For this review, I played the original 1986 Japanese version which was fan-translated to English by Polinym with no other changes to the game besides translation.
Look: 8/10
I love the way the wizard characters sprite looks like they're shaking their staff like a maraca. And yesss the way the water changes colors when you use the Rainbow Drop. I love the RPG Maker vibe tiled sprites, which probably made so many young people feel ready to make their own RPGs. Oh and I liked the battle screens that pop up. Nice font for the ending credits too, though it lacked the FF-style beautiful epic ending screen that I always look forward to in JRPGs (it wasn't a precedent yet tho!).
Sound: 8/10
I can't believe I didn't pay attention to the Sound back then. So many good tunes and sound effects! So influential for later town vibes and world map exploration vibes etc. I really like the town music... and the inn resting sound effect. The combat music... the combat success sound effect... I guess I do really like the Sound in this! Maybe the chronology project helped me appreciate NES-era music a bit more, though I still gotta give credence to C64-era SIDs. I suppose I'll note that, ideally, there'd be more variety of music, but that's not really their fault. What music there is, is high quality. And it surprisingly doesn't get as irritatingly repetitive as it should (tho, again, maybe I'm just trained from playing early and mid 80s games haha). I still wont include it in the rating... mostly to give this a 5 star but also because this is still the era where I usually don't include Sound unless it helps a score.
Play: 8/10
I love how straightforward the battle system is. I also love how fast-paced the menu system is (when compared to games released around the same time). Not in love with the Torch-needed dungeon exploration where they took advantage of that, especially with the clunky navigation where you essentially have to press a direction 2-3 times when you're stopped for your character to actually go that way. I soon caved and just used maps to make it more fun, since it was kinda reminding me of first-person RPGs which I've never cared for.
As I noted in my 2021 review of the NA release, I find it silly that some things don't auto-equip (actually, I didn't notice that in this playthrough? I wonder what Ring/item it was I didn't get in this playthrough), but now that I'm used to early 80s RPGs and action-adventures, I am thankful for the auto-equip of most equipment and thus simplification of equipment management. I like how it's just one-person party, single-player, non-linear but with a clear progression of grindability, with a Zelda-style "home base" you return to if you die and like with Zelda, you retain certain things experience in this case. There isn't even a true save function in this version! Tho of course I used savestates cuz no way I was going to use the password system haha. It's sad how the early NES lacked that ability which the microcomputers allowed, because I do expect save functionality considering Hydlide and others did. Even Super Mario 3 lacking it... tsk tsk.
Feel: 9/10
Playing this game a second time, and with the ability to speed up training with emulator (cuz why not, it's my second playthrough and there's not much of a real story to this), and only doing the necessary things, I realized how much of this game really is just grinding. Not in a bad way, but like, I always thought of you having to go up northwest to Garinham early in the game, but really that's just for better equipment and grinding locations. True foundations to the JRPG world. I really like how they did the home base situation, especially with the MP restoration guy and the existence of Wings/Return spell. Well-done
Lol at some of the item locations, even the necessary ones like Fairy's Flute. Oh mid-80s Japanese Famicom games and your absurd concept of "secrets" Similarly, I absolutely love the idea of testing the limits of a town. Like, in the original RPG Maker, I loved to create edge-of-map or edge-of-town secret items and chests--little did I know back then that was a trope going back to the original JRPG. It gets borderline over-used, and of course it's frustrating when you do find out you stepped one tile too far and go back to the overworld, but it's fun testing the limits of maps and gets me excited for the early 3D era too.
Some definite faults in that it feels like you're just constantly trying to get the next piece of equipment, which makes you wonder whether it was worth investing in, say, that Magic Armour you immediately got replaced by Erdrick Armour ha. Tho I suppose, if I didn't have a guide tell me how to get Erdrick Armour, that Magic Armour would've been critical for the exploration aspect.
Attachment: 9/10
I mean, I had originally given the NA version of this a 7/10 for attachment, unsure whether I'd return to such a rudimentary JRPG. Well, I did, and instead of just playtesting like I was allowed to do since I've beat it before, I beat it again! That says a lot. Plus, now that I know this game in context, it really is so fundamental to the style of adventure and RPG games I love. I loved the early PLATO RPGs, but didn't click with a lot of the early CRPGs. I liked Larn, which was a roguelike, but otherwise I haven't clicked with a straightup RPG in a while (some action-adventures/action-RPGs like Tower of Druaga and Hydlide, I did). Anyway, point being, Dragon Quest is decidedly the first of the turn-based, fantasy-setting, epic RPGs that I love. I realize the Ultimas were epic, too, but at this point, they were only released for computers... and the controls and obsession with brutal deaths (which I accepted in PLATO RPGs) prevented me from fully clicking. And Wizardry and others had too much of the first-person dungeon crawler stuff. Point being, this is the start of what I like, and I was nervous whether I'd click with it. After all, even highly rated early 80s RPGs, I was skipping over. But this sucked me right back in.
I love that even in the original Japanese version there is, essentially, a save function (an elaborate password that stores your current data). Really nifty and creative way to resolve the storage factor. Instead of the game storing your data, you write down a code--your writing is essentially the storage part!
Lol I love that the big epic Dragon Lord final boss is on some like beach/grassy/swampy strip of land (let's just use all our overworld ground sprites huh?) outside a very high up? floor of a castle :-p makes sense. Like 
Looooove that you (ostensibly) have a choice of whether to ally with the Dragon Lord after all and get half the world haha. Kind of a lame final boss battle song though, after how quality most the sound had been. That final boss is no joke though! Be ready!! The grind was for a reason for sure. I thought this was the ending and was disappointed, flopped back on the planet 
But then I realized the game wasn't very forgiving and wants you to go back to the Tantagel/original castle to end the game. Proper end to a quest--you don't magically just go back there like in some games! (Well, I do literally use a spell Return and then I'm back there lol plus all the enemies are gone and it's fun that you can wander the world, if only there were FF-style secrets and easter eggs around to make that worthwhile, besides the change in townspeople's dialogue thanking you). Now we get to carry around this spoiled princess forever? Anyway, certainly not as beautiful and epic as the FF ending screens, though that obviously comes later and this is the basis to the later JRPGs 
What a huge influence this game had, what a foundation to what has been my favorite genre for most of my life, and how impressive it got me to play through entirely again despite being the very first/foundational/rudimentary version. Definitely will have to boost attachment for the NA release version as well. Not a perfect game by any means, but a worthy game.
Completion: Main Story
Playtime: Now that I'm at the era of longer games I will actually finish, I need to turn on playtime tracking. Hm. Hard to estimate. I will have to get better about that for these long JRPGs.