Subject: [stella] Pitfall (was Re: Role-Playing Game Development) From: Paul Hart <hart@xxxxxxxxxxx> Date: Mon, 21 Jun 1999 10:54:23 -0600 (MDT) |
On Mon, 21 Jun 1999, Glenn Saunders wrote: > Other games employed poly counters therefore a long repeating series is > used to seed the aspects of the world. River Raid and Pitfall use this > approach. Oh, is that how the map in Pitfall is done? With the help of a VCR, I transcribed the entire map of Pitfall by recording myself running left for 20 minutes and then running right for 20 minutes. That yields quite a complex map for the game, considering Pitfall is only 4K in size. The instructions for Pitfall list the room count and mention the circular nature of the map, so once I witnessed the wrap-around coming to the expected locations from both directions I knew that I had visited every room. At some point I'd like to disassemble the game to compare my paper map to the actual game map in the ROM to see if I have any errors. Has anyone ever managed to finish Pitfall? With the map I made I can see where every treasure is and I've mapped out every tunnel in the game that isn't a dead end, but even then it seems that it would be very difficult to finish the game in 20 minutes, even with a highly optimized path using a perfect knowledge of the tunnel layout. Finishing the game by only traveling on the surface seems to be out of the question. If anyone is interested, I can post my Pitfall map. It contains full descriptions of every room including the tree layout in the background and rolling log patterns, and it lists every hazard and treasure. All the tunnels are fully mapped, too. Paul Hart -- Paul Robert Hart ><8> ><8> ><8> Verio Web Hosting, Inc. hart@xxxxxxxxxxx ><8> ><8> ><8> http://www.iserver.com/ -- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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