Originally Posted by
King Aquamentus
the Legend of Mario - Mario's Insane Rampage. Not only was this among some of the first "theme quests" which were actually memorable, but it has a sense of humor as dark as it is robust. Even if most quests didn't literally make you laugh out loud, this one could get to you, either with the graphics, concepts, or just the dialogue. Hearing the Zelda secret jingle when you blow up a Toad and visibly scatter his entrails across the ground is an experience that has to be seen to be believed.
(the very first theme quest is widely believed to be a Metroid quest by Exate which likely is no longer even in the database. Most of his old quests are hosted personally by him, and this one he probably didn't care too much for. However, do check out his *other* Metroid quests if you have the time. Wow.)
VEL is the author of this quest, but like many questmakers nowadays, she is difficult to get a hold of. It's not even known if she has internet access.
Megaman: Doctor Wily's Revenge: Director's Cut. Yeah yeah it's another theme quest, but also very worthy of consideration, as it skirts the possibilities of Zelda classic through simple manipulation of physics to create things like cutscenes and even certain puzzles. Sure, a lot of these tricks are common knowledge among even intermediate questmakers nowadays, but this quest was the pioneer, and put those tricks to such expansive use, it almost feels like a different game. For a Megaman themed quest, especially one in the classic series (Megaman 1-10), it's a dark, angsty quest on par with some of the X series. This does the quest a lot of good from an adventure standpoint, as, both literally and metaphorically, things get darker and scarier the deeper you dig.
Peteo spends most of his time on PureZC. He's not terribly common, but if you try to contact him, I'm sure he'll eventually shout back.
Prepare Yourself: Some quests like to break the mold and rewrite the rules. Prepare Yourself presents to the player a much more open-ended approach to their adventure than normal: Rather than block off access to the final dungeon until the triforce is reassembled, the final dungeon is local and accessible right from the start. The only thing you won't find in it that is absolutely necessary to beat the game is the bow. Other than that, it is up to the player to assess their own skill and determine how much extra questing they need to do.
Old-Skool spends most of his ZC time on Armageddon Games, writing posts recommending quests for a documentary. *runs* Yeah sorry to toot my own horn, but there aren't a lot of quests that rearrange the norm like that (I think Dodge the Arrows might count, despite being about 15 seconds long.)