YMMV / Dragon Quest III

  • Ascended Fanon: Ortega's new sprite/design in the remakes, which originated in the North American NES localization of III, rather than the Famicom original.
  • Demonic Spiders: The chest monsters. Man-eating chests can kill your party in one or two attacks when you first meet them, while Mimics have a One-Hit Kill spell that will try to kill your party members.
  • Ensemble Darkhorse: The soldiers in general, though the female soldier most distinctly. She appears as various NPCs in future installments of the series.
  • Fan-Preferred Couple: In Japan, it is all but a sniff from universally accepted fanon that the Male Hero and the Female Sage are an item and are the couple who start the trilogy's legendary family line. The only quibble in this is what Sage starts off as — there's far less agreement over whether she begins as a Jester, Cleric, or Mage.
  • Game Breaker: Depending on when your Mage or Sage gets it, the Transform spell can qualify as one. Having two or more of your best ally? Yes, please! Not much gear though, until the remakes threw in quite a handful. (The best is the Rubiss Sword, which has a colossal + 160 attack bonus, casts Thordain for free when used as an item, and everyone can use and equip it with no penalties.)
    • Also, somewhat oddly, the Golden Claw of all things, especially in the remakes. By itself it's powerful but not super game-breaking; in the original release, it can't even really be used as a weapon, practically. However, getting out of the pyramid with it puts you in a ton of fights... which is the point, right? Except it puts you in a ton of fights, which means if you pull it off, you just came out of a hypercharged grind session and are swimming in money and experience even without selling the damn things. It's far worse in all remakes, where you have the "bag" and can bring dozens of cheap healing herbs along, and conceivably get the claws out very soon after reaching the Pyramid initially. Pull that off, and not only does your Fighter have a weapon better than anything store-buyable but you've just pulled off a speed-grinding session that gives you all the money you'll need for a large chunk of the game and probably gave your entire team several levels in the space of two dungeon floors.
  • Growing the Beard: The first two games certainly weren't unpopular, but it was DQIII which set the franchise's place in history and the collective consciousness of Japan in marble. It was a lot more polished than the first two, far broader in scope, and however many arguments might be made for exactly how much influence the game had on JRPGs as a whole, the game's influence on its successors is absolutely humongous, as each one more or less tries to live up to the standard it set and mix up the formula it established, for good or ill.
  • Memetic Molester: The male Jester among the Japanese fandom.
  • Seinfeld Is Unfunny: While the game has aged very well, especially with the remakes, many modern gamers miss just how groundbreaking this game really was at the time. It is the Ur-Example, Trope Maker, and Trope Codifier of many, many JRPG tropes. To truly cement this in one's mind, consider the following — Dragon Quest III came out a scant 2 months after Final Fantasy I.
  • Tear Jerker: After following Ortega's footsteps throughout the entire game, you encounter him in the final castle... right before The Dragon kills him in front of you.
  • That One Boss: Kandar is possibly the first difficult fight in the game. Until you find out he has a crippling weakness to the Sleep spell.
  • That One Level: The cave to the Necrogond. Not nearly as frustrating as the Road to Rhone in the previous game, but tough nonetheless.
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