Dragon Quest 2 Strategy Guide
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10Th IAA FINALISTS ANNOUNCED
10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer -
©2015 George W. Boone
©2015 George W. Boone VIDEO GAME RHETORIC AND MATERIALIST CONTINGENCY: GENRE, CIRCULATION, AND NARRATIVE BY GEORGE W. BOONE DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communication in the Graduate College of the University of Illinois at Urbana-Champaign, 2015 Urbana, Illinois Doctoral Committee: Associate Professor Ned O'Gorman, Chair Associate Professor Cara A. Finnegan Professor Susan Davis Associate Professor Kevin Hamilton ABSTRACT As technology changes, people find new ways to entertain themselves, tell stories, and create imaginary worlds. This dissertation examines the development of Dragon Quest, a video game created for Nintendo’s Famicom game console. I argue Dragon Quest provides insights into the rhetorical techniques that comprise video game design. Attending to Dragon Quest as digital rhetoric highlights how rhetorical contingencies shape the invention of, engagement with, and circulation of video games. This rhetorical analysis analyzes technical documents, business contracts, and popular video game press to provide a historical understanding of the economic, social, and aesthetic exigencies that shaped Dragon Quest. In the first chapter, I trace the emergence of the role-playing game (RPG) in the United States, how it traveled to Japan, and the ways Dragon Quest utilized conventions of this genre. In the second chapter, I attend to the patterns of circulation that Dragon Quest traveled once it left Japan and Enix sold it to North Americans as Dragon Warrior. Chapter three looks at how Dragon Quest creates a linear narrative form through the management of game spaces. The dissertation concludes by arguing that rhetorical analysis of a video game as rhetorical history brings new understandings to how critics might engage the material and economic components of genre, circulation, and narrative. -
The Birth of “Final Fantasy”: Square Corporation
岡山大学経済学会雑誌37(1),2005,63~88 The Birth of “Final Fantasy”: Square Corporation Daiji Fujii 1. Introduction “Final Fantasy” was one of the million selling series of role playing games (RPGs). Square Corporation, which might be known as Square Soft outside Japan, had been known as the Japanese software developer to release this series approximately every year. Square enjoyed large annual turnovers from the series and diversified their businesses including a CG movie production. Journalism shed a spotlight on this software factory as a member of the “Winners Club” in Japan’s economy under the futureless recession in the 1990s. This heroic entrepreneurial company and its biggest rival, Enix Corporation Limited, known to be the publisher of “Dragon Quest” series (“Dragon Warrior” in North America), the other one of the twin peaks of Japanese RPG titles, announced to become one in November, 2002. The news became a national controversy, because the home video game was expected to be the last remedy to Japan’s trade imbalance of software industry. According to the report published by Japan’s industry consortium, Computer Entertainment Supplier’s Association (CESA), the top 30 titles in terms of the total shipment between 1983−2002 included 13 RPG titles released by both Square and Enix, second to Nintendo’s 14 titles of various genres (See table 1). Independent software firms had had powerful impacts upon Nintendo, which had the combination of Nintendo Entertainment System (NES) as a dominant platform and “Mario” as a killer content. In 1996, Nintendo’s hegemony in the platform market was rooted out by the re−alliances amongst software suppliers and almost dying PlayStation of Sony Computer Entertainment (SCE). -
Analyzing Japanese Game Design 1985 - 1995
Seton Hall University eRepository @ Seton Hall Seton Hall University Dissertations and Theses (ETDs) Seton Hall University Dissertations and Theses Fall 12-12-2020 More Than Just Video Games: Analyzing Japanese Game Design 1985 - 1995 Gerald DeMattia [email protected] Follow this and additional works at: https://scholarship.shu.edu/dissertations Part of the Japanese Studies Commons Recommended Citation DeMattia, Gerald, "More Than Just Video Games: Analyzing Japanese Game Design 1985 - 1995" (2020). Seton Hall University Dissertations and Theses (ETDs). 2809. https://scholarship.shu.edu/dissertations/2809 More Than Just Video Games: Analyzing Japanese Game Design 1985 - 1995 By Gerald DeMattia Submitted in partial fulfillment of the requirements for the degree Master of Arts in Asian Studies Department of Languages, Literatures and Cultures Seton Hall University August 2020 © 2020 Gerald DeMattia More Than Just Video Games: Analyzing Japanese Game Design 1985 – 1995 By Gerald DeMattia APPROVED BY DATE June 1, 2020 Shigeru Osuka, Ed.D Mentor (First Reader) July 7, 2020 Jeffrey Rice, Ph.D. Examiner (Second Reader) June 25, 2020 Anne Giblin Gedacht, Ph.D Examiner (Third Reader) July 26, 2020 Dongdong Chen, Ph.D. Graduate Director of Asian Studies Program July 31, 2020 Diana Alvarez-Amell, Ph.D. Department Chair Acknowledgements In late May of 1998, my grandmother took me to Electronics Boutique to purchase a Japanese role-playing game for the original PlayStation console: LUNAR: The Silver Star Story Complete. LUNAR would go on to become my favorite game of all time, but my initial impressions were shaped by the premium packaging – which included a behind-the-scenes video CD-ROM. -
Tese Ivan Mussa Tavares Gomes.Pdf
Universidade do Estado do Rio de Janeiro Centro de Educação e Humanidades Faculdade de Comunicação Social Ivan Mussa Tavares Gomes O jogador descentralizado: comunicação humano-videogame no contexto pós-Minecraft Rio de Janeiro 2018 Ivan Mussa Tavares Gomes O jogador descentralizado: comunicação humano-videogame no contexto pós- Minecraft Tese apresentada como requisito parcial para obtenção do título de Doutor, ao Programa de Pós- graduação em COMUNICAÇÃO, da Universidade do Estado do Rio de Janeiro. Área de concentração: Comunicação Social. Orientador: Prof. Dr. Vinicius Andrade Pereira Rio de Janeiro 2018 CATALOGAÇÃO NA FONTE UERJ / REDE SIRIUS / BIBLIOTECA CEH/A M989 Mussa, Ivan. O jogador descentralizado: comunicação humano-videogame no contexto pós-Minecraft / Ivan Mussa Tavares Gomes. – 2018. 212 f. Orientador: Vinicius Andrade Pereira. Tese (Doutorado) – Universidade do Estado do Rio de Janeiro. Faculdade de Comunicação Social. 1. Comunicação Social – Teses. 2. Videogames – Teses. 3. Jogador – Teses. I. Pereira, Vinicius Andrade. II. Universidade do Estado do Rio de Janeiro. Faculdade de Comunicação Social. III. Título. es CDU 316.77 Autorizo, apenas para fins acadêmicos e científicos, a reprodução total ou parcial desta tese, desde que citada a fonte. ___________________________________ _______________ Assinatura Data Ivan Mussa Tavares Gomes O jogador descentralizado: comunicação humano-videogame no contexto pós- Minecraft Tese apresentada como requisito parcial para obtenção do título de Doutor, ao Programa de Pós- graduação em COMUNICAÇÃO, da Universidade do Estado do Rio de Janeiro. Área de concentração: Comunicação Social. Aprovado em 27 de abril de 2018. Banca examinadora: Prof. Dr. Vinícius Andrade Pereira (orientador) Universidade do Estado do Rio de Janeiro - UERJ Profª. Drª. -
Cyberagent, Inc. Way TSE4751
CyberAgent CyberAgent, Inc. Way TSE4751 Integrated Report December, 2018 Vision To create the 21st century’s leading company Mission Statement Focus on Internet growth markets. Seize opportunities to enter adjacent markets. Always keep things FRESH! Build teams that emphasize character over talent. Commit ourselves fully to recruitment. Build an organization that encourages success at all levels; eliminate seniority. Eliminate the disadvantages of scale. Be honest when you need help; work together to make things better. Create an environment that attracts talented, loyal employees. Holds ourselves to consistently high standards in obeying the law. Remember that hubris leads to failure. Risk takers deserve second chances. Compete creatively. Always remember that we are Team CyberAgent. Become a global company by developing Internet services for the world. President Message To all stakeholders Thank you for your continued support of CyberAgent. Since our founding in 1998, we at CyberAgent have followed our vision “to create the 21st century's leading company” by continuing to expand business in the rapidly evolving internet industry. By succeeding in a variety of unique efforts to develop 'business' alongside 'talent', we have again achieved record high consolidated sales in FY 2018, our 21st year in business. With the increasing importance of sustainability, we have also been simultaneously focusing efforts on a variety of CSR efforts through initiatives that include job creation, providing services with social value, promoting development of future technicians and engineers that will ensure our global competitiveness, and supporting sports activities. We are dedicated to continue expanding business, creating social value, and striving to achieve the kind of sustainable management that will lead us to a new stage of growth. -
Yuji Horii Akira Toriyama Koichi Sugiyama
YUJI HORII AKIRA TORIYAMA KOICHI SUGIYAMA © 1987, 2019 ARMOR PROJECT/ BIRD STUDIO /SPIKE CHUNSOFT/ SQUARE ENIX All Rights Reserved © SUGIYAMA KOBO Dana Naidas Bruce Maxim CIS 487 9/16/2020 © 1987, 2019 ARMOR PROJECT/ BIRD STUDIO /SPIKE CHUNSOFT/ SQUARE ENIX All Rights Reserved © SUGIYAMA KOBO Venture Forth © 1987, 2019 ARMOR PROJECT/ BIRD STUDIO /SPIKE CHUNSOFT/ SQUARE ENIX All Rights Reserved © SUGIYAMA KOBO Yuji Horii Akira Toriyama Creator, Scenario Writer, and Designer of DQ2 Character and Monster Designer for every and many installations of Dragon Quest, even installation of the Dragon Quest Franchise some spinoffs! Game Designer and Scenario Writer Koichi Sugiyama Koichi Nakamura Composer, Conductor, and Orchestrator President of chunsoft, director, and lead programmer of this game. Mostly known composing and direceting the music in DQ Worked on first 5 installations of the DQ series 4.99 6.49 12.49 DQ1: 4.99 + _____ 49.99 DQ2: 6.49 DQ3: 12.49 Physical DQ Bundle: 49.99 100 years after the first game. Hargon, seeks to ruin the peace of the world and attacks Moonbrooke. A soldier manages to escape and informs the king of Midenhall of the tragedy. Your father encourages you to take on this journey and defeat the evil! Team up with your cousins who are also heirs of the great hero on this adventure towards light. Clear dungeons, collect relics, weapons, keys, and sigils to make your way to the final boss. Adds on and improves aspects of the original Dragon Quest game: -Party Members so you aren’t lonely -New spells to aid on exploration -
Háskóli Íslands
Háskóli Íslands Hugvísindasvið Japanskt mál og menning Role-playing games around the world A brief look at the history of role-playing games and the genres effect on the entertainment industry Ritgerð til BA-prófs í japönsku máli og menningu Matthías Enok Þórarinsson Kt.: 060992-3399 Leiðbeinandi: Gunnella Þorgeirsdóttir september 2017 Contents Abstract ......................................................................................................................................................... 2 Introduction ................................................................................................................................................... 3 1.History of role-playing games.................................................................................................................... 5 1.2 Early history and development ........................................................................................................... 6 1.3 Modern role-playing games ................................................................................................................ 7 2. Role-playing in video games .................................................................................................................... 9 2.2 Role-playing games on the computer and Ultima ............................................................................ 10 2.3 Wizardry: a different take on the genre ............................................................................................ 12 2.4 The Black Onyx and Japan