If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Fester's Quest

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Fester's Quest

Also known as: Uncle Fester's Quest: The Addams Family (title screen)
Developer: Sunsoft
Publisher: Sunsoft
Platform: NES
Released in US: September 1989
Released in EU: September 14, 1990

EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

Fester's Quest is one of the first games based on The Addams Family, following Fester on his quest to save the townspeople from aliens.

Unused Graphics


A ball, usually stored near the graphics for the missiles and items. A bullet type, perhaps?


An icon for an unused special item that looks like a knight's hat and a shield. Armor, maybe?


In-Game Fixed

A crab-like alien with some resemblance to Hard Shell from Blaster Master, meant to appear in the spaceship. It's the only unused enemy that is functional in-game.

It can be seen in-game by setting the value of RAM address 030E to 15 (in some cases, the game might freeze after that).

This enemy will slowly approach Fester and spread three bubbles when it takes damage, which is the behavior similar to the other bigger alien found in the same area.

The enemy is glitched in appearance due to loading the incorrect tiles (5D,5E,6D,6E) instead of the proper (79,7A,89,8A).

A scorpion stored in the graphics for the streets. In the horizontal angle, it has sprites for firing a projectile from its tail.

Interestingly, this enemy is mentioned in the instruction manual, but the screenshot shows a giant spider instead. Either the scorpion used to be in the game, or the spider was simply mistaken for it.

Tiles Mockup

A four-headed, four-legged enemy located in the spaceship assets, which could fire in four directions.

This enemy is assembled to have the horizontal part mirrored and then overlaid by the vertical sets of the heads as a single sprite.

The vertical head is similar to the one which appears during the 5th boss, the difference being the shading and separate tiles for the eye looking left and right.


Tiles Mockup
Tiles Mockup

What seems to be two unused bosses.

In the sprite bank for the 2nd and 3rd boss, there are unused tiles for a gun and what looks like a left arm, which fits into the graphics of the upper boss.

The same bank contains the graphics for the boss's projectile, similar to the one fired by the 4th boss.

Each building in-game contains a boss except for the optional first building, meaning this boss may have been originally been in that area.

The latter one appears to be based on the Plutonium Boss from Blaster Master. His arms and lower jaw are loaded as sprites. He was able to fire projectiles from his hands (or to walk, hard to tell), along with launching his jaw, which has tiles for a 90 degree rotation.

This boss is stored with the graphics for the final boss, the alien ship computer, so there may have been two bosses to be fought at this point.





The computer has lots of tiles related to its eye looking around and being destroyed, which is static in-game. It could be that the boss' eye would have followed Fester.

Strangely, the eye was supposed to be animated by a background layer, unlike the rest of the bosses where their limbs are represented as sprites.

Its turrets have unused graphics for a completely upward angle and for firing the laser beams. In the final game, these are fired without any effect.

The graphics below the turret could be a particle for charging up the laser beam.


Tiles Mockup

The sprite tiles for the lightning with the graphics of the alien ship combined, meant to be overlaid with the original ship sprites. This was supposed to be used right before the UFO blows up, complete with its palette being loaded during the cutscene.

Unused Music

The theme used for the beginning cutscene lasts 26 seconds, but only the first 12 are heard in-game before fading out.

The game's data contains one track which has no pointers to it at all.

(Source: MrNorbert1994 (YouTube))

Regional Differences

The European version of contains some differences that make the game noticeably easier.

  • All enemies and bosses take less hits for them to be killed.
  • The projectiles fired from the gun can go through walls and obstacles.

Revisional Differences

Revision 0 Revision 1
Nesfesterq-eurcopyright.png Nesfesterq-eurcopyrightrev1.png

The European version gained a revision which updated the copyright spiel, making it clearer that the game is based specifically on the 1960s TV series (as opposed to Hanna-Barbera's 70s animated series) in the process.