed its schedule. Enix, holding preorders for 2 million copies, put the release back to February rather than trouble its players13. On the day, as for Dragon Quest II the year before, long lines formed outside toy shops, department stores, and large retailers across Japan, and the magazine’s reporters found more than ten people already waiting outside a Shinjuku shop the night before. The magazine called Dragon Quest “already a social phenomenon”14. It reported that the Tokyo Metropolitan Board of Education had urged that children be told not to skip school to buy it15. It gave the first day’s shipments as an estimated 1 million copies, with 2 million said to be going on sale in February16. Square Enix’s series table, as Oricon printed it in 2009, gives the Famicom original 3.8 million shipped (Famicom, no as-of date)17,17. Writing for 1UP in 2007, Bob Mackey called it “the blockbusting Dragon Quest III”18.
#How it plays
#The party and its classes
The hero fights well, casts spells, and learns some that no one else can. The Soldier is a fighting specialist with no spells; the Pilgrim heals and revives; the Wizard specializes in attack spells. The Fighter is quick and fights best bare-handed. The Merchant finds more gold and can appraise items. The Goof-off, the North American handbook says, is “a useless living-being to take along”, and grows more useless with each level. The Sage learns both the Pilgrim’s and the Wizard’s spells5. A companion left at the tavern rejoins later with the same level and items4.
At a shrine, a character of level 20 or more can change class. The new class starts at level 1, with strength, agility, and intelligence halved and talents such as the Merchant’s appraisal lost, but every spell learned is kept, so a Wizard can become a Soldier who casts6. The change can’t be undone, so the Famicom manual suggests copying the adventure log first. The cartridge keeps three logs, and the game is recorded when the party visits a king or another keeper of the records19.
#Day and night
Time passes only while the party moves in the field. Some people are found only by day and others only by night; at night guards keep the party out of most castles and most shops close. A night at an inn brings morning, and the spell Day-Night swaps one for the other7. Each step’s odds of a fight depend on the area and the ground, and on the world map they rise by about a quarter after dark. Carrying the Golden Claw raises them to the most the game allows20.
#Fighting
A hero’s blow subtracts half the monster’s defense from attack power, and a roll scales what is left, most often to about half of it and always to between about two fifths and three fifths. When attack barely beats half the defense, the blow deals 0 or 121. About one swing in 64 is “a tremendous hit” that ignores defense; the Sword of Destruction or the Demon Axe makes it one in 8, and a Fighter gets a further chance that grows with level22.
Each round, every hero and monster is ranked by a random share of its agility, from a quarter to all of it, so the quick usually act first but not always23. Running fails half the time on the first two tries and a quarter of the time on the third, and the fourth always works24.
#Across the series
Next to Dragon Warrior II, the tremendous hit keeps the same odds, with and without the Sword of Destruction25, but the round order now scales each fighter’s agility by luck instead of adding a random number to it26.
A rights problem kept the series’ name off North American releases, and the games came out as Dragon Warrior until Dragon Quest VIII27. Dragon Quest III was remade for the Super Famicom and the Game Boy Color28. The Super Famicom remake’s manual credits Yuji Horii with the scenario and game design, Toriyama with the character designs, Koichi Sugiyama with the music, and Manabu Yamana with the main program29.
Mechanics
| Mechanic | Kind | How |
|---|---|---|
| Random encounter | Area times terrain | fights come more often in harsher places, and on the world map more often at night |
| Time of day | Game clock | time passes as the party travels; at night castles shut, most shops close, and monsters come more often |
| Damage formula | Attack minus defense | a blow deals about half of what the attack beats half the defense by, never far from that |
| Critical hit | Fixed | one swing in 64 is a "tremendous hit" that ignores defense, and Fighters land more as they level |
| Turn order | Stat plus a roll | quick characters usually act early in a round, but luck can put a slow one first |
| Fleeing | Rising with tries | running fails half the time at first, less on the third try, and never on the fourth |
| Password and battery save | the cartridge keeps three adventure logs, written when the party visits a king |
Every claim about this game, by concept (27)
References
- ^Famicom Hisshoubon's issue of 4 March 1988 reports Dragon Quest III's release day in Japan as 10 February 1988, with stock reaching shops around 4 p.m.; Nintendo's 2009 interview page dates the Famicom game to February 1988, and Famitsu's 2014 Chunsoft chronology lists its release, published by Enix, in February 1988.MagazineFamicom Hisshoubon 042 · Iwata Asks, Dragon Quest IX vol. 1 · Famitsu.com, Nakamura 30th anniversary
How we know
2月10日。といっても、実際に店頭に到着するのは午後4時
p. 8, INFORMATION, 「DQIII」発売日を追う · archived copy ↗ 1988年2月、ファミコン用ソフトとして発売されたRPG。
footnote 4 · archived copy ↗ 『ドラゴンクエストIII そして伝説へ・・・』(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.
- ^Nintendo of America's list of NES games dates Dragon Warrior III's North American release to March 1992, with Enix as licensee.PublisherNintendo, NES Games
How we know
Dragon Warrior III Enix March 1992
PDF p. 4 · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-27.
- ^In the Famicom manual the player is the young hero of Aliahan, and in the North American handbook the King of Aliahan names the Archfiend Baramos as the enemy and sends the hero out.ManualDragon Quest III Famicom manual · Dragon Warrior III Explorer's Handbook
How we know
あなたはアリアハンの若き勇者。
「まずやるべきことは!?」, getting started · archived copy ↗ "Thy enemy shall be the Archfiend Baramos," says the King.
p. 5, Go to See the King · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-27.
- ^ abBoth manuals have the hero gather up to three companions at a tavern in Aliahan (Luida's in the Famicom manual, Luisa's Place in the North American handbook), where companions can be added and left behind; three are ready-made, and more can be created and registered upstairs, up to 11 in the handbook. A companion left at the tavern keeps their level and items.ManualDragon Quest III Famicom manual · Dragon Warrior III Explorer's Handbook
How we know
仲間との出会いと別れの酒場です。仲間を選んで、冒険につれ出す
p. 15, ルイーダの店 · archived copy ↗ 仲間にできるのは3人で
「まずやるべきことは!?」, getting started · archived copy ↗ ルイーダの店の2階に、冒険者の登録所があります。
p. 15, 冒険者の登録所 · archived copy ↗ レベルも持ち物も別れたときのままで、再び仲間にくわわって
pp. 56-58, column on companions and class change · archived copy ↗ At Luisa's Place, the eatery located in the northwest corner of the castle town of Aliahan, you can recruit up to three allies to help you in your quest. … Initially three ready-made characters are available, but you can register characters of your own creation. … You can register up to 11 characters.
p. 6, Recruit Your Allies · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-27.
- ^ abThe manuals describe the hero, who fights well, casts spells, and has some spells of their own, and seven classes for companions: the Soldier (Warrior in the Famicom manual), a fighting specialist with no spells; the Pilgrim (Priest), who heals and revives; the Wizard, a specialist in attack spells; the Fighter (Martial artist), quick, who fights best bare-handed and lands more tremendous hits as their level rises; the Merchant, who earns more gold and can appraise items; the Goof-off (Jester), useless and more so with each level; and the Sage, who learns both the Pilgrim's and the Wizard's spells but can't be chosen at the start.ManualDragon Quest III Famicom manual · Dragon Warrior III Explorer's Handbook
How we know
物語の主人公、つまりあなたです。 … 戦いの専門家です。呪文は使えませんが … 呪文で、仲間の傷をなおしたり、生き返らせたりできます。 … 攻撃系の呪文の専門家です。
p. 19, 職業のせつめい · archived copy ↗ 「会心の一撃!」も、出る確率が高いのです。 … 敵を倒したあとにより多くのゴールドを手に入れること … ますます役に立たなくなります。 … 両方の呪文を覚えていきます … 最初は賢者になることができません。
p. 20, 職業のせつめい · archived copy ↗ Some of the spells which you learn will be exclusive to you. … He/she is not too agile, though, and cannot cast any spell. … the Fighter possesses a lean, strong body and excellent AGILITY. … As the level increases, his/her chance of delivering a "tremendous hit" grows. Being a master of martial arts, he/she can best fight bare-handed. … A Merchant is skillful at finding the most Gold pieces. He/she also possesses the exclusive ability to appraise items. … Without exaggeration, a useless living-being to take along in your quest. … The only way to become a Sage is to gain enough Experience Points and have a necessary class change.
p. 7, Class Description · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-27.
- ^ abBoth manuals describe changing class. In the North American handbook a character of level 20 or more can change by entering a shrine and seeing the man in the middle, starting again at level 1 with strength, agility, and intelligence halved, losing a talent such as the Merchant's appraisal but keeping every spell learned. The Famicom manual puts the change at a place somewhere in the world, and its example is a level-30 Wizard who becomes a Warrior able to cast spells.ManualDragon Warrior III Explorer's Handbook · Dragon Quest III Famicom manualrevised
How we know
Anyone who has reached level 20 can have a class change. … To do so, enter the shrine and see the man in the middle. … will be halved and the level begins at 1 again. … The spells learned prior to a Class Change will not be forgotten, but the special talent, such as Merchant's appraisal ability, will be lost.
p. 48, Change Class if You Like · archived copy ↗ 世界のどこかに、 … そこにいけば転職 … たとえば、レベル30の … 魔法も使える戦士が誕生します。 … 魔法使いだった頃覚えた呪文は、戦士になってからも、すべて使えます。
pp. 56-58, column on companions and class change, 転職について · archived copy ↗ The quote matches our archived copy.
Revised after a check by a second AI model, 2026-10-27: The shrine is the North American handbook's; the Famicom manual's OCR garbles the place's name and the new level, so the statement says neither.
- ^ abThe North American handbook says time passes while the party moves in the field; some people appear only by day or only by night, most castles turn visitors away and most stores close at night, and monsters come more often at night. A night at an inn brings morning, and the spell Day-Night swaps day and night.ManualDragon Warrior III Explorer's Handbook · Dragon Quest III Famicom manual
How we know
you may find certain people only during the day and others only during the night. … Only while moving in the field, will time pass. … At most castles, guards will stop you from entering if you visit at night. … Most stores close at night … The chance of encountering enemies increases at night. … Chanting this magic spell will turn day into night and night into day.
p. 17, Day and Night · archived copy ↗ 宿屋は夜も営業しており、泊まると朝になります。
p. 17, 宿屋 · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-27.
- ^In the North American handbook's walkthrough, after Baramos the hero jumps through a hole in the floor of the Great Pit of Giaga into the World of Darkness, and the itinerary that follows includes Tantegel, Kol, Hauksness, Cantlin, and Rimuldar.ManualDragon Warrior III Explorer's Handbook
How we know
Remembering the Great Pit of Giaga near the castle of Baramos, you visit it again. … There is a hole in the floor now. Being suspicious, you jump into it and enter.
p. 66, The World of Darkness · archived copy ↗ Tantegel … The Village of Kol … The Town of Hauksness … The Town of Cantlin … The Town of Rimuldar
p. 21, Section II contents · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-27.
- ^In the NES manual's story, the Dragonlord has stolen the balls of light from Tantegel Castle and plunged Alefgard into darkness, and the player is the descendant of the hero Erdrick, sent to find and defeat him.ManualDragon Warrior NES manual
How we know
the balls of light were stolen from Tantagel Castle by the evil Dragonlord … a descendent of the valiant Erdrick shall come forth to defeat the Dragonlord. … Your quest is to find and to defeat the evil Dragonlord.
PDF pp. 3-4, The Story of Dragon Warrior · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-23.
- ^Nintendo's 2009 interview page calls Alefgard a region that appears in the first three Dragon Quest games and the main stage of the legend of Loto.InterviewIwata Asks, Dragon Quest IX vol. 1
How we know
アレフガルド=『ドラゴンクエスト』シリーズのI・II・IIIに登場した地方の名称。ロト伝説の主な舞台でもある。
footnote 7 · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-27.
- ^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 did about 10 percent of Dragon Quest III's programming. Satoru Iwata recalled that Nakamura was in the middle of developing Dragon Quest III when Iwata took over the first game's program to localize it.Interview1UP, Nakamura interview · Iwata Asks, Dragon Quest IX vol. 1
How we know
whose company Chun Soft did the heavy lifting for the first five Dragon Quest games
introduction · archived copy ↗ for Dragon Quest III, I did more like 10 percent of the programming
Nakamura on his role in the series · archived copy ↗ 当時は『ドラゴンクエストIII』(※4)の開発のまっただ中で・・・。
section 1, Iwata · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-27.
- ^A caption in Famicom Hisshoubon's March 1988 report on the release says Akira Toriyama's character designs are also full of spirit.MagazineFamicom Hisshoubon 042
- ^Famicom Hisshoubon reported in March 1988 that Enix had announced the game in August 1987 and given a December release; that a serious shortage hit the industry and makers one after another, unable to produce as planned, changed their schedules; and that Enix, holding preorders for 2 million copies, decided to put the release back to February rather than trouble its users.MagazineFamicom Hisshoubon 042
How we know
昨年8月の発売発表以来
p. 8, INFORMATION, opening · archived copy ↗ 12月発売のお知らせにファンは … 業界をおそった深刻 … 思うように生産できずスケジュールを変更する … が続出。予約注文を200万本かかえたエニックス … ユーザーに迷惑をかける…発売を2月…延期
p. 8, 「ドラゴンクエストIII」発売までの長き道のり · archived copy ↗ The quote matches our archived copy.
- ^Famicom Hisshoubon reported that on release day, as on Dragon Quest II's the year before, long lines formed in front of toy shops, department stores, and mass retailers across Japan, some from the night before; its reporters found a dozen or more people already sitting in line at a Shinjuku shop on the previous night. It called Dragon Quest a social phenomenon.MagazineFamicom Hisshoubon 042
How we know
量販店の前には長い列ができた。
p. 8, INFORMATION, opening · archived copy ↗ 前にはすでに十数人の人達が列を作って … 「ドラゴンクエスト」はすでに1つの社会現象だ。
p. 8, 「買う」だけで一苦労 · archived copy ↗ The quote matches our archived copy.
- ^Famicom Hisshoubon reported in March 1988 that the Tokyo Metropolitan Board of Education had urged guidance telling children not to skip school to buy Dragon Quest.MagazineFamicom Hisshoubon 042
How we know
東京都教育委員会が「学校を休んでドラゴンクエストを買いに行かないように」との指導を促した
p. 8, 「買う」だけで一苦労 · archived copy ↗ The quote matches our archived copy.
- ^Famicom Hisshoubon gave the first day's shipments as an estimated 1 million copies, and reported that 2 million were said to be going on sale during February, the first day's included.MagazineFamicom Hisshoubon 042
How we know
初日の出荷本数は100万本(推定)。
p. 8, INFORMATION, opening · archived copy ↗ 初日の100万本を含め2月中には200万本が発売されるといわれている。
p. 8, 「ドラゴンクエストIII」発売までの長き道のり · archived copy ↗ The quote matches our archived copy.
- ^ abIn 2009 Oricon reported Square Enix's published series table, which gives the Famicom Dragon Quest III's shipments as 3.8 million copies, with no as-of date.WebOricon, DQIX shipments
How we know
『ドラゴンクエストIII そして伝説へ』(FC)380万本
reference table at the end of the article · archived copy ↗ The quote matches our archived copy.
- ^Bob Mackey wrote for 1UP in 2007 that in 1989, after the release of "the blockbusting Dragon Quest III", Enix had not yet brought the series to the United States.Web1UP, Smart Bombs
How we know
after the release of the blockbusting Dragon Quest III, the money-printing organization known as Enix had not yet exported their franchise to the United States
p. 2, Dragon Warrior · archived copy ↗ The quote matches our archived copy.
- ^The Famicom manual gives the cartridge three adventure logs, so that three people can play at once, and suggests copying one to another before a class change, which can't be undone, as the North American handbook also advises; the North American handbook saves the game when the player visits a king or another keeper of the Imperial Scrolls of Honor.ManualDragon Quest III Famicom manual · Dragon Warrior III Explorer's Handbook
How we know
同時にゲームを進めることができるように、冒険の書は3つ用意されています。 … たとえば、転職をすると2度とその前の状態にもどれないので
p. 7, start menu · archived copy ↗ Make a copy of your current Adventure Log before attempting a class change
p. 48, Change Class if You Like · archived copy ↗ You can save your game by visiting any one of the Kings and/or other characters who have access to the Imperial Scrolls of Honor.
front matter, Saving the Game · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-27.
- ^In Dragon Warrior III (the North American NES release), each step reads the area's encounter class: classes 0–2 first pass a roll of 16, 64, or 128 in 256 and then use a multiplier of 1, and classes 3–7 use 1, 2, 4, 8, or 16. The multiplier times the terrain's odds, capped at 100, is then compared with a random byte; the overworld's odds rise at night (grass 10 by day and 13 by night, forest 18 and 22, hills 25 and 31, and 4 and 5 aboard the ship, which uses terrain 0), and carrying the Golden Claw sets them to 100.Code“Dragon Warrior III (USA)” · zeromus/DragonWarrior3revised
How we know
In the cartridge (“Dragon Warrior III (USA)”): bank 0 $838D-$83F2, the class roll, the day or night table, the Golden Claw, the cap, and the final roll; bank 0 $8628, the class table 16, 64, 128, 1, 2, 4, 8, 16; bank 0 $8934 and $893D, the day and night odds by terrain. We don't reproduce the bytes.
606sub_838D: ⋮ 617 LDA byte_8628,X ⋮ 621 JSR _rand 622 CMP byte_4D ⋮ 638 LDA _random_encounter_overworld_probability_daytime_tbl,X ⋮ 641 LDA _random_encounter_overworld_probability_nighttime_tbl,X ⋮ 656 CMP #$64 ; clamp u8[$4D] at #$64 ⋮ 663 CMP byte_4D
disassembly/bank00.inc lines 606–665 at b35d5fd · upstream ↗ 1444_random_encounter_overworld_probability_daytime_tbl: 1445 .BYTE 4, $F, $A, $F,$12,$19,$54,$12, $A 1446_random_encounter_overworld_probability_nighttime_tbl:
disassembly/bank00.inc lines 1444–1447 at b35d5fd · upstream ↗ 1TILE_OVERWORLD_SAND = $01 2TILE_OVERWORLD_GRASS = $02 3TILE_OVERWORLD_SHRUBS = $03 4TILE_OVERWORLD_FOREST = $04 5TILE_OVERWORLD_HILLS = $05
disassembly/tile_ids.inc lines 1–5 at b35d5fd · upstream ↗ In the cartridge (“Dragon Warrior III (USA)”): bank 0 $82DC-$82F9; on the ship ($2C = 1) the terrain index $4F is set to 0. We don't reproduce the bytes.
502 LDA _player_vehicle ; vehicle type 503 CMP #1 504 BEQ .check_encounter_ship ; branch for ship ⋮ 507.check_encounter_ship: ⋮ 509 STA byte_4F ; meaning unsure
disassembly/bank00.inc lines 500–510 at b35d5fd · 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 Dragon Warrior III (NA NES), a hero's attack takes , attack power less half the monster's defense; under 2 it deals 0 or 1, and otherwise , where is a bell-shaped roll centered on 128 clamped to 102–153, so 25/64 to 38/64 of .Code“Dragon Warrior III (USA)” · zeromus/DragonWarrior3revised
How we know
In the cartridge (“Dragon Warrior III (USA)”): bank 4 $ACD9-$AD2B, attack less half of _enemy_DEF ($0520), the under-2 branch, the clamp, and the multiply and divide; bank 4 $BA64-$BA98, the roll; 16 plus thirty-two 4-bit random numbers, less 128, drawn again until it fits in a byte. We don't reproduce the bytes.
7013sub_6ACD9: ⋮ 7018 JSR _sram_b0_s17_player_rATK_read 7019 LSR byte_5A 7020 ROR byte_59 ⋮ 7027 BCC loc_6AD1F ⋮ 7031 CMP #2 7032 BCC loc_6AD1F ⋮ 7037 CMP #$66 ⋮ 7042 CMP #$99 ⋮ 7049 LSR 7050 LSR ⋮ 7052 JSR _mul16_by_8 ⋮
disassembly/bank04.inc lines 7013–7062 at b35d5fd · upstream ↗ 9560sub_6BA64: 9561 LDA #$F 9562 STA byte_42 9563 LDX #$20
disassembly/bank04.inc lines 9560–9563 at b35d5fd · 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 Dragon Warrior III (NA NES), a hero lands "a tremendous hit" when a random byte falls below 4 (1 in 64), or below 32 (1 in 8) with the Sword of Destruction or the Demon Axe; a Fighter first gets a roll below its level. The hit deals attack power × (54 + a roll of 0–10) / 64, plus 1, ignoring defense.Code“Dragon Warrior III (USA)” · zeromus/DragonWarrior3revised
How we know
In the cartridge (“Dragon Warrior III (USA)”): bank 4 $968F-$96C8, the Fighter's level roll and the 4-or-32 roll; bank 4 $ADA4-$ADB5, attack × (54 + a roll of 0–10) / 64; bank 4 $B156, items $93 (Sword of Destruction) and $8F (Demon Axe) carry flag $02. We don't reproduce the bytes.
3541loc_6968F: ⋮ 3545 CMP #CLASS_FIGHTER 3546 BNE loc_696A2 3547 JSR _rand_ex 3548 CMP _players_level,X ⋮ 3551 LDX #4 ; normal chance of crit 3552 LDA _attack_buff_flags 3553 AND #ATTACK_BUFF_HIGHER_CRIT ⋮ 3555 LDX #$20 ; replacement odds for demon axe ⋮ 3558 JSR _rand_ex ⋮ 3563 SYSX _sys0F_msg_mFF_arg0_and_delay_or_wait_for_keypress,$10 ; "a tremendous hit!" 3564 JSR _sram_b0_s17_player_rATK_read ⋮
disassembly/bank04.inc lines 3541–3568 at b35d5fd · upstream ↗ 7146sub_6ADA4: 7147 LDA #$B 7148 JSR _b4_sF_rand_mul_A 7149 CLC 7150 ADC #$36
disassembly/bank04.inc lines 7146–7154 at b35d5fd · upstream ↗ 7764byte_6B156: 7765 .BYTE #ITEM_ESWORD_OF_DESTRUCTION ⋮ 7768 .BYTE #ITEM_EDEMON_AXE ⋮ 7774byte_6B15D: 7775 .BYTE #ATTACK_BUFF_HIGHER_CRIT ⋮ 7778 .BYTE (#ATTACK_BUFF_DEMON_AXE | #ATTACK_BUFF_HIGHER_CRIT)
disassembly/bank04.inc lines 7763–7778 at b35d5fd · 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 Dragon Warrior III (NA NES), each round every hero and monster gets a key of a quarter of its agility plus a random share of the other three quarters, so from a quarter to all of it, and a selection sort sets the order from the highest key down.Code“Dragon Warrior III (USA)” · zeromus/DragonWarrior3
How we know
In the cartridge (“Dragon Warrior III (USA)”): bank 4 $8183-$8214, the keys for four heroes and eight monsters, the sort, and the randomizer. We don't reproduce the bytes.
242sub_68183: ⋮ 250 LDA _players_rAGI,Y 251 STA word_4 252 JSR _randomize_75_percent ⋮ 270 JSR sub_6B73E ; load enemy's agility ⋮ 272 STA word_4 273 JSR _randomize_75_percent ⋮ 296;look for maximum unused agility in table at byte_54C
disassembly/bank04.inc lines 242–300 at b35d5fd · upstream ↗ 333_randomize_75_percent: 334 LDA word_4 335 LSR 336 LSR 337 STA word_4+1 338 LDA word_4 339 SEC 340 SBC word_4+1 341 JSR _b4_sF_rand_mul_A 342 CLC 343 ADC word_4+1
disassembly/bank04.inc lines 333–345 at b35d5fd · upstream ↗ Checked against the evidence by its author, an AI model, 2026-10-21.
Checked by a second AI model, 2026-10-21.
- ^In Dragon Warrior III (NA NES), running never works in a special battle; it always works when the party leader's level less a level the encounter setup stores at $5F (zeromus reads it as the enemies') is 10 or more, or when bit 3 of the battle-state byte $0566 is set, and otherwise it fails when a random byte is below 128, 128, 64, or 0 for the first, second, third, and fourth try, so the fourth try always escapes.Code“Dragon Warrior III (USA)” · zeromus/DragonWarrior3revised
How we know
In the cartridge (“Dragon Warrior III (USA)”): bank 2 $A6AB-$A6FC, the checks, the failure counter, and the table 80 80 40 00. We don't reproduce the bytes.
3309 LDA byte_6A6B 3310 BNE loc_3A6D7 3311 LDA byte_566 ⋮ 3314 LDA byte_6A6A ; a level difference between player and enemy was stored in here 3315 CMP #$A 3316 BCS loc_3A6CC 3317 LDA byte_566 3318 AND #3 3319 TAX 3320 JSR _rand 3321 CMP byte_3A6F9,X 3322 BCC loc_3A6D7 ⋮
disassembly/bank02.inc lines 3309–3353 at b35d5fd · upstream ↗ 927 LDA _players_level ; read the PARTY LEADER's LEVEL! 928 SEC 929 SBC word_5E+1 ; enemy's level was in there, I hope ⋮ 933 STA byte_6A6A
disassembly/bank00.inc lines 927–933 at b35d5fd · upstream ↗ In the cartridge (“Dragon Warrior III (USA)”): bank 0 $85B3-$85C2, the leader's level ($0700) less $5F, floored at 0, stored at $6A6A. We don't reproduce the bytes.
71 LDA _battle_type_fight 72 STA byte_6A6B
disassembly/bank04.inc lines 66–72 at b35d5fd · 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.
- ^Dragon Warrior III (NA NES) keeps Dragon Warrior II's critical-hit odds for most heroes, 1 in 64, and its 1 in 8 with the Sword of Destruction.Codezeromus/DragonWarrior3 · “Dragon Warrior III (USA)” · Nathan-R-Og/dq2revised
How we know
3551 LDX #4 ; normal chance of crit ⋮ 3555 LDX #$20 ; replacement odds for demon axe
disassembly/bank04.inc lines 3551–3555 at b35d5fd · upstream ↗ In the cartridge (“Dragon Warrior III (USA)”): bank 4 $96A2 ldx; bank 4 $B156, item $93 (Sword of Destruction) carries flag $02, the higher odds. We don't reproduce the bytes.
7764byte_6B156: 7765 .BYTE #ITEM_ESWORD_OF_DESTRUCTION ⋮ 7774byte_6B15D: 7775 .BYTE #ATTACK_BUFF_HIGHER_CRIT
disassembly/bank04.inc lines 7763–7775 at b35d5fd · upstream ↗ 6241B04_A5E3: 6242 lda #$08 6243 sta $A6 6244 lda #$4C ; Item ID #$4C: Sword of Destruction (equipped) ⋮ 6249 lda #$40 6250 sta $A6
src/us/prg/bank4.asm lines 6241–6250 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.
- ^Dragon Warrior III (NA NES) changes Dragon Warrior II's round order: Dragon Warrior II adds a random byte (and a random 0 or 1) to half the agility, while Dragon Warrior III scales the agility itself by a random factor from a quarter to one.CodeNathan-R-Og/dq2 · zeromus/DragonWarrior3 · “Dragon Warrior III (USA)”revised
How we know
9274B04_B790: 9275 lsr 9276 sta $99 ⋮ 9281 adc $99
src/us/prg/bank4.asm lines 9274–9283 at 0fb64a4 · upstream ↗ 333_randomize_75_percent: ⋮ 341 JSR _b4_sF_rand_mul_A 342 CLC 343 ADC word_4+1
disassembly/bank04.inc lines 333–345 at b35d5fd · upstream ↗ In the cartridge (“Dragon Warrior III (USA)”): bank 4 $8201, the retail randomizer. 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.
- ^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.
- ^Nintendo's 2009 interview page says remakes of Dragon Quest III were released for the Super Famicom and the Game Boy Color.InterviewIwata Asks, Dragon Quest IX vol. 1
How we know
スーパーファミコン、ゲームボーイカラーでもリメイク版が発売された。
footnote 4 · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-27.
- ^The manual of the Super Famicom remake credits scenario and game design to Yuji Horii, character design to Akira Toriyama, music to Koichi Sugiyama, and the main program to Manabu Yamana.ManualDragon Quest III SFC manual
How we know
シナリオ&ゲームデザイン:堀井雄二■キャラクターデザイン:鳥山明 … ■音楽:すぎやまこういち■メインプログラム:山名学
p. 3, contents, staff · archived copy ↗ The quote matches our archived copy.
Checked by a second AI model, 2026-10-27.
Sources
Code
- n.d. “Dragon Warrior III (USA).” · licence, all uses
- zeromus and CaH4e3. 2024. “DragonWarrior3: Dragon Warrior III Reverse Engineering & Reconstructing.” Commit b35d5fd. zeromus/DragonWarrior3 @ b35d5fd · licence, all uses
- Nathan-R-Og. 2026. “dq2: Disassembly of NES Dragon Warrior II.” Commit 0fb64a4. Nathan-R-Og/dq2 @ 0fb64a4 · licence, all uses
Primary
- 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
- 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
- Enix. 1988. “Dragon Quest III: Soshite Densetsu e... Famicom manual.” Enix. original · archived · licence, all uses
- Corporation, Enix America. 1991. “Dragon Warrior III Explorer's Handbook (NES).” Enix America Corporation. original · archived · licence, all uses
- America, Nintendo of. 1989. “Dragon Warrior instruction booklet (NES, North America).” Nintendo of America. 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
- Enix. 1996. “Dragon Quest III: Soshite Densetsu e... Super Famicom manual.” Enix. original · archived · licence, all uses
Secondary
- Bureau, JICC Publishing. 1988. “Famicom Hisshoubon no. 042, 4 March 1988.” Famicom Hisshoubon (ファミコン必勝本), no. 042, p. 8. JICC Publishing Bureau. original · archived · licence, all uses
- News, Oricon. 2009. “ドラクエ9、シリーズ最高415万本出荷 (Dragon Quest IX shipments top the series at 4.15 million).” Oricon. original · archived · licence, all uses
- Mackey, Bob. 2007. “Smart Bombs: Beloved Games That Flopped (page 2, Dragon Warrior).” 1UP.com (Ziff Davis). original · archived · licence, all uses