Landfill-Ready Case File #13: E.T.: The Extra-Terrestrial (Atari 2600)

Has there ever been a greater disparity in quality, reception, and popularity between a beloved pop-culture milestone and its adaptation than in the gulf between E.T.: The Extra-Terrestrial the hit movie and E.T.: The Extra-Terrestrial the nearly universally loathed Atari 2600 videogame? The only contender I can think of is the slight dip in quality between Sgt. Pepper’s Lonely Hearts Club Band the album and Sgt. Pepper’s Lonely Hearts Club Band the movie musical, which was an epic boondoggle, but at least didn’t threaten to bring down a corporation and possibly entire industry the way the Atari E.T. did.
In theory, adapting E.T. for the home-videogame market should have been a simple matter of cloning E.T. for another medium. But adaptation is a tricky business, and videogames simply did not have the technology to do justice to E.T. in 1982. Adapting a cinematic-special-effects breakthrough like E.T. for videogames using the blunt, caveman-like tools at the disposal of videogame makers in 1982 was like trying to recreate the Mona Lisa using fingerpaint. But the attempt didn’t have to be so ugly. It’s as if Atari put Jon Hamm into a cloning machine and spat out an exact cross between Kevin Federline and Spencer Pratt. Or, in a slightly more plausible analogy, it would be like Tom Hanks’ genetic material begetting the smirking personage of Chet Haze.
The failure of Atari’s E.T. was so dramatic and public that it became the stuff of urban legends. Considering that one of E.T.’s infinite frustrations is its eagerness to strand players at the bottom of difficult-to-escape pits, there’s something poetically apt about the fact that millions of returned copies of E.T. are reportedly buried in a Alamogordo, New Mexico landfill. This is open to some dispute. In an interview with our own Keith Phipps, the game’s creator casts doubt that his handiwork ended up being buried en masse in the desert, but the mythbusters over at Snopes insist millions of unsold copies of the game did end up being dumped in the most famous videogame grave in existence. Atari wasn’t just unloading unsellable merchandise: It was hiding its shame, destroying evidence of its most egregious and unforgivable mistake in a crazed ritual of corporate self-negation.
How did things go so horrifically awry? How did the most commercially successful movie of all time up to that point lead to the least-successful videogame in history, a game so disastrous, it played a huge role in Atari losing hundreds of millions of dollars in 1982 and 1983 and getting sold in 1984? How did an all-time winner create an all-time loser? Corporate hubris, not surprisingly, plays a major role. Atari was riding so high in 1982 that it was happy to plunk down between $20 and $25 million to secure the game rights to E.T. in 1982.
E.T. director Steven Spielberg personally requested that Howard Scott Warshaw, the creator of the videogame classic Yars’ Revenge (and, more relevantly, the videogame adaptation of Spielberg’s own Raiders Of The Lost Ark) create the game. The stakes were high: Atari wanted the game ready for the all-important Christmas shopping season, so Warshaw was forced to pull the rush jobs of all rush jobs. He got the gig in late July, and had to deliver a finished game by September 1. That gave him roughly five weeks to create, more or less from scratch, one of the most anticipated, expensive games in the history of the still-young medium.
The time crunch between conception and distribution didn’t allow for niceties like audience testing. Had Atari focus-tested the game with potential audiences, I suspect they would have been forced to start again from scratch after receiving a flurry of indignant responses like, “What the fuck is going on?” “Are you out of your goddamn minds?” “My nightmares will be haunted by pits because of you monsters!” and “Why do you hate our children?”
It might have gone another way. To make matters a little easier, Spielberg reportedly suggested Warshaw pattern E.T. after Pac-Man. The advice was cynical but fundamentally sane: crossbreed an enormously popular film with an enormously popular game, and popularity might well ensue. While the resulting game might have been inherently derivative, no one was expecting miracles from a game created in just over a month. Warshaw would have faced intense criticism had he taken Spielberg’s advice and ripped off Pac-Man. He also probably would have sold a lot more games. Instead, Warshaw took the road less traveled and dreamed up a game that put players inside E.T.’s wrinkly green skin as he traveled around a series of boards in an attempt to procure three McGuffins that collectively form a telephone E.T. can use to phone home so a spaceship will retrieve him and take him back to his home planet. Who needs running, jumping, flying, cracking whips, or firing weapons when kids can harness the sheer visceral excitement of methodically accumulating the components of a technological device?
Warshaw was considered a videogame savant, but it’s telling that when he looked at Spielberg’s E.T., he decided the element of its narrative he wanted to focus on was the titular character’s telephone usage rather than the fact that he soars through the clouds on a motherfucking bike like some sort of creepy wrinkled alien-god. How does E.T. acquire these telephone components, you might ask? Why, by deliberately falling into a series of wells, of course! This brilliant addition proved educational and entertaining. It’s educational because it teaches impressionable children the important lesson that they can best achieve their objectives by plummeting into deep holes. That’s healthy, right? And it’s entertaining, because c’mon, what’s more fun than falling into a pit?