Welcome to the 59th issue of the GBAtemp Recommends Revival Project! This project is a weekly feature where we share our favourite games and applications with you. The things we recommend may be "old school" titles, a Homebrew, a ROM hack, sleeper hits, an application, etc, but one thing's for certain, we think they are fantastic and deserve your attention!
GBAtemp Recommends!
Written by SexBortzNATOR
Remember when Pokemon Red/Blue and Yellow were hogging the handheld stage in 2000? I do, only because I was distracted and wanted to fit in with everyone. As soon as I beat the elite 4 with my Pikachu, I sharply lost interest in the pokemon miniverse for a while (till the crowning pinnacle of the Pokemon series Silver/Gold/Crystal). But for those 3 years between the Pokemon releases, I slipped into a world more imaginative and complex than Pokemon could ever hope to be. This world was the mystic world of Dragon Quest Monsters.
The game was derived as a spin off of the first 6 Dragon Quest games. Instead of a story driven RPG, this time you collect another signature trademark of the series: the monsters. There were over 250 of them in the original DWM, and they were all badass.
The story is weak and only there to give the game purpose. You are Terry (a younger version of Terry from DQ6) and your sister has been taken by a mystical monster. You are also taken by a similar monster and told maybe you can get her back if you win the Starry Night Tournament. In order to do this, you have to traverse a multitude of magic gates containing monsters of all kinds. And its up to you to tame, train, and breed your way to victory.
The game consists of you travelling into mystic gates to traverse randomly generated worlds, collect monsters, and then at the end, battle a boss monster. Once you clear a gate, you can head over to the arena to take the next class of fellow monster masters. Then its back to the mystic worlds. Anywhere in there, if you feel like your monsters aren't powerful enough... breed them together.
"Breed? You can do that in Pokemon." Yeah if you like taking hours to grind a weak baby with bait and switch tactics. Listen up, reader. This is where DWM cashes its chips and wins it big. The game's central focus is powering up your monsters. When you catch monsters, each one is either male or female. Obvious. When they reach double digits in level (10), they are old enough to breed. The monsters have to be male and female. The new monster produced has half the average of the parents stats and (hopefully) better growth ratings. So a new monster will likely be better than a wild one. And once that monster has grown up, breed it again... and again... And by the time you look back, you will have some pretty serious monsters on your hands.
The best part about this (or at least my favourite part) is that all of the monsters are available to you from the beginning of the game. You don't need anyone to trade with or anything. Its just you, your monsters, and the huge mystic world.
Genre: Turn-Based RPG
Release Year: 1998 (JPN), 1999 (Eur), 2000 (NA)
Developed: TOSE
Published by: Enix Corporation/Eidos Interactive
Designed by: Yuji Horri
Released For: Gameboy Color
Also Known as: Dragon Quest Monsters: Terry's Wonderland (JPN), Dragon Quest Monsters (Eur)
Ports/Remakes: Dragon Quest Monsters 1+2 (PSX), Dragon Quest Monsters: Terry's Wonderland 3D (3DS)
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