Family Computer (Famicom) / NES · RPG Collection

Dragon Quest I-IV Set (Famicom)

ドラゴンクエストI〜IV セット(ファミコン)

Japan: Invalid Date · Dev: Enix / Chunsoft

Updated:

He wanted everyone to play — so he built a door anyone could walk through.

When Yuji Horii set out to create Dragon Quest in the mid-1980s, role-playing games were something you played on a PC, in English, with a manual thick as a book. He wanted to bring that whole world into Japanese living rooms, onto a Famicom with 64 kilobytes of space, where a child could pick it up and understand. So he simplified: one button to confirm, one to cancel. Talk to the king to save your progress. Walk forward, fight, rest, try again. The first four Dragon Quest games are that idea, growing — I taught you how to hold the controller, II let you bring friends, III let you build your own party, and IV told the story through chapters, each one following a different hero before they all met. It's a funny thing: the door he built to let everyone in became the shape every console RPG since has walked through.

— inspired by Yuji Horii

About this game

The complete first chapter of Dragon Quest on Famicom — I through IV, the games that brought console RPGs to Japanese households. Four cartridges, one journey: the trilogy of the hero (I–III) and the chapter-structured IV, where each companion's story became its own game within a game. Designed by Yuji Horii, illustrated by Akira Toriyama, scored by Koichi Sugiyama — the collaboration that defined a generation.

The Story Behind

Dragon Quest I was released in Japan on May 27, 1986, and introduced the concept of console role-playing games to a mass audience. Scenario writer Yuji Horii, inspired by Western PC RPGs like Wizardry and Ultima, wanted to create an accessible RPG for the Famicom. II (1987) expanded the party system, III (1988) refined it further and became a cultural phenomenon in Japan, and IV (1990) introduced the 'Chapters of the Chosen' structure, where the first four chapters each followed a different character before converging in the final chapter. Character design by manga artist Akira Toriyama and orchestral scores by Koichi Sugiyama became series signatures.

Tricks & Tales

Dragon Quest III's release in Japan on February 10, 1988 caused such long lines that hundreds of students skipped school to buy it, leading to urban legends that Enix was later asked to release future games on weekends. Dragon Quest IV introduced the 'Chapters of the Chosen' structure: Chapter 2 follows Princess Alena, a tomboyish fighter who sneaks out of her castle; Chapter 3 follows Torneko, a merchant trying to open his own shop. Each chapter is a self-contained story that teaches different gameplay mechanics before converging. The original Famicom version of Dragon Quest I used a password-based save system ('Speak to the King'), while II, III, and IV introduced battery-backed saves (typically CR2032).

Collector's Guide

Japan Release Invalid Date

Region & Compatibility

Famicom and NES are the same hardware family but use physically incompatible cartridge formats — Famicom carts have a 60-pin connector and a narrower shell, while NES carts use a 72-pin connector with a wider housing. You cannot insert a Famicom cartridge into a North American NES slot without an adapter, and vice versa. The Famicom itself has no lockout chip, so any Famicom cartridge from Japan will run on a Famicom console regardless of origin. If you are buying a Japanese Famicom cart to play on a NES, you will need a 60-to-72-pin physical adapter; if you own a Famicom, Japanese-market software is your native format and no workarounds are needed.

Maintenance Tips

The gold-plated edge connectors on Famicom and NES cartridges pick up skin oils and oxidation over decades — a gentle wipe with a cotton swab dampened in 90% or higher isopropyl alcohol, stroking along the length of the pins rather than across them, is the accepted standard. Let the alcohol fully evaporate before reinserting. The old habit of blowing into a cartridge is folklore: the moisture in breath causes slow corrosion of the contacts over time, and any improvement you felt came from the act of re-seating the cart, not from the breath itself. Nintendo eventually updated its own troubleshooting guidance to say explicitly: do not blow into your Game Paks.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese Dragon Quest I-IV Set (Famicom) copies regularly.

Will these Dragon Quest cartridges still save my progress?

The first Dragon Quest used a password-based save system — you spoke to the king and wrote down a code — so it has no battery and will never lose your progress. Dragon Quest II, III, and IV use battery-backed saves, typically a CR2032 coin cell sealed inside the cartridge. Those batteries were built to last 10–15 years; every copy is now over 30 years old. If a cartridge forgets your save when you turn off the power, the battery is simply tired and can be replaced, though doing so erases the existing save. When buying, it's worth asking whether the save batteries have already been changed.

Are these Famicom Dragon Quest cartridges region-locked?

Yes. The Famicom and NES use different cartridge shapes and 60-pin vs. 72-pin connectors, so a Famicom cartridge will not physically fit in a North American or European NES without an adapter. The games themselves are NTSC-J (Japanese region) and were designed for the Japanese Famicom. If you have a Famicom or use a region adapter, they will play fine.

What does 'Tested Japan' mean for this set?

It means each cartridge has been played on a Japanese Famicom console and confirmed to start and run. It's a good sign — at this age, many cartridges suffer from dirty contacts rather than actual failure, and a seller who tests before shipping is less likely to send you something that won't work.

Before You Buy

Things worth knowing before you buy Dragon Quest I-IV Set (Famicom)

A short checklist for buying a used Famicom cartridge wisely — useful with any seller, anywhere.

  1. Choose a seller who tests it before shipping

    A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.

    Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.

  2. Make sure it fits your console

    This is a Japanese Famicom cartridge with a 60-pin connector; a North American NES uses a 72-pin slot, so it will not fit directly.

    Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.

  3. If this title saves your progress, check the battery

    Cartridges that save use a small coin-cell battery that fades over decades — a dead one wipes your save without warning.

    Ask the seller whether the save function was tested. Replacing the battery is possible, but doing so erases any existing save.

  4. Check that the contacts are clean

    Dirty edge contacts are the most common cause of startup and sound trouble in cartridges of this age.

    Choose a seller who cleans the contacts before shipping. A note that it was tested and cleaned means the basics were handled.

  5. Confirm it is genuine, not a reproduction

    Sought-after titles are targets for reproduction boards with replacement labels.

    Ask for a photo of the circuit board and look for factory markings. Favour a shop with a licensed second-hand dealer permit (古物商) — by law its stock has a traceable origin, your simplest guard against fakes.

  6. Read the seller's reviews and return policy

    A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.

    Read the feedback and confirm a clear return window before you buy.

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