Slime Mori Mori Dragon Quest Explained

Slime Mori Mori Dragon Quest
Developer:Tose
Publisher:Square Enix
Director:Takumi Hosoyama
Producer:Yoshiki Watabe
Designer:Shinnosuke Yamada
Programmer:Atsuo Higuchi
Composer:Koichi Sugiyama
Artist:Akira Toriyama
Series:Dragon Quest
Modes:Single-player, multi-player

is a 2003 action-adventure game developed by Tose and published by Square Enix for the Game Boy Advance.[1] It is a spinoff video game to the Dragon Quest series, and the first entry in the Slime subseries.

Gameplay

In the game, the player controls a Slime named Surarin in an overhead perspective. The player can attack enemies by stretching its shape and then releasing, flinging itself forward. The player can also have Surarin hover temporarily in the air, and bury itself in the ground while still moving.[2]

The player can also carry enemies or other slimes on his head. Enemies, of which he can carry up to three, can be thrown as an attack, while friends are required to be carried to a conveyance back home in order to count as rescued. These modes of transportation include rail carts, airships, and balloons. Occasionally slimes in the village will give quests to the player, which require them to carry enemies or items to these transport points.[2] Picking up a certain enemy, the swordsman, allows the player to perform a sword attack which is faster than the standard stretch attack. If the player is hit by an enemy, everything they are carrying is dropped.[2]

Plot

The story of the game follows a blue slime trying to save his friends and family that were kidnapped by a group of monsters called the Tails Brigade.

Development

Producer Yoshiki Watabe thought of the idea and approached series creator Yuji Horii and together they brainstormed the games genre and style.[3] Previously the two had discussed making a game for children while working on a port of Dragon Quest to the Game Boy, and the need for a main character appealing to children.[4] When first conceived, the game had the blue slime protagonist wielding a sword and shield, and a gameplay test was done in this style, but was rejected because developers felt "This isn't really a slime game, this is like a blue Link".[3] Developers then started over and asked what a slime could do that a normal character couldn't, from which the idea of the player stretching and launching the slime at enemies and objects came from.[3]

Reception

Slime Mori Mori Dragon Quest sold 237,652 copies as of December 14, 2003 and was the 53rd best selling game of 2003 in Japan.[5] Slime Mori Mori Dragon Quest was the runner up for IGNs best Japanese exclusive game of 2003, praised for its unique control scheme and fun story.[5]

External links

Notes and References

  1. Web site: Official website.
  2. Web site: Gantayat . Anoop . Slime Morimori Dragon Quest PlayTest . IGN . April 11, 2013 . November 21, 2003 . live . https://web.archive.org/web/20121102031404/http://www.ign.com/articles/2003/11/22/slime-morimori-dragon-quest-playtest . November 2, 2012 .
  3. Web site: Bill Young and Mikel Tidwell . May 11, 2006 . Interview with Slimes . RPGamer . April 11, 2013 . live . https://web.archive.org/web/20130731023718/http://www.rpgamer.com/event/e3-2006/interviews/dqhrs01.html . July 31, 2013 .
  4. Web site: E3 2006: Rocket Slime Interview . . Craig Harris . May 11, 2006 . April 10, 2013 . live . https://web.archive.org/web/20160304033706/http://m.ign.com/articles/2006/05/11/e3-2006-rocket-slime-interview . March 4, 2016 .
  5. Web site: Gaming Life in Japan . . IGN Staff . January 14, 2004 . April 11, 2013 . live . https://web.archive.org/web/20150926151115/http://m.ign.com/articles/2004/01/14/gaming-life-in-japan-219 . September 26, 2015 .