The next three titles in the Adventure games are all from the Swordquest series. These games were originally intended as a four-part series, but only three games were released prior to the video game crash of 1983. Like a lot of games, a lot more of the story in-game is told outside of the game itself. In the manuals for each game, there are some cursory descriptions of what you are supposed to be doing, along with in-game mechanics. Where the real story comes in, for each game, is from the accompanying comic book that does not actually come with this version of the game. I will get into this a bit more with each game, but because I feel like it is an integral part of both enjoying these games and actually being able to play them, I needed to bring that up here first/again.
Swordquest: Earthworld. . . is interesting and a mixed bag.
As it is presented in this collection, it is a medium-firm "No." First, the game manual references a 50+ page comic book that accompanied the original release of the game, which provides backstory to the game, and why you find yourself wandering in a zodiac-themed maze. The characters Torr and Tarra interact with characters and enemies that feel like they might reference areas and objects in the game.
I can easily see there is a certain amount of fun in this game from the 10 minutes I played. Having a full comic book as part of the larger story that you look back to when prompted by the game is a neat gimmick and I can imagine being eight years old and sitting down to play along with a piece of paper with maps and notes along with the comic on a Saturday morning before cartoons start at 10 AM. But as part of this collection, Atari would have had to include physical copies of these comics because you cannot save your game, exit the game, look up the comic in the Extras menu (because it doesn't exist there) then go back to the game to figure out what that 4th panel on page 16 was trying to hint at as all the while losing the momentum to get back to the game. But, I guess we all have phones though, right?
Verdict: No (At Least for Now).
Game 1: Did not finish.
Swordquest: Fireworld
Similar to Swordquest: Earthworld, there is an accompanying comic that the game manual suggests you have some knowledge of as well as to have on hand to decipher clues that you earn by referencing page numbers. Unfortunately this time around, in the Fireworld, I was unable to complete any of the trials to figure out what the clues could have been because the trials, which are essentially mini-games, here were wonderfully difficult. And by wonderful I mean they were a pain in the ass, all except the deadly snake pit which was alike a slow-moving shooter.
The other thing that I found rather annoying was that the layout of the maze seemed to be procedurally generated because the map I was creating while playing became useless after I tried doubling back to the room I just came from. Just something I noticed.
Verdict: No.
Game 1: Did not finish.
Hmmmm. You know, oddly enough, I did not hate Swordquest: Waterworld.
I started the game after going through the manual before even reading the accompanying comic because I thought that the game was going to be similarly developed. That there were going to be difficult mini-games that were nearly impossible to beat, along with clues referencing a page and some dialogue from the comic to solve the puzzle. While some of those preconceptions were true, based on what the manual said, I likely should have read the comic first because you apparently need to have a "careful poetic reading of the comic book ... [which will give you] information that will be helpful in selecting the valid word-clue answers from the false ones.", but even though I did not, I felt that this game was at least somewhat approachable.
While selecting items, the game did flash with two items at the bottom of the screen, presumably showing me a combination of items needed to function as a key. I think. I looked through the manual a couple of times to figure out what the end-game goal was and apart from finding the correct combination of items to place in each room, I cannot think of any way else to end the game. Which I obviously did not.
You know, I think I will go back and read the comic for Waterworld and reattempt this game because it feels more approachable than the first two in the series. I like that the rooms are numbered and not procedurally generated, I like that it does not feel impossible to get the right combination of items together through a combination of trial and error and the (hopeful) knowledge from reading the comic (and interpreting it poetically).
Verdict: Yes.
Game 1: Did not finish.
So that is the Swordquest series and closing out the Adventure series as categorized by Atari and/or Code Mystics. I have seen that the final game, Swordquest: Airworld will be included in Atari's 50th-anniversary game collection, Atari 50: The Anniversary Celebration which was released back on November 8th. I cannot say if the comics are included in that presentation of the game. However, I still feel that you would need to have a dedicated comic available when you are playing any of these games as backing out of the game to pull up a comic from the same game would get very cumbersome. I guess you could always just print out the comic?
The point is, I felt that so much of the success of these games and being able to successfully play them all hinged on access to the comic and a comic with accurate page numbers at that. And since that one thing is missing from how this collection is presented, I am really surprised that they were included in this collection with the belief that they could be enjoyed beyond nostalgia and as a video game history artifact. But that is just me.
~JWfW/JDub/The Faceplantman/Jaconian
I Adore You Still
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