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Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)

GameSpot · Youtube · 4 HN points · 4 HN comments
HN Theater has aggregated all Hacker News stories and comments that mention GameSpot's video "Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)".
Youtube Summary
Famed game designer David Crane talks about his design challenges creating Pitfall for the Atari 2600.
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All the comments and stories posted to Hacker News that reference this video.
I am reminded of the Atari 2600 game Pitfall and its use of a polynomial counter to procedurally generate the game world[1].

[1] https://www.youtube.com/watch?v=MBT1OK6VAIU&feature=youtu.be...

abiogenesis
Also see Elite [1] for a similar procedurally generated game universe.

[1] https://en.wikipedia.org/wiki/Elite_(video_game)#Development

May 30, 2017 · 2 points, 0 comments · submitted by t0mek
Jun 18, 2015 · 1 points, 0 comments · submitted by js2
Well, Pitfall! II on the 2600 is 4 KB, and run in 128 bytes of RAM, and has 256 different levels.

See http://www.youtube.com/watch?v=MBT1OK6VAIU

Jan 01, 2014 · phoboslab on Racing the Beam (2009)
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] http://www.youtube.com/watch?v=MBT1OK6VAIU

vlaube
While we are on the topic of post-mortems for old games, I enjoyed Bob Pape's writeup of his port of R-Type to the ZX Spectrum. You can get the free eBook here: http://bizzley.com/
And in Pitfall, David Crane basically used a random number generator with a predefined seed to generate the world (http://www.youtube.com/watch?v=MBT1OK6VAIU starting at the 22:12 mark).
Oct 24, 2011 · 1 points, 0 comments · submitted by Arjuna
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