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The Official 4th Quest Contest

117 replies · 31,800 views · Started 11 March 2009

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.

Sounds fun. I might do it, but the time restraint's kind of pushing it.

Now, let me ask something. How much can we change the overworld? For example, would it be alright to have separate dmaps on it, so that we could us different midis for different sections? Could we make subtile changes, like shadows in the forest, lava pools on Death Mountain, etc?

As for bosses, would semi-custom bosses be allowed? Like, you enter the screen, and their's a statue of an aquamentus. You kill all the octoroks in the room, and are warped to a room where you fight an aquamentus. Sort of like the bosses in Bloodline Classic, and a little like some of the bosses in Lost Isle. Would that be okay?

As for items, would items like the hookshot be allowed?

For 2a, shouldn't you add that 'Items disappear during hold-up' should be left on, or is it supposed to be off as well?

You're kidding... that's the quest I'm working on for the classic set right now, and I have been working on for the past few months! What are the odds? Ooh, this is going to be fun. Good luck to all competitors, and best wishes!

jman2050 wrote:Oh aren't you a smart one.

You'd be surprised how many people might look at the time and think "that's one minute before 12" and they see the "am" and think "12 am is midnight".
:shrug:

For 2b) Are we allowed to use the Classic Tileset ONLY or can we use another Tileset like the BS Tileset?

Also, what about MIDIs? Are they allowed or not permitted?

Classic Tileset, though you can add to it as long as it still looks like the classic tileset.

Also, as was mentioned, you can use new MIDIs if you think they fit it in with the style of the original game.

Such as a remixed version of any of the themes that are already in the game?

No Custom Bosses, I take it? I.e. you can't defeat Ganon in Level 9, but then face a "super" version of him immediately afterwards?

Can we use Inherent flags?

Can we use Chests?

Minibosses?
What about miniboss boss music and separate Dmaps for them?
What about special warp-related events for transitioning between them and the rest of the dungeon?

Can we create a new dungeon that's not a "level?" I.e. it'd have no triforce, but would have at the end, say, a Heart container?

Can we use Heart container Pieces?

Can we use alter Shop Types?

What about the difficulty level? In following with the previous design concepts wouldn't the fourth quest have to be harder than the third? It would seem silly to play them in order and find out that the fourth quest is easier than AlphaDawgs third.

Yeah, and should the text be in capital letters only, like in first through third, or can it be in lowercase too?

ShadowTiger wrote:Such as a remixed version of any of the themes that are already in the game?

If you think they'd fit, just remember to use moderation.

No Custom Bosses, I take it? I.e. you can't defeat Ganon in Level 9, but then face a "super" version of him immediately afterwards?

No

Can we use Inherent flags?

Yes

Can we use Chests?

Yes

Minibosses?
What about miniboss boss music and separate Dmaps for them?
What about special warp-related events for transitioning between them and the rest of the dungeon?

It really depends on what you want to do, but anything elaborate would look out of place.

Can we create a new dungeon that's not a "level?" I.e. it'd have no triforce, but would have at the end, say, a Heart container?

No

Can we use Heart container Pieces?

If you find enough places to use them I guess. Remember, the overworld must be identical to the standard one.

Can we use alter Shop Types?

Yes

What about the difficulty level? In following with the previous design concepts wouldn't the fourth quest have to be harder than the third? It would seem silly to play them in order and find out that the fourth quest is easier than AlphaDawgs third.

If you want it to be! If you plan to go that route of course, make sure to keep it playable at least.

Myself, I'm keeping it classic, using only elements found in the original Legend of Zelda. That's not to say it will be easy. 😊

Hmmm... this may be enough to get me back into a quest-designing mood. It's been a while since I made an all-new quest. I just need to find the time.

If AlphaDawg manages to win the same contest twice with several years between them then he is extremely awesome and I'd be disappointed in the rest of you :P

Hmmm... If AlphaDawg wins again, what would you put in to go directly to his 4th quest? Alpha is already used for the 3rd one. Dawg, maybe? 😃

Don't worry, jman. I'll make sure the competition is fierce. 😉

Anyway, I have a new question on top of my other one from earlier:

CaRmAgE wrote:For 2a, shouldn't you add that 'Items disappear during hold-up' should be left on, or is it supposed to be off as well?

Here's my new question: Is it ok to move the cave with the first sword to a different location, or should it remain where it's always been?

As far as the 'Items disappear during hold-up' goes, yes, that should be left on.

You can move the cave with the first sword if you like. I can't guarantee that everyone judging will like swordless questing though :P

I've got most of mine planned out now. I'm planning on it really staying true to the NES style. No new music, sword in same place, no overworld changes (aside from secrets, of course), etc. And I also have the level gimmicks thought up. Now I just need to start working.

The rules in the original post have been changed slightly to accomodate the clarifications made in this topic.

I wonder if my Legend of Zelda Remix can qualify for this...pft it's almost been a year since I've made it so I don't exactly know :S

Simply because we're forced to use the default overworld for Z1 and the corresponding graphics, I'm not even going to try. However, I look forward to seeing what some of these people come up with

Since Ganon sucks, are we allowed to edit him to have more health and stuff like that?
Also, would a Level 4 Sword be acceptable?

gray0x wrote:Since Ganon sucks, are we allowed to edit him to have more health and stuff like that?

Sure

Also, would a Level 4 Sword be acceptable?

As stated in the rules, new items are allowed, just be judicious in their use.

A bunch of questions here:

1: So we are allowed to make very minor modifications on the overworld itself? I threw in the extra water tiles from the new classic set and fixed up the water borders that were missing on the overworld so far. Just wanted to make sure that's ok.

2: Also, we have to keep the original 9 dungeon extrances in the same spot, except we can make them lead to different dungeons, right? I know for sure levels 1 and 9 will be in the exact same place as the original 1st quest, but I wanted to possibly move a few others around a bit.

3: Are we also allowed to modify palettes slightly, assuming they still conform to the original NES palette? I also wanted to use different colors for some of the dungeons. I also want to add an extra cSet to the overworld.

4: What about layering? I'm talking mainly about things like rain, thunder, fog, etc., and other non-gameplay affecting stuff only. I want to make the majority of the overworld be under quite bad weather, and was wondering if that's ok to do or not. I'd still stay within the NES palette there of course.

5: Combo types and other stuff not in the original LoZ: are they allowed for the most part as long as we don't go overboard with them?

6: I also want to add actual ground types in on the overworld, like throwing grass and dirt in some places basically. Is that ok?

That's about it for now.

1) If all you're doing is touching up the graphics without changing the look, that's fine.

2) Actually, much like the 2nd and 3rd quests, you can put the dungeon entrances wherever you like! Finding them is half the fun in fact!

3) Depends on if it looks good. If you think you can pull it off, go for it.

4) Eh, the one thing that should really be consistent between all the quests is the overworld, so I dunno if that would work. You're willing to try at your own risk of course!

5) yes

6) See answer 4

I actually decided to become active again and throw my hat into the ring for this one. I am sticking very faithful to Zelda 1 with this one. By very faithful I mean "my dungeons interlock and fit on two maps" faithful (strictly a personal goal on that one, and yes they are all shaped like something). I don't think my block formations and enemy combination are NES possible and I have a few other subtle things that are outside of the original game, but at some point design has to take priority over this sort of thing. I hope this turns out to be an advantage instead of the obvious disadvantage it is; I'm trying to make it something that you would not have been very surprised to see running on an NES when you were a kid (even if you would be a little surprised as a tech savvy older person who knows all sorts of pedantic things about the engine).