• Tag Archives 1980s
  • Amiga World, Premiere Issue, 1985

    Amiga World, Premiere Issue, 1985

    Pictured above is the premiere issue of Amiga World. For the first couple of years, the Amiga 1000 was the only Amiga model available. Contents of this issue include:

    Features

    • A First Look at the Amiga – A detailed look at the new Amiga (Amiga 1000) computer from Commodore. Features include a 68000 CPU, custom chips for graphics and sound, 256K of RAM easily expandable to 512K, a built-in 3.5-inch 880K disk drive, and much more.
    • What If… – All about what the Amiga can do that other computers can’t.
    • Amazing Graphics – An overview of Amiga graphics capabilities including the various resolution/available colors combinations, sprites, and more.

    Articles

    • Stimulating Simulations: Electronic Arts Gets Involved with Amiga – A look at the work that Electronic Arts is doing for the Amiga, including titles such as Archon, One-on-One, Seven Cities of Gold, Skyfox, and Starflight. Also, a look at the various people involved, including an interview with Trip Hawkins.
    • Sounds Like – A look at Harmony, a computerized accompaniment program developed using AI and speech recognition techniques.
    • A Peek at the 68000 – The history and capabilities of the CPU chosen to be at the heart of the Amiga, the 68000.
    • The Amiga as a Teaching Tool – Various ways in which the Amiga can be used as an educational device.

    Columns

    • Avision – Praise for the Amiga and the origins of Amiga World.
    • Zeitgeist – More about the genesis of Amiga World and how it was put together.
    • Amiga Solutions – A cynic takes a look at the Amiga and compares it to the Macintosh and IBM PC.

    Departments

    • Digital Canvas – A look at some impressive artwork created with the Amiga.
    • Help Key – Questions answered about the Amiga’s memory capacity, connecting additional disk drives, the keyboard, modem compatibility, Amiga ports, and more.
    • List of Software – A summary of currently available software and software coming soon for the Amiga. As a brand new machine there are only a couple dozen so far.
    • Coming Next Issue – Using the Amiga in a business environment, Telecommunications, Behind the Scenes at Commodore Amiga, What is MIDI?, and more.

  • Advertisement for SwordQuest

    Advertisement for SwordQuest EarthWorld, FireWorld, WaterWorld, AirWorld for the Atari 2600 from the January 1983 issue of Video Games magazine.

    via Retro Gaming / Advertisement for SwordQuest

    The SwordQuest games were meant to be a series of four action/adventure games (among the first of their kind) produced by Atari for the Atari 2600. Each game was meant to be a contest with the winner receiving a prize worth $25,000 (at the time). The solution to each game was part of a larger puzzle that when solved would have resulted in a larger grand prize. Unfortunately, due to the video game crash of 1983 and Atari’s subsequent financial difficulties, the series was never completed.


    SwordQuest: EarthWorld

    The first game, SwordQuest: EarthWorld was released in 1982 and was originally intended as a sequel to Adventure. It resulted in 5,000 entries into the competition with only eight people managing to find all five of the correct clues. The ultimate grand prize winner won the “Talisman of Penultimate Truth” which was made of 18K gold with 12 diamonds and birthstones of the twelve Zodiac signs embedded in it. There was also a sword made of white gold attached. Alas, the winner supposedly melted down the Talisman to pay taxes and the sword stolen. Supposedly he still has the gems though.


    SwordQuest: FireWorld

    Swordquest: FireWorld released in 1983 was the second game in the series and it had far more entries into the competition than the previous game. The winner won “The Chalice of Light” which was made of gold and platinum with citrines, diamonds, jade, pearls, rubies and sapphires. As of 2005, the winner still possessed it.


    SwordQuest: WaterWorld

    SwordQuest: WaterWorld released in 1984 was the third game in the series and was only available to Atari Club members. The winner of this contest was supposed to get “The Crown of Life” which was made of gold with aquamarines, diamonds, tourmalines, rubies and sapphires. There seems to be some uncertainty about whether or not the final for this contest was actually held and the prize awarded.

    The final game in the series, SwordQuest: AirWorld, was cancelled as was the AirWorld competition and the final grand prize competition. The prize for the AirWorld competition was to be a “Philosopher’s Stone” which was to be a large white jade in an 18K gold box with diamonds, emeralds, citrines and rubies. The grand prize was to be the “Sword of Ultimate Sorcery” and valued at $50,000. Apparently the prizes were produced by The Franklin Mint and the final two (or three) prizes were produced but recycled into other items when the final contests were ultimately not held.

    Each of the games are all part of a single story line involving twins named Tarr and Torr. Their parents were killed by the King’s guards because of a prophecy that said one day the twins would kill the king. The twins themselves were hidden away and raised as commoners. Their identities are ultimately revealed and adventure ensues. Each of the prizes were also important artifacts in the games.

    Generally speaking, all of the games play in a similar manner and are reminiscent of Adventure though they are somewhat more sophisticated. Your job is to collect items for which you sometimes have to defeat enemies or other obstacles. When you have the correct items in the correct rooms, numbers would be revealed that were a clue where to look in the comic books that came with the games for the correct words. Sending the correct phrase to Atari was how you could win the competition.

    The advertisement above is from the January 1983 issue of Video Games magazine.