Fixing ET (Atari 2600 game)

Interesting read, thought I’ll just drop it in here.

Gives an interesting insight in programming in the old days when memory space was at a real premium. Think 4k of available memory…

Incredible. He’s definitely a die-hard fan, to go through all that trouble to fix the game.

Or completely insane to waste so much time on something so… useless.

Well, there is always the “because it’s there” excuse.

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I won’t waste my time and energy on frivolities like these, but it quite is interesting to note that they had to code their programs extremely tight back in those days.

As for today’s bloatware, it’s compile, test, get it out of there. Even if it’s a 45Gb installer… no effort at optimization and so on.