Castle, which is visible from Tantegel Castle, the game's starting point. His soul became evil by learning magic. Rumors say that, through a spy network, he knows everything that happens in Alefgard. He seeks "unlimited power and destruction", which results in a rising tide of evil throughout Alefgard. The Dragonlord wants to enslave the world with his army of monsters that he controls with his will. Development Background When Eidansha Boshu Service Center was founded in 1975 it published tabloid magazines that advertised real estate. In 1982, after failing to establish a chain of stores, the company's founder Yasuhiro Fukushima transformed it into a software company devoted to gaming and created Enix. To find talent for the company, Fukushima held the "Enix Game Hobby Program Contest". The competition was styled after manga competitions, was advertised in computer and manga magazines, and had a million prize for the winners. The winners were , Koichi Nakamura, and manga magazine Shōnen Jump writer Yuji Horii, who was the top winner. Horii designed a tennis game, Love Match Tennis, which became Enix's first release. While he did not believe he would win, he was motivated by his editor, who enjoyed the games and published Horii's articles on them. Later, when Enix began creating games for the NES, Fukushima held another contest. This time, Nakamura won with his "cartoonish and creative contest entry" Door Door, which became Enix's first release for the NES. Horii's earliest inspiration for Dragon Quest is his own 1983 PC visual novel The Portopia Serial Murder Case – a murder mystery adventure game that bears some similarities to games such as Mystery House (1980), Zork (1980), King's Quest (1984), and particularly Déjà Vu (1985). Horii wanted to advance the game's storyline through dialogue. Portopia was originally released for Japan's NEC PC-6001 and was later ported to the NES in 1985. The port is Enix's second release for the system and the first game which Horii and Nakamura worked on together. Horii redesigned the interface for the port to accommodate the console's limited controls, and added a dungeon-crawling area which the detective explores. While Portopia did not directly result in Dragon Quests creation, it was, according to 1UP.com, "a proving ground" for the RPG. The menu-based command system of Portopia would later be used in Dragon Quest. The original idea for what became Dragon Quest came during the development of the 1985