Anyone who is in to Atari 2600 knows that ET is verrrrrry far from the worst game available on that system! And it's so sad making it a great game would have take so few tweaks! http://www.neocomputer.org/projects/et/
Howard is a brilliant programmer. In Yar's Revenge, that fuzzy barrier on the left side of the screen is the graphics code from the program literally reading the game's own code as graphical data, thus creating the crazy static pattern of chaotic colors. Talk about a cool and space saving hack!
https://upload.wikimedia.org/wikipedia/en/8/85/A2600_Yars_Re...
I think all lower-level programmers have done similar mistakes at one time or other. I managed to do it several times while learning assembler on the Atari ST/STE/Falcon :-)
The BBC Micro also allows you to change the address of the video framebuffer. A particularly neat trick was to remap it to 0x0000, so you get to see the OS workspace, stacks, program storage etc. You can watch the bits twiddle in realtime as you do things.
There's another neat hack which would cause the machine to run in slow motion. I don't know how it worked; I can't find any references now. Possibly it overloads the system with interrupts. But under its influence, clearing the screen would take several seconds. These two hacks combined beautifully, letting you see all the details of, e.g., Basic's heap management.
The Atari: Game Over movie is on Netflix. It'll give people more insight. The guy was an exceptional programmer and good game designer who was dealt a death march with a hard deadline.
Psychotherapy must be up his alley, he seems to have come to terms with it quite well and taken it with a sense of humor.
An initial run of 4 million copies is a lot of pressure on a single developer, the sort that can make you a legend or a catastrophe. I wonder if release management was considered to allow for bug fixes in subsequent production runs or phased production runs with hedged risk.
Probably adding to the pressure is the frustration that immediately following the production run you find a one-liner bug fix but you are 4 million copies too late.
Interestingly, Pac-Man also had millions of unsold cartridges left over. This candid Q&A talks more about the failure of ET, the frustrations and challenges:
With this guy clearly being such a talented programmer, it's too bad he hasn't taken up some FOSS game programming as a hobby, just to "scratch the itch". It'd be great to have a really great old-school side-scroller; I wonder what he could come up with using more modern tools if he really wanted to make a new game. And this time, he could take as much time as he needs.
Combat is, frankly, one of the greatest videogames ever made. Easily in the top ten. If you don't understand why, you've missed out on a great deal of history.
The Atari 2600 was designed, almost exclusively, to play Combat. It has the ability to animate only 3 sprites: player 1, player 2 and "ball". There are many hacks to get around this, but we're talking about the pre-release period of the Atari Video Computer System, AKA VCS, the Atari 2600.
The only other game in mind for the system was Pong, which actually come out for the system in the form of Video Olympics, and it was created by one of the 2600's TIA chip designers, Joe Decuir. That chip literally synced up the processor with the television's refresh rate, and had each scan line drawn out of processing exactly when the electron beam was moving over the proper position on screen. The 2600 has no frame buffer. Essentially, when it's in the CPU, it's drawn on the screen. The machine only had 1024 bits, not bytes, of RAM.
But that's neither here nor there. For more info on the fascinating hardware that was the Atari 2600, read Racing the Beam by Ian Bogost and Nick Montefort. https://mitpress.mit.edu/books/racing-beam
Video Olympics could be considered to be the 100-in-1 of Pong games, with dozens of variants on the Pong theme. Combat takes the same sort of approach, with lots of game modes, but the actual gameplay was based on another arcade game. Rather than just recreating the arcade game, however, Combat expands on the theme, as Video Olympics did.
Combat is, to my mind, the only game on the 2600 that really holds up to this day. It's still fun, despite it's graphical limitations. For its day, it was the Super Mario Brothers of the Atari: that cart you could always turn to for fun.
It's elegant in its simplicity, extremely deep in its variations on a theme, and even offers a few asymmetrical playing options: one player can be given a different set of planes from the other.
I played combat ... With my mother. The day we got our 2600. It was accessible, simple, and as a child, made me see my mom in a whole new light. I'm 40 now, but feel like a little boy realizing that his mom is fun whenever I see that game come up.
80's kid here. My mom could always kick my butt in a small set of video games. Galaga, Ms. Pacman, Tetris. But she can't beat the first couple levels in Super Mario Brothers to save her lift.
For my money, in terms of accessibility and fun while having a steep but manageable difficulty curve - the 2600 game that stands up the best today is Kaboom. It can induce an almost zen-like state that is very hard to capture in gaming.
Fully agree. I would love to see a modern version (complete with control wheel) in HD with smooth frame rates. Still have found memories of sitting in front of an RCA XL-100 console tv with my eyes burning trying to catch all those bombs. Wish I would have sent in my score back in the day to get the Patch from Activision.
Ha! I played 4 player Warlords in the dorms at Ga Tech during its era. Lots of fond memories of Techwood/McDaniel hall. Glad to know that the tradition continued!
I was quite young when ET came out. I loved ET, but the game was basically impossible for me to play because I couldn't get out of the pits very well; which was exacerbated by falling into them when I shouldn't have.
In contrast, Combat was easy to figure out and play and I could play it with loved ones.
I'd suppose most kids learned quickly that you could float mid fall and bypass the energy penalty. Even if you fell by accident, it cost practically nothing.
One of the reasons ET flopped was because the game was confusing. Combat, meanwhile, is literally just player 1 and player 2 trying to shoot each other. In terms of accessibility, engagement and gameplay Combat is objectively better.
Graphically it was so-so. But the game play itself was just not fun. The worst part of it was the time limit was basically the number of "steps" the character moved, and you had to collect these "communicator" parts that were buried randomly in pits and then use some kind of crappy "levitation" move to get out. And that took up extra energy as well so it cut into your time limit to find the next communicator piece.
Never beat it. Got extremely annoyed/bored with it after a short time. There were games with much worse graphics and sound that had a much better gameplay overall.
Everyone forgets about Pac-Man, that was another huge contributor to the crash. The 2600 couldn't handle 5 sprites, so they used one sprite for all the ghosts and showed one per frame. The flickering ghosts against the bright blue background was physically painful to watch.
They estimated 10 million consoles were actively being played, so they made 12 million copies. They sold 7 million, and that's before returns. 7 million people who would think twice before buying another Atari game.
That was he one thing I complained most about with the Atari PacMan. I don't think I ever noticed the flickering ghosts specifically, or even how different the bird layout was vs the arcade version.
But instead of a cherry/orange/pretzel that moved around the screen, the bonus fruit was a dark-brown square inside another slightly-larger light-brown square. It didn't move, it didn't look good, and as a kid I felt like this was the classic example of either the game designers cutting corners or limitations of the system.
I used to joke about this specific example as one of the key reasons to move on to better consoles when they came around.