So when this quest came out, I immediately streamed it for 8 hours straight. I then immediately came back to replay it. Suffice to say I liked this quest.
This is a 1.90 quest with all the messy limitations that come with it, yet I found it easy to forget that with how modern its design is. Every aspect of this quest feels very intentional and well thought out. Many of the old 1.90 quests gave off a vibe in places that they were just going through the motions at points and this one never gave me that feeling.
The overworld is very open ended in a way that can be a bit intimidating at first, however the quest takes a nonlinear approach at the start and levels 1-3 aren't that different in difficulty. So whichever you encounter first the difficulty is manageable. While the quest doesn't directly guide you to most of the dungeons, there are plenty of other hints throughout giving a trail of breadcrumbs leading to the essentials. The hinting is all very well done, and in the few places where I got stumped on my first playthrough an update fixed the wording of hints to be even more clear.
Dungeons are the high point of the quest for me. I loved almost all of them to the point where it's hard to pick a favorite. If I had to though, it'd be somewhere in the stretch from 6-8. Dungeon navigation is always kept interesting despite the restrictions and it was rare to find myself totally lost despite the open ended design. The placement of bomb walls and use of the map and compass are all very smart and make for intuitive navigation. I especially approve of the decision to use the compass to actually mark useful items rather than the comparatively more useless triforce location.
Visually it should be no surprise I'm a fan. The quest is using my Firebird 1.90 tileset and goes even further by customizing the palettes. I am always a fan of a quest with a custom set of palettes. It expands the potential idea space of the quest by a ton. The music choices are also all excellent. A mixture of ZC classics I recognized, newer songs, and some I couldn't quite place. All of them suit their areas well.
If there's one thing I'd say I wasn't a fan of, it was a certain warp maze dungeon. It was very intelligently constructed and I even praised it at the start, but as I played more it dragged on and on. It was one of those situations where there were two rooms left on the map and it took me forever wandering semi aimlessly to find them. I think I may just not have the patience for this type of dungeon.
The economy also doesn't seem to have quite enough money to get the blue ring as soon as it's available, but all of the dungeons are balanced well for not having it. On my first playthough I never even got it. Enemy difficulty is weighted more towards the lower end of the power scale to accommodate. You don't end up seeing blue darknuts until fairly late.
In conclusion, I came into this quest with high expectations and the quest met them all easily. Good show. 5 stars!
Fun in the Sun: Full Circle
Overview
Feature Quest
Creator:
Darkmatt
Genre: NES-style
Added: 19 Dec 2025
Updated: 20 Dec 2025
ZC Version: 1.90
Downloads: 216
Rating[?]:
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Download Quest (1.06 MB) |
Information
A NES-styled challenge quest made entirely in a version of this engine from 25+ years ago!





