|This article is a stub. You can help Codex Gamicus by .|
|THQ, Konami, Imagineer|
|European Release Date(s)|
|September 30, 1998|
|North American Release Date(s)|
|June 1, 1998|
|Japanese Release Date(s)|
|July 9, 1999|
|Awards | Changelog | Cheats | Codes |
Codex | Compatibility | Covers | Credits | DLC | Help
Localization | Manifest | Modding | Patches | Ratings
Reviews | Screenshots | Soundtrack
Videos | Walkthrough
GOG | In-Game | Origin | PlayStation Trophies | Retro
Steam | Xbox Live
Quest 64 (also known as Holy Magic Century) was an RPG released for the Nintendo 64 in 1998. It is notable for being the first released RPG on the N64. The game places you in the role of Brian, a young sorcerer who sets out to rescue his kidnapped father. Quest 64 was almost universally panned by reviewers upon its release due to its simplicity and its frequent random battles.
Gameplay[edit | edit source]
As a sort of fusion between Super Mario 64 and Final Fantasy, Quest 64 has the lead player move about in a three-dimensional environment, exploring buildings, townships, and various territories, speaking with people and collecting items, particularly those that will enhance your element-based magic powers in battle. Speaking of which, the player can either use his walking staff or any of his magic powers to attack any of his targets. There's also the option to try running away from a battle, either by a spell (which may fail) or by exiting the larger octagonal ring.
The battle system is turn-based, starting off with the Player or the Monster with the highest agility. Characters trade spells or physical attacks, and it's based on the classical elements of Earth, Fire, Wind, and Water, having appropriate spells(which are also colored similar to the element in most cases).
What makes this different from most turn-based RPGs is that you're actually in a 3-D environment and can literally aim certain spells, have to run up to the enemy, and the game is partially played in real time. Any time a slower spell is cast, the Player can try and dodge. Instantaneous spells like Water Pillar or Fireball have no time to dodge, where a slower spell like Rock or Wind Cutter are slow enough for the Player to weave around areas in an attempt to avoid the enemy spells.