However, I will admit that Mystic Quest is not a good game. It's boring, to say the least. You can't be surprised by random encounters unless you specifically ignore key items in two of the game's twelve dungeons, which do nothing more than making enemy encounters visible. Speaking of which, enemy encounters are barely random at all. Each unique overworld sprite holds a table of two to three encounter sets, there is absolutely no damage variance; the only random parts of enemy encounters are the set of up to three monsters you'll fight, and which attacks they'll use out of their set pool. However, even this holds some hidden gems. I'm still amazed by the fact that max HP of all things is a deciding factor of how much damage enemies will do with their attacks. Max HP divided by either 16 or 8, plus a value unique to that move, plus the monster's ATK, with the final result multiplied by either 2, 1.5, or 1, and a flat subtraction of the player's DEF. Still, even without knowing the damage formulas like I do, the game is way too easy. Making it to the other side of an encounter only ever boils down to either knowing the weakness of whatever you're fighting, or knowing what your highest damage option is. Trees, turtles and worms are weak to axes, slimes and eyeballs are weak to bombs, flying things are weak to bows, scorpions are weak to fire, etc. If you don't already know what this is, the automatic partner character will show you. They don't gain experience, and just join your party at the recommended maximum level for that area. Eight partner switches for twelve dungeons. This also means that the player's avatar, Benjamin (according to the US manual) is the weakest party member you'll have, despite the fact that he's the only one that can actually organically grow throughout the game. Bosses being nothing more than damage sponges that only provide a challenge when you're severely underleveled doesn't help that.