Pitfall II: Arcade Version

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.

How David Crane Got Good Music Out Of The Atari VCS For Pitfall II

Back in 2013, David Crane chimed in on a thread about Pitfall II. The Atari VCS (a.k.a. 2600) was not known for the quality of its music. For sound effects, especially noise effects like blasts and booms, it was fine, but its TIA chip didn’t have the frequency resolution to produce every musical note precisely, meaning some of it notes would sound a bit off.

Pitfall II’s music, some of the best on the system in the classic era

There was technically a way to produce almost arbitrary waveforms, though like many techniques on the system it was processor-intensive. It involved changing the volume on one of its sound channels in real time to simulate the waveform of the sound you wanted to make. That was fine so long as you didn’t need the processor to do anything else, and sadly, on the VCS, just displaying graphics relied heavily on the processor.

Pitfall II, VCS/2600 version. Image from Mobygames.

David Crane managed to get decent polyphonic music out of the VCS by using Pitfall II’s DPC chip, which Crane created himself, as a co-processor that figured out the right values to set the volume to produce the mixed waveform for the music at a specific time, which the machine’s overworked 6507 CPU could then read and send to the right volume register in the TIA every scanline. The process is explained (to the understanding of a sufficiently technical frame of mind) here. I think I understand it myself!

The fact that David Crane is still around, and so willing to discuss the many tricks he came up with to make his games, is a great blessing, as is the existence of the AtariAge forums themselves, which are a trove of classic gaming information.

Nowadays this technique has been refined and utilized in homebrew cartridge productions. A particular standout is the music from Champ Games’ version of Mappy, which is frankly amazing. Check it out: