In TimeQuest, your mission as a private in the Temporal Corps, the 21st century agency responsible for monitoring time travel, is to hunt down the villain Zeke Vettenmyer, a rogue Lieutenant who has repeatedly slipped back in time to subtly alter and destroy the historical timeline. You'll have to follow him to eighty locations and across 3,000 years of history to undo the potentially catastrophic changes he's made to the timeline in various critical historical situations. If repairs are not made and the time criminal is not stopped, these timeline changes will drastically alter current and future history. TimeQuest is an adventure game that uses text coupled with static screen displays (with minimal animations) to advance the story with either a keyboard or mouse driven (recommended) interface.
~ Michael L. House, All Game Guide
Roots & Influences
Designer Bob Bates bases many of the historical scenarios in TimeQuest on unexplained historical anomalies (e.g., why did Hitler allow the British to pull out troops in Dunkirk with his 3-day cease fire or how did Cortez overcome an entire Aztec nation when he was vastly outnumbered?). He draws some of the in-game dialogue on actual quotations and makes informed plausible speculations in many areas where historical records are insufficient to emulate. The style of this Legend software is a progression from the all text games of early computer days and infuses the updated method of providing word lists instead of parser guessing.
~ Michael L. House, All Game Guide
Review: Overall
Anyone who has played one of the many Legend Entertainment Company's adventure games from the early part of the decade (1990's) will be familiar with the style of TimeQuest. The unique design has a distinctive interface and is made up of a windows type environment. The tool of choice to play TimeQuest is the mouse, however, screen "radio" keys can be emulated by keyboard strokes. The main screen is divided into several sections which mesh and create a smooth operating game experience. The main action window is the Graphics Window (which normally is a quarter screen but can be enlarged to nearly full screen) where static artwork (with occasional animation) is displayed and represents the player's location. Beneath this is the Status Line which textually lists location and the local time of day. The Story Window is below the Status Line and serves to further the action through various uses, such as text descriptions or a command line where you either type in commands or build them via various available word lists. The left side of the screen (when not in full-screen mode) displays several word lists including verbs, prepositions or the object menu (consisting of game related objects you've encountered) which is a great step up from the old parser text games that caused frustrating parser guesses as to word syntax. At the top of the screen on the left side is the Compass Rose which can be used for directional commands and a list of Command Buttons that emulate the function keys (see Controls section).
As to game play in TimeQuest, the storyline is both rich in substance and detail. The story is absorbing, text intensive and is well supported by the artwork. Using an Interkron time machine, you must follow the protagonist's Zeke Vettenmyer trail using the coordinates reprogrammed by the Temporal Corps Headquarters technicians. It has been programmed to go to six historical locations and nine different years that Vettenmyer visited -- all years corresponding to a significant historical event during the last three thousand years. Ostensibly this gives you 54 possible choices but in reality only 49 are available since visits to Cairo, Baghdad and Mexico are limited. The game logic puzzles are a mix of easy-to-difficult and some are interdependent on objects or equipment collected in other places and times. During your travels you will meet an astonishing array of historical figures (e.g., Hitler, Mussolini, Attila, Napoleon and many more) and visit many of the world's greatest locations and structures, such as Stonehenge, Hanging Gardens of Babylon, the Great Pyramid and others. TimeQuest is a huge step forward from the early computer days of text only adventures. Although an enormous amount of text (supplemented by terrific artwork) is encountered during the game, instead of being detracting it is the core of the game. Veteran gamers who remember and enjoy the old text games will feel very comfortable with TimeQuest and fans of the adventure genre in general will appreciate the subtle yet tasteful mix of text and graphics.
~ Michael L. House, All Game Guide
Review: Enjoyment
For those with a healthy interest in historical situations, people, times and events that have shaped our current societies, TimeQuest is a terrific diversion. Be aware that you must enjoy intensive text-related games to get the most out of this one. The major flaw in the game is the lack of a quality ending as it is too abrupt and probably won't satisfy those who crave splashy rewards for completing computer games. But, in this case, just getting there is most of the fun anyway.
~ Michael L. House, All Game Guide
Review: Graphics
VGA 256-color, high-res artwork is well done with an impressive level of detail.
~ Michael L. House, All Game Guide
Review: Sound
Music score supports game play in an unobtrusive yet complementary way. Sounds are well done.
~ Michael L. House, All Game Guide
Review: Replay Value
Nothing much will change in a subsequent replay.
~ Michael L. House, All Game Guide
Review: Documentation
Detailed instruction manual plus very informative (and important) Mission Briefing Papers supplement.
~ Michael L. House, All Game Guide
Production Credits
Writing and Programming: Bob Bates; System Architecture: Duane Beck, Bob Bates; System Programming: Duane Beck, Mark Poesch, Glen Dahlgren; Graphics System Development: Mark Poesch; Additional Game Programming: Glen Dahlgren, Duane Beck; Additional Programming Support: James E. Bates; Screen Art: Tanya Isaacson, Paul Mock, Donald Langosy, Jim Sullivan; Cover Art: Craig Nelson; Music Composition: Arfing Dog; Music Production: Michael Lindner; AdLib Transcriptions: Michael Lindner; Sound Effects: Glen Dahlgren; Testing Coordination: Alyssa Verdu, Glen Dahlgren; Additional Testing: Rick Aguas, James E. Bates, Peggy Bates, Raff Brooks, Bobby Cambridge, Jun Choi, Joel Corley, Erik Falls, John Hopkins, Tommy Lee, Michael Lindner, John J. McGovern, Glenn McPhee, Mark Meeker, Keven Mehio, Steven Meretzky, Jon Palance, Josh Schriftman, Christopher Stanley, Matt Stiltner; Art Direction and Production Coordination: Peggy Oriani; Produced by: Mike Verdu, Bob Bates
In the year 2090 AD, the use of time machines (called interkrons) is regulated by officers of the Temporal Corps. There is a strict prohibition against travel into the past, because of its potentially disastrous effects on the timestream and the catastrophic consequences for current civilization.
Zeke S. Vettenmyer, a Lieutenant in the Temporal Corps, has stolen an interkron, traveled back into the past, and subtly altered historical situations so that the outcomes of these events will be changed. The world as we know it will be destroyed as the effects of these changes ripple forward towards the present and cause massive disruptions in the timestream.
You are a private in the Temporal Corps. You have been selected to travel into the past and untangle Vettenmyer's twisted plot. You must pursue Vettenmyer across 3,000 years of history, going to the times and places that he has visited and reversing the changes that he has made which are currently threatening the future that defines your very existence.
Historical Events
As the manual notes, there are ten historical events that Vettenmyer has tampered with. They are:
Timequest is an extremely non-linear game in which the player immediately has access to six geographical locations in nine different time periods. Many of the puzzles can be tackled by picking a particular location and moving forward from the earliest time period (1361 BC). However, like most adventure games, solving puzzles in one location often relies on the use of items obtained elsewhere.
There are also a series of written clues scattered throughout the game, which require some note taking and some insight in putting the clues together into a message.
The main puzzle in the end of the game involves travelling quickly back and forth through time while interacting with versions of your past and future selves. This puzzle resembles similar sequences found in Sorcerer, Discworld and Escape from Monkey Island.