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SwordQuest EarthWorld
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Name:
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SwordQuest EarthWorld |
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| Company: |
Atari |
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Model #:
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CX-2658 |
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Programmer:
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Dan Hitchens |
| Year: |
1982 |
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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. |
| |

|
| 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 |
| 6/5/82 |
Adventure II |
Same as EarthWorld |
| ?????? |
SwordQuest I EARTHWORLD Cartridge INTERNATIONAL |
Tournament version (PAL) |
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|