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The man who made 'the worst video game in history'

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141–150 of 213 posts

Re: The man who made 'the worst video game in history'

#141

> "It's awesome to be credited with single-handedly bringing down a billion-dollar industry with eight kilobytes of code. But the truth is a little more complex." Eight kilobytes?! How do you build anything meaningful, especially a game, with just eight kilobytes?

>> How do you build anything meaningful, especially a game, with just eight kilobytes?

Often times you don't.

Think of how many computer programmers there were back then. How many notable 2600 programmers were there? 20? 25?

Re: The man who made 'the worst video game in history'

#142

Earlier quoted context omitted.

> It isn't his fault the managers were being unreasonable in the timeline, and the company grossly over-manufactured the cartridges. Yes, the real problem is that they expected something comparable in quality to his previous games with less time to develop it. He did agree to it, though. Watch "Atari: Game Over" and you'll be able to tell from interviews with him that he held a lot of guilt about it- for years. The f…

The NES set an awful precedent that we're still dealing with today.

What precedent was that?

Re: The man who made 'the worst video game in history'

#143
post #125
post #98

Talk about screwed up priorities. Atari spent $21 million on ET video game rights, $5 million on an advertising campaign and gave 1 programmer, 5 weeks to deliver something that would justify that cost. No wonder they went bankrupt!

In fairness, what else could they have done, given the time constraints? They even hired support staff to make sure he got fed! They surely didn't have source control or other systems to make it safe/easy for multiple programmers to work on it together. I imagine the code is some monolithic thing full of complicated Atari hacks that's best managed by being all together in one person'd mind. Perhaps they could have ma…

> In fairness, what else could they have done, given the time constraints?

In this case "the best move is to not play"

Re: The man who made 'the worst video game in history'

#145
Here's a great piece on how E.T. can be fixed with a few relatively minor changes:

http://www.neocomputer.org/projects/et/

As much grief as Warshaw has gotten for E.T., it really is an amazing accomplishment that he put it together in five weeks. (This is particularly true, considering the extreme resource impoverishment of the 2600 platform.)

Re: The man who made 'the worst video game in history'

#146

It's a cool story. I'm actually really amazed he managed to make a game that sold 1.5 million copies (@ $40 per unit that'd be $60mil) in _5 weeks_. As the sole programmer. In an era when programming was far more tricky and low level. It isn't his fault the managers were being unreasonable in the timeline, and the company grossly over-manufactured the cartridges. If I made something in just 5 weeks that sold 1.5 mill…

To be fair the sales were just due to marketing, right?

Re: The man who made 'the worst video game in history'

#147
post #98

Talk about screwed up priorities. Atari spent $21 million on ET video game rights, $5 million on an advertising campaign and gave 1 programmer, 5 weeks to deliver something that would justify that cost. No wonder they went bankrupt!

And the fact that he even delivered, to me, is a testament to his superhuman programming abilities. Especially considering that this was all in assembly langauge. And the Atari 2600 is notoriously difficult to develop for, even as assembly language development goes...

Re: The man who made 'the worst video game in history'

#148
post #125

Earlier quoted context omitted.

In fairness, what else could they have done, given the time constraints? They even hired support staff to make sure he got fed! They surely didn't have source control or other systems to make it safe/easy for multiple programmers to work on it together. I imagine the code is some monolithic thing full of complicated Atari hacks that's best managed by being all together in one person'd mind. Perhaps they could have ma…

I'm genuinely curious about this, since I wasn't around in those days. For a game being implemented (and probably having design changes on the fly as problems crop up since there was no time for a design phase) in assembly, with instruction- and register-level hacks to save the 128 bytes of memory, with no source control aside from sneaker net, how many developers can reasonably work on it at the same time? 1? 2? I m…

> with instruction- and register-level hacks to save the 128 bytes of memory, with no source control aside from sneaker net, how many developers can reasonably work on it at the same time? 1? 2?

I don't know from first-hand experience, but my impression has always been that the main game loop would be virtually impossible to develop as a team effort.

To give a bit of back story for those that are unaware, the 2600 did not have a frame buffer for storing the current contents of the screen. To save memory, what it did instead is use a line buffer. This was a small amount of memory on the graphics controller chip (Stella) that it used (in combination with some minimal sprite logic) to render the current scan line on the screen. To display anything other than vertical stripes on the screen, the CPU had to update the line buffer and sprite registers for every change. (This is why you see vertical stripes when the 2600 crashes... the CPU isn't updating Stella, so it just keeps rendering one scan line for the whole screen.)

The other consequence of this line-buffer design is that to execute, the CPU had to run in lock step with the display update process. Developers had to know how many CPU cycles it took to render a line and frame of the screen, and write code that executed in just that many cycles. Otherwise, the CPU's display update would happen out of phase with the refresh process and you'd wind up with garbage on the screen. It is hard for me to imagine how a team of two developers could collaborate on such a small and sensitive section of code.

Another way to look at this is that developers that programmed the 2600 were almost working as hardware designers more than software designers. The 2600 CPU was essentially a super-complicated state machine sitting aside the graphics update logic. (Later Atari PC's offloaded display update to a separate chip called Antic that could pull data from a frame buffer, etc.)

Re: The man who made 'the worst video game in history'

#149
post #98

Talk about screwed up priorities. Atari spent $21 million on ET video game rights, $5 million on an advertising campaign and gave 1 programmer, 5 weeks to deliver something that would justify that cost. No wonder they went bankrupt!

I was asked to do a similar thing; hired in October, marketing wanted the game I'd just started designing on the shelves by Christmas. It was already too late. They didn't understand the business they were in; they didn't know anything about engineering, or game design, or what customers wanted. Atari did not hire very carefully.

Re: The man who made 'the worst video game in history'

#150
post #23

Another contender for the title of worst video game: Big Rigs: Over the Road Racing was critically panned. The game's criticism is largely directed at its "blatantly unfinished"[2] state: lack of collision detection and frequent violation of the laws of physics, frequent and major software bugs, poor visuals, and severe lack of functionality. As a result, the game is now widely regarded as one of the worst video game…

There's a long list on Wikipedia https://en.wikipedia.org/wiki/List_of_video_games_notable_fo...

A close friend of mine worked on PaintBrawl, which made the list (#2.11). PaintBrawl is a first person shooter but used paintball guns since WalMart wouldn't carry violent video games in the 90s.

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