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

Поділитися
Вставка
  • Опубліковано 17 жов 2024
  • Famed game designer David Crane talks about his design challenges creating Pitfall for the Atari 2600.

КОМЕНТАРІ • 102

  • @dertobusch5720
    @dertobusch5720 5 років тому +14

    This man and all the other nerds willing to count bytes and cycles to create games that have been exciting us for decades deserve every bit of credit given to them. I can 't imagine what would have happened if Activision had never been founded. When I hear Mr. Crane talk about the limitations of early game consoles, I would like to see people like him really push modern hardware to its limits. Thank you for being the nerd that you are. Here 's to all the other programmers, story writers, scientists, hardware designers and creators of art: write your names on your work so people will know who you are. You deserve that.

  • @dloomis
    @dloomis 10 років тому +46

    Im taking an Atari programming course at my university, and holy shit this guy is a god. What he was able to program on the Atari platform just blows my freaking mind.

    • @anthonybottigliero8336
      @anthonybottigliero8336 2 роки тому +6

      I still think Pitfall 2 on the Atari 2600 was a masterwork of programming. Unbelievable how complex a game was possible on that platform.

  • @tschak909
    @tschak909 10 років тому +18

    I've written games and other software for the Atari VCS (my most recent being an algorithmic art piece called Transmat, released last year.) And I have to tell you, of all the environments I've ever written software for, the VCS is one of the most rewarding, because of the tight coupling of the processor and display logic, it's hard to explain to people just how _immediate_ the effect was for writing a register on the TIA, and therefore having to be aware of the execution time of each and every instruction during the visible part of the screen (76 cycles, you get 15-30 instructions per line, 2-7 cycles per instruction, make them count.), you get a 40 bit playfield (only 20 bits of storage, split in half, reflected or mirrored), two 8-bit objects, and 3 1-bit objects, on a line. You get 128 bytes of RAM to store _ALL_ program state, you have no interrupts, your only reprieve is WSYNC, a register to assert the ready line on the CPU, to cause it to wait until the current scan-line has completed. Any and all vertical operations had to be done in software, changing the data in the registers BEFORE the TIA had the opportunity to shift them out to the display. You have no binary counters for horizontal positioning, even, only polynomial counters which were exposed as strobes, which you had to strobe at the moment you wanted an 8-bit or 1-bit object to display...only one problem, the best you could hope for with a typical load/store cycle, was 5 cycles, which means, you could only strobe in 15 pixel increments, you had to set a horizontal motion register, and then strobe HMOVE to bias the object -7 or +7 pixels. I could go on, but the point is, it's a well defined, constrained, universe, with enough open-endedness, that any software engineer truly worth their salt, can do something really great.

    • @wolverine9632
      @wolverine9632 7 років тому +3

      My first programming experience was with a Vtech Pre-Computer 1000, which, if you don't know what that is, was a training tool launched in the 80s to teach kids how to use computers. (My mom picked one up at a garage sale.) It had a monocrome LCD screen which could only display characters. (and only 20 at that!) It had some built-in games like hangman/ science/math/history/general knowledge quizzes, a calculator, and even a slot for expansion cartridges. But by far its best feature was a mini BASIC programming environment. It gave you about 2KB of storage to write your entire program, and I figured out all the tricks to squeeze everything I could out of those 2KB. (My best program was a memory match game, and I had a lot of fun with random story programs.)
      That said, the Atari 2600 sounds like a LOT of fun to program, and I'll have to give it a try!

    • @churchofguestmob4498
      @churchofguestmob4498 6 років тому +2

      wolverine96 I had the very same thing I got it for my kids but they were really too young. But I missed around with it

  • @benb3316
    @benb3316 6 років тому +13

    Sitting here with cheap DIY kits for games on computers that would laugh at a Cray from the 80s I salute this man who made these incredible games on such a tricky, limited system way way back and paved the way for said computers/kits/improvements!!!

  • @Dr_Bombay
    @Dr_Bombay 3 роки тому +6

    i was one of those people who spent hours meticulously drawing their own map. i think i was the only person in our family to finish Pitfall, and it took AGES to do. i would dream about it. thanks for the months and months of entertainment, Mr. Crane!

  • @hydrox24
    @hydrox24 11 років тому +4

    I love it when the questions section is almost half the video. It's always so interesting and the questions bring up great topics.

  • @Jolt7800
    @Jolt7800 3 роки тому +2

    The most fascinating classic retro game developer. He is releasing a new Atari game in 2021 called Circus Convoy from his new company Audacity Games

  • @KF6LIL
    @KF6LIL 8 років тому +26

    This man is a complete legend who made our lives e entertaining in 1976 with pitfall for the Atari 2600 look at us now playing pc game's on the internet with other's

    • @thisisrob8750
      @thisisrob8750 2 роки тому +1

      ATARI 2600 came out in 1977 and was called the VCS at first. Pitfall came out in 1982.

  • @CttPla
    @CttPla 10 років тому +20

    Hail to the king.

  • @mattmccullar9934
    @mattmccullar9934 3 роки тому +2

    I recall first seeing a screen shot of "Pitfall" in an Activision catalog a few months before it was released. I was stunned by the graphics. Home video game graphics were still rather blocky back then and each new Activision game looked better than the last. The color palette was beautiful.

  • @VIC-20
    @VIC-20 Рік тому +1

    This is an important piece of gaming history. Thanks David.

  • @lunardust201
    @lunardust201 11 років тому +5

    awesome talk i love the old school optimization

  • @GhostsDontWalk1
    @GhostsDontWalk1 7 років тому +2

    My god do I love making maps for a game. Every time I find an old game that requires it, I get excited. I wish more modern games required a bit of cartography. Instead people generally consider it a negative if a game doesn't provide an in-game map. People praise Metroid: Zero Mission for adding a map for example, but drawing the map was possibly my favorite part of the original. At least we have the Etrian Odyssey series.

  • @stephenelliott7071
    @stephenelliott7071 5 років тому +1

    A legend and technical genius, with a real talent for producing great gameplay in his games.

  • @DeconvertedMan
    @DeconvertedMan Рік тому +2

    I love this game and its sequel. Good times.

  • @Colonel__Ingus69
    @Colonel__Ingus69 6 місяців тому

    Thanks to David and his coworkers at Atari and Activision for creating groundbreaking games that became a big part of our lives growing up in the late 70's & 80's!

  • @knucklesfan8
    @knucklesfan8 9 років тому +4

    28:10, perfect game design philosophy in its purest right there.

  • @PieFights
    @PieFights 10 років тому +2

    I had the C64 version of Pitfall 2 that and GhostBusters was 2 of my favourite David Crane Activison games

    • @JesusisJesus
      @JesusisJesus 5 років тому

      Yep, I'd love to hear him talk about those 2.

  • @echopathy
    @echopathy Рік тому

    @15:05 What can the Atari 2600 do? ... There's a great interview of Chuck Jones speaking on discipline of animation.. Discipline meaning, what are your constraints? How are you limited in the telling of a story? This works across all mediums.. Audio, film, etc... What do you have to work with? Make it so.. Usually ends up in a sweet, sweet product.. Simple, clear, and defined. .. Thank you for sharing this talk!

  • @rbrine01
    @rbrine01 12 років тому +1

    Great video. Very educational and inspiring. Hope David Crane gets around to making the source code available, or educational Iphone app explaining the technical nuts and bolts of this game (Pitfall) one day.

  • @MrLoretano77
    @MrLoretano77 4 роки тому

    When I was a child I would look at my pitfall manual and see David Cranes photo and always wondered who this man was that looks like Bruce Jenner. I am very grateful to have heard this presentation thank you for sharing it

  • @JetScreamer_YT
    @JetScreamer_YT 11 років тому +7

    Wow. As a child playing these games, I had no appreciation for those who made them.

  • @TBoneTony
    @TBoneTony 13 років тому

    It is a dream to see someone talk about a game they created. Pitfall was one of the best Atari 2600 games I liked.

  • @puzzud
    @puzzud 11 місяців тому

    I believe the episode of Heckle and Jeckle that Crane is referring to is called The Lion Hunt. I noticed it's not thr only episode to feature alligators.

  • @customsongmaker
    @customsongmaker Рік тому

    Check out "Muncher" (a PacMan clone) for the Bally Astrocade home console.
    The console only had enough RAM to draw the screen, so they had to put the game code into the first 2 bits of each 4-bit byte that was being used to draw the screen.

  • @xZak777x
    @xZak777x 13 років тому +1

    This is just fascinating.

  • @theroseinthegarden2744
    @theroseinthegarden2744 8 років тому +4

    I want a sequel to pitfall the lost expedition!!

    • @hosseinmahmoudi3628
      @hosseinmahmoudi3628 6 років тому +1

      The Rose in the garden me too

    • @eagleman5138
      @eagleman5138 5 років тому +1

      There is a sequel to the NES called ”Super Pitfall”, but it’s so bad it isn’t even worth it.

  • @transit000
    @transit000 13 років тому +2

    A real legend!

  • @hydrox24
    @hydrox24 11 років тому +1

    Interesting that he thought adding lives was a good idea in the end. It's nice to know some game designers don't want the experience to be as frustrating as possible.

  • @PauloConstantino167
    @PauloConstantino167 4 роки тому

    People who lived in the PC revolution and making games while making millions, were in a golden age.

  • @TheWaynelds
    @TheWaynelds 2 роки тому

    I wish someone would’ve asked if he had to take the same approach with the colecoVision & Intellivision ports of Pitfall, or were there less limitations to work around?

  • @AloanMoreira1
    @AloanMoreira1 Рік тому

    56:38 - I remember going into a store in 1985 and buying frogs and flies and other Mattel games for 1 dollar! yep! I couldn´t believe my eyes either! I was 12 btw.

  • @alramone1
    @alramone1 11 років тому +2

    this is great, i'm a huge atari fan!

  • @inceptional
    @inceptional 2 роки тому

    I wish there was a Samsung phone version of the app he made: The Internal magic of the 2600

  • @tomsuzyinfluencerinfj2712
    @tomsuzyinfluencerinfj2712 9 років тому +1

    No scrolling platformer pre-Pitfall? Of course, Jump Bug (Sega) was 1981 and scrolled vertical and horizontal.

  • @thengoto20
    @thengoto20 12 років тому

    @maiki60fps The ZX Spectrum did all of its graphics by the CPU writing directly to screen memory (from your profile I can see you're familiar with that machine!). And really, most DOS games were made by the CPU writing directly to a block of screen memory.

  • @Kg277
    @Kg277 13 років тому

    @maiki60fps Yes, the Apple II, that would be the closest thing. The cpu would put the pixels into memory. And as the television scanned the beam, the apple would sequentially dump the ram to the television set. A first example of bitmapping.
    The stuff that does the scanning isn't really a GPU either. It's a handful of discrete logic gates, at best. Nothing more than a counter and DAC.

  • @bigyin2586
    @bigyin2586 3 роки тому +1

    If only more game systems could be “Activisioned”! More engineers, fewer lawyers.

  • @wallacelang1374
    @wallacelang1374 3 роки тому

    David Crane had clearly said what he and the other Activision game programmers had to do in order to work with the Atari 2600 to create enjoyable games for it.

  • @mcmackerel
    @mcmackerel 11 років тому

    I did not imply that. It's the difference between "companies exist to make money" and "we value the money we save not equipping our ships with lifeboats more than we value the additional security that would bring to our crewmen". The former is a stated purpose, the latter a justification. Whether you agree with that justification is irrelevant for the example, but I feel people often avoid justifying themselves through meaningless statements that logically amount to "we do it because we do it".

  • @MrSlashStudios
    @MrSlashStudios 8 років тому +5

    53:38 THE CREATOR OF RETRO CITY RAMPAGE

  • @CineSalvaje
    @CineSalvaje 13 років тому

    Great video!!! Very intresting.

  • @maiki60fps
    @maiki60fps 12 років тому

    @thengoto20 and what about ULA then? it is ULA that is creating the picture... my question was about a system without any display chip

  • @WOLFSCHRAMM1
    @WOLFSCHRAMM1 11 років тому

    thank the electronics engineers my friend...

  • @thengoto20
    @thengoto20 12 років тому

    @maiki60fps There always has to be hardware that takes the screen memory and turns it into a TV signal, because TVs can't read from RAM - but the hardware that does this is so simple that you may as well imagine that's what's happening.

  • @sperrin
    @sperrin 4 роки тому

    The guy asking why the Genesis/Mega rive pad works on an Atari 2600... cos its the same 9 pin plug. ANY controller with the same 9 pin plug will work.

  • @maiki60fps
    @maiki60fps 13 років тому

    notice even the Atari 2600 uses a "GPU" to render the actual graphics, I know the CPU is very busy controlling every single pixel but I am wondering if there was a system with no display chip at all, just CPU with direct video output...

  • @yandyyay
    @yandyyay 11 років тому +1

    Pitfall rocks.... and i never did complete it :-(

  • @terry-
    @terry- 6 місяців тому

    Great!

  • @mcmackerel
    @mcmackerel 11 років тому +1

    Haven't really followed the discussion, but as this argument has always irked me:
    A stated purpose is never a justification. If I start a club with the stated purpose of killing puppies, that won't excuse any ensuing puppy-killing. Saying that "corporations exist only to make money" as if that justifies the ways in which a corporation might go about that goal is the exact same thing.

  • @Wolfie123123
    @Wolfie123123 11 років тому

    The guy asking the question around 42:30 sounds like Jason Scott.

  • @bastardtubeuser
    @bastardtubeuser 9 років тому +2

    i wish programmers cared about saving bites nowadays

    • @brandonortiz6466
      @brandonortiz6466 8 років тому

      +bastardtubeuser Programmers who care about saving bites don't get hired. Nobody is going to hire the assembly programmer over the C# programmer.

    • @bastardtubeuser
      @bastardtubeuser 8 років тому

      bullshit, assembly will always have its place you twit.

    • @brandonortiz6466
      @brandonortiz6466 8 років тому

      bastardtubeuser Then go get a job with it, moron.

    • @bastardtubeuser
      @bastardtubeuser 8 років тому +3

      the goal of programming is to get a job ?.

  • @thengoto20
    @thengoto20 12 років тому +1

    3:30 - A Blob and His Boy

  • @SpetsnazFP
    @SpetsnazFP 13 років тому +1

    @joaovictor1994 I think we loved the OLD Activision... the company today should just be called Call of Blizzard since all they do is let Blizzard make money for them and push Call of Duty and let any other project fall away and rot like Bizzare Creations.

  • @RaquelFoster
    @RaquelFoster 2 місяці тому

    52:02 LOL it makes total sense that the Pressure Cooker tune was made by a composer with 9 notes to work with.
    ua-cam.com/video/qtaDzgFRhuQ/v-deo.html

  • @Lelouch911
    @Lelouch911 13 років тому

    yay

  • @ObiTrev
    @ObiTrev 11 років тому +1

    RIP Activision... We hardly knew ye.

  • @bbman10pwns
    @bbman10pwns 12 років тому

    I wouldn't say dumb, there is just less of starting from scratch and more of using existing engines and content.

  • @fishbone007
    @fishbone007 11 років тому

    Pure ASM code? Holy shit, I didnt know that. That must've been terrible.

  • @GeorgeTsiros
    @GeorgeTsiros 13 днів тому

    14,000 fan letters a week. Jesus christ.

  • @ObiTrev
    @ObiTrev 11 років тому

    0:43:30 Trey Parker and Matt Stone need to hire this guy!

  • @screamengine
    @screamengine 13 років тому

    @35:53 Anyone noticed the young Jack Black? :)

  • @Kg277
    @Kg277 11 років тому

    ..gotta luv the grammar police.. Did I get a apostrophical violation notice?

  • @MythicM
    @MythicM 10 років тому +4

    i thought jack black was a girl

  • @alkohallick2901
    @alkohallick2901 6 років тому

    It's tar??? I always thought it was just a big hole. :O

  • @mic7able
    @mic7able 11 років тому

    NO.... An hour? NO!

  • @AntonHolm-kf6ic
    @AntonHolm-kf6ic 13 років тому

    LOL at 43:40

  • @SirCaco
    @SirCaco 11 років тому

    Dude. That comment was from back in 2011. Shut up.

  • @Kg277
    @Kg277 13 років тому +1

    Too bad we can't program like this anymore..

  • @speedwolf
    @speedwolf 11 років тому

    Who are the two fools who dislike this video?

  • @jemminger
    @jemminger 11 років тому

    Herp derp "programmer's" -> "programmers"

  • @metronome8471
    @metronome8471 3 роки тому

    Circus Convoy > Pitfall 2

  • @SirCaco
    @SirCaco 11 років тому

    I didn't 2 years ago. lmao

  • @willrandship
    @willrandship 11 років тому

    You imply that making money is an inexcusable crime. Unlike puppy killing, there are no real irreversible consequences. They make games. Someone else can make better games.

  • @SirCaco
    @SirCaco 13 років тому

    I love Activision, but they think with their wallets =(

  • @SummerRainer
    @SummerRainer 13 років тому

    3RD time

  • @LisiasToledo
    @LisiasToledo 11 років тому

    And you don't? =P
    But I agree that this industry is being abusive...

  • @jemminger
    @jemminger 11 років тому

    *an apostrophical ;P

  • @AandNvg
    @AandNvg 9 років тому

    Pitfall 2 is better.

  • @logansmith6907
    @logansmith6907 9 років тому

    Boring game buhaaha

  • @0zfer
    @0zfer 10 років тому +3

    Man this guy is monotone and shows no positive emotion even when he is saying how it was successful.... Pitfall is cool but he sounds depressed about the whole thing!

  • @dmleach
    @dmleach 9 років тому

    It's a shame David is a poor speaker. I find the content of this talk fascinating but he's quite difficult to listen to.