Waterworld: Quest for the Mariner

***Waterworld: Quest for the Mariner -- An Interactive Online Adventure*** was a 1996 web browser-based game. The game was hosted on the MCA Entertainment Centre website, which is now defunct.

## History

Created during the earliest days of browser games, *Waterworld: Quest for the Mariner* was developed by Spin Cycle Entertainment and ZM Interactive. The game was created for the website of the now-defunct MCA Inc., then an asset of Universal who hold the rights to the Waterworld franchise. Universal also had browser games developed for other intellectual property, such as *Back to the Future: Institute of Future Technology* and *Jurassic Park -- The Ride Online Adventure*, which were also hosted on the site.

*Waterworld: Quest for the Mariner* was described by the developers as an interactive storybook. The purpose of the game was to promote and tie-in to the Universal live stunt show, *Waterworld: A Live Sea War Spectacular*, which had launched the previous year. Some of the graphical images and cutscenes for the game were captured or filmed at the stunt show.

## Gameplay

The game is divided into three chapters, or 'days', although during planning there were intended to be five chapters but technical limitations forced the developers to shorten the length of the game down. The intention was that each chapter would be played on different days, albeit there is nothing to stop the player completing them consecutively. Each chapter has it's own password so that if a player has already completed previous chapters they can begin where they left off.

The player moves through different web pages to advance in the game. In different scenarios the player is given multiple choices which will each lead to different outcomes and creating a branching storyline, in a manner similar to the *Choose Your Own Adventure* books. Some of these choices will result in success and progression, some will take the player back to the choice, or some will result in death and failure.

Other aspects of gameplay required the player to solve a word puzzle, or navigate a maze.

At any time, the player can get help or guidance by the use of chits given to you by The Sage at the beginning of the game, and through which he can communicate with the player remotely.

## Plot

### Setting

The game takes place after the events of the film.

The Mariner had successfully led a number of atollers to the safety of Dryland, but the fledgling community is still small. In order to avoid the same population bottleneck which also affects many atolls occurring on Dryland, the Mariner and Helen left Dryland to seek out more atolls. They never returned.

The Sage, the old village wise man who is also a mutant with supernatural abilities, can no longer 'see' the Mariner and Helen. The Sage tasks the unnamed player character with finding them, and therefore more fellow atollers. Before you set sail in their last known direction, The Sage provides you with a map and chits which will allow you to commune with The Sage.

### Chapter One

In the first chapter, the player encounters a bartering outpost, but is ambushed by smokers. The player must decide whether to fight, flee or negotiate.

### Chapter Two

In the second chapter, the player encounters a gigantic construct called The Fortress, where the player must decode a password on the map in order for the smoker gateman to permit entrance. Inside is a labyrinth of floating metal barriers which the player must navigate to find the towering 'crow's nest' in the centre, and where the location of the Mariner and Helen can be uncovered.

### Chapter Three

In the third and final chapter, the player arrives at a large atoll which has been taken over by smokers, led by the Deacon (who survived the events of the film) and where the Mariner and Helen are being held captive. The player frees the Mariner and Helen and a battle begins. This leads directly into the events of *Waterworld: A Live Sea War Spectacular*.

### Endings

Depending on player choice, the game has several endings. One of 'bad' endings has the Mariner betray you. One of the 'good' endings has the player character, the Mariner and Helen defeat the Deacon and the smokers once and for all, leaving with the freed atollers for Dryland.

## Legacy

* In October 2022, *Waterworld: Quest for the Mariner* was the subject of a video by The Atoll fan channel in which the history of the game was thoroughly delved into. Although the website which hosted the game no longer exists, The Atoll was able to access and play a portion of it by use of the Wayback Machine via the Internet Archive where some if the files were preserved. Although The Atoll did not manage to piece together the game in it's entirety, The Atoll made contact with some of the original developers who provided additional materials and insight to provide a fuller picture of the game development and what the finished product contained and looked like.

## Gallery

The Sage and his magic chitsThe journey from Dryland beginsThe map with place names in 'infernal smoker code'A typical 'choice scene' in Chapter OneThe Fortress Gates in Chapter TwoThe Crows Nest in the centre of The FortressThe Mariner is captured during the battle in the Atoll in Chapter Three

## External links

* The game via the Wayback Machine

* Production Documents via the Internet Archive

* Archived Universal Studios Hollywood Website (including other Universal browser games)

## References

1. ↑ https://www.youtube.com/watch?v=nZjrIl-kTsg

## Sources

* Special thanks to The Atoll for all the hard work in uncovering the preserved data and sharing.

## See also

* Waterworld (video games) - Disambiguation page for the Waterworld video games
* *Waterworld: A Live Sea War Spectacular* - Article for the live stunt show that *Waterworld: Quest for the Mariner* was created to promote