Atari: Game Over Page #5
- TV-14
- Year:
- 2014
- 66 min
- 419 Views
So,
back in the early '80s,
movie licenses for
video games were just
starting to come into vogue.
And I think Raiders
was the first one.
do Raiders of the Lost Ark.
Yar's was very successful,
and so they wanted
me to do a big game.
And then it was up to Spielberg.
So when I went down
and met with Spielberg,
and if Spielberg would
have said, you know,
I don't think he's really
right for the game,
they would have
sent someone else.
Can Indiana Jones
escape from the forces of evil?
In Atari's Raiders of the
Lost Ark adventure game.
What was the
reception to the Raiders
of the Lost Ark game?
It was another million seller.
Raiders was huge.
I mean, I can honestly say
I'm the only programmer
in the history of Atari
where every one of my games
that was released
was a million seller.
The word meteoric comes to mind.
And now,
E.T. the Extra Terrestrial.
Spielberg says, well, you know,
my pictures, they open slow.
And they build, and they
hold, and da da da da da.
And I just looked at him,
and I didn't know anything.
I said, not this one.
It was E.T.
I said, it's going to open huge
and it's going to stay huge.
It's a huge hit.
And we want to do
the cartridge of it.
OK?
You know, every time you try
to take some kind of a property
and move it into another medium
for a pure profit motive,
you get trouble.
Specifically, with respect to
games, you know, it's like,
oh you know, like,
let's go see if we can
exploit this movie as a game.
You know, maybe we
could make extra money
out of a profitable franchise.
Now, there was a negotiation
going on between the Atari
people, and the
people at Universal,
about what we're going to pay.
And Steve Ross, who was the
CEO from Warner, got in,
and for whatever the reasons, he
agrees to a deal that is so off
But he does it.
N was $20 to $30 million,
it was some crazy number.
Steve Ross basically was trying
to woo Steven Spielberg to come
to work for Warner,
because he recognized
that Spielberg was a genius.
And that all plays
into this story.
Well, we acquired
the rights to E.T.,
and it was... we had to have
the game out for Christmas.
And that's a problem.
One afternoon, I'm sitting in
my office, and a call comes in.
And It's Ray Kassar.
And he's calling from Monterey.
So I take the call, and Ray
Kassar comes on the phone,
and he says,
Howard, can
you do E.T. in five weeks?
And I said, yes I can.
And he goes...
OK.
In two days, I want you to be
at San Jose Executive Airport.
There'll be a Learjet
waiting for you.
Be on that jet.
Be ready to propose
the game to Spielberg.
During that meeting, when I
flew down on a Learjet to go
meet Spielberg and
present the game to him.
Even though I only
had five weeks,
So I proposed a 3D
world that the game
And the huge scope what
I was trying to achieve,
it walks that line between
really trying to make something
happen and venturing
into the impossible,
and walking off a cliff.
The emotionality of
the game was supposed
to come out through
the interaction
with the characters.
interested in what you have.
That's why the FBI
agent just steals
stuff that you were holding.
You have the scientist who's
interested in who you are.
The scientist actually
carries you back to the city,
because they want to study you.
And Elliott comes
in to save you.
There's times when
you can call Elliott,
and he will help you out.
And so, those are
the kind of things
that I had that I thought
created, possibly,
some sentiment.
And at one point, Spielberg
says to me, he goes, you know,
couldn't you do something
more like Pac-Man?
No, Steven, we need to
do a game that's fresh.
We need to do something that's
really worthy of this movie.
It's not how simple you can
make a complicated game.
It's how complicated
a game can you
make subject to the constraint
of easy learnability.
My job is to produce
a cartridge that
is going to sell for Atari.
time took five or six months.
And this is going
to be in five weeks.
You might think, no, nobody
can do a game in five weeks.
Like most people in the
department would think.
But I don't think that way.
I think, yeah, I can do that.
The word hubris comes to mind.
I mean, whatever it is I
might have been full of,
I was overflowing
with it at that point.
Because if the game can't
make the Christmas market,
the game is a total waste.
They're going miss their window.
So that was the big thing.
It was the $22 million
bet that you could turn
the game around in that time.
I had a development
station moved into my home,
so I could be basically working
on this game almost 24 hours.
good probability of success.
We took a coin operated game and
just ported it over to a game
that we could play on the VCS.
E.T. didn't have that.
Hello?
Is somebody out there?
E.T. video game?
Wow.
It's
the video game that
lets you pretend you're E.T.
OK.
So the game's done.
And one of the
conditions I asked for
was that Steven
Spielberg is the one
So Steven Spielberg
played the final game
and approved it for release.
Howard, who is a
certifiable genius,
went off and, about,
a number of weeks
later came back with a
concept and a game plan.
I was amazed at how difficult
it was, yet at the same time
how much fun it was to play.
I've seen the final game.
Oh yeah, yeah, it's my favorite.
Of course I'm biased,
I made the movie.
Steven
Spielberg thought it was OK,
so I thought, all right,
I'm good with that.
And... not that I'm
blaming him for anything.
No, of course not.
But...
But it's his fault.
The video game that
lets you help E.T. get home
just in time for Christmas.
After E.T. was released,
there was a great
sense of relief
that we'd actually
made the schedule.
And everything was good.
And then the game
went out into market,
and it was very high
on the billboard list.
And again, things were good.
I got E.T., I think
it was Christmas of 1982,
if I remember correctly.
And I thought it
was like... I was
to be the guy on the street who
had E.T. before everybody else.
Turns out everybody I knew
got E.T. that Christmas.
After a while,
me in the halls... people
from other buildings, people
from marketing, and management.
And they're saying things like,
you know, you know something,
Howard, you did a great job.
We don't blame you.
That was really
something, what you did.
You really came
through for us there,
and we don't want you to
Don't feel bad.
It's OK, it's cool.
And I'm thinking, like, what
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