Super Pitfall

Super Pitfall

Infobox VG
title = Super Pitfall
caption=North American boxart


developer=Micronics
publisher=Activision
designer =
engine =
released = 1987
genre = Platformer
modes=Single player
ratings=ESRB: E (Everyone, VC edition)
platforms=Nintendo Entertainment System
media = Cartridge
requirements =
input =

"Super Pitfall" is a 1987 Japanese video game for the NES developed by Micronics for Pony, and released in the U.S. by Activision. It was the first game ever that Activision published for a system made by Nintendo and it was based upon Activision's earlier Pitfall series for the Atari 2600. The game was later silently re-released without the "Rev-A" title by video-game publisher FCI. This game was also ported to the Tandy Color Computer 3. A sequel titled as Super Pitfall II was planned, but then was cancelled a short time later. It was going to be the localized version of Sunsoft's Famicom title, Atlantis no Nazo. This game is also scheduled for a future release on the Wii Virtual Console.

"Super Pitfall" is loosely based on ', 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, and that when Pitfall Harry finds his niece Rhonda, she has been turned to stone and he must locate a magic potion that will turn her back into a little girl. In "Super Pitfall", however, Harry must also return to his starting point after accomplishing these objectives. Like the original Pitfall, but unlike ', 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. He has limited ammunition and must find additional bullets that are scattered. Arguably the toughest enemies are three cavemen which require more than one bullet to eliminate; which is further complicated by the fact ammunition is sparse in the game. Gathering gold bars results in extra points. Completion of this game requires the memorization (or mapping) of numerous hidden keys and warp zones and revealing each secret requires a precise jump, so the exploration portion of the game is very difficult.

A review in "Computer Gaming World" derided the game as "a SMB 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".citation | date = August 1988 | last = Kunkell | first = Bill | periodical = Computer Gaming World | title = Video Gaming World | year = 1988 | pages = 44-45]

References

* [http://www.atarihq.com/tsr/manuals/superpit.txt Super Pitfall instruction manual] .
*moby game|id=/super-pitfall
* [http://www.geocities.co.jp/SiliconValley-Oakland/1690/ (in Japanese) Super Pitfall maps]

External links

*StrategyWiki


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