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(Author: Unknown)


"It's the king's turn to defend his kingdom!"

The Oracle and the Runesword are the only things that can defeat Arkadian the Necromancer and his army of evil spirits. Knowing this, the Ncromancers stole the Runesword and the Oracle from the Kingdom of Gwyn. You awaken the next day to discover that your precious weapons have been stolen by the Necromancers.

Your kingdom falls into a state of panic; they know that you are the only person in the world who might have enough power to beat Arkadian, with or without the Runesword and the Oracle. However, your previous adventures have made your king of Gwyn, and by trying to save your kingdom you put yourself in immediate danger.

Graphics (n.)
The use of animation and visual effects to stimulate the senses
There are many programming practices that are considered taboo for QB programmers, and Quest seems to violate the most cardinal rule of all: never ever make a game that switches between more two or more resolutions. And Quest will change resolutions frequently, as the field screen takes place in 640*480*16 colors and battles are fought on a screen made in 320*200*256 colors.

But this gamble doesn't hurt Quest so badly. At the worst, the game would flicker and refresh if Quest is run under Windows, but there wasn't anything in particular that would hurt the eyes. Although the graphics overall did have a plain look, a big reason points were lost were in the drawings of the enemies, which looked like it could have used just a little more work.

Sound/Music (n.)
The smooth blend of atmospheric sounds and original harmonies
The programmers of Quest chose to use the PC speakers to fuel the sound effects for their game. This is where the taboo about switching resolution begins to make sense. Sometimes, when switching between the resolutions, the PC sounds "hang", causing some the eerie pitches in this game to sound off like the Emergency Broadcast System. Now that I think about it, a sound on/off feature would have done Quest some wonders.
Gameplay (n.)The precision of control and involvement of character within its universe vv
Quest is set up as a non-linear RPG, where the key to beating the game is travelling back and forth through the different towns and gathering clues that will get you one step closer to finding the Runesword and eventually getting to the final showdown against Arkadian. Don't expect to get through the game by ignoring every villager you meet and simply battling to your full potential. More of your Quest will emphasize on your ability to gather items and solving puzzles.

The only hurt that comes from this game is the battle system. While the battle element is relatively deep with a handful of spells to cast and items to use, Quest suffers from a high enemy frequency. 

Story (n.)
The creativity and presentation of the game's critical plot
At last! Somebody has finally made a game where the plot draws you in and then the story develops and interacts with you. The developers of this game did a good job of involving the player in the story, primarily by making the villagers central to the gameplay instead of focusing so much of the game on battling and forging from town to town. A refreshing change of pace from the linearity of most other QBRPGs
Replay Value (n.)
The timelessness of the gamer's delight, such that the experience can be repeated again and again
While Quest has plenty to offer the first time you play, the graphic and sound shortcomings catch up to you the second time you play. Also, some of the more difficult puzzles that gave this game some flavor still end up fresh in your mind after solving the game. It's hard to say that anyone would want to travel from town to town all over again after passing the Quest the first time around. 
Challenge (v.)
To strike the mental nerve in such a way as to stimulate human thought and reflexes
Mazes are extremely difficult, and enemies are either too easy or too hard. The real difficulty is finding out when to go where, as all the towns are open for your exploration in the beginning of the game. Gathering resources and making sure you can handle each of your mini-adventures is critical to solving this Quest.
Fun Factor (n.)
The overall entertainment value as maintained throughout the adventure
It's a real shame that I don't know who made this game. If I knew what team programmed this game I would congratulate their efforts. It's very rare to find a QBRPG that plays like this anymore.

Quest offers some high points. In one hand, you're guaranteed a game that will take you some time to solve. On the other hand, you have a seriously-mind bending experience that will more often test your brain power than your hitpoints. The only true way to win is to interact with the townspeople and really get into the world where Quest takes place. I'm not saying that this game should win a technical award anytime soon for it's graphics and sound effects either, but I am saying that Quest did not neglect some of the more artistic efforts that more reputable titles all too soon forget.

Players 1 player Genre: Role Playing Game
Rating To solve: 8-12 hours Final Rating: 13/35

To download this game, click here.
Installation Tips
wTo run this game, you must have any version of Microsoft QuickBasic.
wTo play Quest, unzip the file and run "QUEST.BAS" from QuickBasic.

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