In 1983,
Marvel Comics vice president Joseph Calamari, wishing to introduce the brand to home computers, searched for a licensee for use of the company's characters in a home computer game. He personally approached
Adventure International founder and CEO
Scott Adams, recognizing him as a leader in the market. Adams had been an avid reader of Marvel since his childhood, and saw potential in the venture. The negotiations for their contract lasted six months, with the final version being signed on December 1, 1983. It was also Adventure's first time using licensed characters, and Adams would reflect fondly in his collaboration with Marvel, considering them one of the friendliest firms he had worked with. To attract new players, Adams deliberately designed the game on a beginner's level by simplifying the puzzles, leading Adams to admit that "anybody who has played a lot will finish the game in a day". The Hulk's ability to leap great distances was omitted due to technical limitations, with Adams proposing that the absence of this ability could be attributed to the setting's artificial gravity. Between 50 and 70 drawings were created for the game, each ranging from 100 to 4,000 bytes in size. The game was made available in text-only cassette formats and disk formats that include graphics. The game's release was accompanied by a comic similarly titled
Questprobe, with the first issue centering on Durgan the Philosopher, who tricks the Hulk into saving his doomed planet. According to Adventure International U.K. managing director Mike Woodruffe, many
wholesalers had no provisions for distributing comics, and so were not able to supply
retailers with it. Because of this, Adventure International decided to reduce the size of subsequent issues in order to package the comics along with the games. the
Questprobe series was cancelled after three games. ==Reception==