The second game in the ill-fated SwordQuest series (see EarthWorld for more information), FireWorld is the worst of the three games which is saying alot given how bad the other two are. The main problem with FireWorld is that the action sequences are very difficult (much harder than the other two games), and the room structure is based on the Tree of Life (found in the Jewish Kaballah), which most people aren't familiar with. FireWorld is also riddled with bugs making an already difficult game nearly impossible. It seems Atari wanted to get the second game out as soon as possible at the cost of proper gameplay testing.
The storyline for FireWorld continues the adventures of Torr and Tarra as they search for the Sword of Ultimate Sorcery (no I'm not making this up). Konjuro relates to King Tyrannus how the twins' adoptive parents were also killed, and how they became the fugitive thieves they were when we first met them. Then Tyrannus (through a spell), offers the twins part of his rule but of course they refuse and are dumped into FireWorld. The Twins split up in search of water. Using the Talisman, Torr summons Mentorr who reveals the Chalice of Light and says it will quench his thirst (and more). Both Tarra and Torr discover armor and weapons, which they use to dispatch various creatures that are attempting to kill them. They are eventually reunited and pass through a gateway of flame to find a chalice. Startled by a voice behind them, Torr drops the chalice, which shatters. They turn to see Herminus drinking from the true Chalice. He hands it over to them, stating that he no longer needs it, and an image of the crown can be seen at the bottom. After Hermanus's departure, the twins quench their thirst and the Chalice begins to grow. They mysteriously find themselves inside the Chalice, which is the gateway to WaterWorld
FireWorld has more action sequences than EarthWorld, but many of them are buggy and completing them is more a matter of luck than skill. All the action sequences suffer from poor collision detection and graphic glitches. The more clues you reveal, the harder the action sequences become making many of them unwinnable past a certain point in the game. Are we having fun yet?
There are many items in FireWorld, but only a few of them have a secondary use.
The following items don't have any secondary use, but are used to trigger some of the clues.
Unlike EarthWorld, the clues for FireWorld are simply numbered 00 trough 09 and don't seem to correspond to pages in the comic book (making them useless). Players had to look through the comic book and guess at which words were the correct ones for the phrase. Another example of how this game wasn't properly tested before release. Another oddity in Fireworld is the ability to "warp" through the corners of various rooms. This can be accomplished by standing in a corner and moving the joystick in a clockwise direction. If you do it correctly your character will be sucked through the wall into the next room. It's unknown if this was put in by design or is the result of a programming bug. The "warp" is not mentioned in the instruction manual, but it seems too convenient to be a simple bug. Perhaps it was a shortcut left in by Tod while he was programming?
FireWorld is quite simply one of the worst 2600 games ever made. It's difficult, not even remotely fun to play, and has no redeeming features (especially now that the contest is over). It's hard to believe Atari let a game this buggy out the doors, it's as if they didn't even bother to playtest the game. Perhaps Atari was feeling the pressure to release the next game in the series as quickly as possible and cut a few corners?