E.T. for the Atari 2600. HELP E.T. GET HOME! What kind of crazy planet is this, anyway? We came here to conduct a simple study of primitive planets, and look what happened! These...things...came and scared away my friends. Before I knew it, all my friends boarded our lightship and flew home. What do I do now? The only one I can trust is that nice little alien-- Ellleeott. He gives me those tasty energy pills (What did he call them? Reeessseess Peeesssesss?) But these other aliens! Every time I get ready to assemble my transgalactic communicatior, they come and take me away. The one with the white coat sticks that temperature measuring device in my mouth (I wonder why he was so upset when it melted?), and the other one in the trench coat keeps muttering those strange sounds (Naaashaaannaall Seeeccuuuureeetteee?) I just want to go home! I hope Elllleeott and I can assemble all the pieces of my communicator before my energy runs out. Oh, oh. Here come those crazy aliens again. Help me, Elllleeott! Help me get home! Your mission is to help E.T. find the three pieces of his interplanetary telephone, call his ship, and guide him to the landing pad in time to be rescued. Do this before E.T.'s energy runs out, and you'll win the round and score points! E.T. transverses six sites on Planet Earth. Four of these are full of pitfalls--they are dotted with deep wells (Figure 1) into which E.T. can fall (Figure 2). A fifth site (Figure 3) shows Elliott's house, the Institute of Science, and the FBI building. Here, E.T. is taken by the scientist to be studied. The sixth site (Figure 4) is a forest setting where E.T. first lands and where the ship will land to pick him up. A game ends when E.T. runs out of energy or when you decide to quit playing.