- Current Location:
- PureZC
- » PureZC Forums
- » Quests
- » Throwback
Throwback
Overview
Feature Quest
Creator:
superpatch13
Genre: Story-driven
Added: 09 Jun 2014
Updated: 11 May 2023
ZC Version: 2.50
Downloads: 1450
Rating[?]:
|
Download Quest (3.55 MB) |
Information
You go around Hyrule collecting Triforce pieces to achieve a goal. Huzzah.
About Reviews Comments Forum Topics
Description
This is my 4th quest I have made (3rd uploaded on this account). I honestly can't remember how long I have been working on this one. I guess somewhere around 3 years. I think my best strong-suit when it comes to quest making is the story, so hopefully you all enjoy the world I try to create. I 100% it in approx. 8hr, so its a long game for those who don't know where to go. Feedback is always loved, and of course, have fun playing it! (and if you see anything you think should be fixed/change, let me know!)
Probably around 10ish+ hours to beat if you want to do everything.
UPDATE 2.5- a BUNCH of changes including dialogue, aesthetic, gameplay, etc.
UPDATE 2.7 - 8-way movement added. Mainly difficulty adjustments, and certain bug fixes and other general changes to smooth the experience for everyone.
UPDATE 2.8 - Bug fixes and general adjustments.
Probably around 10ish+ hours to beat if you want to do everything.
UPDATE 2.5- a BUNCH of changes including dialogue, aesthetic, gameplay, etc.
UPDATE 2.7 - 8-way movement added. Mainly difficulty adjustments, and certain bug fixes and other general changes to smooth the experience for everyone.
UPDATE 2.8 - Bug fixes and general adjustments.
Story
Zelda is kidnapped. Ganon is trying to take over Hyrule. Cats and dogs living together, mass hysteria. There's more to that, but you should find out for yourself 
Tips & Cheats
I wouldn't call this game easy. Any part where link is unable to move, hold down (the game usually tells you this). Like-wise, if you can move during a cut-scene that stops, move up to trigger the rest of it. There is a walkthrough on my YouTube channel if you are stuck: https://www.youtube....h?v=Dsif6Uvt6bU
Credits
Most of the credits are in-game, but I made this game along with the design, story, music selection, as well as my quality seal of approval. Also Epad for his many demo testing and useful insight. Thanks to TeamUDF for playing an early demo. VGMusic for the most of the music and purezc for most of the tiles. Another thanks to Moscowmodder for the useful 2 scripts.
Rodanism
Posted 26 May 2025 - 12:50 PM
Nope. This was a miss for me. The game looks nice but those dungeons were frustrating. No one wants to be spinning their wheels for hours pacing through the same rooms trying to figure out some obtuse puzzle. I knew I should have quit after that super dumb first boss but I gave it another chance. The second moon dungeon was my breaking point.
SofaKing
Edited 25 January 2020 - 12:14 PM
I'm very late to this quest. For some reason I started playing it the same time as everyone else, got stuck on something stupid on an early boss, and never came back. I finally did and I'm glad I did. It's really something. It held my attention through 20 hours and 80 or so deaths at a time when well after a decade plus of playing ZC I'm having a harder and harder time finding quests that hold my interest anymore. All of the criticisms are fair. Damage tiles are overused. A few of the graphical hints needed to advance are there but almost TOO obscure. I encountered a few bugs using 2.53 and a few things that seemed a bit unfinished. There are a lot of B-button items it doesn't use and could. If the author ever wanted to do a remake of this, with a couple more coats of paint, it could enter the pantheon of the best quests in the database.
Having said that, the amount of story and dialogue cleverness and excellent level design is very high. The difficulty is perfect. It looks great. Overworld is solid. Many of the custom bosses are quite fun. The block puzzles are tricky without being bang-your-head-against the-wall tricky. The balance between fighting and puzzle-solving on both a mirco (the room you're in ) and macro (meaning the dungeon and/or overworld layout itself is a puzzle) level is just right. The quest does way too many things right to not get five stars. Play it if you haven't.
Having said that, the amount of story and dialogue cleverness and excellent level design is very high. The difficulty is perfect. It looks great. Overworld is solid. Many of the custom bosses are quite fun. The block puzzles are tricky without being bang-your-head-against the-wall tricky. The balance between fighting and puzzle-solving on both a mirco (the room you're in ) and macro (meaning the dungeon and/or overworld layout itself is a puzzle) level is just right. The quest does way too many things right to not get five stars. Play it if you haven't.
Useless Old Man Wisdom
Posted 11 May 2016 - 08:49 PM
Pros:
- entertaining story line throughout. Obviously inspired by Hero of Dreams. The twist towards the end involving the real villain fell kind of flat in my mind, but was a surprise.
- well executed puzzles and dungeon design.
- the medium difficulty is about right - not too easy as to be boring, but not a slogfest.
- there are a lot of "aha" moments when you discover how well consealed is the next path you need to take.
Cons:
- way overuse of damage tiles. In many cases, including involving puzzles, it is impossible to avoid damage.
- the quest just seems unfinished to me. There are many holes in your item inventory at game end and the bonus dungeons after you beat the game have no conclusion. Level 3, in particular seems unfinished.
- the quest is linear in a rat race kind of way. I just don't get quests that block off swaths of the overworld like this until you get the latest item.
- this quest throws lits of rupees at you, but doesnt give you much to spend them on.
I want to give this a 3.5, but will round it up to 4, as the quest was smooth running and gave me a solid 17.5 hours (not 50) of game play.
- entertaining story line throughout. Obviously inspired by Hero of Dreams. The twist towards the end involving the real villain fell kind of flat in my mind, but was a surprise.
- well executed puzzles and dungeon design.
- the medium difficulty is about right - not too easy as to be boring, but not a slogfest.
- there are a lot of "aha" moments when you discover how well consealed is the next path you need to take.
Cons:
- way overuse of damage tiles. In many cases, including involving puzzles, it is impossible to avoid damage.
- the quest just seems unfinished to me. There are many holes in your item inventory at game end and the bonus dungeons after you beat the game have no conclusion. Level 3, in particular seems unfinished.
- the quest is linear in a rat race kind of way. I just don't get quests that block off swaths of the overworld like this until you get the latest item.
- this quest throws lits of rupees at you, but doesnt give you much to spend them on.
I want to give this a 3.5, but will round it up to 4, as the quest was smooth running and gave me a solid 17.5 hours (not 50) of game play.
tonym
Posted 19 February 2015 - 04:18 PM
This is a good example of a well designed quest with a bad implementation. The puzzles are challenging and fun. I really like the layout of the over world and the dungeon designs are well thought out. The story is funny. This is a fun quest for those who don't mind repetition.
Unfortunately there are some rookie mistakes (or maybe by design, which is worse) that really killed this one. One is needing bombs to complete a dungeon but none of the enemies in that level provide any. Having to leave a dungeon to get something trivial breaks the flow of the game. Also I hate scripted bosses, mainly because most of the time they're poorly implemented which unfortunately is the case here. Finally I don't feel that the difficulty matches the progress. For example, level 1 is too difficult to get through with only three hearts (it should have been level 2 or 3) and the fact that pots don't give you hearts or coins is annoying.
I admit I'm having fun playing this quest despite the annoyances. I'm not sure if I will finish it but overall it's not a bad play.
Unfortunately there are some rookie mistakes (or maybe by design, which is worse) that really killed this one. One is needing bombs to complete a dungeon but none of the enemies in that level provide any. Having to leave a dungeon to get something trivial breaks the flow of the game. Also I hate scripted bosses, mainly because most of the time they're poorly implemented which unfortunately is the case here. Finally I don't feel that the difficulty matches the progress. For example, level 1 is too difficult to get through with only three hearts (it should have been level 2 or 3) and the fact that pots don't give you hearts or coins is annoying.
I admit I'm having fun playing this quest despite the annoyances. I'm not sure if I will finish it but overall it's not a bad play.
Espilan
Posted 27 August 2014 - 12:00 AM
I tried to get started on this one but after the first half hour I couldn't take any more. Zoras, and leevers/crabs in places without much room to maneuver, practically guaranteeing that you'll take a hit (or three) when you're only at three hearts without any access to potions? Necessary items hidden in out of the way places that nobody will think to look in? If trying to even get started on the first dungeon is this much of a pain in the ▒▒▒ then I don't want to see what the rest of the quest is going to offer.
)-( Marchland Malady )-(
Edited 30 July 2014 - 02:02 PM
If there is one thing that this quest will teach you, it is humility. Even I am not god enough to get through this one without dying... a lot. I do feel that Darkmatt717 would be very proud of this quest, because it definitely has that La Mulana flavor and is very difficult. Getting through this quest without dying... isn't going to happen, so you should not expect to do so.
Help with Throwback QuestStarted by ms_zelda_lady , 09 Jun 2014 |
|
|


