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Salvaging E.T. In Software, Instead of New Mexico

Yesterday, we mentioned a just-approved effort to uncover the remains of goods dumped by Atari in New Mexico decades ago. New submitter Essellion writes "Among the games that legend has it are there is the Atari 2600 E.T. game, infamous for how bad it was. However, an excavator of another kind has cast doubts on how bad it was by exploring in depth the E.T. ROM, how it played and why, and designing some bug fixes for it."

33 of 146 comments (clear)

  1. My friend had that game. by I'm+New+Around+Here · · Score: 5, Interesting

    It sucked. With or without any bugs that I have forgotten in the mists of time, the gameplay was horrible, the field of play was idiotic, and it lacked any immersion into the movie storyline. It sucked.

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    1. Re:My friend had that game. by BitterOak · · Score: 3, Insightful

      It sucked. With or without any bugs that I have forgotten in the mists of time, the gameplay was horrible, the field of play was idiotic, and it lacked any immersion into the movie storyline. It sucked.

      I think you hit onto its key problem, which was immersion into the movie storyline, or any storyline for that matter. Contrast that game to Adventure for the Atari 2600. I really felt I was wandering mazes and entering castles with that one. (Okay, not like a modern first person RPG, obviously, but this was a 2600, after all.)

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    2. Re:My friend had that game. by I'm+New+Around+Here · · Score: 3, Interesting

      I think you hit onto its key problem, which was immersion into the movie storyline, or any storyline for that matter. Contrast that game to Adventure for the Atari 2600. I really felt I was wandering mazes and entering castles with that one. (Okay, not like a modern first person RPG, obviously, but this was a 2600, after all.)

      Exactly. Just because it was low-graphics, didn't mean it was impossible to have an immersive experience. Many games were very likable for their gameplay, but were just blips and blocks moving around. ET was a spinning cement block, with rat shit falling out onto you.

      And if you were a balrog, I would certainly mod you up. For me, I'm just wondering how my first post was deemed to be redundant. Maybe someone doesn't know the meaning of the word. ;^)

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    3. Re:My friend had that game. by radiumsoup · · Score: 5, Informative

      yeah, but for what I had as a kid, it was the most complex game available (to me) at the time, and was a sink for MANY hours at a time (until I would inevitably hit into one of the bugs that caused you to be unable to continue). I can't recall if I ever finished it or not, but I doubt it. It's still in my parent's garage somewhere, probably right behind my C64 stuff.

    4. Re:My friend had that game. by I'm+New+Around+Here · · Score: 5, Funny

      Well, you are right on the second point. I have no idea what that game was.

      As for being spoiled, notice I said my friend owned the game. At that time (late 70s to early 80s), my games included climbing trees, running through the fields, and splashing in the crick (that's a creek that is too small to actually swim in) then pouring salt on the bloodsuckers to get them off our legs.

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    5. Re:My friend had that game. by Anonymous Coward · · Score: 3, Interesting

      The Fabulous Wanda, by design, cannot be beat. You lose in every possible scenario, BY DESIGN! You get punished for playing.

    6. Re:My friend had that game. by drinkypoo · · Score: 2, Interesting

      I finished E.T. repeatedly. I thought it was a pretty snazzy game. I could read, though, and I read the manual.

      My favorite 2600 game was Star Raiders. I got it when it went on sale at Kay-Bee toys because nobody wanted to pay extra to get a keypad they'd probably never be able to use again (and they were right about that.)

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    7. Re:My friend had that game. by K.+S.+Kyosuke · · Score: 3

      Well, yes. Sort of. I'd argue that claiming that the game has scenarios, let alone multiple ones, amounts to feeling disproportionately generous. Unless this is some strange use of the word "scenario" that I wasn't previously aware of.

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    8. Re:My friend had that game. by hairyfeet · · Score: 4, Interesting

      Dude I also had that game, when the big crash happened i bought it and like a dozen more for $5 at my local Magic Mart (man i miss that store) and the one thing this all ignores is this....it wasn't fun. I don't mean like it had some bad bits you just had to plow through, I mean the whole thing was not fun at all. The pits were unpredictable and if you fell in you had to do this sloooow as hell neck stretch to get out, the entire game felt pointless and random, it really wasn't a fun game.

      The simple fact is while everybody talks about how the market was flooded (which caused the crash) what they ignore how many truly good and even great games there were. Sure many of them were knockoffs of the hits, Ladybug for Coleco is a good example as it was a Pacman clone but in level designs and excitement I thought it was a better game than the original, but when you had so much competition you can't just throw together some shitty levels, slap a movie license on them, and not expect it to bomb. hell that is why movie license games have such a bad rap after all,a trend that continues to this day with the likes of Iron Man and Battleship the movie game.

      Atari was already in REALLY bad shape thanks to corporate mismanagement, such as losing most of their best devs by refusing to give them credit for their work, but ET is the perfect example of what being bought by WB did to that company. Once WB bought it it was no longer about making fun games people would buy, it was all about product marketing and timetables and who gives a shit about whether its even playable, much less fun.

      So I'm sorry but this guy is full of shit, it WAS that bad. You couldn't even enjoy it in a "so bad its good" sense like you could a bad movie or a bad game like "You Are Empty" (if you haven't tried it? Plot makes ZERO sense and one level you are attacked by 30 foot tall mutant attack chickens, I swear to God, you are chased around a farm by old coots with double barrels and 30 foot chickens, now THAT is good cheese!) because everything about it was just boring and unpleasant. If it hadn't had the ET movie license and been pushed so hard nobody would even remember this thing ever existed,its THAT boring and bad.

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    9. Re:My friend had that game. by hairyfeet · · Score: 2

      So it was the inspiration for Dark Souls then?

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    10. Re:My friend had that game. by hairyfeet · · Score: 2

      Are you fucking stoned? Seriously? Better than 80%? Sorry I have to throw a flag, bullshit on the field. Fuck all the Pacman and Galaga knockoff were better than that boring as hell POS, even the game designer apologized for making it! It doesn't deserve to even be named in the same breath as Star Raiders, Haunted House, Night Driver, Yar's Revenge, Pitfall!, Space Invaders, hell I could go on all day with the amount of truly great games there was for the 2600 while ET was nothing but a quickly thrown together cash grab, which again even the guy who wrote it admitted that and said they gave him less than 5 weeks to go from nothing to RTM.

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    11. Re:My friend had that game. by hairyfeet · · Score: 5, Interesting

      As somebody who was actually there and who was friends with many of the store owners in my area at the time? I can tell you what caused the crash and it was NOT ET, ET was just a really famous flop, like how they made more Pacman carts than there were 2600 consoles and ended up having to give away Pacman carts with just about every promo.

      No what REALLY caused the crash was how business was done back then which very few people know about. I am about to tell you how retail worked when it came to games, i bet you'll spot the fatal flaw before I'm even done explaining it, ready? Here goes....

      The way retail for games worked was a store would buy X number of carts from a company or distributor and then when Y number of carts didn't sell they would RETURN those carts to the company who would then give them new product or a refund and then recycle the carts. This way the retail channel wasn't overloaded with old product driving down the price, even small stores could have a nice selection (since they knew they'd get replacements or cash for all unsold product) and a lot of the cart could be recycled thus lowering production cost for the company, so a win/win for them and retailers.

      By now I'm sure everybody sees the fatal flaw in this little arrangement, Atari lost a couple of high profile cases which made it so ANYBODY could make a 2600 cart and the next thing you know an assload of fly by night companies are cranking out such "gems" as Chase The Chuckwagon and a ton of really lame one trick games. Well naturally all these lame half assed games didn't sell but when the retailers went to send the product back to get new products or a refund most of the companies just cashed out and folded.

      And THIS is what caused the crash! You see the retailers didn't want to have warehouses and shelves filled with shit nobody wanted, and they couldn't send it back, so by the middle of 83 instead of paying $20+ a game I was buying games at a buck a pop or 12 for $10...now why would I pay $20 for a single game when I was getting 5 Coleco games for $5, or a dozen Atari games for $10? Not to mention the same thing happened to the handhelds so I was getting cool handhelds like Football and Pool for a couple of bucks a pop, so why would I pay $20 for one game?

      The answer is I wouldn't and neither would anybody else which is why the price went into a freefall, due to the high price of chips back then even if you made a truly great game thanks to how low the prices hit you often wouldn't even be able to make back what you paid to have the cart made, much less make a nickel in profit, and THAT is why so many companies folded. Being buddies with the kids of the retailers I got to hear how many of them ended up losing tens of thousands because of how much they had paid for product VS what it would sell for (which was a shitload of money back then) so naturally most of them dumped every bit of product they had and didn't want a damned thing to do with anything video game related for quite a long time. I know that in my area the NES didn't even show up until late '88 simply because all the retailers feared another pocket raping which considering how many of them were left in bad shape after the crash you really can't blame them.

      So yes ET sucked and was a badly made POS, but honestly no single game had jack shit to do with the crash, it was a badly set up business practice that gave retailers a false sense of security which caused them to buy more stock than they could really afford to lose money on that caused the crash.

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    12. Re:My friend had that game. by narcc · · Score: 2

      No, it was Howard Scott Warshaw. The same guy who made Raiders of the Lost Ark and Yar's Revenge. Spielberg specifically requested Warshaw for the project after the success of Raiders.

    13. Re:My friend had that game. by evilviper · · Score: 5, Funny

      my games included climbing trees, running through the fields, and splashing in the crick (that's a creek that is too small to actually swim in) then pouring salt on the bloodsuckers to get them off our legs.

      Hey kid. Wanna go see a dead body?

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    14. Re:My friend had that game. by Cinder6 · · Score: 3, Interesting

      Hating of ET has become popular in recent years. Honestly, though, it's neither the worst game ever, nor even the worst game on the 2600.* It was even one of the best-selling 2600 games at 1.5 million copies--unfortunately, Atari produced somewhere around 5 million copies. That, combined with the high cost of licensing it, made for significant losses.

      *I actually enjoy it somewhat.

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    15. Re:My friend had that game. by hairyfeet · · Score: 3, Interesting

      But that is where you are wrong, it really wasn't the horrible games, it was an economic system built AROUND games that ultimately caused it to crash.

      In a way it is comparable to the housing crash, you had a system that was rewarding behavior that in any other time would have been seen as a BAD idea is rewarded. As I said I was buddies with the kids of the retailers and they ended up with a LOT more product than they could really afford to lose money on, but thanks to the retail gaming system that was in place? Well they didn't have to worry about that did they? They could just hand back every single product that didn't sell and get new product that would, and they could keep doing this until the product was sold.

      Now imagine how warping such a system would be, imagine if you KNEW, without a shadow of a doubt, that every single laptop your store carried was guaranteed to sell because if it didn't? Why you'll be handed a brand new laptop to replace every single old laptop until every one were sold! What do you think that would do to the electronics section of every store, when they know that they simply can't lose when it comes to that product? Well that is EXACTLY what happened with games, you had stores picking up MUCH more product than they would have because they couldn't lose, see? They would get their money back or they would get the profits, no way they can lose!

      And THAT is what called it, not the bad games. After all if their system worked like every other product they wouldn't gamble on more than one or two copies of a title and IF it sold then and ONLY then would they buy more copies of that product. Instead the system actively encouraged buying all the product you could possibly fit on the shelf because at the very least you'd get ALL of your money back, and every sale was profit time!

      So really the fact that there was a glut of bad games in reality only made the system collapse faster, when if you take a good hard look at the way the system then worked then the obvious conclusion is that it had no other way it could end, all it would take is a few of the big companies having some bad quarters or games that flopped, even good games that just didn't catch on, for the whole system to fall down like dominoes.

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    16. Re:My friend had that game. by hairyfeet · · Score: 3, Informative

      And they gave him FIVE WEEKS to go from nothing to RTM! I'm sorry but they could have chosen any killer dev and it wouldn't have mattered with that time table, no way in hell.

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    17. Re:My friend had that game. by Rich0 · · Score: 2

      Well, the price is the same (actually, many iPhone games are cheaper due to inflation), but it isn't quite the same thing. The publishers make the games with the plan to sell them for a dollar, and they get a dollar for every copy sold, and nobody loses anything.

      Some factors that make phone apps different:
      1. You have a single retailer (the app store / play store / etc). That means that even if they were stuck with inventory they could make the strategic decision to not depreciate the market without worrying about a competitor doing it instead.
      2. There is no cost of distribution/inventory - so there is no need to predict how well anything would sell and maintain stock. All the risk is with the publisher, so they have incentive to not make junk.

      With physical goods the costs of distribution and inventory are considerable, so there is always a battle to be fought over who incurs this risk. With multiple retailers if you're stuck with inventory but keep the prices high, and somebody else lowers prices, then the market still crashes but instead of getting fire sale income you get no income at all. With a crazy system where retailers think they have no risk when in reality they actually are holding all the risk they can get scammed by fly-by-night publishers.

    18. Re:My friend had that game. by tragedy · · Score: 2

      The point was that they didn't have anything to lose until, all of a sudden, they did. They had to buy the games up front, but were guaranteed to be able to return those they didn't sell for a refund. But then the fly by night companies selling on that model packed up shop and couldn't or wouldn't honour returns. I wouldn't be surprised if Atari itself started taking longer and longer to actually honour its refunds as well.

    19. Re:My friend had that game. by hairyfeet · · Score: 2

      According to my friends dad who owned the local Magic Mart, as well as the one that owned the mom & pop electronic shop that was EXACTLY what happened, WB started not taking back the product, giving excuses, and delaying payment until they all saw the only way they could get any of their money back was to dump it all as fast as they could and hope to get back a small percentage of what they paid.

      Believe me friend if you weren't there you wouldn't believe it, they all had so much product I was literally getting 5 Coleco games for $5 and i could get a dozen Atari games for $10 or 20 games for $15 and because of having to unload so much product, which again they wouldn't have had in the first place if this market warping system hadn't been in place, caused the handheld market to also collapse because nobody was gonna pay $15-$20 for a single game handheld, the handhelds quickly ended up on the cheap table as well as the retailers all panicked and tried to get out. I would go into Magic Mart with $40 and walk out with a couple of BAGS filled with games, handhelds, controllers, by the start of 84 you probably could have gotten 1 of every single game related item in the entire store for less than $80.

      So as I was saying ultimately it was NOT the games, it was NOT a glut of titles, it was a system that rewarded taking risks that at any other time simply wouldn't have been taken. At any other time and with a normal retail situation in place they wouldn't have had more than one or two copies of each title, and then you'd have one unknown for every 5 titles by proven companies, so even if the market slowed down it wouldn't have caused any major disruptions. The fly by night companies wouldn't have caused any more damage than the fly by night companies making shitty little games for iPad or XBL does now because there would have been zero incentive to sink a lot of money into their product.

      But anybody can see the flaw with the system in place in the early 80s, since the retailers couldn't "lose" anything on video games (since the worst that would happen is they could trade for new product or get a refund) they all bought waaaay more product than they could ever hope to sell, didn't matter which distributor or who made it, because they can't lose, right? So even if you took the crappy games out of the equation you'd still have a situation ripe for collapse, with retailers carrying much more stock with many more of each title than they would have been able to afford to lose, so again all it would take is a couple of the big players having a few bad quarters (like WB losing a half a billion on ET and Pac Man) for the whole thing to collapse.

      So my argument is that collapse was inevitable, it was only a question of when.

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  2. related Pac-Man hacks by Trepidity · · Score: 5, Interesting

    If you like this kind of investigation, you might be interested in hacks of the Atari 2600 version of Pac-Man. The port from the arcade was notoriously bad, because the hardware of the Atari basically didn't map well onto the graphics needed for the game. As a result, everything is basically wrong: the pills are fat dashes, the elegant outline graphics of the original are blocky opaque colors, etc. But worst of all, since the Atari's two sprite registers are used to draw both Pac-Man and the ghosts, whenever there are more than 2 ghosts+PacMan on a horizonal scanline, they start flickering because the porters resorted to the horrible hack of round-robin rotating which sprites got to be drawn in the 2 sprite registers. (This looks slightly less horrible on a CRT with phosphor decay, but it still looks bad.) Anyway, if you want more on the details of why this port sucked, and how it can be traced to hardware mismatches, it's covered in detail in ch. 4 of the book Racing the Beam .

    But on to the hacks: Rob Kudla discussed and did some work towards a better Atari 2600 port in the late 1990s, and there are now a number of attempts, though many of them do cheat by doing things like using an 8K ROM rather than the original 4K.

    1. Re:related Pac-Man hacks by Chris+Mattern · · Score: 4, Informative

      Pac Man wasn't 8K. It was 4K, which is one reason it sucked so badly. Tod Frye begged for 8K but Atari wouldn't let him have it. Ms Pac Man got an 8K ROM.

    2. Re:related Pac-Man hacks by hairyfeet · · Score: 3, Informative

      I'm sorry but you are wrong and here is why...it wasn't a horrible port, in fact it was a miracle, because you are taking a system designed to play pong and managing to get all that shit on the screen and actually get it to WORK.

      Imagine being given an arcade game of Crysis level graphics and being told you have to port that to a 100MHz Pentium I with a 4Mb Matrox card, because THAT is what we are talking about here. Pac Man ran on arcade hardware that frankly was a decade ahead of what the 2600 had under the hood, it had a lot faster CPU, more memory, not to mention all the custom hardware that was the order of the day back then. The 2600 as you noted only had TWO sprite registers, that's it, and the reason for that is when it was cooked up in 1976 the rage was Pong so it was designed to play those types of games, a little block being hit back and forth by little paddles, and that was pretty much it. That is why so many of the early games were like combat, with no real "enemies" to speak of, just two players, each controlling a little pile of blocks that shot a little block at each other.

      I mean when you look at the actual specs of the hardware with a cut rate version of the MOS 6502 only capable of accessing a MAX of 4kB of RAM, a truly pathetic 128 BYTES of game RAM, and no frame buffer at all, the fact that they were able to make an actual playable version of such an advanced game that had came out years later is frankly a miracle and I think the dev really deserves credit for that, for this really was no minor feat.

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  3. Wasn't so bad by spire3661 · · Score: 2

    I was young, maybe 8 or 10. I had games for a long time but i had no way of judging good from bad games. In the atari days i could only afford a few games and they were all 'good' to me. E.T. wasn't the worst thing ever, im pretty sure i beat it a bunch of times. I never really thought about it until everyone talked about it years later.

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    1. Re:Wasn't so bad by Creepy · · Score: 4, Interesting

      I'm in your boat - while I never owned ET, I did rent it for a couple of weeks, and I'm pretty sure I beat it a couple of times. I did read the manual, mainly because I had a lot of time between renting the game and getting home (we lived 10 miles out of town and a good half of that was city). While I didn't have fond memories of it, I didn't abhor it like some people. Now 2600 Pac Man was abhorrent, especially after playing it on a ColecoVision and Intellivision first.

  4. ET's big failure... by Bieeanda · · Score: 5, Interesting
    ...was forced multimedia. You could pick up and plug in virtually any other Atari game (Star Raiders and its keypad accessory aside), and understand what you were doing inside of a minute. ET required you to read the manual, a feat for some players, doubly so if it had fallen behind the TV, in order to decipher the pictograms that appeared at the top of the screen and the behavior of the 'enemies'.

    Its integration with the actual story was pretty lackluster too, like a five year old relating the film to a distracted parent, who went on to explain it to a coder in a foreign language.

    1. Re:ET's big failure... by Anonymous Coward · · Score: 2, Interesting

      I don't agree. Adventure was pretty highly regarded, and I dare you to find someone who can pick that one up in a minute without the manual.

  5. It's relative by bill_mcgonigle · · Score: 5, Insightful

    There are millions of people who have spent as much time watching TV game shows. YMMV.

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    1. Re:It's relative by iggymanz · · Score: 2

      or being on slashdot

  6. Now fix raiders by drinkypoo · · Score: 2

    I beat ET repeatedly back in the day as a kid. I guess being able to read was what did it. But even though I literally have seen someone do it, I've never been able to get into the cave while parachuting.

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  7. 6502 still around, huge by iggymanz · · Score: 4, Insightful

    the CMOS version of the 6502, the 65C02 and the static core version (clock can be slowed down or stopped without data loss) are still made and still used for embedded applications. We're talking annual volume in the hundreds of millions of units!
    http://www.westerndesigncenter.com/wdc/

  8. You dont understand. by Arker · · Score: 2

    That man is a hacker. (Using that word properly.)

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  9. Re:Too much time... by chrismcb · · Score: 2

    Why is it, whenever someone does something they enjoy doing. Someone else complains that person has too much time on their hands? Are you just jealous that he had the time?
    Do you complain about fisherman, who sit for hours. People who lay at the beach to tan? Perhaps anyone that goes to a movie, sits in a hot tub. Plays a game. Sits around chatting with friends. What does one have to do, in your eyes, to not be wasting their time?