Tag Archives: Atari

Who remembers E.T. for the Atari 2600?

Post Syndicated from Ian Dransfield original https://www.raspberrypi.org/blog/who-remembers-e-t-for-the-atari-2600/

In the latest issue of Wireframe magazine, video game pioneer Howard Scott Warshaw reflects on the calamitous E.T. for the Atari 2600. Could it serve as a useful metaphor for real life?

When Julius Caesar ran into Brutus on the Ides of March so many years ago, it changed his life dramatically. I would say the same thing about my life when I ran into the E.T. project, though in my case, the change wasn’t quite so abrupt… or pointed. People say that my E.T. game was ahead of its time, so much so that it didn’t work for many players in its time. Fair enough. But E.T. is more than that. On many levels, that game has served as a metaphor for life, at least for my life. Let me explain, and perhaps it will sound familiar in yours as well.

ET for Atari

There was an aura of promise and anticipation on the advent of the E.T. project – much like the prospect of graduating from college and entering the working world as a computer programming professional. This was super-exciting to me. Once I began the challenge of delivering this game, however, the bloom left the rose (no matter how many times I healed it). Similarly, on my entry into the working world, my excitement was quashed by the unsatisfying nature and demands of typical corporate computing tasks. This is analogous to the experience of E.T. players, having just unwrapped the game. They pop the cartridge in, fire it up, and venture forward with innocent exuberance… only to be crushed by a confusing and unforgiving game world. Perhaps the E.T. game was some sort of unconscious impulse on my part. Was I recreating the disappointment of my first foray into corporate life? Highly unlikely, but the therapist in me just had to ask.

In the E.T. game, I spend a lot of time wandering around and falling into pits. Sometimes I find treasure in those pits. Sometimes I’m just stuck in a pit and I need to dig my way out. That costs energy I could have used on more productive endeavours. There’s also a power-up in the game you can use to find out if there is something worth diving in for. Sadly, there’s no such power-up in life. Figuring out the difference between the treasure and the waste has always been one of my biggest questions, and it’s rarely obvious to me.

ET for Atari

One of the treasures you find in the game is the flower. The act of healing it brings benefits and occasional delightful surprises. I was at the bottom of a ‘pit’ in my life when I found the path to becoming a psychotherapist (another act of healing). It helped me climb out and take some big steps toward winning the bigger game.

E.T. is all about the pits, at least it seems so for many who talk about it. And they do so with such derision. Many times I’ve heard the phrase, “E.T. isn’t about the pits. It is the pits!” But are pits really so bad? After all, there are situations in which being stuck in a pit can be an advantage – OK, perhaps not so much in the game. But in life, I find it’s unwise to judge where I am until I see where it takes me. There have been times where major disappointments ended up saving me from a far worse fate had I been granted my original desire. And in more concrete terms, during a hurricane or tornado, there are far worse outcomes than stumbling into a pit. Sometimes when I trip and fall, I wind up dodging a bullet.

ET for Atari

Yes, in the game you can wind up wandering aimlessly around, feeling hopeless and without direction (somehow, they didn’t put that on the box). But ultimately, if you persevere (and read the directions), you can create a reasonably satisfying win. After finishing development of the game, there was a long period of waiting before any feedback arrived. Then it came with a vengeance. Of course, that only lasted for decades. My life after Atari seemed a bit of a wasteland for a long time too. Rays of sunlight broke through on occasion, but mostly cloudy skies persisted. Things didn’t improve until I broke free from the world in which I was stuck in order to launch the improbable life I truly wanted.

ET for Atari

But it’s not like there were no lingering issues from my E.T. experience. It turns out that ever since the E.T. project, I have a much greater propensity to procrastinate, regularly shorting myself of dev time. I didn’t used to do that before E.T., but I’ve done it quite a bit since. I delay launching a genuine effort, then rush into things and try to do them too quickly. This results in a flurry of motion that doesn’t quite realise the potential of the original concept. More flailing and more failing. It doesn’t mean my idea was poor; it means it was unrefined and didn’t receive sufficient nourishment. On reflection, I see there are both challenges and opportunities at every turn. Pits and treasures. Which of those I emphasise as I move forward is how I construct the life I’m going to have, and I’m doing that all the time.

ET for Atari

Pits and treasures, this is much of life. My E.T. game has mostly pits. Truth be known, people like to call them ‘pits’, but I’ve always thought of them as wells: a place to hide, to take repose and to weather out life’s storms. For me, that has been the value of having so many wells. I hope it works for you as well. Try it on. It just might fit like Caesar’s toga. And if it doesn’t, you can say what Brutus said on that fateful day: “At least I took a stab at it.”

Get your copy of Wireframe issue 55

You can read more features like this one in Wireframe issue 54, available directly from Raspberry Pi Press — we deliver worldwide.

wireframe 54 cover

And if you’d like a handy digital version of the magazine, you can also download issue 54 for free in PDF format.

The post Who remembers E.T. for the Atari 2600? appeared first on Raspberry Pi.

Behind the scenes at Atari

Post Syndicated from Ashley Whittaker original https://www.raspberrypi.org/blog/behind-the-scenes-at-atari/

We love Wireframe magazine’s regular feature ‘The principles of game design’. They’re written by video game pioneer Howard Scott Warshaw, who authored several of Atari’s most famous and infamous titles. In the latest issue of Wireframe, he provides a snapshot of the hell-raising that went on behind the scenes at Atari…

Behind the scenes at Atari Wireframe magazine
A moment of relative calm in Atari’s offices, circa the early 1980s. There’s Howard nearest the camera on the right

Video game creation is unusual in that developers need to be focused intently on achieving design goals while simultaneously battling tunnel vision and re-evaluating those goals. It’s a demanding and frustrating predicament. Therefore, a solid video game creator needs two things: a way to let ideas simmer (since rumination is how games grow from mediocre to fabulous) and a way to blow off steam (since frustration abounds while trying to achieve fabulous). At Atari, there was one place where things both simmered and got steamy… the hot tub. The only thing we couldn’t do was keep a lid on the antics cooked up inside.

The hot tub was situated in the two-storey engineering building. This was ironic, because the hot tub generated way more than two stories in that building. The VCS/2600 and Home Computer development groups were upstairs. The first floor held coin-op development, a kitchen/cafeteria, and an extremely well-appointed gym. The gym featured two appendages: a locker area and the hot tub room. Many shenanigans were hatched and/or executed in the hot tub. One from the more epic end of the spectrum comes to mind: the executive birthday surprise.

Behind the scenes at Atari Wireframe magazine
Those prizes look pretty impressive

It was during the birthday celebration of a VP who shall remain nameless, but it might have been the one who used to keep a canister of nitrous oxide and another of pure oxygen in his office. The nitrous oxide was for getting high and laughing some time away, while the oxygen was used for rapid sobering up in the event a spontaneous meeting was called (which happened regularly at Atari). As the party raged on, a small crew of revellers migrated to the small but accommodating hot tub room. Various intoxicants (well beyond the scope of nitrous) were being consumed in celebration of the special event (although by this standard, nearly every day was a special event at Atari).

As the party rolled on, inhibitions were shed along with numerous articles of clothing. At one point, the birthday boy was adjudged to be in dire need of a proper tubbing as he hadn’t lost sufficient layers to keep pace with the party at large. The birthday boy disagreed, and the ensuing negotiation took the form of a lively chase around the area. The VP ran out of the hot tub room and headed for the workout area with a wet posse in hot pursuit, all in varying stages of undress. 

Behind the scenes at Atari Wireframe magazine
Refreshments were readily available at Atari in its heyday

It’s important to note here that although refreshments and revelry were widely available at Atari, one item in short supply was conference rooms. Consequently, meetings could pop up in odd locales. Any place an aggregation could be achieved was a potential meeting spot. The sensitivity of the subject matter would determine the level of privacy required on a case-by-case basis. Since people weren’t always working out, the gym had enough places to sit that it could serve as a decent host for gatherings. And as for sensitivity, the hot tub room was well sound-proofed, so intruding ears weren’t a concern.

As the crew of rowdy revellers followed the VP into the workout area, they were confronted by just such a collection of executives who happened to be meeting at the time. I don’t think the birthday party was on the agenda. However, they may have been pleased that the absentee VP had ultimately decided to join their number. It was embarrassing for some, entertaining for others, and nearly career-ending for a couple. The moral of this story being that Atari executives should never go anywhere without their oxygen tanks in tow.

Behind the scenes at Atari Wireframe magazine
Between developing games, Howard and Atari’s other programmers found time to play a bit of Frisbee

But morals aside, there was work to be done at Atari. In a place where work can lead to antics and antics can lead to work breakthroughs, it’s difficult at times to suss out the precise boundary between work and antics. It takes passion and commitment to pursue side quests productively and yet remain on task when necessary.

The main reason this was a challenge comes down to the fact there are so many distractions constantly going on. Creative people tend to be creative frequently and spontaneously. Also, their creativity is much more motivated by fascination and interest than it is by task lists or project plans. Fun can break out at any moment, and answering the call isn’t always the right choice, no matter how compelling the siren.

Behind the scenes at Atari Wireframe magazine
Nice hat

Rob Fulop, creator of Missile Command and Demon Attack for the Atari 2600 (among many other hits) isn’t only a great game maker, he’s also a keen observer of human nature. We used to chat about just where the edge is between work and play at Atari. Those who misjudge it can easily fall off the cliff.

Likewise, we explored the concept of what makes a good game designer. Rob said it’s just the right combination of silly and anal. He believed that the people who did well at Atari (and as game makers in general) were the people who could be silly enough to recognise fun, and anal enough to get all the minutia and details aligned correctly in order to deliver the fun. Of course, Rob (being the poet he is) created a wonderful phrasing to describe those with the right stuff. He put it like this: the people who did well at Atari were the people who could goof around as much as possible but still go to heaven.

Get your copy of Wireframe issue 53

You can read more features like this one in Wireframe issue 53, available directly from Raspberry Pi Press — we deliver worldwide.

Wireframe 53 store cover

And if you’d like a handy digital version of the magazine, you can also download issue 53 for free in PDF format.

The post Behind the scenes at Atari appeared first on Raspberry Pi.