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Swordquest Series


jurpar

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That's right. The only thing that shows that they were going to start working on it is the picture for the cover of the box, which you can see at the Atarihq web site. Also there is a person who is trying to make the game, with the help of others.

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quote:

Originally posted by jurpar:

Any chance DC did the final comic?

 

None.

 

I wrote to George Perez (the artist on the comics) myself. Here is his response:

 

quote:

There was no artwork drawn for the final chapter. I don't think it even got

to the plot stage.

 

Take care,

GPz


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Here is a link to a photo of the original artwork for Airworld from the Atari History Site:

 

Swordquest Airworld original prototype artwork

 

This came out of Atari from Brian Ballestri who used to be one of the editors for the internal Atari company newsletter Atari Coin Connection, its a hand painted work and if you look closely you can see the Knowledge stone in his hand. This is the artwork which is being used by Chris Drum for the box and label for his Airworld resurrection project.

 

 

Curt

The Atari History Site

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SwordQuestTrilogyFreak: As far as I know, the guy hasn't finished it yet (though I have no idea how far he has progressed). He's making a 5200 version first I believe, so it might be a while before a 2600 version is done (Though a 5200 version is a good idea, I somehow can't picture this series on anything other than the 2600... but maybe that's just me). I'm very sure that the comic was never made by Atari, and I doubt the homebrew one is finished yet either.

 

Nateo: Neither did I until Tempest explained it to me in another article (which is probably old and hard to find by now). Basically, you read the comic book and try to figure out what objects belong in which rooms from what the characters in the comic do (For example, if he uses the sword in the Sagitarius room, then dump the sword in there). I haven't gotten off my butt to print out the comic book yet, so I really haven't made a serious effort to play this game. I have a feeling that when I do make that effort, I'll feel like I've wasted a valuable chuck of my life that I'll never get back... but then again, I'm a pessimist.

 

--Zero

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Did I tell everyone my SQ: Airworld story? I talked to John Seghers at CGE and he told me how he saw Tod Frye testing it out one day.

 

He said he saw a first person view sequence where you were flying over a landscape (must be Torr flying on the winged horse), I'm guessing this was one of the action sequences. He also said the room structure was based off some Chienese thing called "i-chang" or something like that. He didn't remember much else but that's more than we knew before.

 

Tempest

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That's it (he actually misspelled it i-cheng). What's that all about? Is it like a Chinese Zodiac or something?

 

Hopefully this info will make that Airworld project a little bit more realistic. Now if only we could get Tod to talk about it (anyone ever try to ask him?)

 

Tempest

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I thought there were 16 different trigrams, Dutch. hmm.. gotta check into that

 

->] http://www.britannica.com/eb/article?eu=42...query=i%20ching

A quick check of Brittanica.com shows we're both wrong.. there are >*64*< different hexagrams to the I Ching. ..The internet is a wonderful thing sometimes.

 

[ 08-23-2001: Message edited by: Wntermute ]

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So that means there's progressively FEWER rooms in each successive SQ game.. that really sucks.

 

WaterWorld was so easy because it gave you clues as you went for what items go in each room.

 

Fireworld was so hard because the speed ramps up as you find more clues.

 

EarthWorld.. well, EarthWorld just had to throw in that room-randomizing Amulet (anyone ever walk into the same room 4+ times in a row and wonder what you're doing wrong? )

 

So if there's so many fewer permutations of rooms/objects due to the cut in the number of rooms.. what's going to be the game-balancing gimmick this time?

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I got some details from Tod Frye way back...

 

The game was based on the I Ching, and since the number 64 comes up there, he was using some kind of attribute system (yes/no) to give 64 possibilities of some such. Not sure how many rooms though...

 

This is from an aging memory though, so I've forgotten a bit I'm sure.

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quote:

Originally posted by Curt Vendel:

This came out of Atari from Brian Ballestri who used to be one of the editors for the internal Atari company newsletter Atari Coin Connection...


 

Atari Coin Connection was not an internal company newsletter, but rather a newsletter sent to distributors of their arcade games.

 

Atari Life was the name of the internal Atari newsletter.

 

Some historian. *sheesh*

 

Rich

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