E. T. the Extra- Terrestrial (video game)E. T. the Extra- Terrestrial (also referred to simply as E. T.) is a 1. 98. 2 adventurevideo game developed and published by Atari, Inc. Atari 2. 60. 0video game console. It is based on the film of the same name, and was designed by Howard Scott Warshaw. The objective of the game is to guide the eponymous character through various screens to collect three pieces of an interplanetary telephone that will allow him to contact his home planet.
E.T. the Extra-Terrestrial (also referred to simply as E.T.) is a 1982 adventure video game developed and published by Atari, Inc. for the Atari 2600 video game console. This doll was extra small and overpriced. I got ripped off - and since the dolls were drop shipped to my niece and nephew, I had no idea what a crappy gift I got them. .Yeah. I got it recently in cart form to save a copy from being destroyed by avrious reviewers and gamers who have taken it upon themselves to find and. Earth is not the only place in the solar system with volcanoes! Click below to learn more!
E.T. Go Home was a 1983 video game for the Atari 2600. It was originally a European game that was known as UFI und sein gefährlicher Einsatz there.
Release Date: September 19th 2012. EGOIST first album titled, “Extra terrestrial Biological Entities”. It includes the previously released singles all. Rating is available when the video has been rented. Gameplay of the infamous E.T.:The Extra Terrestrial for the Atari 2600. TRIVIA: This game sucks.
Warshaw intended the game to be an innovative adaptation of the film, and Atari thought it would achieve high sales figures based on its connection with the film, which was extremely popular throughout the world. Negotiations to secure the rights to make the game ended in late July 1. Warshaw only five and a half weeks[2] to develop the game in time for the 1. Christmas season. The result is often cited as one of the worst video games released and was one of the biggest commercial failures in video gaming history. The game's commercial failure and resulting effects on Atari are frequently cited as a contributing factor to the video game industry crash of 1.
It was generally believed that as a result of overproduction and returns, millions of unsold cartridges were buried in an Alamogordo, New Mexico landfill. In 2. 01. 3, plans were revealed to conduct an excavation to determine the accuracy of reports about the burial,[3] and in April of the following year, the diggers confirmed that the Alamogordo Burial did include E. T. cartridges among other titles.[4][5] James Heller, the former Atari manager who was in charge of the original burial, was also on hand at the excavation and revealed to the Associated Press that 7. Gameplay[edit]. One of the screens in the game. E. T. meets Elliott in a field of wells. Reese's Pieces are scattered throughout the world and are represented by dark dots.
E. T. is an adventure game in which players control an alien (E. T.) from a top- down perspective. The objective of the game is to collect three pieces of an interplanetary telephone.
The pieces are found scattered randomly throughout various pits (also referred to as wells). The player is provided with an on- screen energy bar, which decreases when E.
T. performs any actions (including moving, teleporting, or falling into a pit, as well as levitating back to the top). To prevent this, E. T. can collect Reese's Pieces, which are used to restore his energy or, when nine are collected, E. T. can call Elliott to obtain a piece of the telephone, or the player can save the candy pieces for bonus points at the end.
After the three phone pieces have been collected, the player must guide E. T. to an area where he can use the phone, which allows him to call his home planet. When the call is made, E. T. must reach the spaceship in a given time limit. Once E. T. gets to the forest where his ship abandoned him and stands and waits in the designated area for the ship to come, the ship will appear on screen and take him back to his home planet. Then the game starts over, with the same difficulty level, while changing the location of the telephone pieces.
The score obtained during the round is carried over to the next iteration. The game ends when the energy bar depletes.[7] E. T. has three lives and if he dies within those three lives Elliot will come in and revive him. E. T. can get a fourth life if the player is lucky enough to find a geranium in one of the wells. It turns into a sprite from some games that Howard Scott Warshaw made, such as Raiders of the Lost Ark.
The game is divided into six environments, each representing a different setting from the film. To accomplish the objective of the game, the player must guide E. T. into the wells. Once all items found in a well are collected, the player must levitate E. T. out of them.[8] An icon at the top of each screen represents the current area, each area enabling the player to perform different actions. Antagonists include a scientist who takes E.
T. for observation and an FBI agent who chases the alien to confiscate one of the collected telephone pieces, or candy.[7] The game offers diverse difficulty settings that affect the number and speed of humans present, and the conditions needed to accomplish the objective. Development[edit]The process began in July 1.
Following the commercial success of the film in June 1. Steve Ross, chief executive officer (CEO) of Atari's parent company Warner Communications, started negotiations with Steven Spielberg and Universal Pictures to acquire the license to produce a video game based on the film. In late July, Warner announced its exclusive worldwide rights to market coin- operated and console games based on the movie.[9] Although the exact details of the transaction were not disclosed in the announcement, it was later reported that Atari had paid US$2. When asked by Ross what he thought about making an E.
T.- based video game, Atari CEO Ray Kassar replied, "I think it's a dumb idea. We've never really made an action game out of a movie."[1.
An arcade game based on the E. T. property had also been planned, but this was deemed to be impossible given the short deadline.[1. After negotiations completed, Kassar called Howard Scott Warshaw on July 2. Kassar informed him that Spielberg asked for Warshaw specifically and that development needed to be completed by September 1 to meet a production schedule for the Christmas holiday. Though Warshaw had spent over a year working on consecutive development schedules for games (seven months working on Yars' Revenge and then six months on Raiders of the Lost Ark), he accepted the offer based on the challenge of completing a game in a short time frame and at Spielberg's request.[1. Warshaw considered it an opportunity to develop an innovative Atari 2.
Kassar reportedly offered Warshaw US$2. Hawaii in compensation.[1. Kassar then told him to arrive at the San Jose Airport a few days later to have a meeting with Spielberg.[1.
Warshaw used those days to design the structure of the game and segmented the concept into four ideas: world, objective, path to achieve the objective, and obstacles. He envisioned a three- dimensional cube world as the setting and adapted part of the film's plot, E. T. phoning home, as the goal.
Warshaw then conceived that E. T. would need to assemble a special phone to call his ship and arrive at a special landing site to achieve this goal. He considered obstacles as an element that would determine the success of a game, and experienced difficulties when taking into account the time constraints and technical limitations of the console. Inspired by the movie, adults were implemented as antagonists that would chase the alien. Feeling more adversity was needed, Warshaw included a time limit for players to accomplish the goal.
Pits were devised as an element to hide the pieces of the phone as well as expand the game's world.[1. Warshaw and other Atari executives presented this design to Spielberg, who did not express enthusiasm.[1. Spielberg instead asked him to create a game similar to Namco's Pac- Man.[1. Believing the concept too derivative of a common game design, Warshaw proceeded with his concept, which he felt would capture the sentimentality he saw in the original film.[1. In retrospect, however, Warshaw stated that Spielberg's idea might have had merit.[1.
He spent the remaining time programming the game. Atari anticipated enormous sales based on the popularity of the film, as well as the stability the video game industry was experiencing in 1. Due to time limitations, Atari decided to skip audience testing for the product.[1. Emanual Gerard, co- chief operating officer of Warner at the time, later suggested that the company had fallen into a false sense of security by the success of its previous releases, particularly its console version of Pac- Man, which was commercially successful despite poor critical reaction.[1.
Reception[edit]. The player must navigate E. T. into wells to search for pieces of the interplanetary telephone.
This aspect of the game was negatively received by players and critics. Anticipation for E. T. was high in 1. Christmas gift.[1. In early December 1. New York Times reported that video games based on successful movies, specifically E. T., would become "an increasingly profitable source" for video game development.[2.
At first, retailers ordered more supplies than what was expected to be sold, but Atari received an increasing number of order cancellations as new competitors entered the market, an event the company had not anticipated.[1. John Hubner and William Kistner of Info.
World attribute the cancellations to changes Atari initiated between its relationship between distributors. On November 1, 1.
Atari informed them that their contracts were canceled and that exclusive deals would be established with select distributors. Hubner and Kistner believed the action prompted retailers to cancel orders, which Atari had not properly tracked.[2.
E. T. met with initial commercial success. It was among the top four on Billboard magazine's "Top 1.
Video Games" sales list in December 1. January 1. 98. 3.[2. The game eventually sold 1. Atari 2. 60. 0 titles.[1. However, between 2. Hubner and Kistner commented that the large number of produced cartridges may have resulted in excess inventory regardless of E. T.  '​s success.[2.
Even though the game was a best seller during the holiday season, retailers still stated that its sales figures did not meet expectations. Warner Communications also expressed disappointment at the number of sales.[1. Lower than expected sales figures combined with excess inventory, which produced a negative supply and demand event, prompted retailers to repeatedly discount price.
According to Ray Kassar, about 3. Despite sales figures, the quantity of unsold merchandise, coupled with the expensive movie license and the large amount of returns, made E. T. a major financial failure for Atari.[2.
Let's Play E. T: The Extra- Terrestrial.. Yeah. I got it recently in cart form to save a copy from being destroyed by avrious reviewers and gamers who have taken it upon themselves to find and smash every copy they find. Although I say it's terrible at the time, it's actually not that bad a game. I got lucky with finding the phone pieces, but in all honesty, it's not the worst game ever.
Sure, it was very bad. Yes, it helped cause the computer game crash of '8. But it's not the worst game ever. So, here it is. I've played it so you don't have to.. I won't get back.