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?
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."