In honor of whatever amount of years ZC has been around, the Zelda Classic developers are introducing the Official 4th Quest Contest. For the 1% of you that were around for the Official 3rd quest contest back when version 1.90 was considered cutting edge, this should be a nice nostalgic throwback. For the other 99% of us, the idea is to create a 4th quest that would've logically been the next iteration of the original NES Legend of Zelda, basically in the same vein as the original 2nd quest or Alphadawg's 3rd quest. This quest, if determined to be the winner, will be packaged as an "official" quest with the final version of Zelda Classic 2.5, playable after completion of AlphaDawg's 4th quest or via the use of a password on the save select screen.

Of course, back when that contest took place ZC 1.90 was little more than a straight remake of the original with a level editor. 2.5 stands to be a significant departure from what is was that long ago. And, as unfortunate as it is, many of the newer modern features of 2.5 can be pretty intimidating to first time users. I know more than a few of the oldtimers appreciated the simplicity of Zelda Classic during that period.

Well, the idea of this contest is return to that period of time and to return to what made Zelda Classic so alluring in the first place. The idea of taking one of the most beloved games of all time on one of the most beloved game platforms of all time, and being able to put your own spin on it. However, it would be disingenuous to look fondly on the past without looking towards the present and future. Zelda Classic has evolved, and so have the tools to let Zelda fans express themselves in more ways than previously possible. The rules of this contest were developed with these thoughts in mind, allowing one to go back to simpler times while allowing one to draw upon what ZC offers currently (to an extent at least).

The goal, simply stated, is to create a quest that accomplishes the same purpose as the 2nd quest in the original Legend of Zelda. However, unlike the 2nd quest, you don't have to strictly adhere to the conventions established for it. Regardless of what you do though, remember that faithfulness to the design philosphy of the original game is a big component on whether your quest is eventually chosen. Everyone can enter with one possible exception specified in the rules to follow.

Official 4th quest rules

1) By entering this contest you agree that, if your entry is determined to be the winner, the Zelda Classic development team retains
the right to package the quest with all future versions of Zelda Classic and to use the quest and any materials therein for
promotional purposes now and in the future.

2) The quest may be built with any future-compatible version of Zelda Classic from 1.90 up to and including whatever build is deemed
the most current. Regardless of the version used, the final quest must adhere to this set of guidelines

a) Only the following rules may be turned on or off at the discretion of the user: "Fast Dungeon Scrolling", "Smooth Vertical Scrolling",
"Invincible Link flickers", "Can't push blocks into unwalkable combos", "Push blocks don't move when blocked", "Combo cycling on layers",
"Scrolling warps don't set the continue point", "Use Old-style warp detection", "Rings affect damage combos", "Multi-directional traps",
"Fast Heart refill". All other quest rules must be DISABLED except for one. The rule "Items Disappear during hold-up" must remain ENABLED.

Edit by L: Actually, it's perfectly alright for you to also turn on "Warps Ignore Arrival X/Y Position When Setting Continue Screen",
"Use Warp Return Points Only" (as long as you use the Warp Return A square for everything that the green square is used for),
"Damage Combos Work On Layers", and "Log Game Events to Allegro.log" (But you'll probably want that off when you finish testing.)

Another edit by L: "FFC Are Visible While Screen Is Scrolling" is also permissible, if you're using FFCs prudently. And "1.90-Style Tribbles" is also allowed,
but since you can edit every aspect of the Tribble enemies, it's relatively meaningless to the seasoned questmaker.

b) The original NES Zelda graphical style must remain intact. What this means is that you must use the Classic NES tileset, and are allowed
to create new graphics as long as the changes are minor (judges discretion) and said changes maintain the aesthetic style of the original
game (also judge's discretion).

c) New items and new enemies WILL be allowed in this contest, but keep in mind that the goal is to maintain the spirit of the original
game and create an extension of the first three quests. As such, the judges will decide whether any additions to the quest qualify in
this regard. Adding a variant of the candle that uses rupees (much like the arrow - L) or an Octorok that requires 6 hits to defeat is likely okay. Adding the spin
attack, Din's Fire or an Octorok on crack is likely not.

Edit by L:
* No Summoners that can summon bosses, where "bosses" includes the standard bosses, Moldorm, Lanmola and Patra (but not Digdogger Kid).
Also, no Zols, Vires, Darknuts or Digdoggers that split into bosses, and no Tribbles that grow into bosses.
* No editing the "Dust Pile" item or the "Big Triforce" item.
* No Bomb Bags. Use the "More Bombs" Room Type exclusively. The only exception is the Magic Bomb Bag which provides endless bombs,
which functions like the Magic Key and is allowed.
* Weapons cannot slash, nor produce sparkles.

d) In maintaining consistency with the first three quests, the overworld must remain almost entirely identical to those quests. There may
be subtle aesthetic differences (such as changing the entrance of a dungeon to the entrance of a cave) but aside that must be the same.
Note that you are free to rearrange secret entrances, item locations, and cave types to your liking, but any entrances that are NOT
secrets must remain in the same place, though of course they don't have to LEAD to the same place...

Edit by L:
* You can also change a dungeon entrance into a fairy pool or a whistle->stairs pool, and vice versa. And, of course, you can
change First Quest's existing whistle->stairs pool into a fairy pool or an ordinary pool. But don't overdo this.
* "Dungeon entrance" refers to the First Quest screens containing the entrances to the first six dungeons. It's unlikely that you'll be
permitted to change the structure of 0x6D (which is in the middle of a forest) and 0x05 (Spectacle Rock).
* One DMap for the overworld. The following DMap flags must be enabled, with all others disabled: "Use Caves...",
"Allow 3-Stair Warp Rooms", "Allow Whistle Whirlwinds", "Special Rooms and Guys are in Caves Only".
* One 3-Stair Warp Ring per quest.
* One Whistle Warp Ring per quest.

Another edit by L:
* The types of secret entrances one can add or remove in overworld screens include the "Burn Trigger (Any)" flag,
the "Bomb Trigger (Any)" flag, Bracelet push-blocks, Armos->Stairs, Armos->Item, Grave pushblocks and, as seen in Second Quest,
the "Whistle->Stairs" screen flag (which is permitted even if the screen doesn't have a pool - but you must use the
"Whistle->Palette Change" screen flag in conjunction with this.)

e) Dungeons may be made as large or small as one wants and with any room configuration one wants, but the design of any particular
room must be consistent with the first three quests. This means one wall on each side, one door of any type at most situated on a wall.
The contents of a particular room are left to the designs of the quest maker, but as with the graphics and added items/enemies,
faithfulness to the NES design is paramount. Conveyors may be okay. Large superstructures that require the use of several items to
destroy may not.

Edit by L:
* One DMap per dungeon level! And all DMap Flags must be disabled for dungeon DMaps.
* The Continue screen must be the dungeon's inner entrance screen.
* The Compass Marker screen must be the Triforce Fragment's screen.
* The Triforce Fragment's screen must warp Link to the dungeon's entrance in the overworld. (This is done by setting Side Warp A, by the way.)
* The statue combos in the dungeon's inner entrance screen and the Triforce Fragment's screen cannot shoot fireballs.
* No editing the Item Cellar or Passageway screens (0x80 and 0x81) unless it's, well, changing the enemy list so that something
other than 4 Keese appear there. (What? The "Enemy 0" combo flags? ...sure, whatever.)
* No "Fall From Ceiling" enemy patterns.

Another edit by L:
* It was so obvious we forgot to mention this: all dungeon DMaps must be "NES Dungeon". So no Interiors with persistent secrets
and non-functioning doors! (But why would you assume otherwise?)
* Don't use the "Treat as Interior Room" flag to bypass various limitations of the "NES Dungeon" DMap type, either.

f) There must be exactly 9 levels; no more, no less. Each level must have a map and a compass. You may use boss keys and boss doors,
though this isn't necessary. Each of the first 8 levels must contain at least one preprogrammed boss, one triforce piece, and at least one
collectable item. The ninth level must only be accessible by collecting all eight triforce pieces. The boss of level 9 must be Ganon, and the
final goal of level 9, and the quest, is to save Zelda.

Edit by L:
* Levels must use one of the NES dungeon palettes, and two or more levels can't use the same palette. Level 9 must use "White/Red".
* One Ganon per quest, and one Zelda per quest.
* A "Level 9 Entrance" screen must appear somewhere in Level 9 between the dungeon entrance and Ganon's screen.
* ...What?! You want to put another "Level 9 entrance" screen in a lower-leveled dungeon, as a gateway to an "optional area"?! ...um, no.

g) Link can only use NES-style movement and cannot use any of the 2.5 specific modifications (16x16 Link, big link, etc). Freeform
combos are not outright banned, but their use should almost assuredly be restricted to applications that would fall in line with NES
design standards. Scripts are not allowed in any circumstances. The subscreen may be edited to accomodate new items but must retain
the general structure of the original. New music may be used as long as, again, it fits in the context of an NES game. Custom bosses
(defined as enemies that are not created via the enemy editor) are not allowed.

Edit by L: No changing the sound effects, either.

Subsequent additions by L:
h) No string control codes, and no lowercase characters in strings. No DMap Intro strings, and no DMap-specific custom minimaps.
And no DMap item disabling!

i) You can edit the Shop Types, but shops can't sell "+Max" items (heart containers), Triforce fragments, the big Triforce, the Dust Pile,
the Rupee items (?!), Arrow Ammunition or Magic Jars (because the True Arrows / Magic rules are off), and Misc items.
* The same restrictions apply to "Take Only One" Room Types, but they can have "+Max" items in them.
* The same restrictions also apply to Item Drop Sets. Also, Item Drop Sets can't contain items with the "Equipment Item" flag checked.

3) Quests will be judged by the Zelda Classic development team and by a select group of judges to be determined at a later date. Those
chosen as judges may not enter this contest. The Zelda Classic development team will have the final say as to the winner.

4) All entries must be submitted by April 15 2009 at 11:59PM EST (GMT -5). Entries must be submitted in qst form, either raw or in a
zip file. Entries may be kept private at the quest maker's discretion unless it is chosen as the winner, in which case section 1 applies.

5) Most of all, this is a fun exercise that is meant to stimulate the creative person within all of you without intimidating people
into using the most advanced features. Please enjoy yourselves!
Note that these rules are subject to change at any point during the competition if deemed necessary.