The Story Behind the Worst Computer Game In History (bbc.com)
An anonymous reader writes with this story at the BBC about the famously bad video game based on Steven Spielberg's ET, a game "considered to be one of the worst of all time," and on which some have blamed the collapse of then-powerhouse Atari. The game's sole programmer, Howard Scott Warshaw, explains how it was that what must have sounded at the time like a sure thing turned into a disaster.
There is a documentary on the subject that is worth watching. Atari: Game Over http://www.imdb.com/title/tt37... It's available on Netflix
It's amazing to think about how small that game is and how one person wrote it. You look at a modern game and there are teams of designers, developers, writers, etc. I love technology.
The premise here is flawed.
While it's a pretty bad game, E.T. is not even the worst game on the VCS platform let alone the worst game ever made. Pac-Man is arguably worse on the platform, and there are numerous third party games that are way worse than anything Atari released. "Sorcerer" by Mythicon really sets the benchmark for how bad a game can be in my opinion. E.T. is at least 100 times better than that piece of crapola.
"Remember, there never were pineapple-almond cookies here."
ET seems to be treated like the "worst game ever" when there are just as many other Atari games at the same quality. Most of the games that weren't arcade ports were an incomprehensible mess,
The BBC headline uses some very important quotes, which the slashdot headline lacks.
There is a hacked version of ET that fixes most of the annoying design issues, check here -- or even play online.
Another major issue is, you really need to RTFM. It's not a very intuitive game.
Circumcision is child abuse.
you insensitive clod!
I thought they were gonna do a documentary about Depression Quest...
== Jez ==
Do you miss Firefox? Try Pale Moon.
I doubt "one bad game" brought down the industry. I'd say it's
1) making someone make a game ready to publish in 5 weeks (!!!)
2) not doing any research on target audience
3) predicting this game will sell MILLIONS of CONSOLES (not just games) on a saturated market
I think we need to focus on who made those decisions.
Not the genius who made a not-too-bad-game in impossible time.
Because those kind of decisions is what's bringing down companies.
We want to know how they appear and how we can stop them.
Hiring a genius that follows orders and does impossible things never brought down a company.
Pac-Man is arguably worse on the platform
I actually came across a homebrew reboot of what could have been accomplished with an 8k cartridge back in the day.
After you watch that demo, check out what the original 2600 pacman creator, Todd Fry, had to say about it.
W
-------------------
This is my SIG. There are many like it, but this one is mine.
Brings back memories,
only having 256bytes of ram for everything
having to count cpu clocks per instruction to do hardware register changes to draw the screen and multiplex the hardware sprites.
only having the fly back time to do game logic.
all in a 6502 cpu running at 0.89mhz.
good old days, makes me feel really old now.
The worst game is Big Rigs.
https://www.youtube.com/watch?...
Obviously they have never played "My Name is Mayo" where you just have to click a jar of mayo 10,000 times... Took an hour to complete, little replay value and no 4K or VR support 1/10 http://store.steampowered.com/app/434260/
Yahtzee (Zero Punctuation) already did it best.
So there.
The developer that programmed E.T. should have denied the initial offer. It wasn't a sane business plan. He should have negotiated for something better.
Insane business plans like this is what gives the job and industry a bad name.
I actually came across a homebrew reboot of what could have been accomplished with an 8k cartridge back in the day.
If back in the days you had easy access to a more powerful machine with a good set of crafting tools (editor, assembler) and tools to help you test (emulators), access to possibility to test multiple iteration of your code on the actual hardware (cheap flashcards), and plenty of time (it's hobbyist's).
All that in addition to plenty of knowledge (we're in a post demo-scene period. Plenty of knowledge, known tricks, etc. in addition of all the details that the hobbyist has learned about the platform).
I'm not saying that this a minor feat to manage to cram such a game into a 8k cart.
I'm just reminding that back then, developers where mostly working on *paper*.
Tools and experience is not substitute for talent, but they supplement the talent quite nicely.
"Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
I liked it.
I mean sure, I was eight at the time, but I really did enjoy it. It taught me a surprising amount, too.
The weird pit collision thing, for example, taught me that video games had different physical rules than real life, and that what I was seeing was less important than what the computer was interpreting.
Dropping into pits without warning also honed my reflexes. I became good at levitating before I hit the ground.
The map (in which six screens were arranged as a cube) gave me an intuitive grasp of non-Euclidean geometry, and to adapt to the weirdness and even use it to evade the bad guys. I feel completely prepared if I ever suddenly manifest extra-dimensional mutant powers.
The ever-declining energy stat taught me efficiency. I got good at allocating my time and resources (and I was good and ready for Gauntlet when it came out a couple years later).
And, of course, it taught me to be patient. This allowed me to later beat games like Ninja Gaiden, Battletoads, Zelda II, and Demon's Souls. And college.
"It's awesome to be credited with single-handedly bringing down a billion-dollar industry with eight kilobytes of code. But the truth is a little more complex."
With a little more training he could be like Stephen Elop, bringing down Nokia with less than 8kB ASCII memo. Sure, the truth is a little more complex ;)
Live today, because you never know what tomorrow brings
1) Pay Spielgerg 21'000'000$ for the title
2) Force some nerdy dude into "work, with small breaks to eat/toilet/sleep" mode for 5 weeks. (effectively spending say, 5000$ on game development)
3) Spend 5'000'000 on marketing campaign
Later on figure, that #2 didn't work as planned, claim it was nerdy dude's fault.
Isn't there something very wrong in this picture?
ET was nowhere near the worst game of all time. Squij! (a game for the ZX Spectrum) handily beats it in terms of sheer awfulness. What Squij! lacks is the infamy and the truly epic nature of ET's failure.
http://www.worldofspectrum.org...
Oolite: Elite-like game. For Mac, Linux and Windows
Years Old Story With Nothing New - And... it gets cut and pasted and plopped on SlashDot like it's news. So I guess...
+ Titanic Sunk at Sea! (Oh my!) Read more...
+ Depression Comes to America in 1929! (Oh my!) Read more...
+ Germans Get Ants In Their Pants! (Oh my!) Read more...
+ New telecommunication medium used for transmitting sound with moving images, called Television! (Oh my!) Read more...
Someone could cut and paste all day! (Oh my!) Read more...
Kudos for writing a game in 5 weeks (and back in the 80's using assembly, not modern Unity3D game engine).
The game might have sucked, but it is still a wonderful accomplishment!
For fucks sakes timothy, the article is talking about an Atari 2600 game game console cartridge. It is not a computer game.
Call Vince Gilligan. Surely this can be worked into an episode of Better Call Saul somehow.
Computer game? how dare you soil all other computer games with those words! It was a console game not a computer game!
NEVER NEVER NEVER NEVER NEVER NEVER NEVER NEVER GIVE UP! "No limitations, no boundaries, there is no reason for them."
So the story is not about Superman for the N64?
Hateful bigotry
You should feel ashamed of your
Outdated dogma
The edge of a hole is usually weak, so it's expected to give way. It's realistic physics, that - and it'd take 67,000 lines of code and 37kb of XML these days.
Back in my day, we didn't have physics. We had to make do with philosophy - if we were lucky.
Confucius say, "Find worm in apple - bad. Find half a worm - worse."
First post on slashdot in a while that I actually enjoyed reading TFA. Appropriate subject matter: check. No pay wall: check. Reasonable summary: check. Keep it up!
I had the privilege of witnessing the original Atari implode as an outsider in the 1980's and the new Atari implode as an insider in 2000's.
The original Atari had no quality standards over third-party developers. So everyone and their grandmother were making bad video games at $30 per cartridge. The last Atari 2600 cartridge I bought was a shark attack game from a photography shop that was truly awful several months before E.T. killed the market. Nintendo changed that by enforcing quality standards and charging a per-cartridge licensing fee to develop for their console.
I ended up working at the new Atari (Infogrames acquired the intellectual property to Atari when it bought Hasbro Interactive) and become the lead tester responsible for Nintendo GameBoy Advanced and GameCube titles. The new Atari fell into the same trap as the original Atari, buying into the Hollywood convergence trap by licensing expensive properties (*cough* The Matrix *cough*) and producing a title for every game console available. This got them into trouble with Nintendo as the developers ported games from the Playstation 2 without making them unique for the GameCube and Nintendo started rejecting them out of hand. And then the dot com bust ended everything for the new Atari, which is still around today but with smaller ambitions.
I can't remember the name of it, but there was a Nintendo strike fighter game that as a first person shooter flight simulator. Each successive level would add two additional boogies to take down. The bug with this game was that if you wedged a tooth pick into the button on the controller and had a "rapid fire" option turned on all you had to do was lean a book against the joystick so that you continued to do flips while firing. If you did that, the boogies would never be able to hit you and you would eventually take them out every time. You could leave the game like that for days and it would just keep going up in levels. No game play needed.
Select from tblFriends where interesting >= 4;
Obviously Kartu is Australian.
Or from Rand McNally.
the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff
Part of me wants him to go back and fix those bugs and polish the game proper like.
Bible stories was pretty awful...
You shot out it's shield (to get at it), while it shot at you.
You complaints of a pattern game much more believable when you complain while playing a game your not looking at anymore.
I believe Atari used a VAX to develop 2600 games with a cross assembler, then downloaded the code to dev 2600 carts.
Which was *definitely* not as common and cheap as a mid- to high- end PC desktop, an emulator and a cheap Asian flash card.
In the interview Warshaw mentionned that in order to maximize his dev time, he had the copany to setup development equipment at home "within 5 minute reach from his bed", which back then was quite a feat (unlike nowadays, where it would basically be: "plug the laptop's charger nearby the bed").
"Sufficiently advanced satire is indistinguishable from reality." - [Tips: 1DrYakQDKCQ6y52z6QbnkxHXAocMZJE61o ]
I thought this was going to be a story about Undertale, I'm disappointed.
That's an impressive personal story to pull out when trying to put your client's own disappointments into perspective.
Also, super nostalgia for a time when personal computers were exploding onto the scene and anything seemed possible. Beige boxes and polyester wardrobes forever!
How is this not about Battlecruiser 3000AD?