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Highlighting some of the forgotten gems and memorable moments of GameCola's six-year history. We're publishing one old article a monthin chronological order, starting from Issue #1to show you some of our best (or, at least, most significant) writings to-date. (And we're running them completely unedited, and with their original formatting.) "FireWorld" With their EarthWorld competition now a piece of the past and winner Stephen Bell now $15,000 richer, Atari commenced phase two of their plot to reanimate their critically-conditioned console -- the second part of their SwordQuest saga, SwordQuest: FireWorld. SwordQuest, for thos FireWorld was conceptually akin to its
predecessor. The objective again was to match clues found in the game
with those found in the accompanying DC comic book, and then mail a
complied clue list to Atari in hopes of a competition invitation. The
game's clues were uncovered by leaving specific items in specific rooms,
and the comic book's by closely examining its panels. Relatively
simple, no? Conflict was that only six items could be carried at any
one time, and to even collect an item in the first place meant engaging
in an "action sequence", in which the player was met with such mentally
challenging tasks as not being hit by an enemy, using a little box to
catch an enemy, and shooting at an enemy. Once the player had items in
hand, all that was needed for gaming glory was an understanding of the
object-to-room pattern, and/or knowledge of the Jewish Kabbalah's Tree
of Life, on which the game's layout was based. Atari received seventy-three contest entries from gamers who had "completed" their mundane game, weeded to fifty via the grading of an essay from each gamer detailing that which made FireWorld appealing. Only a handful of gamers actually believed what they spewed forth to Atari. The fifty chosen finalists were flown by Atari to Sunnydale in January of 1984, two months after the competition's originally scheduled date. From there the finalists were driven to a nearby Holiday Inn, where they waited with bated breath for the events of the following day. Each participant in the FireWorld competition was assigned a television, a riddle sheet that would supposedly help them along the way, and a custom version of the game. Sources involved claim that this version was easier than that of retail, due to a decreased complexity in the item-to-room placement. A mere forty-five minutes into the melee the game was completed by one Michael Rideout, an Atari Club member from Aiken, South Carolina. Michael Rideout had never thought he
stood any chance at winning the FireWorld competition. A failure at
even qualifying for EarthWorld, Michael had never really "found" any but
one of the clues in his home version of FireWorld -- he merely scoured
the comic book and h Michael Rideout's prize for being the Mack Daddy of FireWorld: The Chalice of Light. At a height of 7-8 inches tall, and adorned with rubies, sapphires, diamonds, pearls, citrines, and green jade, the gold and platinum chalice was manufactured by Franklin Mint, and was worth about $3,400 less than Atari would have one believe. This piece of video game history currently resides in a South Carolina bank vault, where it will remain unless Michael becomes desperately lacking in funds. Towards the tail end of his adventure,
Michael Rideout was given the following advice by a group of former
EarthWorld competitors: "Now, if Atari ever comes to you, make sure
that you don't agree to anything about canceling the contest."
This concludes Part Two of our ongoing Swordquest coverage. Be sure to take a sip next month as we trudge on to the third game of the SwordQuest saga, SwordQuest: WaterWorld, and perhaps discover what was meant by the gaming veterans' prophetic words. Rest assured: You'll be remiss, if it you miss. -- Paul Franzen {11-2002} Rate this article |