Swordquest

Each 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, with a series of prizes whose total value was $150,000.

The series had its genesis as a possible sequel to Atari's groundbreaking 1979 title Adventure, but it developed mythology and a system of play that was unique.

When the player placed an item in its correct room, they would be presented with numerical clues that referred to a page and panel within the comic that was packaged with the game.

After smashing the stone to avoid the demon, two of Tyrannus's old advisers appear and tell the two about the "Sword of Ultimate Sorcery" and the "Talisman of Penultimate Truth."

[1][6] After defeating many beasts of the Zodiac and another thief (Herminus) in Earthworld, the twins are transported to the "central chamber" where the "Sword of Ultimate Sorcery" and the "Talisman of Penultimate Truth" are kept.

Tarra travels to a ship made of ice and meets Cap'n Frost, who desires to find the "Crown of Life" and rule Waterworld.

Meanwhile, Torr travels to an undersea kingdom and meets the city's ex-queen Aquana, who desires to find the "Crown of Life" in order to regain her throne.

[3] The concept of Swordquest originated from Atari's previous Adventure video game, which is notable for one of the first documented Easter eggs.

Adventure drew more interest once the Easter egg was found and documented, leading Atari to come up with a type of sequel where "marketing thought it would be a great idea to create a series of games where players would have to find clues both in the game [and in its physical materials]", as described by Atari historian Curt Vendel.

The person with the fastest completion would be named the winner and be awarded a "treasure", produced by Franklin Mint, each valued at around US$25,000 at the time of Swordquest's release.

For practicality, Atari required the 73 finalists to write a brief essay of what they liked about the game, selecting the top 50 replies to continue to the final competition, held in January 1984.

[5][3] At this point in time, Atari had suffered major financial setbacks due to the 1983 video game crash.

Vendel stated that Atari did secretly invite those with correct entries to hold the final round, and the Crown was awarded to a person, their name remaining anonymous due to legal requirements.

[3] Because they could not hold the ultimate final round, Bell and Rideout were both awarded an additional US$15,000 as well as an Atari 7800 as a compensation prize, and granting the ten finalists of Waterworld US$2,000 each.

Vendel believes that it is unlikely that Tramiel would have been able to keep the Stone, Sword, and (if not given away) Crown, as when Atari, Inc was sold, these items were still the property of Warner Communications, and would have been returned to the Franklin Mint.

With the Franklin Mint later being sold in 1985 to American Protective Services, and the original Atari business no longer existing, the prizes were most likely melted back down to their base components for reuse elsewhere, according to Vendel.

The series featured the story of a person who had played the three Swordquest games (with help from two friends who were brother and sister) when he was younger and was anticipating Airworld.

Now as an adult, he continues his efforts to play Airworld using his old Atari hardware, but is caught up with a mysterious figure who offers to help him obtain the real "Sword of Ultimate Sorcery" from its resting place in the World Arcade Museum.

[11] Edwards commented that "The only reason to purchase a copy of Swordquest: Earthworld is to try and solve the puzzle and win the prize.