Swordquest: Earthworld

Swordquest: Earthworld

released on Oct 15, 1982

Swordquest: Earthworld

released on Oct 15, 1982

Swordquest is an unfinished series of video games produced by Atari, Inc. in the 1980s as part of a contest, consisting of three finished games and a planned but never released fourth game. All of the games came with a comic book that explained the plot, as well as containing part of the solution to a major puzzle that had to be solved to win the contest. Each game had essentially the same gameplay: Logic puzzle adventure style gaming interspersed with arcade style action gaming. The character wanders through each screen, picking up and dropping items, playing simplified variants of current 'twitch' games of the time between screens. 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. If the player found all five correct clues, amongst all the hidden words (hinted by a hidden clue in the comic), they could send the sentence to Atari and have a chance to compete in the finals and win a prize. Earthworld was the first of the four games. Its room structure was based on the signs of the zodiac.


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Played on Evercade.

The back story to this game is cool. I feel like it really needs to be played with the comic book or its basically unplayable. I don't have the comic book for it and whilst i'm sure there's bound to be online scans or something, I don't care enough to look for them. Interesting piece of video game history though.

Fun adventure game. Some platforming, puzzling, dungeon searching, a little bit of everything.

Played as part of Atari 50.

Maybe even a little worse than Adventure in that it's basically entirely unplayable rather than just being really viscously annoying, but it's also the sort of game where it's so blatantly obtuse and bullshit and trial-and-error that I feel fine playing 5 minutes of it, resolving that I've seen enough, and never turning it on again. No value.

The story of the development of this and its sibling games is far more interesting than anything you'll actually do in the game. I also hate the area transition animation with a burning passion.

Nearly impossible without the comic book but I followed a youtube guide and I feel powerful for completing it

The Swordquest series isn't super remarkable if you go into it without any context or instructions, but if you know the history of how these games represented a sort of "treasure hunt" contest for real life, I'd say they're really neat, ingenious, ambitious, and ahead of their time in that respect. Swordquest arguably pioneered the concept of an "ARG" in a sense, as the game required players to seek clues outside the game to put things into context and solve its cryptic puzzles.