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Stonequest

by David H. Strelitz

1984
Fantasy
Atari BASIC

(based on 1 rating)
Estimated play time: 6 hours (based on 1 vote)
Members voted for the following times for this game:
1 review1 member has played this game.

About the Story

A struggling alchemist created a stone that magically gave prosperity to whoever owned it. He gave this to the king of Parnidell, hoping that the kingdom would prosper. And it did.
Unfortunately, the king did not give credit to the alchemist, but claimed that he'd invented the stone himself. The alchemist became angry and bitter and soon turned to evil.

When the king died, his son Weesey took over the throne. Weesey was a good king, but "not well endowed in the brains department". The alchemist was able to trick Weesey and steal back the stone. Without the stone, prosperity left the kingdom and "the Parnidell stock market crashed". King Weesey summoned the greatest adventurers in the land to try and recover the Great Stone of Prosperity (as it had become known), but none were successful.

In desperation, he offered "the greatest reward imaginable" for the recovery of the stone and this is where you enter the picture.

Ratings and Reviews

1 of 1 people found the following review helpful:
Holy Overgrown Stone Maze Batman!, March 16, 2025
by Canalboy (London, UK.)

Stonequest is an archetypal "complete quest for king and usurp evil tyrant" adventure which would pass as unremarkable but for possibly the most turgid and unimaginative maze in text adventure history. The game itself is composed of 245 rooms, 200 of which are a stone maze with unclimbable walls; there is a magic word that takes you to the maze exit but as you have to thoroughly map it to search for hidden objects that doesn't soften the blow too much.

The game is split into three parts with a codeword issued at the start of parts two and three to enable quick transit to the section you were last in but in these days of emulators and saved game options it is rendered redundant.

Many of the puzzles revolve around pushing furniture, drinking magic potions or saying magic words although there a couple of more imaginative ones, particularly a problem revolving around a canister and a room with green smoke. Many of the commands seem hard coded to the rooms where they work; for instance the trade verb will only work in certain places when talking to one of the game's NPCs. You have to persist with one particular character which may be a clever way of bartering successfully through persistence or may be a bug.

All of your objects are automatically jettisoned when moving from one phase to the next so at least you don't have to worry too much about applying manifold items to a puzzle or an inventory limit. The parser is a two word effort - it understands TAKE ALL but not "oops" or "back." The writing is reasonable but most rooms are merely backdrops to the puzzles. The first section is the largest and has the most varied geography and character interaction. When playing on the Altirra 4.21 emulator in CIO mode the game crashed at the end of part one but worked ok via 4.30. You can soft lock youself out of winning; howeverv this will be evident soon after the erroneous action. Unusually for a game of this vintage there are no dark areas and no lamp timer and no thirst or hunger daemons so feel free to wander randomly without any time pressure.

The denouement features a nice homage to one of the most famous sketches from Monty Python's Flying Circus. Personally I've never pressed wild flowers.

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1 Off-Site Review

Page 6
Stonequest is an all-text Adventure written by David Strelitz. It is again written in BASIC which proves that this language is more than adequate for a fast executing, complex Adventure when placed in the hands of a competent author.

The six double-spaced pages of instructions for Stonequest are nowhere near as thorough as those for Dragon Quest, but adequate just the same. They consist of a title page, a lengthy background story and helpful playing instructions. The background story tells how a struggling alchemist created a stone that magically gave prosperity to whoever owned it. He gave this to the king of Parnidell, hoping that the kingdom would prosper. And it did. Unfortunately, the king did not give credit to the alchemist, but claimed that he'd invented the stone himself. The alchemist became angry and bitter and soon turned to evil. When the king died, his son Weesey took over the throne. Weesey was a good king, but "not well endowed in the brains department". The alchemist was able to trick Weesey and steal back the stone. Without the stone, prosperity left the kingdom and "the Parnidell stock market crashed". King Weesey summoned the greatest adventurers in the land to try and recover the Great Stone of Prosperity (as it had become known), but none were successful. In desperation, he offered "the greatest reward imaginable" for the recovery of the stone and this is where you enter the picture.
See the full review

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