Quest for Camelot | |
Developer: | Titus Interactive |
Publisher: | Titus Interactive Nintendo |
Released: | December 16, 1998 |
Genre: | Action RPG |
Modes: | Single-player |
Platforms: | Game Boy Color |
Quest for Camelot is an action role-playing game developed and published by Titus Interactive with assistance from Nintendo for the Game Boy Color in 1998. It is based on the animated Warner Bros. movie of the same title. The game is compatible with the Super Game Boy, Game Boy Printer and as well as play on the original Game Boy. A Nintendo 64 version of the game was planned[1] but was scrapped due to the film's poor performance at the box office.
The game was added to the Nintendo Switch Online service on September 6, 2023.[2]
Quest for Camelot is a third-person, 2D action role-playing game. It features nine worlds with 60 levels. The gameplay includes killing enemies in each area, fetch quests, and carry quests. Parts of the story are told through slideshows as cut scenes. The game supports saves on battery and works with the Game Boy Printer.
Ten years after killing Sir Lionel, the evil knight Ruber abducts his widow Juliana and steals King Arthur's sword Excalibur. Lionel's daughter Kayley sets out on a quest to stop Ruber and retrieve her mother and Excalibur, making new friends and battling enemies along the way.[3]
Quest for Camelot was developed and co-published by Titus Interactive and Nintendo. In early 1997 Titus signed a licensing deal with Warner Bros. to make games based on Quest for Camelot for the Nintendo 64, PlayStation, Sega Saturn, and Game Boy.[4] It was released on December 16, 1998. The game was added to the Nintendo Switch Online service on September 6, 2023.
The game was met with some negative reception, as GameRankings gave it a score of 50%. Adam Cleveland of IGN summarized the game as "bad". He described its core mechanics as "boring"—walking between points and looking for objects. Cleveland noted Titus's reputation for games of poor quality, especially games with licensed content. He criticized the repetitive music, and said the only decent part of the game was its use of color. Allgame's Joe Ottoson criticized how gem collectibles were needed in order to save the game progress. He added that the gameplay was tedious and the menus poorly designed.