There are quite a number of refreshing things about the Atari 2600 Technical Wiki. There’s its subtitle, “Woodgrain Wizardry,” which is excellent. Its dedication to a 47-year-old game console. There’s it being a wiki that isn’t being hosted on damnable ubiquitous Fandom. Its direct writing style, which gets right to the point of each page. It’s also not a Youtube video, which is sort of okay if you have a Premium account or a working adblocker, but a hellscape if you don’t. Its the kind of page Google Search de-prioritizes if you’re not doing a web-only search, and even if you do that, sometimes gets skipped over.
It is true, this one’s for hardcore geeks and programmers only. I love reading about stuff like how to do large 48-pixel graphic displays, useful for score readouts or title screens, even if I probably won’t ever use that information myself. Or on Bank Switching, which reveals that, since there’s nothing in the system’s tiny cartridges’ ROM space that indicates which bank switching scheme is being used, emulators scan through the executable image looking for signature bytes to determine when to map parts of it to the processor’s address space, and homebrew games try to give them appropriate hints so they’ll work smoothly.
There’s a page, Introduction to Processor Hardware, that gives us the surprising information that some EPROM chips, when used with the 2600, may act unpredictably when used in a dark room. That quality esoterica right there.
Have no fear, we’ve not forgotten about Arcade Mermaid, our regular classic arcade feature. I don’t think this post is quite the right material for it, but it’s still very interesting.
People who played the Atari VCS, later renamed the Atari 2600, will no doubt remember David Crane’s seminal Pitfall!, one of the greatest, and certainly one of the best-selling, games for the system.
Pitfall’s huge success spurred the creation of a sequel, Pitfall II: Lost Caverns, which is certainly among the most technically brilliant games for the VCS. We recently covered how one of its best tricks was how it managed to get music out of the Atari’s TIA chip that few other games were capable of. That’s not all it did. Pitfall! was one of the very first exploratory platformers, and Pitfall II expanded its focus greatly. Some might call it the first Metroidvania, although it doesn’t have the item-based progression gating usually associated with that genre.
It does have great design ingenuity though. It gets its challenge not through limited lives but its huge and complex system of caverns. In fact, it abandons lives entirely, replacing them with a checkpoint system, another possible first. Getting “killed” never ends the game, instead, it just costs points and returns the player’s surrogate Pitfall Harry to the last cross he touched. So anyone, given enough time and effort, can finish the game; they might not have a good score when they do it though, which still leaves room for players to improve.
Pitfall II, with its huge world and great music on a system not known to be able to support either, powered by a custom microchip that Crane himself designed, called the DPC, would undoubtedly have been a giant hit if it had been released a year before. Sadly, it came out right at the end of the VCS/2600’s life. Crane had hopes that the DPC would help revive the system but, sadly, it became the only game to utilize it.
But that wasn’t the end of Pitfall II. While it was designed around the limitations of the VCS, it received ports for several other systems, including the Apple II, the Atari 5200 and Atari’s 8-bit computers (which both had a secret second world to explore after finishing the first!), the Commodore 64 of course, Colecovision, MSX, SG-1000 and ZX Spectrum. It even got a kind of NES port, called Super Pitfall, which was programmed by anonymous NES contractor Micronics and is widely regarded as terrible. And then, there was the arcade version.
Sega’s arcade version of Pitfall II is more of a recreation than a port! It’s divided into levels and goes back to the standard arcade paradigm of limited lives. Its first level resembles a condensed version of the first game, with some extra hazards built it. The game world is both smaller and harder than the original, to make it harder to master and thus entice players to put in more money. You can see for yourself in the below playthrough, a deathless run up on the Replay Burners channel. Videos on Replay Burners are done cheatless and without tool-assist, so you can be assured that an actual player performed this run and not a control script. The video is about 27 minutes long.
Welcome to a new week! You swam through tyrannical employers, terrible social media, and a generally-appalling political situation. To help make up for it, let’s watch an old commercial for the Atari VCS game Pitfall!, and if that kid at the front looks slightly familiar, that’s only because it’s Jack Black.
The other actors in this video are also pretty interesting. Video games were considered interesting to general audiences in the U.S. before the crash. We’re still not entirely sure what changed. A lot of people point to a glut of awful games for the Atari VCS/2600, but it affected arcades too, as well as the Intellivision and ColecoVision. Video games suddenly just seemed uncool to most demographics, for some reason. In Japan, Nintendo was known to be concerned that a similar kind of thing might have happened when the Super Nintendo Entertainment System hit the U.S. market. Thankfully it didn’t.