Software:Super Pitfall

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Short description: 1986 video game
Super Pitfall
Superpitfall.JPG
NES box art
Developer(s)Micronics (NES)
Pony (PC-88)[citation needed]
SRB Software (CoCo)[citation needed]
Publisher(s)
Programmer(s)Color Computer 3
Steve Bjork[citation needed]
Platform(s)NES, PC-88,[citation needed] Color Computer 3[citation needed]
ReleaseNES
  • JP: September 5, 1986
  • NA: November 1987
PC-88
Color Computer
Genre(s)Platform
Mode(s)Single-player, multiplayer


In addition to being a new entry in Activision's Pitfall series, Super Pitfall was the first game that Activision published as a third-party developer for the NES. A localized version of Sunsoft's Famicom title Atlantis no Nazo was planned for release as Super Pitfall II, but was cancelled.[citation needed]

Gameplay

Screenshot

Super Pitfall is a loose remake of Pitfall II, in that the object is to move Harry through the mazes to find the Raj diamond, and rescue his niece Rhonda and sidekick Quickclaw, both of whom have become lost in the caverns. However, Pitfall Harry's quest becomes tougher when he sees that the faithful Quickclaw is imprisoned in a cage and a key must be found – at which point Pitfall Harry finds that Rhonda has been turned to stone; it is here where he must locate a magic potion that will turn her back into a normal girl.

The difference in Super Pitfall, however, is that Harry must also return to his starting point after accomplishing these objectives. Like the original Pitfall, but unlike Pitfall II, Harry has a limited number of lives. This time, Harry is also equipped with a gun with which he can shoot the various deadly creatures that inhabit the caverns, but he has limited ammunition and must find additional bullets scattered throughout the game. Arguably the most difficult enemies to beat are the three cavemen – which require more than one bullet to eliminate. Gathering gold bars results in extra points, which grants extra lives. Completion of this game requires the memorization (or mapping) of numerous hidden keys and warp zones to progress – the likes of which can only be reached by jumping at secret hidden spots in the game's levels. Extra lives, ammo, and other helpful items can also be found by jumping in specific zones.

Developer

Super Pitfall was developed by the Japanese company Micronics.[1] Micronics predominantly did work in the outsourced projects, to make Nintendo Entertainment System (NES) versions of popular arcade titles such as Ikari Warriors and 1942.[2] Stuart Hunt of Retro Gamer described the game as a loose port of the arcade game Pitfall II: Lost Caverns.[1]

Release

Super Pitfall was released in Japan for the Family Computer on September 5, 1986.[3] Super Pitfall was the first game published by Activision that was released on the NES.[4] It was released in the United States in November 1987.[5]

Reception

The NES version was negatively received. A review in Computer Gaming World derided the game as "a [Super Mario Bros.] rehash that most NES users will be able to play in their sleep. Certainly, there is nothing in the game itself to keep them awake." Further complaints were directed at the lack of any credit given to David Crane, the original designer of Pitfall.[6]

From retrospective reviews, Hunt wrote in Retro Gamer that the game was derided by most fans of the Pitfall series. Hunt specifically noted poor collisions detection, flickering sprites and stiff animation and that a lot of the game play involved furstrating trial and error. Hunt also found that having a weapon in the game was useless as it passed over most enemies heads and that the sprite of the player looked too much like Mario in a safari hat.[1]

References

  1. 1.0 1.1 1.2 Hunt, p. 84.
  2. Alpert 2010.
  3. Family Computer Magazine 1986.
  4. Computer Entertainer 1987.
  5. Computer Entertainer 1987, p. 14.
  6. Kunkell, Bill (August 1988). "Video Gaming World". Computer Gaming World: 44–45. 

Sources

External links