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."
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.
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
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This is my SIG. There are many like it, but this one is mine.
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.
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
2600 games usually took 6 months (still usually by only a single programmer), so this was a very rushed schedule.
#naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
You can easily make your own Yahtzee review just by saying:
"Fucking Sod rubbish wanker bloody bollocks penis joke branston pickle!"
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.
Its pretty clear from TFA that he was a bit star-struck and naive at the time (and, sadly, Speilberg was right - an ET-themed PacMan clone would probably have been a bigger success, and a more achievable target in the time allowed, with tried-and-tested gameplay) so that's partially fair.
However, its also clear that there were plenty of other mistakes made by Atari over the budget and sales projections (and would have probably fired him if he had objected). The notion that all the established (and totally routine) production and marketing processes take as long as they take, but the one non-routine and unpredictable aspect (designing and writing a novel bit of software) can always be compressed into whatever time remains is pretty endemic thinking amongst management.
In a survey of 100 programmers, 111111 thought that duck-typing was a good idea.
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."
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.