I've heard your cries. I know what you're thinking. "If I only had the proper instructions for E.T. The Extra Terrestrial for the Atari 2600, then I could enjoy it to its fullest." Well, I'm here to help.
The first sign that something was wrong with this game is that the booklet is 10 bloody pages long. That might not seem like much, but keep in mind many Atari instruction manuals were nothing more than one long page folded in half, for a total of four pages if you count the cover image.
Wow, E.T. got pretty fluent while we were gone. Except, of course, when saying his wacky catchphrases from the movie.
Is it just me, or could Elliott's sprite double as a streetwalker? No? Just seems like he's got a serious strut going on there.
Try to get a handle on all the varous zones and powers and scoring methods, then try to equate this experience with your concept of "fun." Take care not to strain yourself. Also note the prescience in the statement: "A game ends when E.T. runs out of energy or you decide to quit playing."
Reading the instructions for E.T. is kind of like reading the rules for a new collectible card game. You get up to "If your power token is in the reverse position when your opponent enters engagement mode with more than four apple pickers in play, subtract the sum total of their Juice Quotient from your Taste Reserves" and stop to wonder if it's really worth carrying on with it. Or life, for that matter.
Oh and thanks for explaining that TV type thing to me, guys, I was really racking my brain over that.
Notice that half the game "tips" are just flaws in the programming. The worst is that the only way to pause is to deliberately fall into a well, immediately after they remind you that getting yourself out of a well costs energy. This may well be one of the only games that actually punishes you for needing to go to the bathroom or answering the phone.
One of the problems with E.T. was that it was trapped between two worlds. The gameplay was a progressive, "beginning to end" style -- collect the parts, get to the landing zone, call the ship, the end. But it still used the tradtional style of the time of repeating the game over and over again until you died or got bored, with your only motivation being a higher score. For some reason, scoring points only seems to matter when everything you do is for points; playing Space Invaders or Asteroids, for instance. Once an actual series of events is put into place, progressing to the next step becomes the focus, and scoring becomes kind of pointless (*rimshot*). I don't know of anyone who actually played Super Mario Bros. looking to get a high score.
One of the other problems with E.T. was that it was horrible.