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bergbros

Waterworld

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I played this on Stella. I thought that the concept was good although the execution flawed. I thought the idea of getting clues to placing the items in the appropriate rooms to get the comic book clues was great and should have been utilized in the first two games. If Earthworld would have employed this and actually had a satisfying ending, this game would have achieved classic status, instead of being the frustrating, impossible mess it was. I thought Waterworld was challengling and had me using pen and paper to write down the combinations to get the appropriate objects. It actually had me using my brain and hunches instead of blind luck to solve the puzzle. The game wasn't too hard or too easy either. The gameplay elements were not good and basically were pale imitations of Earthworld (ice floes instead of logs for example) and really did not affect overall gameplay. I really wish that the gameplay in all the swordquest games were used so that if they were navigated successfully, an important clue would be revealed or a secret passage would be found that would lead to a clue on placing the items.

In addition, again, no ending. What is it with the 2600? A game with this mind bending complexity should have mind blowing ending. How about getting an object and flying to Airworld or some climax? That was the worst part. I guess the honchos at Atari thought the chnace of winning valuable tchochkes was climax enough.

Waterworld was a game in which the criticisms of the first two (too hard, no idea how to place items) were being addressed. Too bad that there was no airworld to tie everything up. The whole series was an example of a good idea that was poorly executed.

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Your idea of having each game end with the player going to the next world sounds great Bergbros, like if at the end of Earthworld you have the twins fall into Fireworld and then from there they would fall into Waterworld just like in the Comic books. Why didn't the people at Atari think of doing something like that?.

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