Pitfall!
Pitfall! | |
---|---|
Atari 8-bit, Commodore 64, MSX | |
Release | September 1982
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Single-player |
Pitfall! is a video game developed by David Crane for the Atari 2600 and released in 1982 by Activision. The player controls Pitfall Harry, who has a time limit of 20 minutes to seek treasure in a jungle. The game world is populated by enemies and hazards that variously cause the player to lose lives or points.
Crane had made several games for both Atari, Inc. and Activision before working on Pitfall! in 1982. He started with creating a new realistic-style walking animation for a person on the Atari 2600 hardware. After completing it, he fashioned a game around it. He used a jungle setting with items to collect and enemies to avoid, and the result became Pitfall!
Pitfall! received mostly positive reviews at the time of its release praising both its gameplay and graphics. The game was influential in the
Gameplay
Pitfall! is a video game set in a jungle where the player controls Pitfall Harry, a fortune hunter and explorer.[1][2] Pitfall! has been characterized as a platformer by Nick Montfort and Ian Bogost, the authors of Racing the Beam.[3] Similar to Superman (1979) and Adventure (1980), the game does not feature side-scrolling and instead loads one screen at a time, with a new screen appearing when the player character, Pitfall Harry, moves to the edge of the screen.[3] The goal is to get Harry as many points as possible within a twenty-minute time limit. The player starts the game with 2,000 points and can collect a total of 32 treasure hidden among 255 scenes to increase their total, ranging from a money bag worth 2,000 points to a diamond ring worth 5,000 points.[1]
Pitfall Harry moves left and right and can jump over and onto objects, swing from vines, and climb up and down ladders to seek treasure and avoid danger. The player can lose points from hazards, such as falling down a hole or colliding with rolling logs. The player starts with three lives and loses one if they sink into quicksand, swamps or tar pits or are hit by a scorpion, cobra rattler, or crocodile.[1]
Development
Pitfall! was developed by
Crane stated his game design philosophy involved making the Atari 2600 do new and unexpected things. Crane said he "used this technique to lead me in a new direction of game design, and some of the tricks were to me as much as an accomplishment as solving the Rubik's Cube the first time".[8] Early development of Pitfall! started with Crane trying to create realistically animated graphics on the Atari 2600.[3] This led to developing a moving man (which became the basis of Pitfall Harry) and, later, the scorpions and snake obstacles.[9] For three years, Crane experimented using the running-man character in different scenarios, such as a cops and robbers game, but could not find a proper situation for it.[10] Crane began implementing it into a game in 1982.[9] Crane stated having the running man animation led to putting him on a path, which led to placing the path in a jungle and giving the man a reason to run in order to hunt treasures and avoid enemies.[11] The jungle setting of the game was influenced by the 1981 film Raiders of the Lost Ark.[12]
Other influences came from
Crane commented that "The entire [game design] process took about 10 minutes. About 1000 hours of programming later the game was complete."[11] Much of Crane's time was spent optimizing and compressing the code so that it would fit into a four-kilobyte ROM cartridge.[16] Unlike Haunted House (1982) or Raiders of the Lost Ark (1982), where the environments were hard-coded into the game, Pitfall! was generated constantly by code.[13] The game generates each screen based on a counter that could run either backwards or forwards depending which direction the player moved from screen to screen.[17] The 8 bits in the counter were used to determine certain details such as the background, trees, ground and object patterns, allowing 255 screens to occupy fewer than 50 bytes of ROM.[18] Activision had created design centers for their games, which were small, close-knit teams of four to five people.[19] These teams encouraged peer reviews and shared prototypes of games. In Pitfall!, Crane's team changed the initial number of lives in the game from one to three during the final week of development.[20] Crane said that "my buddies practically tied me to my chair until I put in extra lives and I'm glad they did".[20]
Release
Pitfall! was released for the Atari 2600 in September 1982.
Pitfall! was included in various video games collections, including Activision Classics (1998) for the PlayStation, Activision Anthology (2002) for PlayStation 2, and Activision Hits Remixed in 2006 for the PlayStation Portable.[26] The game was also a secret extra in Activision-published titles like Pitfall: The Mayan Adventure (1994), Call of Duty: Infinite Warfare (2016), and Call of Duty: Black Ops Cold War (2020).[32][33][34]
Reception
Publication | Score | ||
---|---|---|---|
Arcade Express | 8/10[37] | ||
Computer and Video Games | 78%[38] | 79%[38] | |
Computer Games | A[39] | A[39] | |
Electronic Games | 9/10[40] | 7/10[41] | |
JoyStik How to Win at Video Games | 5/5[43] | ||
Video Games Player | A[42] |
In contemporary reviews, critics praised the gameplay and graphics in publications like Arcade Express and
Reviewing the Intellivision version in March 1983, Phil Wiswell wrote in Video Games that it was the same game in every aspect as the Atari 2600 version, but criticized the release for not taking advantage enough of Intellivision's graphical capabilities.[48] Electronic Games, in their "1983 Software Encyclopedia" issue, noted that the game required "more arcade-type skills than intuition or logic".[41]
Pitfall! was the highest-selling video game from late 1982 to the first quarter of 1983.[49] The game sold 1 million units in 1982.[50] It held the top spot on the Top Video Games Billboard charts for 64 consecutive weeks and went on to sell over 3.5 million units by 1984.[4][51] It is one of the best-selling games on the Atari 2600, with over four million copies sold as of 2008[update].[52] All versions of the game sold over 5 million copies worldwide by 1998.[53]
Retrospective reviews
Later 1980s reviews continued to praise the game, such as the reviewer for Computer Games, who gave the game an A-rating in their 1985 game guide, praising the graphics as "gorgeous and cartoony" and declaring it a "terrific game for action fans".[39] Computer and Video Games (1989) stated that Pitfall! was a "bright and cheery game" that offered plenty of long-term gameplay, continuing that the "game style might look a bit crumbly, but the action is a heap of fun".[38]
Scott Alan Marriott of the online game database
Pitfall! has been included in several best-of video games lists from various publications, such as Electronic Fun with Computers & Games in 1984, Flux (1995) where it placed 33rd, Game Informer (2001) where it placed 41st, and Time (2012).[54][55][56][57]
Legacy
Pitfall! was described by authors Montfort and Bogost in Racing the Beam as an important early platformer, a game genre made famous by
Unlike Mario or Pac-Man, who originated in arcade games, Pitfall Harry was the first popular video game character originating in home consoles.[12] The character was featured on licensed merchandise and appeared on the cartoon show Saturday Supercade, which aired from 1983 to 1985 on CBS.[61] Pitfall Harry was dropped for its second season.[62]
Follow-ups
Pitfall! spawned numerous sequels for consoles.[12] These include Pitfall II: Lost Caverns (1984), Super Pitfall (1986) for the Nintendo Entertainment System, Pitfall: The Mayan Adventure (1994) for the Super Nintendo Entertainment System and Sega Genesis, Pitfall 3D: Beyond the Jungle (1998) for the PlayStation, Pitfall: Beyond the Jungle (1998) for the Game Boy Color, and Pitfall: The Lost Expedition for various systems in 2004.[26][63][64][65][66]
Sega released Pitfall II: Lost Caverns (1985) to arcades, which incorporated elements of Pitfall! and Pitfall II: Lost Caverns from the Atari 2600.[26] Activision's UK-based studio The Blast Furnace released a follow-up titled Pitfall! (2012) for iOS on August 9, 2012.[67] It features gameplay similar to that of Temple Run (2011).[68]
Pitfall! remained the game that Crane has been most associated with. In 2012, he stated that "I suppose that's not a bad problem to have, It's not a dark shadow. But I'm not just a classic gaming guy. This is what I do for a living!"[69] In the same year, he started a crowdfunding campaign Kickstarter to fund a spiritual successor to the Pitfall! series, but it fell far short of his funding goal.[69][70]
See also
References
- ^ a b c d e Activision 1982.
- ^ Montfort & Bogost 2009, p. 6.
- ^ a b c d Montfort & Bogost 2009, p. 107.
- ^ a b Montfort & Bogost 2009, p. 99.
- ^ Montfort 2006.
- ^ Montfort & Bogost 2009, pp. 99–100.
- ^ Montfort & Bogost 2009, p. 100.
- ^ Montfort & Bogost 2009, p. 105.
- ^ a b Montfort & Bogost 2009, p. 108.
- ^ a b Edge 2009, p. 1.
- ^ a b Montfort & Bogost 2009, pp. 108–109.
- ^ a b c d Montfort & Bogost 2009, p. 109.
- ^ a b Montfort & Bogost 2009, p. 110.
- ^ Edge2 2009, p. 2.
- ^ Hunt, p. 83.
- ^ Montfort & Bogost 2009, p. 116.
- ^ Montfort & Bogost 2009, p. 111.
- ^ Montfort & Bogost 2009, pp. 111–112.
- ^ Montfort & Bogost 2009, p. 103.
- ^ a b Montfort & Bogost 2009, p. 104.
- ^ Blanchet 1982, p. C6.
- ^ CashBox 1982.
- ^ CashBox 1982b.
- ^ The Video Game Update 1984.
- ^ Onosko 1982, p. 41.
- ^ a b c d e f Weiss 2014, p. 171.
- ^ Fox 2013, p. 216.
- ^ The Video Game Update 1984b.
- ^ Atari Computers 1984.
- ^ The Video Game Update 1984c.
- ^ MSX Magazine 1984.
- ^ Rogers & Miller 1994.
- ^ Takashi 2016.
- ^ Park 2020.
- ^ a b Marriott.
- ^ Sutyak.
- ^ a b Arcade Express 1982.
- ^ a b c Computer and Video Games 1989.
- ^ a b c Computer Games 1985.
- ^ Kunkel, p. 97.
- ^ a b Electronic Games 1983.
- ^ Video Games Player 1982.
- ^ White 1983, p. 57.
- ^ Renzy 1982, p. 12.
- ^ Blip 1983.
- ^ White 1983, p. 63.
- ^ Kunkel & Katz 1983, pp. 30, 108.
- ^ Wiswell 1983, p. 70.
- ^ Electronic Games 1983b.
- ^ Sigel & Giglio 1984, p. 22.
- ^ Capparell 1984.
- ^ Buchanan 2008.
- ^ Dawson 1998, p. 4.
- ^ Amrich et al. 1995, p. 28.
- ^ Cork 2009.
- ^ Electronic Fun with Computers & Games 1984.
- ^ Time 2012.
- ^ Montfort & Bogost 2009, pp. 112–113.
- ^ Montfort & Bogost 2009, pp. 113–114.
- ^ Gerstmann.
- ^ Erickson 1993, p. 430.
- ^ Erickson 1993, p. 431.
- ^ Automatic 1994, p. 51.
- ^ MetacriticA.
- ^ MetacriticB.
- ^ MetacriticC.
- ^ PR Newswire 2012.
- ^ Nichols 2012.
- ^ a b Cifaldi 2012.
- ^ Kohler 2012.
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- ISSN 1074-5602.
- "The Hotseat: Reviews of New Products" (PDF). Arcade Express. Vol. 1, no. 2. August 30, 1982. p. 6. Retrieved June 10, 2023.
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- Blanchet, Michael (July 31, 1982). "How to Beat the Video Games". Newspapers.com.
- "Player's Choice". Blip. No. 1. United States: Marvel Comics. February 1983. pp. 16–17.
- Buchanan, Levi (August 26, 2008). "Top 10 Best-Selling Atari 2600 Games". IGN. Retrieved June 11, 2023.
- Capparell, James (June 1984). "Activision's James Levy: A software success story". Antic. Retrieved April 22, 2017.
- "Home Video Game Suppliers, Titles Continue to Proliferate". Cash Box. Vol. 44, no. 15. September 4, 1982. p. 24.
- "Activision Sets Five Week "Pitfall Treasure Hunt"". Cash Box. Vol. 44, no. 26. November 20, 1982b. p. 17.
- Cifaldi, Frank (September 6, 2012). "Living in Pitfall!'s Shadow". Gamasutra. Archived from the original on October 19, 2012. Retrieved June 11, 2023.
- "Complete Games Guide" (PDF). Computer and Video Games. No. Complete Guide to Consoles. United Kingdom. October 16, 1989. p. 65. Retrieved June 10, 2023.
- "1985 Software Buyer's Guide". Computer Games. Vol. 3, no. 5. United States: Carnegie Publications. February 1985. p. 53 – via Archive.org.
- Cork, Jeff (November 16, 2009). "Game Informer's Top 100 Games Of All Time (Circa Issue 100)". Game Informer. Retrieved June 11, 2023.
- Crane, David (1982). "How to Seek Your Fortune with Pitfall Harry". Activision Pitfall! Instructions. Activision. AX-018-03.
- Dawson, Angela (1998). "Pitfall Harry to Life for Activision". Adweek. A/S/M Communications. p. 4.
The pit-hopping action game has sold more than 5 million copies worldwide.
- "The Making of: Pitfall!". Edge. June 29, 2009. p. 1. Archived from the original on May 31, 2013. Retrieved June 11, 2023.
- "The Making Of: Pitfall!". Edge. June 29, 2009. p. 2. Archived from the original on June 18, 2013. Retrieved June 11, 2023.
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- ISSN 0147-8907.
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- "Pitfall: The Lost Expedition Critic Reviews for Game Boy Advance". Metacritic. Archived from the original on October 2, 2020. Retrieved January 24, 2014.
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Pitfall won the award from Electronic Games magazine as the best video game adventure of 1983, and in 1982 sold more than 1 million copies.
- Sutyak, Jonathan. "Pitfall!". AllGame. Archived from the original on November 14, 2014. Retrieved June 5, 2023.
- "All-Time 100 Video Games". Time. November 15, 2012. Archived from the original on March 7, 2016. Retrieved October 28, 2017.
- Takashi, Dean (September 3, 2016). "How Infinity Ward Designed Call of Duty: Infinite Warfare's Zombies in Spaceland Co-op Mode". VentureBeat. Retrieved June 10, 2023.
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- "The Continuing Adventures of Pitall Harry". The Video Game Update. Vol. 2, no. 10. January 1984. p. 148.
- "Colecovision". The Video Game Update. Vol. 2, no. 11. February 1984b. p. 176.
- "The Year in Review". The Video Game Update. Vol. 3, no. 9. December 1984c. p. 143.
- Weiss, Brett (2014). The 100 Greatest Console Video Games 1977-1987. ISBN 978-0-7643-4618-7.
- White, Matthew, ed. (January 1983). "10 Top Software Games for the New Year". JoyStik. Vol. 1, no. 4. Publications International, LTD. p. 57.
- Wiswell, Phil (March 1983). "Soft Spot: New Games from Well-Known Names". Video Games. Vol. 1, no. 6. p. 70.
External links
- Pitfall! at MobyGames
- Pitfall! at AtariAge
- Pitfall! Postmortem at the 2011 Game Developers Conference via GameSpot