


WATERWORLD
Some time in the future, a shift of the earth's polar axis has resulted in a world of endless water where those who managed to survive reverted to a primitive form of life. All that is left is the search for dry land.
Floating cities, called Atolls, serve as a place of habitat for a simple and moral type of people who work to protect precious water, soil, seed and other highly valuable resources that are essential for their existence.
More mobile and larger in numbers than the Atollers are a gang of pillaging Smokers, led by the evil Deacon. Their efforts are focused entirely on attaining and controlling anything and everything to build their evil empire.
In half wrecked Atolls, the last remaining Atollers are waiting to be rescued. As the Mariner, your mission is to prevent Smokers from enslaving them. The Smokers most prized target is a little girl named Enola, who has a map to dry land tattooed on her back. In the game, Enola is the floating Atoller that flashes. If you are able to prevent Enola from being captured, at the end of the round the bonus multiplier will increase.



Released in the USA, developed by
Ocean and brought out December 1995, serial#: VUE-VWEE-USA, genre:
shooter/arcade, game has no backupcapacity.
Language accessibility: Perfect, everything is in English (it is afterall an
American game).
Note: Waterworld was meant for two
players via the VB's Playlink cable, unfortunately this option
was cancelled.
Note: This game has a 1-9 alternating players option.
Side-note: This game was based upon a movie license.
Intro: (intro music)

*This is da bad man, da very bad Deacon man
Ingame:


*You'd think little girls like Enola know to stay away from bad men with guns,
but nooooo



Steve
Woita, co-producer, game designer and programmer of Waterworld for
the Virtual Boy comments:
It was a blast to develop for. I miss that machine a lot. You had to load 4
frame buffers up every game tick.
We used a standard "C" compiler, but we made our own object oriented
system
up to kind of act like C++.
The dev kit was a white box that hooked to the PC with a Virtual Boy hooked
to the white box, then after every compile you'd stick your head into the
Virtual Boy and see if your code worked. We originally were going to have a
head to head Water World game that would've been connected via serial cable,
but Nintendo decided not to release the cable..Bummer...It would've been so
cool to play head to head against a friend.
Oh & no, there never was 2 player prototype on WaterWorld.
Here is a FAKE Waterworld picture (taken from a brochure) that was published to hype up the game's 3D
abilities:
