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How a ‘90s Zelda PC port became a fangame factory, turning one legend into a thousand

The same way you might play Dragon Quest and rush to assemble a tribute in RPG Maker, players have been making their own old-school adventures in ZQuest for decades. The results range from the quaint to the damn near authentic, and the cream of the crop is collected on a database-slash-forum called PureZC. It’s a visually lean, community-driven treasure trove the likes of which I didn’t think existed on the internet anymore. Custom games, all of which are called “quests” and disseminated as.qst files to be plugged into ZQuest, are split up into a few genres: Metroidvania, NES-style, dungeon romper, randomizer, and so on.

Like Venezia and Clark said, you can go a long way without writing so much as a line of code (though the option is there, should you opt to push the engine beyond its normal scope using the ZScript language). A fan favorite metroidvania quest from 2024, The Deep, features puzzles that incorporate shadows and fog, conveyor belts, a hookshot like you might remember from A Link to the Past, and all sorts of other novelties.

It’s easy to see how it took home the gold in a community contest, but all the more intriguing when you learn it did so in a “non-scripted bracket” and was built in just over three weeks. Bigger, multi-year endeavors like Lost Isle and The Hero of Dreams are lengthy and fully-featured games in their own right—projects that, if you squint, look and feel remarkably like unreleased Game Boy Advance games. While the quests are diverse, numbering over a thousand, reverence for the 40-year-old Nintendo series is the one thing that makes it all cohere.

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