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
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.
Last time there was a Slashdot article about the game, someone posted a link to someone who had fixed most of the bugs. Most of them were to do with the collision detection regions being subtly different from the drawn regions, so you'd step near a hole and fall in. With them fixed, it wasn't a bad game. If Atari had waited another week, they'd probably have had something good - just not in time for the Christmas buying season.
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I doubt "one bad game" brought down the industry.
Yes, hallelujah, praise the Lord! Sir or Madam, you are preaching to the choir. I notice a disturbing behavior in industries of all flavors from senior management to "blame a serious business failure, on a single programmer." This is clearly not the real truth. A simple programmer has an Atlas weight of executives on his or her shoulders. What are all those folks doing . . . ?
My favorite recently was an interview with the new boss of Audi and VW . . . he blamed the whole manipulated emissions scandal on, "a couple of rogue programmers." If he was Pinocchio, his nose would have grown to the size of a Louisville Slugger baseball bat. Oh, wait. Scratch that. Does anyone appreciate the size of a California Redwood?
I work in the IT industry (although, I am American). The employees in the German auto industry that I work with, complain that they can't scratch their butts without getting three levels of manage approval. A "couple of rogue programmers?" Bullshit. The quality assurance organization in Audi and VW should have flagged this . . . unless it had been approved by a bunch of executives. I say the same thing when a "Rogue Trader" brings down a big bank . . . if the executives had down their jobs, it shouldn't have been possible for a "Rogue Trader" to place the bank in impossible positions.
I'm thinking, that the same thing happened at Atari. Their executives were not on the ball, and didn't realize that the industry was due for a correction. It's a tough thing for an executive to say that they failed in their job. It is a lot easier to put the blame on a simple, lowly programmer.
Schroedinger's Brexit: The UK is both in and out of the EU at the same time!
The big piece of evidence is that when the cartridges were dug up - there were very few E.T. games among them. The great ET coverup never happened, this was just a bankrupt company that trashed it's worthless left-over stock supply in a dump. There were all sorts of different ATARI games there, ET was just one among many. It was never as bad a seller as it was made out to be.
ATARI, as executives from the time will tell you now - had been dying for ages before ET came out, at most it was the last straw, ATARI's death was the result of a long chain of bad decisions that left the company unable to adapt to a changing market, bad decisions made over a period of several years.
And most of the blame belongs with Warner, this is the classic problem with having some big megacorp own your company - when what it does stops being profitable - they shut it down, the fact that it was the fastest growing company in history 2 years earlier and that there's somewhere on the upside of 4 billion dollars in your bank account because of it doesn't matter.
ATARI made at least 4 billion in nett profit for warner before it's demise, and once showed a loss of 350 million. That's not bankrupt, that's just one bad year. Surely 4 billion should have been worth saying "Lets take half of that and invest it in inventing the next game-changer - even if we fail we're still 2 billion up".
Unicode killed the ASCII-art *
So, with the current grid being grid[width][height] and the current shape being shape[4][4] (true for a block there, false if there's no block), we have:
Collision detection is just a nested loop, i,j both from 0 to 4. If grid[x+i][y+j] && shape[i][j], then we've collided. If we get to the end of the loop with no collision, then we haven't. Requires basic understanding of loops and of arrays and the basics of logical operations.
Left and right arrow keys just increment / decrement x, run collision detection, undo if we collided or if the shape is off the edge (detecting the edge of the shape is simpler than collision detection, but we can just provide the left and right edge widths with the shapes).
For each shape, have an array of 4 rotations. Up arrow key just increments a counter, replace current image with current_shape[counter %4], run collision detection, undo if we collided.
Basic game play is just start at (width/2 - 2),0, each second we increment y, run collision detection. If we've collided, check if we've made any new lines and delete them (just shift all of the blocks down - simple loop will do this). Then start a new block. If it has collided on initial insertion, then the player has lost.
There's a little bit more than that for keeping scores, but that's the core logic of Tetris. With a game development kit that lets you put sprites on the screen tied to simple data structures, it's very easy.
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