The Games That Really Ruined 
  The Atari 2600
 
It's common knowledge to those who lived 
  through the early 1980s part of videogame history that the ruin of the 
  American videogame market was mostly caused by the glut of Atari 2600 
  videogame cartridges being released -- in fact, too many games than could meet 
  the demand for them.  While this in itself wasn't bad, what made it bad 
  was that a good deal of those games were simply bad games -- bad graphics, bad 
  sound, bad gameplay, bad everything.  The badness got to the point where 
  very few people would even buy the games even when they started getting 
  discounted to below the $20 mark at most stores.  The "quality control" 
  licensing system that came into effect when Nintendo came to revitalize the 
  dead game market in the mid-to-late 1980s just simply didn't exist with any of 
  the parent game console companies of the early 1980s.  When Activision, a 
  third-party game company that formed when several former Atari programmers 
  decided to break away from Atari when they realized they weren't getting any 
  royalties or even name recognition from the games they programmed, won their 
  right to exist after Atari's attempted lawsuit to shut down the company for 
  making Atari 2600 games outside their control, it opened up a gate that 
  allowed more companies to develop games for the Atari 2600 -- even those that 
  produced other game systems that competed with Atari's.  Of course, 
  nobody then had the foresight of seeing how this opened gate of third-party 
  support would also bring in companies whose only desire was to make bucks from 
  games first and to make games for playing as an afterthought.
 
While it's easy to blame the third-party 
  game companies for allowing the market to crash by putting profits before 
  gameplay in their marketing strategies, Atari was the main instigator of the 
  whole mess.  Even worse, Atari contributed to the mess of bad games by 
  promising products that raised home gamers' expectations and then letting them 
  down when the resulting product delivered little or nothing compared to those 
  expectations.  The following games listed are prime examples of what 
  Atari offered people that didn't come through when they were released:
 
1. Pac-Man -- By 1981, the Atari 
  2600 enjoyed the distinction of being "the system that brought arcade games 
  home", with games like Asteroids, Missile Command, and Space 
  Invaders being the major sellers that enjoyed as much popularity at home 
  as did their arcade counterparts in the same time period, despite the 
  differences that existed between the arcade versions and the Atari versions of 
  these games.   The company thought they could do no wrong, and by 
  early 1982, when Atari announced that a home version of the popular arcade 
  game Pac-Man was coming for the Atari 2600, home gamers couldn't wait 
  to get their hands on it.  To celebrate its release, Atari had designated 
  a "Pac-Man day" in April 1982 where Pac-Man and his fellow ghost enemy Blinky 
  appeared in public in various major cities, passing out player guides for the 
  arcade Pac-Man game and even visiting area hospitals to greet sick 
  children. 
 
When this was all over and people bought 
  copies of 2600 Pac-Man, however, things weren't all that happy.  
  The game only managed to capture the core concept of the coin-op original, but 
  everything else attached to it was left out.  The maze was a boring array 
  of rectangular passageways, all yellow with a blue background; the ghosts were 
  all one color and flashed a lot onscreen, turning a vague shade of blue when 
  the power pellets were eaten; Pac-Man himself didn't move as smoothly as he 
  did in the arcade; the various bonus items that appeared below the ghost box 
  were replaced by a rectangular object called a "vitamin" that only awarded 100 
  points when eaten; the sound effects included an annoying series of dings and 
  boops, totally unlike the chomping and gulping sounds of its inspiration.  
  If that wasn't enough, even though the 2600 Pac-Man did include a 
  two-player option, it didn't offer enough game variations, let alone even good 
  ones like those in Space Invaders, Asteroids, and Missile 
  Command -- there was just simply four speed levels for the ghosts and two 
  for Pac-Man, plus the difficulty switches that controlled how long the 
  monsters stayed blue when a power pellet was eaten. 
 
More salt thrown into the wounds created 
  by this inferior version of Pac-Man would be that before Pac-Man 
  came out for the 2600, a similar game called K.C. Munchkin was released 
  for the Odyssey 2 at the tail end of 1981.  While it bore vague 
  similarities to the arcade game that inspired it -- having a sparse collection 
  of moving dots to eat as well as multiple, editable, and even invisible mazes 
  -- K.C. Munchkin was deemed too close to imitating Pac-Man to 
  the point where a legal lawsuit by Atari (who held the home game rights to 
  Pac-Man) drove the Odyssey 2 game off the market.  Also, when 
  1982 came to a close, Atari brought forth the 5200 system and its version of
  Pac-Man which, despite its horizontal orientation of the game screen, 
  was much closer to the coin-op original than was the 2600 version.  
  Perhaps the biggest insult to injury was that, though through its Atarisoft 
  division they would develop home versions of various arcade games for the 
  various personal computer systems of the early 1980s as well as for the 
  ColecoVision and Intellivision, Pac-Man showed up for the Intellivision, 
  but the ColecoVision version was never released and remained undiscovered 
  until the time of Classic Gaming Expo of 2002.  Given the excellent 
  quality of this unearthed gem of a game, one could almost imagine the feeling 
  ColecoVision owners (some of whom also were Atari 2600 owners) had of being 
  shafted yet again by Atari at the time this would have entered the market. 
 
Fortunately, Atari learned enough of a 
  lesson from this botched release of Pac-Man that, by early 1983, Ms. 
  Pac-Man made its debut on the 2600, and players noted with much surprise 
  and delight the things that made Ms. Pac-Man fun to play in the arcades 
  was preserved with very few flaws on the Atari home version.  Of course, 
  it would still be years before someone would hack this game into Pac-Man 
  Arcade, and another group of programmers who formed Ebivision would work 
  on a belated Pac-Man clone of their own called Pesco, 
  interestingly based off on a more improved home version of its predecessor.
 
2. E.T. the Extra-Terrestrial -- 
  1982 was a year when movie licenses really began to migrate their way over 
  into being arcade and home videogame titles.  Walt Disney's Tron, 
  which in itself was a movie about videogames, appeared in the arcades 
  as two separate videogames (the other game, Discs Of Tron, coming out a 
  year later) as well as on the Intellivision and the Atari 2600.  Parker 
  Brothers, the board game company, entered into the videogame market with 
  Star Wars: The Empire Strikes Back for the Atari 2600, which played like
  Defender using Imperial Walkers and Snowspeeders in place of the usual 
  aliens and ships.  And Atari, through its former parent company Warner 
  Communications, scored licenses to develop games based on two popular movies 
  of the time, Lucasfilm's Raiders Of The Lost Ark and Steven Spielberg's
  E.T. the Extra-Terrestrial. 
 
While E.T. was a pretty good movie 
  to watch -- featuring the story of a young boy befriending an abandoned alien 
  being who, with the boy's help, salvages various household parts to construct 
  a "phone" with which to call his people while avoiding being discovered and 
  studied by a bunch of government agents and scientists -- one can't help but 
  wonder if this movie really had anything that could be transformed into a 
  videogame experience.  The people at Atari thought it did, and so the 
  game was made just in time for parents to buy it at Christmastime 1982.  
  Of course, in order to get the game out by that time, programmer Howard Scott 
  Warshaw was given only five weeks to fully program the game, leaving very 
  little time for playtesting or any kind of "quality assurance".  The end 
  result was a game where, for the most part, the player-character kept falling 
  into pits that he needed to levitate his way out of time and again, and for 
  children and beginners this meant way too many times.  This 
  problem is not helped by one of the characters, the government agent that 
  appears in Game 1, who comes along to cause our little alien avatar trouble by 
  stealing objects such as the "phone" parts from him.  The overall result 
  for Atari was a lot of unsold E.T. cartridges that got crushed and 
  dumped into a New Mexico landfill and millions of dollars wasted, something 
  that didn't sit very well with Warner. 
 
Interestingly, this didn't stop Atari from 
  creating more videogames based on movies -- its arcade division, which 
  eventually broke away from the home videogame and computer division which was 
  sold to Jack and Sam Tramiel who were from Commodore Business Machines, 
  produced the Star Wars arcade game that was successful both in the 
  arcades and in the homes once Parker Brothers got the rights to translate the 
  game for home game use.  It didn't stop 20th Century Fox from having a 
  shot at producing games based on their movies, which included the rather 
  questionable Porky's for the 2600.  Neither did it stop other 
  companies from doing the same, even up to this day when another company by the 
  name of Atari brought forth Enter The Matrix as a cross-ported home 
  game.  However, as far as bad movie-to-game translations go, E.T. 
  was among the worst of the lot and Atari 2600 owners had to deal with it.
 
3. The Swordquest series -- Another 
  Atari 2600 game that became great in the early 1980s was Atari's own 
  Adventure, which was loosely based on the TSR Games' Dungeons & Dragons 
  role-playing game series.  Though rather primitive compared to its 
  inspiration, Adventure marked a first as far as a home videogame that 
  would span multiple interconnected screens and would have objects the player 
  would use, that along the way would be switched with other objects, to 
  complete the quest.  Another reason for its fame was that its programmer 
  Warren Robinett left a secret room with his name in it that players could 
  discover by finding a certain object hidden in one of the many rooms and 
  bringing it to another place where the object would allow him access into that 
  secret room.  Two other adventure-style games, Superman and 
  Haunted House, would be released shortly thereafter. 
 
However, with competing systems like the 
  Intellivision and the Odyssey 2 churning out much more advanced 
  adventure-style games in the vein of Dungeons & Dragons -- Mattel 
  having acquired the license from TSR Games to develop games based on and using 
  the role-playing game title, and Magnavox using a mix of videogame and board 
  game elements for their Quest For The Rings -- Atari was hard-pressed 
  to come up with a suitable replacement for their increasingly antiquated 
  Adventure game.  Originally, as far as is known, Atari planned to do 
  a sequel of sorts to Adventure in 1982; then later in the year, that 
  plan was modified so that the follow-up game would now be a series in itself 
  -- the Swordquest series that would span four worlds, each on four 
  different cartridges, solving puzzles that would unlock clues contained within 
  the pack-in comics developed by DC Comics (which were pretty good had they 
  been sold as stand-alone stories) for finishing the game and reaching its 
  goal.  Moreover, to further whet the appetites of serious gamers, each 
  game in the series would have a playoff contest where the winner of that 
  contest would be awarded a valuable prize related to the game itself -- a 
  talisman necklace for Earthworld, a chalice for Fireworld, a 
  crown for Waterworld, and a Philosopher's Stone for Airworld -- 
  with the final ultimate playoff contest rewarding a valuable sword.  All 
  of the prizes were created by Franklin Mint, at that time a company also owned 
  by Warner. 
 
As great as all of this has sounded, 
  things about this game series started turning bad from the first day players 
  got Earthworld, the first game of the series.  To call that or any 
  part of the series an "adventure game", let alone a "game", was an abuse of 
  the term.  All it really contained was a player-character that ran around 
  from room to room, finding and switching around objects contained within the 
  rooms, and playing various mini-games in order to access others.  None of 
  this really sat well with gamers who hoped to see a game more along the lines 
  of what was being offered by Mattel and Magnavox being made for the 2600 
  (truth to tell, Mattel was even in the process of porting their Intellivision
  Dungeons & Dragons games for that system). 
 
While the perceived lack of defined goals 
  in the game, as well as the perceived lack of anything that would deem these 
  games an "adventure game", deterred casual gamers from considering getting or 
  continue playing them, the Swordquest series games at the very least 
  had some hardcore gamers who attended the playoff contests to win the assigned 
  prizes of the first two games.  But then came the next problem: Warner 
  was selling off the computer and videogame division of Atari to the Tramiels, 
  who then sought to streamline the company by eliminating the excessive 
  spending surrounding its products.  The Swordquest series, 
  unfortunately, became a casualty in this streamlining; indeed, at the point 
  the Tramiel takeover happened, the third game Waterworld was being sold 
  as an Atari Game Club exclusive title, which meant very few people would see 
  it on retail shelves.  The playoff contest for Waterworld took 
  place, though with cash prizes of lesser value than the crown were rewarded 
  instead.  By the end of 1984, however, nothing more was done in the 
  Swordquest gaming series; the Airworld game was cancelled, and 
  whatever prizes that would have been awarded in that game's contest and the 
  final playoff contest reportedly became the property of the Tramiels.  DC 
  Comics never got to create the pack-in comic that would have been included 
  with the final game in the series.
 
About two decades later, projects 
  concerning both the final installment of the Swordquest series and an 
  actual sequel to the Adventure game have been in the works, though 
  this time for the Atari 5200.  While Swordquest: Airworld ended up  being stuck in "development hell", the Adventure II game was eventually released to critical acclaim at AtariAge, even if the game itself seems to repeat elements of the 
  original game using advanced-style graphics. In 2017, the Swordquest series itself has been resurrected in comic book form to tell a different story related to the original video game saga, about the quest for the unreleased Airworld game.