Kind of crazy to think I started Dragon Warrior IV 4 months ago, this Summer. You may have thought, “Oh, crazy Aquas thinking he has the patience to beat an RPG on the NES. He hasn’t posted about that for months, he probably stopped playing. He’s not old school enough, Hrumph! I am old school, however. I STILL collect PEZ dispensers!”
But, NO! I finished Dragon Warrior IV! I took my time. Maybe completing this game was a sign that I’m not a teenager anymore. Given that circumstance, I would have completed the game in a few weeks to a month. Times do change, yea, so I really took my time with this one. Well, now that I think about it more–this isn’t the first time I spent more than a few months on an RPG or game in recent years. Persona 4, yeah, that took nearly a year.
So perhaps not only because I don’t have the obsessive compulsion to power through games anymore, is the fact that Dragon Warrior IV is an NES RPG. But a little patience and frame-skip was all I needed to rightly appreciate it– Lest I become burnt out on pixels on random encounters.
I wanted to play Dragon Warrior because I wanted to see the similarities to the Mother series and because I wanted to play one of the NES era Dragon Warriors to get to know the roots of the series. I found more than a few similarities that I’d like to point out in a list.
- The changing color window menus: White border when your party is healthy. Green when one of your members is close to death. Red when a member is KO’d.
- Instead of losing progress when Game Over’ing, you just return to the last save point with KO’d members who are revived for a fee.
- A variety of music for the overworld and battles.
- Limited inventory for each character.
- An auto-fight feature (introduced in Chapter 5 for your other party members)
- A teleport ability and many similar abilities i.e. buff and sap spells.
- High experience enemies. (Metal Slimes to Fobbies / Foppies and the Criminal Caterpillar)
- Starting each chapter as a new character alone, uniting them towards the end of the game.
- Terrific hits = Smaaaash! hits
- In Chapter 5, you use a colossus to travel a mass of water. (In EarthBound, this is somewhat similar to the use of Dungeon Man’s submarine to reach Deep Darkness. And to the fact that Dungeon Man can move at a point.

The AI was competent enough for auto-fight in chapter 5. It didn’t bother me much switching tactics occasionally. The teleport ability was very welcome and it became available quickly in the game with the use of Wings of Wyverns. The high experience enemies were awesome to have around. They gave tons of experience. Limited inventory was not often a large worry but you did need to stock your items somewhat smartly in the early chapters. I compared the terrific hits to Smaaaash! hits because both seemed to do more than your average critical hit in an RP-type-G. Point 10 about the colossus just kind of stuck out to me as funny as Dungeon Man is one of the weirdest/ coolest parts about EarthBound in my opinion.
On the music: it was wonderful. I never heard an NES soundtrack so emotive and deliberate in its melodies. This is clear to be heard for a couple of symphonic albums released for DQ IV’s music. In spending that extra 40 seconds idling in the overworld or for that extra long battle, looking over a FAQ or itching my ass; the melody would go on to tell a whole new aspect of the story that was going on with the characters. I love the story the music tells to accompany the events of the story.
For example in Chapter 4, the story of a dancer and fortune teller whom are sisters. Their battle music portrays just this premise of a dancer and fortune teller attempting to defeat dangerous monsters. Surprise, bewilderment, confusion, uncertainty, teamwork, cunning, shouting and crying are all things happening for these two characters in their plight. Koichi Sugiyama paints the canvas of my imagination with his lively compositions. Every time I heard a new song in the game I was always happy and hearing the latter verses always brought a new light to the ideas revolving around the story.
I think part of why the music is so successful is because the story and motives of the characters are straight-forward and not overly written in. Few key lines get the point across. Some of the best are when characters meet each other and join. The brevity of their union is almost magical.
‘Very impressive!’ ‘Hero, let’s fight together to save the world!’ – Ragnar, after the Hero slays a boss.
‘I’ve one favor to ask of you. Monsters are after me.’ ‘I’d feel safer being with strong people like you.’ ‘Let me join you. Let’s travel together all over the world!’ – Taloon, the fat Arms Merchant.
I feel this way about the characters being mostly open slates in the Mother series as well, particularly Mother 1 and 2. Jeff’s introductory speech is still funny to me, especially when you decline him.
On the overall difficulty of the game, it was not particularly unfair or “grindy.” I did however Game Over many times usually when I ran out of provisions and I was deep in a dungeon. Thankfully this was not a large concern because getting Game Over doesn’t restart your progress.
On party management the wagon is a great idea. In overworld areas and some areas the whole party received experience. But the 4 members outside of the wagon only gain experience in dungeons. Because of this I was able to make use of all the characters without some characters becoming too low-leveled to use. Each character had their own purpose but I will say that Ragnar and Taloon were my most un-used in Chapter 5. Mostly because Alena is just too badass with her double strike and Terrific hits occurring often.
Wrapping this up but one thing I need to mention is the day and night cycle for the overworld and towns. This feature really helped the atmosphere. In the day-night change the color palette changes about 5 times. Every change is meaningful, reflecting the light or night beckoning or escaping on the land. And you could freeze one of those palettes by entering a town. Also cool was that the night in town was different from day and new dialogue NPC was available and in some cases events only happened at night.
I recommend this game for anyone willing to play an older style RPG. I did manage my time a bit by frame-skipping the battles that only required mashing the A-button. But playing the real thing may be a test of patience as enemy encounters can be frequent in some areas. For me this was a great J-RPG experience. Charming through and through and by the epilogue I was moved at what I had gone through. 30 some hours in front of a CRT monitor, Sega Saturn USB pad in hand. Hats off to Enix.
What Dragon Quest game should I play next?