Swordquest: Waterworld

From Codex Gamicus
Jump to: navigation, search
Swordquest: Waterworld
Basic Information
Video Game
Atari 2600 Joystick
Atari 2600
Retail Features
CanadaUnited StatesMexico North American Release Date(s)
Atari 2600
February 1983
Awards | Changelog | Cheats | Codes | Codex
Compatibility | Covers | Credits | DLC | Help
Localization | Manifest | Modding | Patches
Ratings | Reviews | Screenshots | Soundtrack
Videos | Walkthrough

Swordquest: Waterworld is a game released for the Atari 2600. It was created as the third part of a four-game adventure series for that system that would, in turn, become part of a series of game playoffs hosted by Atari where successful players would be rewarded valuable prizes (in the case of Waterworld, a crown made of gold encrusted with aquamarines, diamonds, green tourmalines, rubies, and sapphires.). It was preceded by Earthworld and Fireworld, which were released; the final part, Airworld, was worked on but never finished or released.

By the time this game came out, Atari was now under the ownership of Jack and Sam Tramiel, who sought to streamline the company by getting rid of any unnecessary spending. First of all, Waterworld was only sold through the Atari Club instead of in stores. Secondly, the playoff contest for this game was cancelled at the last minute, and instead of the crown, cash prizes of lesser value were given to the winners. It was at this point that the rest of the game series was cancelled, and any of the remaining prizes for the games were reportedly in the hands of the Tramiels.

Story[edit | edit source]

As told in the pack-in comic created by DC Comics, Torr and Tara finally reach the Chalice Of Light when it mysteriously grows and swallows them into a passage to another world, this one being Waterworld. Here the twins split up and forget their identities and are even forced to wage war against each other as they head toward their next goal: finding the Crown Of Life.

Gameplay[edit | edit source]

The player travels through various rooms, picking up and dropping off items and playing various mini-games in some rooms to access items stored in those rooms. If the correct items are placed in a room, a clue shows up, pointing the player to a page and panel in the comic book included with the game. There, the player would find a word that was hidden in that panel. The object is to find all four correct clues in the game.