Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)
GameSpot4 HN recommenders · recommended in 4 months, 2013-2025
76K views · 15 years ago · talk · evergreen
David Crane, designer of Pitfall for the Atari 2600, gives a GDC 2011 postmortem on the game's design challenges. He covers how he fit a large world into the console's tiny memory. The session ends with Q&A.
HN cites it for the story of how Pitfall's levels are generated procedurally from a seeded counter, within 4K of ROM.
1:00:34Pitfall: A Classic Game Postmortem
GDC Festival of Gaming
63K views • 10 years ago
59:03Classic Game Postmortem: Fallout
GDC Festival of Gaming
301K views • 9 years ago
57:43Classic Game Postmortem: Alone in the Dark
GDC Festival of Gaming
27K views • 8 years ago
1:05:45Classic Game Postmortem - Another World
GDC Festival of Gaming
25K views • 7 years ago
1:17:43Diablo: Original Game Development
jon d
12K views • 9 years ago
59:47Classic Game Postmortem: Ultima Online
GDC Festival of Gaming
184K views • 8 years ago
1:17:43'Diablo': A Classic Game Postmortem
GDC Festival of Gaming
1.1M views • 10 years ago
1:30:33We Play Doom With John Romero
IGN
854K views • 12 years ago
56:03The Early Days of id Software
GDC Festival of Gaming
165K views • 10 years ago
1:02:15Classic Game Postmortem: Sid Meier's Civilization
GDC Festival of Gaming
225K views • 9 years ago
31:07Crafting A Tiny Open World: A Short Hike Postmortem
GDC Festival of Gaming
521K views • 6 years ago
1:07:26Procedurally Crafting Manhattan for Marvel's Spider-Man
GDC Festival of Gaming
89K views • 7 years ago
1:22:13HandmadeCon 2016 - History of Software Texture Mapping in Games
Molly Rocket
15K views • 9 years ago
31:00Exploring the Tech and Design of Noita
GDC Festival of Gaming
288K views • 6 years ago
5:43Design Club - Super Mario Bros: Level 1-1 - How Super Mario Mastered Level Design
Extra History
1.2M views • 12 years ago
46:24Chris Crawford Dragon Speech "I Had a Dream"
Chris Crawford
16K views • 9 years ago
26:56The Implementation of Rewind in Braid
GDC Festival of Gaming
141K views • 9 years ago
52:12How to Survive in Gamedev for Eleven Years Without a Hit
GDC Festival of Gaming
1.2M views • 9 years ago
1:00:52RimWorld: Contrarian, Ridiculous, and Impossible Game Design Methods
GDC Festival of Gaming
285K views • 7 years ago
5:38:11The Secrets of Monkey Island - An Evening With Ron Gilbert
The Video Game History Foundation
71K views • 5 years ago
7 comments from Hacker News
Also reminds me of how they fit Pitfall into 4k. A lot simpler game but the platform was also much more limited. This is a great talk for those who love such things: ▶ this video
Can't remember if I read it here recently, or on reddit, but this conference session with David Crane on Pitfall/Atari is pretty good. He doesn't as technical as some folks may want, but there's some coolness in just hearing him explain this in person. Couple of interesting Q&A bits towards the end too. ▶ this video
I think much of this is explained at a high level in this talk from the original game designer: Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600). ▶ this video I haven't seen it in a while (will rewatch now), but I remember him going over how he was able to create so many levels in such a tiny space. I love these sorts of examples of breakthrough tech products that were the result of a developer figuring out how to do something that seemed impossible. Much of Apple's early success, for example, could be attributed to this.
I am reminded of the Atari 2600 game Pitfall and its use of a polynomial counter to procedurally generate the game world[1]. [1] ▶ this video
Well, Pitfall! II on the 2600 is 4 KB, and run in 128 bytes of RAM, and has 256 different levels. See ▶ this video
I haven't read the book yet, but David Crane's Pitfall Post Mortem[1] also covers a lot of what you mentioned. Truly fascinating stuff. [1] ▶ this video
And in Pitfall, David Crane basically used a random number generator with a predefined seed to generate the world ( ▶ this video starting at the 22:12 mark).