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SwordQuest EarthWorld
Name:
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SwordQuest EarthWorld |
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Company: |
Atari |
Model #:
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CX-2658 |
Programmer:
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Dan Hitchens |
Year: |
1982 |
Released?
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Yes
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Notes:
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Originally titled
Adventure II |
The SwordQuest series was a unique attempt to combine comic
books and videogames into a contest of epic proportions.
Unfortunately while the comic books were well thought out, the
games themselves were boring, difficult, and about as much fun
as smashing your thumb over and over again with a hammer.
This along with the crumbling videogame market eventually
lead to the series being canceled, leaving the contest and story
unfinished.
The goal of each contest was to find a series of five words
which would qualify the player for the national tournament.
These words were hidden in the comic book, and clues to
their location were given by the cartridge for solving various
puzzles. If the player found all five words, he was given a
certificate of merit and his name was entered in the drawing for
the tournament. The national tournament consisted of a
handful of other finalists competing against each other in a
special "tournament" version of the game. These tournament
versions were much easier than the normal versions, requiring only
one or two items in each room. The contestants had to see
how far they could get through the game in the 90-minute time
limit. Rumor has it that these easier tournament versions
were released overseas after the contest had been canceled.
Winners of the tournaments were awarded a gold and jewel
encrusted prize related to the game (supposedly valued at
$25,000). The prize for the EarthWorld contest was a jewel
encrusted talisman with a small sword in it's center, for
Fireworld there was a jeweled platinum chalice, for Waterworld the
prize was a golden crown, and for Airworld a philosophers stone (a
large chunk of white jade in a jeweled box). The ultimate
prize was a $50,000 jeweled sword, which would be awarded to the
winner of all the national tournaments. The talisman and
chalice were awarded (the talisman was melted down, and the
chalice resides in a safety deposit box), but the rest of the
prizes disappeared after the contest folded. A popular rumor
is that the sword hangs above Jack Tramiels fireplace.
Each SwordQuest cartridge was really a set of
action sequences loosely held together by an overall goal of
dropping the right item in the right room. The player would
wander from room to room competing in various action sequences to
gain items. These items had various properties that would
help or hinder the player. If the player managed to put
these items in the proper rooms in the correct order, he was
rewarded with a clue.
The comic book was supposed to supply hints on what
items needed to be put into the various rooms. For instance
if one of the twins used a sword against Taurus the bull, that
would indicate that the sword was one of the items that went into
Taurus's room. If the player successfully put all the proper
items in a room a numeric clue would appear. These clues
would look like 16-4 or 27-2, and meant that the secret word was
hidden on page 16 panel 4 or page 27 panel 2. The words were
hidden somewhere in the picture, but could be found after a few
minutes of searching. To keep people from just randomly
searching the comic book for all the hidden words, Atari planted
false words throughout the comic. These hidden words were
not part of the final solution, although some clues pointed to
them. The reader had to figure out which words were true and
which were false. Each comic book had an introductory poem,
which gave the key to the clues in a concealed way. It was
up to the reader had to figure out what the secret to the poem
was.
The storyline for the comic books was imaginative
and well written. It revolved around a pair of twins named
Tarra and Torr. After King Tyrannus's guards, spurred by a
prophecy from the wizard Konjuro, killed their natural parents
they are raised by thieves as commoners to avoid their parents'
fate. They are interrupted while trying to plunder Konjuro's
sea keep and inadvertently reveal their true identities to him.
After stealing a large jewel from the keep, they flee to
avoid a large demon which Konjuro summed to kill them. After
accidentally dropping the jewel it breaks open freeing two robed
and hooded beings, which turn out to be Tyrannus's old councilors
who were imprisoned by Konjuro. After a brief conversation,
the Sword of Ultimate Sorcery and the Talisman of Penultimate
Truth are revealed to the twins and the pit opens up which leads
to EarthWorld. After many encounters with the zodiacal
denizens and another thief, Herminus, they are transported to the
central chamber for a glimpse at the Sword and the Talisman.
As they reach for it, they each gain a sword, but not the
true Sword, which burns a hole through the altar into the ground
below and falls to the second world, Fireworld.
In addition to its main elemental theme, each
cartridge was supposed to have a secondary theme that dictated how
the room structure and action sequences would look. The
secondary theme for EarthWorld was the Zodiac, so the game
consisted of twelve rooms each with it's own Zodiac symbol.
The action sequences and comic book also reflected the
Zodiac theme with names like Aquarius Rapids, Sagittarius Horns,
and Leo Waterfalls.
The four tests in EarthWorld are:
Leo Waterfall |
This test is the easiest of the four.
You must maneuver your character through the holes in the
beams of light that fall from the ceiling. Each
successive beam is faster and the hole is smaller.
Make it to the other side of the screen and you win the
contest. The Talisman of Passage will allow you to
skip this test. |
|
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Taurus Horns |
This test requires you to avoid little rows
of dots (horns) that randomly move across the screen.
This test can be made much easier by having the
Lamp, which will allow you to actually see where the horns
are. The Leather Armor will protect you from the
horns allowing you to just walk from one side of the
screen to the other (doesn't get much easier than that).
You can skip this test entirely with the Cloak of
Invisibility. |
|
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Aquarius Rapids
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This is toughest test of the four, as it
requires pinpoint precision and good timing. Your
character must jump from raft to raft as he makes his way
across the screen. The rafts are all different sizes
and have the nasty habit of disappearing from underneath
your feet. There are no help items for this test. |
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Sagittarius Spears
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This test is very similar to the Taurus
Horns, except that spears are much longer and are always
visible (no need for the Lamp). You can protect
yourself from the spears with the Leather Armor or skip
them all together with the Cloak of Invisibility. |
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As I mentioned earlier, there are eight items in
EarthWorld, which you must deposit in the various rooms.
However these items have a secondary purpose and will help or
hinder you character depending on the situation.
Amulet |
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Randomizes the order of the
rooms. |
Cloak of Invisibility |
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Allows you to skip the Taurus Horns and the
Sagittarius Spears. |
Key |
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Allows you to use the side doors. |
Lamp |
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Lights the Taurus Horns |
Leather Armor |
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Makes you invulnerable to the Taurus Horns
and the Sagittarius Spears. |
Necklace |
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Cancels the effect of the Amulet. |
Shoes of Stealth |
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Muffles your footsteps. |
Talisman of Passage |
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Allows you to skip the Leo Waterfalls. Also
lets you to use the side doors. |
The following items don't have any secondary use, but are used
to trigger some of the clues.
Dagger |
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Rope |
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Grappling Hook |
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Food |
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Ring |
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Short Sword |
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Water |
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Overall the SwordQuest games are a series of very
sub par "adventure" games loosely held together by an ill thought
out contest. The concept was innovative and interesting, but
the execution was terrible. Had the games been better and
the contest less confusing, Atari might have had a hit on its
hands. Instead players got a frustratingly difficult game
that was absolutely no fun to play and an overly complicated
contest which most players solved by luck than skill. The
SwordQuest series is better known for what wasn't (AirWorld) than
what was, and will long be remembered as one of Atari's more
costly failures.
Version |
Cart Text |
Description |
?/??/82 |
Quest1 |
Very late beta |
6/5/82 |
Adventure II |
Same as final |
4/25/83 |
Earthw Play Off Game / Advic(?) 4-25
|
Contest Version |
?????? |
SwordQuest I EARTHWORLD
Cartridge INTERNATIONAL |
PAL |
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