"Peasant's Quest" Demake -- DOS/CGA
This page is about a DOS/CGA implementation of the
Homestar Runner Flash "Peasant's Quest" Game.
This is very much a simple proof of concept.
See the Apple II version for a more
complete 8-bit Peasant's Quest experience.
Details
I was working on finishing the Apple II PQ and saw people talking
about a CGA coding jam and this happened.
Also previously inspired by Strong Bad's "4 of 12: World Games"
episode which had a CGA Kerrek.
Legal Note
This product contains trademarks and/or copyrighted works of
homestarrunner.com.
All rights reserved by homestarrunner.com.
This product is not official and is not endorsed by homestarrunner.com.
Implementation Details
I never really liked DOS, and while I spent some time in the 1990s on
the platform it was in the 386/VGA era, not 8086/CGA. I did write some
games back them but mainly in mode13h in Turbo Pascal. I'm leaning
on some of those ancient skills here.
Current Status
Major work remaining:
Videos
TODO
Screenshots
Note: these were captured with the ??? emulator.
System Requirements
- Presumably any sort of IBM PC with CGA display.
How can I play it?
- You can download the image below and then try running it on a real machine.
- You can download the image and run it on an emulator.
- In theory you might be able to play it in your browser at
the internet archive here:
Downloads
Disk Images
Source
Controls
The controls are similar to the real game, with arrow keys controlling
the walking and typing text for commands.
Mini-faq
- Q. Are you going to make the full game?
A. Videlectrix #1 will be very annoyed if I do that
before finishing the Apple II version.
- Q. Was it hard to write this?
A.
Yes. Though graphics on CGA are much simpler (but uglier!)
than Apple II.
- Q. So how did you draw the graphics?
A.
Took screencaptures from the ruffle/flash version on the website,
did the best I could with the GIMP.
- Q. Did you decompile the Flash version of the game?
A.
No. (Later on I did a bit mostly to look at some of the graphics
assets for reference. I don't use any of them directly nor
do I look at the code, mostly because I don't know how)
- Q. Is CGA capable of more colors?
A.
Yes, there's both composite output mode and also 160x100x16-color
mode which might look a lot better. However sterotypically
when people think CGA they think of either the
cool-ranch cyan/pink/white palette or the chipolte taco
seasoning green/red/yellow palette.
- Q. Did you use AI to make this?
A.
No, I hate the current crop of AI and want nothing to do with
it. I am also judging you if you are using it.
- Q. Why aren't you writing this fully in assembly language?
A.
I actually have relatively OK x86 assembly skills, but
I find it exhausting to write. I have been spoiled
by 6502 assembly and it's hard to go back.
Development Notes
16 January 2026 -- Version 0.01
I had some code floating around to convert a CGA-style PNG file to something
turbo pascal could load. I made this as a joke to load a static
image of the Kerrek scene. For some reason I began ramping things
up to show a few scenes from the game and as always things got
out of hand.
Other Demakes
Back to the VMW Software Productions Page