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Dragon Quest VIII: Journey of the Cursed King (PlayStation 2)
| Dragon Quest VIII: Journey of the Cursed King |
|---|
|
Also known as: Dragon Quest VIII: Sora to Umi to Daichi to Norowareshi Himegimi (JP)
|
Dragon Quest VIII takes the concept of "horse girls" to a whole new level.
Contents
Sub-Pages
| Unused Text |
| Localization Development Logs |
| Unused Maps |
Debug Menus
Present in the game are a couple of debug menus that can be re-enabled with the below codes. The Japan-exclusive debug menus do not work anymore. Apply the below codes for your version of the game to appear in one of these menus when you first start the game. The Japanese version of the Boot Mode debug menus do not allow you to exit. When exiting the menus in the Japanese version, the game will get stuck in an endless loop.
Master Codes (for cheat devices only):
| US | JP |
|---|---|
| 90119B90 0C04668C | 9011EA10 0C047A2C |
Boot Mode selector codes (where "??" is one of the below):
| US | JP |
|---|---|
| 00169360 000000?? | 0016CDFC 000000?? |
02 = Movie test menu 08 = File send menu (network mode)
Boot Modes
Movie Test Menu
This allows you to view all of the pre-rendered movies in the game. There are also some movie names here that are not present on the disc, such as the TEST movie names. The US version of this menu does not have the kana font to render the Japanese text.
File Send Menu
This menu was likely used to send files from a network path to the developer's PlayStation 2 HDD.
Miscellaneous
These are present only on the Japanese version of the game. These are missing proper controller commands for them, and as a result are no longer operable.
BtlDebug
This likely would have reloaded a camera script during battle.
Lighting Editor
This would likely have edited the current lighting settings of the area.
Debug Logging
Within the game are two stubbed printf functions which would have logged various background information to a debug unit. This logs information such as files and maps loaded. It would also report errors if any occurred. To re-enable these, apply the below codes.
US codes: Re-enable Debug Logging In Battle 20321620 08046542 20321624 00000000 Re-enable printf 20146E20 08046542 20146E24 00000000
JP codes: Re-enable Debug Logging In Battle 2032C0D0 080478E2 2032C0D4 00000000 Re-enable printf 2014ADC0 080478E2 2014ADC4 00000000
If you are playing the game on a regular PlayStation 2, you will need to use a TOOL, RDB, or a debug version of OPL to view the logs. If you are playing on an emulator, you can see this information by enabling the option "Show Console". Below is an example of what type of information gets logged.
Top Vram = 10752(64word) load(0) bin/key_data_1.bin o = 0 s = 2048 file cache 1bcdac0 - 1bcdac0 load(0) bin/bin_ext2.pak o = 0 s = 694272 file cache itemdat2.bin file cache explist3.bin file cache p_paramlist6.bin file cache magiclist3.bin file cache skilllist6.bin file cache btl_eventinfo.bin file cache btl_splcolor.bin file cache btl_motion_8.bin file cache btl_monster_id_6.bin monster_model_info : ver 040726 : date : 2004/10/27 08:16:47 load(0) mons_mem.txt o = 0 s = 20480 file cache btl_monster_param_10.bin load(0) monster_name_1.txt o = 0 s = 24576 file cache btl_monster_team_ex_5.bin file cache Habitat_2.bin file cache mos_owner_1.bin load(0) btlload_owner_1.txt o = 0 s = 4096 file cache haikai_name_3.bin file cache btl_action_def_18.bin load(0) skill_info_1.txt o = 0 s = 6144 file cache actmsg_4.txt file cache acteffmsg_2.txt load(0) actmsg_text_3_1.txt o = 0 s = 51200 load(0) acteffmsg_text_2_1.txt o = 0 s = 10240 load(0) actextmsg_text_2_1.txt o = 0 s = 57344 file cache mos_tec_6.bin load(0) team_tech_1.txt o = 0 s = 6144 load(0) snd2/SY_000.snd o = 0 s = 137216 msin_id = 0 p=9,-1,b=0,hd=cc600,bd=1bc980,hdbd=0 snd id = 6000000 load(0) snd2/rev.bin o = 0 s = 2048 vram 10752 - 16320 tex 1/288 b = 32767,cblur_fix_work0 vram = 64,0 tex 2/288 b = 273,cblur_work0 vram = 64,0 tex 3/288 b = 273,cblur_full_work0 vram = 3584,0 load(0) snd2/MAP_index.txt o = 0 s = 71680 load(0) menu/mcard2_1.pak o = 0 s = 188416 load(0) meswin/font_tex_l3s3_europe_Challenge.pak o = 0 s = 215040 load(0) meswin/sysstr_1.txt o = 0 s = 2048 load(0) meswin/article_1.txt o = 0 s = 2048 load(0) meswin/word_1.txt o = 0 s = 71680 WordStack:37720 Total :1886 AllocWordStrCnt:29688 Hash:30176 load(0) meswin/fonttbl_s3_europe_Challenge.bin o = 0 s = 2048 load(0) meswin/fonttbl_l3_europe_Challenge.bin o = 0 s = 2048 load(0) meswin/system_l_1.mes o = 0 s = 18432 load(0) meswin/system_s_1.mes o = 0 s = 18432 load(0) meswin/gaiji2_1.img o = 0 s = 86016 tex 4/288 b = 211,gaiji2 vram = 256,1 tex 5/288 b = 211,nmlcmd5 vram = 64,1 tex 6/288 b = 211,meswinbg vram = 3584,0 tex 7/288 b = 269,work vram = 3584,0 tex 8/288 b = 270,shadow_work vram = 3584,0 tex 9/288 b = 270,shadow_work2 vram = 576,0 tex 10/288 b = 272,glare_work1 vram = 576,0 tex 11/288 b = 272,glare_work2 vram = 576,0 tex 12/288 b = 294,moviework vram = 3584,0 tex 13/288 b = 295,cross_f vram = 3584,0 load(0) bin/bin_ext2.pak o = 0 s = 694272 load(0) itemdat2.bin o = 0 s = 18432 load(0) explist3.bin o = 0 s = 2048 load(0) p_paramlist6.bin o = 0 s = 4096 load(0) magiclist3.bin o = 0 s = 2048 load(0) skilllist6.bin o = 0 s = 4096 load(0) btl_eventinfo.bin o = 0 s = 2048 load(0) btl_splcolor.bin o = 0 s = 2048 load(0) btl_motion_8.bin o = 0 s = 43008 load(0) btl_monster_id_6.bin o = 0 s = 77824 monster_model_info : ver 040726 : date : 2004/10/27 08:16:47 load(0) mons_mem.txt o = 0 s = 20480 load(0) btl_monster_param_10.bin o = 0 s = 77824 load(0) monster_name_1.txt o = 0 s = 24576 load(0) btl_monster_team_ex_5.bin o = 0 s = 8192 load(0) Habitat_2.bin o = 0 s = 4096 load(0) mos_owner_1.bin o = 0 s = 2048 load(0) btlload_owner_1.txt o = 0 s = 4096 load(0) haikai_name_3.bin o = 0 s = 2048 load(0) btl_action_def_18.bin o = 0 s = 61440 load(0) skill_info_1.txt o = 0 s = 6144 load(0) actmsg_4.txt o = 0 s = 63488 load(0) acteffmsg_2.txt o = 0 s = 6144 load(0) actmsg_text_3_1.txt o = 0 s = 51200 load(0) acteffmsg_text_2_1.txt o = 0 s = 10240 load(0) actextmsg_text_2_1.txt o = 0 s = 57344 load(0) mos_tec_6.bin o = 0 s = 6144 load(0) team_tech_1.txt o = 0 s = 6144 load(0) map/map10_1.cfg o = 0 s = 55296 load(0) mapinfo3.bin o = 0 s = 2048 load(0) mapwind.bin o = 0 s = 2048 load(0) btl_map0.cfg o = 0 s = 4096 load(0) worldinfo4.bin o = 0 s = 4096 load(0) fbgpack.bin o = 0 s = 4096 load(0) TreasureList4.cfg o = 0 s = 47104 -------------------------- Tre ver[050801], cre[2005/08/5 15:24:54] load(0) event/flag_set.cfg o = 0 s = 38912 load(0) title/title_1.mes o = 0 s = 47104 load(0) menu/cmd4_1.pac o = 0 s = 329728 tex 14/288 b = 225,syscmd vram = 256,1 tex 15/288 b = 225,syscmd2 vram = 128,1 tex 16/288 b = 225,syscmd3 vram = 64,1 load(0) title/wmap.img o = 0 s = 462848 tex 17/288 b = 80,mapwok vram = 3584,0 tex 18/288 b = 80,wmap vram = 896,1 tex 19/288 b = 80,title_grade vram = 896,1 create sema 27 create sema 26 create sema 28 start thread 9 create sema 29 load(0) title/title_1.img o = 0 s = 727040 tex 20/288 b = 74,logo0 vram = 128,1 tex 21/288 b = 74,logo1 vram = 896,1 tex 22/288 b = 74,title vram = 896,1 tex 23/288 b = 74,title_w vram = 896,1 fstrm : open cddat:WAV¥BGM¥BG_002.MWV def_vol = 0.0e+0 loop 0,start 0 mc finish!! movie vol bgm = 0.0e+1 mwork = 1325980 IOP memory 0x000cee00(size:24576) is allocated IOP memory 0x000d4e00(size:2048) is allocated create sema 31 create sema 30 create sema 32 start thread 10 fstrm : open cdrom0:¥MOVIE¥L5_CI_B.MVI;1 fstrm : close delete thread 10 delete sema 32 delete sema 30 delete sema 31 movie vol off mwork = 1325980 create sema 30 create sema 32 create sema 33 start thread 14 fstrm : open cdrom0:¥MOVIE¥TAKA_N.MVI;1 PlayBGM Wait:30 sndstrm : play
Unused Title Screen Modes
Present only in the Japanese version of the game are a few unused demo modes. Apply the below code for the Japanese version of the game and start a new game to use these modes. After a certain amount of time passes, the game will send you to the title screen.
Start New Game for Demo Mode D0468F7C 00000047 004686F0 0000000?
Replace ? with one of the following:
2 = Map m01 (night - not a demo mode) A = Story Demo (Map m01) B = Field & Battle Demo (Map s02i01 & n_22)
- While not a demo mode, mode 2 sends you to the first town at night with no NPCs to talk to. You can't do anything here as a result.
- Demo mode A sends you to the first town.
- Demo mode B sends you to the field where you can battle enemies.
Unused NPCs
Several NPCs featured in an early build of the game can still be found within the game's files. Some of these NPCs were shown in pre-release screenshots.
To change King Trode's model while in Tryan's Gully, go to memory offset 0x003C0DC0 and change that text string to any model found within the folder chara.
| Image | NPC File Name | Shown in a screenshot |
|---|---|---|
![]() |
p001a.chr | No |
![]() |
p002a.chr | No |
![]() |
p003a.chr | No |
![]() |
p004a.chr | Yes (near the shopping tent) |
![]() |
p005a.chr | Yes |
![]() |
p006a.chr | Yes |
![]() |
p007a.chr | Yes |
![]() |
p008a.chr | No |
![]() |
p009a.chr | No |
![]() |
cat.chr | Yes |
Japan-Exclusive NPCs
Located in event\test, the Japanese version of the game has a bunch of NPCs that aren't found in the international versions. Most of them have no animations, meaning they were most likely made just for the pre-release media.
| Image | NPC File Name | Shown in a screenshot |
|---|---|---|
![]() |
p001a.chr | Yes |
![]() |
ps001a.chr | Yes |
![]() |
ps002a.chr | No |
![]() |
ps005a.chr | No |
![]() |
ps005b.chr | Yes, although could be a different model since the old lady doesn't actually hold on to her cart in-game. |
Unused Items
There are 30 unused items, which can be added back into the player's inventory with the use of codes.
Access
The code below adds the 30 unused items to the inventory by replacing the first 30 slots in your item bag. These include dummy armor, dummy weapons, dummy dresses, and... dummy cheese. Lots of dummy cheese. None of these items have any special icons. The DUMMY items do not work, however the MIMIC STONE and the BLARNEY STONE do function. The MIMIC STONE lets you recover health in battle endlessly, and BLARNEY STONE instantly wipes out your party.
| Inventory Modifier |
|---|
20409AD0 03E70045 20409AD4 03E70053 20409AD8 03E7005C 20409ADC 03E70061 20409AE0 03E7007A 20409AE4 03E70091 20409AE8 03E700AF 20409AEC 03E700D4 20409AF0 03E700DF 20409AF4 03E700EB 20409AF8 03E700EC 20409AFC 03E700F7 20409B00 03E70101 20409B04 03E70102 20409B08 03E7011B 20409B0C 03E70124 20409B10 03E7012B 20409B14 03E7012C 20409B18 03E70133 20409B1C 03E7013D 20409B20 03E70141 20409B24 03E70146 20409B28 03E70147 20409B2C 03E70148 20409B30 03E70149 20409B34 03E7014A 20409B38 03E70152 20409B3C 03E7015C 20409B40 03E7016A 20409B44 03E70176 20409B48 03E70183 20409B4C 03E70184 |
List
| # | Name | Notes |
|---|---|---|
| 0045 | DUMMY HAMMER | |
| 0053 | DUMMY SICKLE | |
| 005C | DUMMY WAND | |
| 0061 | DUMMY STAFF | |
| 007A | DUMMY DRESS | |
| 0091 | DUMMY ARMOUR | |
| 00AF | DUMMY SHIELD | |
| 00D4 | DUMMY CAP | |
| 00DF | DUMMY FLEE RING | |
| 00EB | DUMMY BRACELET | |
| 00EC | DUMMY BRACER | |
| 00F7 | DUMMY BOOTS | |
| 0101 | DUMMY SANDGLASS | |
| 0102 | DUMMY HOURGLASS | |
| 011B | DUMMY SAND OF TIME | |
| 0124 | DUMMY BESTIARY | |
| 012B | DUMMY CYMBAL | |
| 012C | DUMMY CONCH | |
| 0133 | DUMMY LIZARD DUNG | |
| 013D | DUMMY CHEESE #1 | |
| 0141 | DUMMY CHEESE #2 | |
| 0146 | DUMMY CHEESE #3 | |
| 0147 | DUMMY CHEESE #4 | |
| 0148 | DUMMY CHEESE #5 | |
| 0149 | DUMMY CHEESE #6 | |
| 014A | DUMMY CHEESE #7 | |
| 0152 | DUMMY CHEESE #8 | |
| 015C | DUMMY BAG | |
| 016A | DUMMY RING | |
| 0176 | DUMMY CARD | |
| 0183 | MIMIC STONE | Lets you recover health in battle endlessly. |
| 0184 | BLARNEY STONE | Wipes out your entire party in battle. |
Unused Animations
| To do: There is a small chance this could be used for a cutscene. Clarify if this is the case. |
Unused crouching animations exist in the game for all heroes. It suggests at one point you could crouch down with any hero. Apply the following code to re-enable this animation for all heroes:
| Replace Stand Animation with Crouch Animation |
|---|
20D37D74 435C0000 20D37D78 43620000 20D37D7C 3DCCCCCC 20D51864 43470000 20D51868 434D0000 20D5186C 3E199999 20D6FDC4 436D0000 20D6FDC8 43730000 20D6FDCC 3DCCCCCC 20D87994 431D0000 20D87998 43230000 20D8799C 3DCCCCCC |
If there is no animation data present for a hero, they will do a T-pose as shown here:
Unused Monsters
Quite a few monsters go unused. Most of them are variations on existing enemies, with limited changes in appearance. Around 80 monsters were totally deleted, and can no longer be restored.
Access
Apply the following code to force all encounters to be with a monster of your choice (where "????" is one of the IDs listed below):
| Force Desired Monster Encounter |
|---|
20351FAC 2415???? |
List
| To do: Investigate and document all the differences between monster variations. |
| Used | Unused | Notes | ||
|---|---|---|---|---|
| # | Name | # | Name | |
| 0065 | Slime | 00A8 0177 01C8 |
Slime Slime Slime |
00A8 always drops a Medicinal Herb. The difference between 0177 and 01C8 isn't clear. |
| 00C1 | Mucho Macho | 0382 | Mucho Macho | The unused version has no stats and is labeled as (Deleted) in internal files. |
| 00DB 035D |
Treevil | 0383 0384 |
Treevil | The unused versions have no stats and are labeled as (Deleted) in internal files. |
| 010A | Dhoulmagus LV1 | 01A0 01AB 01C6 |
Dhoulmagus LV1 Dhoulmagus LV1 Dhoulmagus LV1 |
The unused versions may be his duplicates, as they have lower stats. |
| None | 018A | (Deleted) | This monster appears as a Capsichum in battle, and gives 2 EXP and 2 gold. It can be restored by having this code active: 208A6208 018A0005 | |
| None | 018B | DUMMY MONSTER | This monster appears as a Capsichum in battle. | |
| None | 0380 | Dummy | This monster appears invisible in battle. Defeating it will softlock the game because it does not have proper stats. | |
| 018F | Winky (red) | 0190 | Winky (red) | The unused version is labeled "(Deleted)" in internal files. |
| 0072 | Skeleton Soldier | 0195 | Skeleton Soldier | The unused version has higher stats. |
| 015D | Anchorman | 0197 | Anchorman (Red) | Is the red version unused? |
| 0199 | Dhoulmagus LV2 | 019A 01C7 |
Dhoulmagus LV2 Dhoulmagus LV2 |
The difference between the used and unused versions isn't clear. |
| 019B | Evil Sir Leopold | 01A9 | Evil Sir Leopold | The unused version has different attack patterns in its internal file. It may be used in the 3DS version. |
| 019D | Marcello | 01AA | Marcello | The unused version has different attack patterns in their internal file. It may be used in the 3DS version. |
| 01A3 | Evil Jessica | 01A4 | Evil Jessica | The unused version has different attack patterns in their internal file. It may be used in the 3DS version. |
| 0089 | King Squid | 01AC | King Squid | The unused version has higher stats. |
| 006E | Boss Troll | 01AD | Boss Troll | The unused version has higher stats. |
| 01AE | Rhapthorne (First Form) | 01AF 01B0 |
Rhapthorne (First Form) Rhapthorne (First Form) |
Each unused version has different attack patterns in its internal file. One of them may be used in the 3DS version. |
| 0189 | Servant of Darkness | 01B1 | Servant of Darkness | The unused version has higher stats. |
| 00A6 | Dancing Flame | 01B2 | Dancing Flame | The unused version has higher stats. |
| 01B9 | Rhapthorne (Final Form) | 01BA 01BB 01BC 01BD 01BE |
Rhapthorne (Final Form) Rhapthorne (Final Form) Rhapthorne (Final Form) Rhapthorne (Final Form) Rhapthorne (Final Form) |
All unused versions have different attack patterns in their internal files. They each appear to have other small differences as well. |
| 01BF | Lord of the Dragovians (Dragon Form) | 01C0 | Lord of the Dragovians (Dragon Form) | The difference between the used and unused versions isn't clear. |
| 01C1 | Lord of the Dragovians | 01C2 01C3 |
Lord of the Dragovians Lord of the Dragovians |
All unused versions have different attack patterns in their internal files. They each appear to have other small differences as well. |
| 01C4 | Vermillion Dragon | 01C5 01EB 01EC |
Vermillion Dragon Vermillion Dragon Vermillion Dragon |
All unused versions have different attack patterns in their internal files. |
| 01C9 | Emerald Dragon | 01CA 01CB 01D8 01D9 01DA |
Emerald Dragon Emerald Dragon Emerald Dragon Emerald Dragon Emerald Dragon |
All unused versions have different attack patterns in their internal files. |
| 01CC | Silver Dragon | 01CD 01CE 01DB 01DC 01DD |
Silver Dragon Silver Dragon Silver Dragon Silver Dragon Silver Dragon |
All unused versions have different attack patterns in their internal files. |
| 01CF | Golden Dragon | 01D0 01D1 01DE 01DF 01E0 |
Golden Dragon Golden Dragon Golden Dragon Golden Dragon Golden Dragon |
All unused versions have different attack patterns in their internal files. |
| 01D2 | Darksteel Dragon | 01D3 01D4 01E1 01E2 01E3 |
Darksteel Dragon Darksteel Dragon Darksteel Dragon Darksteel Dragon Darksteel Dragon |
All unused versions have different attack patterns in their internal files. |
| 01D5 | Divine Dragon | 01D6 01D7 01E4 01E5 01E6 |
Divine Dragon Divine Dragon Divine Dragon Divine Dragon Divine Dragon |
All unused versions have different attack patterns in their internal files. |
| 01E7 | Ultimate Dragon | 01E8 01E9 |
Ultimate Dragon Ultimate Dragon |
All unused versions have different attack patterns in their internal files. |
| 00AC | Shadow | 017D 01EA |
Shadow Shadow |
Variation 01EA has less stats than normal. It's unclear whether this is the case with 017D. |
| 0108 | Red Horn | 01ED | Red Horn | The unused version has less stats than normal. |
| 0109 | Blue Fang | 01EE | Blue Fang | The unused version has less stats than normal. |
Trode's Fight Cheer
Though used, you can hear Trode cheering for Yangus for only 4 seconds before the cutscene fades out. However, in reality, it lasts for 19 seconds. Located in DATA2.DAT\trode_fight_cheer.mwv
Unused Voice Clips
a03
Located in DATA2.DAT\a03.mwv is a voice clip spoken by a Japanese person. Since there are no characters voiced in Japanese, its purpose is unknown.
| File Name | Audio | Transcript | Translation |
|---|---|---|---|
| a03.mwv | こちらランク~の優勝賞品です。 | This is the Rank ~ prize! |
There are also two files named a01 and a02, which contain the first and the second part of the clip respectively.
| File Name | Audio |
|---|---|
| a01.mwv | |
| a02.mwv |
b, c & d
Voiced by the same Japanese person, these three files most likely had something to do with a03. The file names don't match the spoken syllables.
| File Name | Audio | Transcript | Translation |
|---|---|---|---|
| b.mwv | エー | A! | |
| c.mwv | ビー | B! | |
| d.mwv | シー | C! |
Unused Event
If you force yourself through the chamber wall during the escape from Maella Abbey, you'll be able to play an unfinished stealth-like event. Unfortunately, the game hangs after you use the main door, likely due to lack of scripted events which would follow.
DARK3
This line can be found inside the game's ELF file:
S:/DARK3/DC3_SOUND/
While "DC3" may stand for "Dark Cloud 3", referring to Level-5's other games, Dark Cloud and Dark Cloud 2, it might have just been a codename for Dragon Quest VIII.
Alternate Hero Costume
This costume is only seen in one of the flashback sequences which is in greyscale and you cannot normally ever see its color, nor can you ever equip it. However, you can apply the following code to make the Hero wear it. With the code on, equip the Dragovian Armour and Dragovian Helm.
| Change Dragovian Costume to Alternate Hero Costume |
|---|
209239E8 00326E69 |
| Alternate Hero Costume |
|---|
|
Unused Music
Inside DATA2.DAT\data2\wav is two unused versions of the opening song, one being an uncompressed wav file, and the other being in the game's native ADPCM format. The used version that plays is located in DATA2.DAT\data2\wav\bgm\bg_002.mwv.
DATA2.DAT\data2\wav\bgm\bg_039.mwv in the North American release of the game is an unused sequenced song of "Memories of an Ancient Ocean".
DATA2.DAT\data2\wav\bgm\bg_037.mwv in the North American release of the game is an identical copy of bg_005, which is the overworld music.
Regional Differences
- The Japanese version has sequenced music, whereas the international versions feature live orchestrations, sourced from the album Symphonic Suite Dragon Quest VIII: Sora to Umi to Daichi to Norowareshi Himegimi.
- The Japanese version lacks voice acting, which was added to the international versions.
- The menu system was modified for the international versions.
Oddities
| To do: Check if this is in the EUR version. Also, so far I've only seen the log thing happen on the song "Peaceful Community". |
Despite the streamed orchestral soundtrack playing instead, the USA version of Dragon Quest VIII still has the JPN version's ENTIRE sequenced soundtrack in the same folder as it would be in the JPN version: DATA.DAT\snd2\bgm.
- If you turn on the logging cheat, you will notice that sometimes (at least in "Peaceful Community"), the sequence is set to play, but the function is set at zero, and the stream plays instead.
- Some music in the USA version wasn't replaced by streamed audio, and thus the sequenced version plays instead.
| The Dragon Warrior / Dragon Quest series | |
|---|---|
| NES | Dragon Warrior • Dragon Warrior II • Dragon Warrior III • Dragon Warrior IV |
| MSX | Dragon Quest • Dragon Quest II |
| MSX2 | Dragon Quest |
| SNES | Dragon Quest I & II • Dragon Quest III • Dragon Quest V • Dragon Quest VI • Torneko no Daibouken: Fushigi no Dungeon |
| Game Boy (Color) | Dragon Warrior I & II • Dragon Warrior III • Dragon Warrior Monsters • Dragon Warrior Monsters 2 |
| PlayStation | Dragon Warrior VII |
| PlayStation 2 | Dragon Quest V • Dragon Quest VIII |
| Game Boy Advance | Dragon Quest Monsters: Caravan Heart |
| Nintendo DS | Dragon Quest IV • Dragon Quest V • Dragon Quest VI • Dragon Quest IX |
| Wii | Fortune Street |
| Nintendo 3DS | Theatrhythm Dragon Quest • Dragon Quest VII • Slime Mori Mori Dragon Quest 3 |
| PlayStation 4 | Dragon Quest Builders 2 • Dragon Quest XI |
| Nintendo Switch | Dragon Quest Builders 2 • Dragon Quest XI |
| Windows | Dragon Quest Builders 2 • Dragon Quest XI |
- Games developed by Level-5
- Games published by Square Enix
- PlayStation 2 games
- Games released in 2004
- Games with unused animations
- Games with unused areas
- Games with unused code
- Games with hidden development-related text
- Games with unused enemies
- Games with unused models
- Games with unused items
- Games with unused music
- Games with unused text
- Games with debugging functions
- Games with regional differences
- To do
- Dragon Quest series
Cleanup > To do
Games > Games by content > Games with debugging functions
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused animations
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused code
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused items
Games > Games by content > Games with unused models
Games > Games by content > Games with unused music
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Level-5
Games > Games by platform > PlayStation 2 games
Games > Games by publisher > Games published by Square Enix
Games > Games by release date > Games released in 2004
Games > Games by series > Dragon Quest series


















