Tailsman - Metled down (tiny sword from it still exists?) Chalice - In a safety depository box Crown - Unknown (most likely melted down) Philosophers Stone - Unknown (most likely melted down) Sword - In the possesion of Jack Tramiel
Interesting Idea, Bad Execution
on
The SwordQuest Saga
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· Score: 2, Informative
The idea behind the SwordQuest games was unique, but the execution was terrible. Having to use a comic book to help solve puzzles was a brilliant as many gamers are also avid comic book fans (this was a bit truer in the 80's than it is now), and the comics themselves were fairly well written (typical 80's fantasy cheese, but entertaining nonetheless). Unfortunately where the SwordQuest series failed was in the games themselves. Each SwordQuest 'game' was really a series of mini games that all shared a common element theme (Earth, Fire, and Water). These mini-games were linked together by a series of rooms that shared a second 'hidden' spiritual theme (Zodiac, Kaballah, Chakara).
If you beat a mini-game you were rewarded with a choice of objects, these object were used to trigger clues that help the player discover the secret phrase which allowed you to enter the contest for the prizes. Clues were triggered by dropping certain combinations of objects in each room. You had to use the comic book to try and figure out which objects needed to be put in each room. However the comic book really only provided high level hints, most people had to figure out the correct combinations through trial and error.
Unfortunately the mini games were really hit and miss. Some were way too easy, while others were obscenely difficult. The only thing they really had in common was that none of them were any fun! Games are supposed to be enjoyable, having to wander from room to room only to be greeted by a tedious and difficult mini game isn't fun. I think the only reason the games sold at all were because of the contest, and once it was over most people never touched these carts again. The fact that the whole contest was eventually cancelled due to lack of interest from frustrated players (even after the third game's difficulty was toned down) and Atari losing oodles of money on it speaks volumes about the quality of the games...
Awhile back I wrote up some reviews of the games in the SwordQuest series (including the unreleased fourth game).
So the fate of the five prizes are:
Tailsman - Metled down (tiny sword from it still exists?)
Chalice - In a safety depository box
Crown - Unknown (most likely melted down)
Philosophers Stone - Unknown (most likely melted down)
Sword - In the possesion of Jack Tramiel
The game wasn't too playable WITH the comic book...
l d/waterworld.htm
BTW here is the correct linky for the WaterWorld page: http://www.atariprotos.com/2600/software/waterwor
The idea behind the SwordQuest games was unique, but the execution was terrible. Having to use a comic book to help solve puzzles was a brilliant as many gamers are also avid comic book fans (this was a bit truer in the 80's than it is now), and the comics themselves were fairly well written (typical 80's fantasy cheese, but entertaining nonetheless). Unfortunately where the SwordQuest series failed was in the games themselves. Each SwordQuest 'game' was really a series of mini games that all shared a common element theme (Earth, Fire, and Water). These mini-games were linked together by a series of rooms that shared a second 'hidden' spiritual theme (Zodiac, Kaballah, Chakara).
l d/earthworld.htm d /fireworld.htm d /waterworld.htm / airworld.htm
If you beat a mini-game you were rewarded with a choice of objects, these object were used to trigger clues that help the player discover the secret phrase which allowed you to enter the contest for the prizes. Clues were triggered by dropping certain combinations of objects in each room. You had to use the comic book to try and figure out which objects needed to be put in each room. However the comic book really only provided high level hints, most people had to figure out the correct combinations through trial and error.
Unfortunately the mini games were really hit and miss. Some were way too easy, while others were obscenely difficult. The only thing they really had in common was that none of them were any fun! Games are supposed to be enjoyable, having to wander from room to room only to be greeted by a tedious and difficult mini game isn't fun. I think the only reason the games sold at all were because of the contest, and once it was over most people never touched these carts again. The fact that the whole contest was eventually cancelled due to lack of interest from frustrated players (even after the third game's difficulty was toned down) and Atari losing oodles of money on it speaks volumes about the quality of the games...
Awhile back I wrote up some reviews of the games in the SwordQuest series (including the unreleased fourth game).
http://www.atariprotos.com/2600/software/earthwor
http://www.atariprotos.com/2600/software/fireworl
http://www.atariprotos.com/2600/software/waterwor
http://www.atariprotos.com/2600/software/airworld
They had Defender 2, it was called "Stargate" (actually it was also called Defender II as well).
Tempest_2084