The player can move between locations within the game's environment by entering one of four directions (north, south, east, and west), and can examine objects in search for clues to advance the narrative.
[1] The game features a 120-word vocabulary, and the parser can only register commands up to two words in length, generally in a verb/noun format (for example, "open box").
He happens upon an astral projection of Doctor Strange, who advises remembering Nightmare and encourages him to "look for Scott's next Marvel Adventure at [his] favorite store" before vanishing.
[9] 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.
Adams and Marvel writer John Byrne spent an afternoon coordinating a rough overview of the series, and Bob Budiansky would oversee the entire project.
[5] The game is dedicated to Hulk creator Stan Lee, Adams' wife Alexis, and CompuServe CB Simulator users.
[8] Questprobe featuring The Hulk was released on May 1, 1984, for the Acorn Electron, Apple II, Atari 8-bit computers, BBC Micro, Commodore 64, Dragon 32, MS-DOS, and ZX Spectrum.
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.
The White Wizard of Personal Computer Games regarded the graphics as excellent, but was also thankful for the option to toggle them off to decrease loading times.
[4] Derek Brewster of Crash praised the graphics for their rich detail (singling out the transformations between Banner and the Hulk) and fast loading times.
[11] Jermaine liked the concept of gaining and controlling the Hulk's powers, and considered the game to be the best graphic adventure he has played, but was disappointed by the absence of audio.
Hetherington acknowledged the high difficulty, but proclaimed The Hulk to be the best Questprobe entry due to the character's simple set of powers.
[19] The White Wizard, writing for Zzap!64, remarked that the game's design had become antiquated since its original release, citing its two-word input, limited vocabulary, and illogical puzzles.
[18] A reviewer for ZX Computing Monthly lambasted the game's design and programming as poor, and remarked that the visuals have not aged entirely well.