The Invention of Battlezone (1982)
spectrum.ieee.org
spectrum.ieee.org
This seems to be a one-sentence summary of nearly every Atari story I've ever heard (outside the epic buried-ET-cartridges saga).
I'm sure developers also spent all their time working on it. Unlike Battlezone, unfortunately for them, the result was terrible.
Now the SwordQuest games, those belong in a landfill if not for the folklore that surrounds them.
E.T. being terrible is largely just a meme, though. It sold quite well, and had at worst a mixed reception:
'E.T. sold between 1.5 and 1.97 million cartridges,[3] according to various different figures. This would, in fact, earn it the not-too-shabby distinction of being one of the best-selling 2600 titles of all time. And despite what revisionist history may tell you, the game wasn’t actually critically panned on release! In actuality, it was… Well, actually, it was pretty mixed as it turns out. There were certainly those who found fault in the game, most tending to criticize it for lack of difficulty, of all things. Video Games magazine contributor Phil Wiswell wrote in a March 1983 review “E.T. is really for the kids (the littler ones),” before going on to extol the praises of Raiders.[4] But for every published negative review, there was either a positive or neutral score to balance it out. Kevin Christopher of Vidiot contended in March of ‘83 that the pits were “about the only flaw with an otherwise A-1 game.”[5] You can question his credibility if you will, but the fact of the matter is that not everyone was down on E.T. like the modern narrative claims they were.'
--https://www.badgamehalloffame.com/et-the-extra-terrestrial/
Footnotes for above excerpt:
[3] The 1.97 million high estimate is taken from VGChartz, who are a bit dodgy at times when it comes to this sort of stuff. If anything, this figure is likely an overestimation though, rather than an underestimate.
[4] Wiswell, Phil. “New Games From Well-Known Names”. Video Games. March, 1983: pg 69. Print.
[5] Christopher, Kevin. “ET Phones Home for the Holidays”. Vidiot. February–March, 1983: pg 41–43. Print.
When you lose all the cities in Missile Command, the game ends with a big message "THE END". He would have liked to make a more overt message decrying the madness of nuclear weapons, so they settled on a subtle protest. "THE END" appears inside a stop sign octagon. [1]
I recall the introvideo had a little nod to the original battlezone.
C&C Renegade was _similar_.
[0] https://www.bzflag.org/media
[img] https://www.bzflag.org/assets/images/media/screenshots/space...
Did you play Battalion back in the day?
I could never get Battalion to compile under Linux or AIX, but it’s been almost thirty years since I last tried.
IEEE has had this bad habit of recently republishing some old era articles as if they were current. I find it nostalgic but also disconcerting.
Here's one obvious fix. First line of the article, italics: "Originally published x/y/zz".
So to me, its tragic the home console market got so hot before ram got affordable because it was a limitation in game design. I wonder what the 2600 would have look like delayed a year or two and taken into account cheaper ram and other components. I imagine it could have had Colecovision-level graphics, which would have been a huge step up. Currently, its hard to view those old 2600 games as anything but overly simplistic and kinda ugly.
Battlezone with more ram would have been something else too, instead of just a dumb tank shooter. Three years later the Star Wars vector game was released and the difference between the two is like night and day. One feels like a technology demo and the other like a full-fledged video game.
https://en.wikipedia.org/wiki/Battlezone_(1998_video_game)
https://en.wikipedia.org/wiki/Battlezone_II:_Combat_Commande...
Have you tried VR Battlezone on PS5? I have it but haven't actually played it yet!
In college I wrote a multi-user version of Battlezone. Another student did a "flying through space" version.
What I learned doing that launched my software career.
If he had the game to do over again with today’s technology, Mr. Rotberg said, he would change it even more: instead of a monochrome display, a color vector display could be used, and newer microprocessors and cheaper memory could add realism and complexity.
That text juxtaposed with the stark monochrome images of line-based vector graphics (no filled surfaces, of course) and my sense of what computer games look like today created a fun sense of ... I don't know. That the IEEE publication was very much removed from the real world in terms of games, or something. :) Learning that the text is 40 years old explains that, obviously.