Chrono Trigger & Dragon Quest 6 followed Zelda into the world of darkness
The Super Nintendo was a go-to console for quality Japanese RPGs and action RPGs, and its only The Legend of Zelda series game, A link to the pastmay have inspired two JRPG classics released a few years later – the trigger of a stopwatch and Dragon Quest 6, among others. The third Zelda title saw the introduction of parallel versions of its environment, with the world of light and the world of darkness. Four years later Square’s the trigger of a stopwatch and Enix Dragon Quest 6 both took an alternate worlds approach. the trigger of a stopwatch managed this via time travel, and Dragon Quest 6 offered a real world and a dream world to explore. Final Fantasy 6 also provided its own version, with the second half of its story set in the World of Ruin, following an apocalyptic event.
These ambitious games were not content with single-world adventures, but rather took advantage of multiple worlds to develop puzzles and storytelling opportunities. However dragon quest the games are defined by their traditional gameplay, each adding twists to the formula, and Dragon Quest 6′The Dream World of was among the most memorable. Final Fantasy 6 and the trigger of a stopwatch are fondly remembered as two of Square’s finest RPGs of the era, and the scope of their multiple worlds is an important part of that legacy. The success of A link to the past was probably a factor in the development of these JRPG classics. The 16 bit Zelda game was released in 1991 for the Super Famicom, followed by Final Fantasy 6 in 1994, and both Dragon Quest 6 and the trigger of a stopwatch in 1995.
The idea of expanding games across parallel worlds, or variations on a single world, remains appealing. A generation of players after A link to the past, Castlevania: Symphony of the Night surprised fans with his inverted castle. Horror games have made good use of it over the years, because both silent Hill and The way present dual worlds filled with terrors. The fact that several of the most beloved RPGs of the SNES era share this element is understandable. Beyond the positive reception of A link to the past stems from the simple fact that two-dimensional games and storytelling were evolving within the limits of available technology.
Zelda’s Dark World and Dragon Quest 6’s Dream World have expanded their reach
CD-based consoles that would follow the 16-bit era began to include full-motion video cutscenes and limited voice acting, adding to the immersion. games like the trigger of a stopwatch and Dragon Quest 6 relied on textual narration, as A link to the pastbut they expanded their reach by taking their stories to multiple worlds. the trigger of a stopwatch and Dragon Quest 6 shared many other similarities, but audiences in English territory missed them at the time, because Dragon Quest 6 was not officially localized until years later on the Nintendo DS. Both were traditional turn-based JRPGs released in 1995, featuring designs by Akira Toriyama, with nearly identical spiky-haired protagonists. Modern retro classic games often look like 2D Zelda and pay homage to the series, much like many of the greatest JRPGs of the mid-90s.
Enix’s dream world tale Dragon Quest 6 lean closer to A link to the past than Square’s similar 16-bit works, which offered alternate worlds through time travel and disaster. It used the different geography of the dream world and the real world, just as players moved from the world of light to the world of darkness to solve puzzles in A link to the past. In the real world, players would need to find a mundane means of transportation like a boat or a caravan, while dragon quest 6′s Dream World offered more surreal options, like a flying bed. Actions taken in one world could impact the other, a gaming convention shared with the trigger of a stopwatch and A link to the past.
Along with offering more world maps to explore, these multi-world narratives gave players an added sense of discovery. Dragon Quest 12 can borrow past entries in its series, but Dragon Quest 6 was probably inspired at least by Zelda. Ever since the original NES, RPGs and adventure games required players to find keys or vehicles to fully explore a single map. SNES-era games with multiple worlds encouraged more lateral thinking and offered a greater sense of accomplishment in many cases. A link to the past proved that sometimes one world just isn’t enough for a 16-bit classic, a lesson reinforced by the trigger of a stopwatch and Dragon Quest 6.