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
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.
That is what I like about the old systems: it certainly was feasible to develop an awesome game all by yourself. Even doing the artwork was doable if you're not an artist; making great pixel art takes artistic skill but pixels are forgiving enough to let anyone make something passable. I wrote a few C64 games for fun back in the days, and one of them even ended up being published (a horse riding game I wrote for our riding academy's 150th anniversary). It wasn't very good but in terms of complexity and performance it was comparable to some of the big titles out there. Just me, (literally) in my mum's basement.
Some modern titles credit hundreds of people, but developing something on your own seems possible today. These days there are a lot of free-ish tools, engines and resources available that a few years ago were out of reach of hobbyists. Still, you're not going to get anything good in 8k and 5 weeks...
If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
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.
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This is my SIG. There are many like it, but this one is mine.
It's definitely feasible to write a game completely by yourself (I'm currently doing it), but you have to be somewhat creative to mask any of your deficiencies with a game design suited to your particular talents. For instance, if art isn't your strongest suit, you can make a highly stylized game that isn't quite as art-intensive, perhaps even working that into an advantage with an aesthetic that's abstract, or generates visuals programmatically. One thing that's changed over the years is improvements of both language, language tools, and game design & art tools - those all combine into a real game development force multiplier, allowing me to do so much more than I was able to do twenty years ago.
I've also worked on games that required a team of 100+ people years to make, not to mention a bunch of games in the middle ground on everything from handhelds to consoles to PCs. I have to say, it's pretty interesting to have worked on both extremes in terms of size and scope. They're both a lot of fun to work on, but for rather different reasons. The sheer amount of work that goes into the largest of modern AAA videogames is probably well beyond what most people even imagine.
Even so, nothing but respect for those early devs who wrote (mostly) amazing games with such unbelievable constraints in time and memory/capabilities in hardware. Those guys helped to instill my love of videogames, and are the reason I became a professional game dev myself.
Irony: Agile development has too much intertia to be abandoned now.
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?
It's amazing just how much they managed to get out of that primitive system, and how its limitations shaped the games. Games like Pitfall really pushed it.
The Atari 2600 had 1MHz, 8 bit CPU and a mere 128 bytes of RAM. Games had to reduce the amount of volatile data they stored to fit into that, often using a single seed number to procedurally generate levels, for example. ROM was nominally maximum 4kb, but most games had to fit into 2kb for cost reasons. You can fit every 2600 game ever made onto a couple of floppy disks.
The graphics and sound hardware were incredibly basic too. The system was designed to play Pong and not much else, so every other game was basically a massive hack. The CPU spent most of its time helping the graphics hardware generate the screen image, leaving little time left over for running the actual game.
To make a great game you not only had to really understand and abuse the hardware, you had to be good at hiding its limitations. The swinging rope in Pitfall is a great example of something the system was never, ever designed to do but which added something really unique to the game and made it seem to escape from the limitations of it's origins as a Pong playing machine.
const int one = 65536; (Silvermoon, Texture.cs)
SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC