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* MickeyMousing: The second game was the first example of a full soundtrack that also changed based on activity. The normally light-sounding background music changed to a heroic theme if an item was collected and a sad version of that same theme if Herry was injured.

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* MickeyMousing: The second game was the first example of a full soundtrack that also changed based on activity. The normally light-sounding background music changed to a heroic theme if an item was collected and a sad minor-key version of that same theme if Herry Harry was injured.injured. The soundtrack changed to "Over The Waves" when grabbing a balloon, changing back to the normal background music when the balloon popped.



** Also in the original game, when you lose a life, the [[Franchise/{{Dragnet}} "Danger Ahead"]] theme plays.

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** Also in the original game, when you lose a life, the first few notes of [[Franchise/{{Dragnet}} "Danger Ahead"]] -- the theme from Dragnet, also recognizable as the opening theme to the original arcade Donkey Kong -- plays.



* StockMoneyBag: In the original game, there are money bags with $ symbol on them, waiting to be collected.

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* StockMoneyBag: In the original game, there one of the four types of treasure you can collect are money bags with $ symbol on them, waiting to be collected.them.
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Please don't add random reference to reviewers


The only real sequel followed in 1984, also for the 2600; ''Pitfall II: Lost Caverns'' introduced elements like exploration, true scrolling, and an [[MickeyMousing interactive soundtrack]] that reflects how well you're doing. It also received an arcade adaptation by Creator/{{Sega}} in 1985, which was a hybrid of the first two games with two completely new areas added. ''VideoGame/SuperPitfall'', a sequel/loose remake of ''Lost Caverns'', was released in 1986 for the Platform/NintendoEntertainmentSystem. All that needs to be said about that game is that ''WebVideo/TheAngryVideoGameNerd'' [[https://www.youtube.com/watch?v=FJEXpsDB2XQ has reviewed it.]]

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The only real sequel followed in 1984, also for the 2600; ''Pitfall II: Lost Caverns'' introduced elements like exploration, true scrolling, and an [[MickeyMousing interactive soundtrack]] that reflects how well you're doing. It also received an arcade adaptation by Creator/{{Sega}} in 1985, which was a hybrid of the first two games with two completely new areas added. ''VideoGame/SuperPitfall'', a sequel/loose remake of ''Lost Caverns'', was released in 1986 for the Platform/NintendoEntertainmentSystem. All that needs to be said about that game is that ''WebVideo/TheAngryVideoGameNerd'' [[https://www.youtube.com/watch?v=FJEXpsDB2XQ has reviewed it.]]
Platform/NintendoEntertainmentSystem.
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Added example(s)



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* WatchForRollingObjects: Rolling metal barrels that move from right to left are a common hazard Harry needs to watch out for.
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Not enough context (ZCE), General clarification on works content


** Also a stage in ''The Mayan Adventure''.

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** Also a stage Two stages in ''The Mayan Adventure''.Adventure'' have a gimmick around this. The first of the two, Tazamul Mines, has a skate car which Harry Jr. can make go fast or slow by hitting the brakes. The second one, Balankache Mine, is more of a traditional runaway mine cart level.
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Wick cleaning


A classic Creator/{{Activision}} franchise created by David Crane. The original ''Pitfall!'' was released on the UsefulNotes/{{Atari 2600}} in 1982 and established the foundations of the multiscreen {{Platformer}} genre: running and jumping over obstacles as you travel from left to right.

The only real sequel followed in 1984, also for the 2600; ''Pitfall II: Lost Caverns'' introduced elements like exploration, true scrolling, and an [[MickeyMousing interactive soundtrack]] that reflects how well you're doing. It also received an arcade adaptation by Creator/{{Sega}} in 1985, which was a hybrid of the first two games with two completely new areas added. ''VideoGame/SuperPitfall'', a sequel/loose remake of ''Lost Caverns'', was released in 1986 for the UsefulNotes/NintendoEntertainmentSystem. All that needs to be said about that game is that ''WebVideo/TheAngryVideoGameNerd'' [[https://www.youtube.com/watch?v=FJEXpsDB2XQ has reviewed it.]]

The series was revived on the UsefulNotes/{{SNES}} and UsefulNotes/SegaGenesis in 1994's ''Pitfall: The Mayan Adventure,'' a platformer in the same vein as ''WesternAnimation/{{Aladdin}}'' and ''VideoGame/EarthwormJim''. Two more revivals came later, this time in 3D: 1998's ''VideoGame/Pitfall3DBeyondTheJungle'' on the UsefulNotes/PlayStation, and 2004's ''VideoGame/PitfallTheLostExpedition'' on the UsefulNotes/{{PS2}}, UsefulNotes/{{Xbox}}, and UsefulNotes/NintendoGameCube (and ported to the UsefulNotes/{{Wii}} in 2008 as ''Pitfall: The Big Adventure''). All of these games include the original ''Pitfall!'' as an EasterEgg; ''Lost Expedition'' and ''Big Adventure'' contain ''Pitfall II'' as well.

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A classic Creator/{{Activision}} franchise created by David Crane. The original ''Pitfall!'' was released on the UsefulNotes/{{Atari Platform/{{Atari 2600}} in 1982 and established the foundations of the multiscreen {{Platformer}} genre: running and jumping over obstacles as you travel from left to right.

The only real sequel followed in 1984, also for the 2600; ''Pitfall II: Lost Caverns'' introduced elements like exploration, true scrolling, and an [[MickeyMousing interactive soundtrack]] that reflects how well you're doing. It also received an arcade adaptation by Creator/{{Sega}} in 1985, which was a hybrid of the first two games with two completely new areas added. ''VideoGame/SuperPitfall'', a sequel/loose remake of ''Lost Caverns'', was released in 1986 for the UsefulNotes/NintendoEntertainmentSystem.Platform/NintendoEntertainmentSystem. All that needs to be said about that game is that ''WebVideo/TheAngryVideoGameNerd'' [[https://www.youtube.com/watch?v=FJEXpsDB2XQ has reviewed it.]]

The series was revived on the UsefulNotes/{{SNES}} Platform/{{SNES}} and UsefulNotes/SegaGenesis Platform/SegaGenesis in 1994's ''Pitfall: The Mayan Adventure,'' a platformer in the same vein as ''WesternAnimation/{{Aladdin}}'' and ''VideoGame/EarthwormJim''. Two more revivals came later, this time in 3D: 1998's ''VideoGame/Pitfall3DBeyondTheJungle'' on the UsefulNotes/PlayStation, Platform/PlayStation, and 2004's ''VideoGame/PitfallTheLostExpedition'' on the UsefulNotes/{{PS2}}, UsefulNotes/{{Xbox}}, Platform/{{PS2}}, Platform/{{Xbox}}, and UsefulNotes/NintendoGameCube Platform/NintendoGameCube (and ported to the UsefulNotes/{{Wii}} Platform/{{Wii}} in 2008 as ''Pitfall: The Big Adventure''). All of these games include the original ''Pitfall!'' as an EasterEgg; ''Lost Expedition'' and ''Big Adventure'' contain ''Pitfall II'' as well.



* SoNearYetSoFar: Can happen in ''VideoGame/{{Pitfall}} 2''. You only need to pick up three things to finish the game: Quickclaw, Rhonda, and the diamond ring. The game automatically ends when you pick up the last one of these. Quickclaw is visible from the beginning of the game, right below your starting position, but you have to go around the long way to get to him, making Quickclaw the last thing most people pick up.

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* SoNearYetSoFar: Can happen in ''VideoGame/{{Pitfall}} ''Pitfall 2''. You only need to pick up three things to finish the game: Quickclaw, Rhonda, and the diamond ring. The game automatically ends when you pick up the last one of these. Quickclaw is visible from the beginning of the game, right below your starting position, but you have to go around the long way to get to him, making Quickclaw the last thing most people pick up.
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* CowardlySidekick: Quickclaw, though it was more of an InformedAttribute in ''Pitfall II'', since all he did was stand in one place.

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* CowardlySidekick: Quickclaw, though it was more of an InformedAttribute in ''Pitfall II'', since all he did was stand in one place.place (though you can see his knees shaking).
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* ActionizedSequel: ''Pitfall: The Mayan Adventure'', as the movements are snappier, the protagonist can fight back, and there's a lot of enemies.
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This is inaccurate. It's a huge exaggeration that there were 10 floors in a row that had bats, there are only 27 levels total, including the surface (no bats) and the underground lake. Also, you could go under bats with their wings down - the condors were the ones you had to time for when the wing was up.


* CorridorCubbyholeRun: ''Pitfall II'' has at least ten "floors" in a row which entirely consisted of walking across the screen as a bat flew towards Harry and having to run Harry under the bat ''only if the wings were flapping up''.
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* FlameSpewerObstacle: ''Mayan Adventure'' has sections on the wall that are on fire and shoot out flames regularly.
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* StockMoneyBag: In the original game, there are money bags with $ symbol on them, waiting to be collected.
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* DarkReprise: If Harry dies in ''Pitfall II'', a slower minor-key version of the ThemeMusicPowerUp plays.

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* DarkReprise: If Harry dies in ''Pitfall II'', a slower minor-key minor-[[{{Tonality}} key]] version of the ThemeMusicPowerUp plays.
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* ReformulatedGame: The Atari 5200 version of ''Lost Caverns'', complete with its second EasterEgg level, counts, as the only reason that level exists is that the Atari team had to wait for the Commodore 64 team (who had to code the game from scratch instead of using 2600 code as a base) to finish in order to release both ports simultaneously, and in the interim the Atari team created the second level.
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Whip It Good has been disambiguated


* WhipItGood: In ''Mayan Adventure,'' Harry Jr. uses a sling like a whip.

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* WhipItGood: In ''Mayan Adventure,'' Harry Jr. uses a sling like a whip.
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dewicking cut trope


* [[ExcitedShowTitle Excited Game Title!]]: The original game. (Standard for Activision games at the time, really)

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[[quoteright:304:https://static.tvtropes.org/pmwiki/pub/images/pitfall.jpg]]

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this is trivia


* RecursiveAdaptation: The Pitfall segments of ''Saturday Supercade'' were based on the original Pitfall, and then Pitfall II was based on the Pitfall segments of ''Saturday Supercade'' (importing Rhonda and Quickclaw, and even some of the incidental background music).
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* PublicDOmainSoundtrack: In the second game, the background music would change to the generic carnival tune "Over the Waves" if the player collected a balloon.

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* PublicDOmainSoundtrack: PublicDomainSoundtrack: In the second game, the background music would change to the generic carnival tune "Over the Waves" if the player collected a balloon.

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Removed: 275

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* InteractiveSoundtrack: The second game was the first example of a full soundtrack that also changed based on activity. The normally light-sounding background music changed to a heroic theme if an item was collected and a sad version of that same theme if Herry was injured.


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* MickeyMousing: The second game was the first example of a full soundtrack that also changed based on activity. The normally light-sounding background music changed to a heroic theme if an item was collected and a sad version of that same theme if Herry was injured.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* InteractiveSoundtrack: The second game was the first example of a full soundtrack that also changed based on activity. The normally light-sounding background music changed to a heroic theme if an item was collected and a sad version of that same theme if Herry was injured.


Added DiffLines:

* PublicDOmainSoundtrack: In the second game, the background music would change to the generic carnival tune "Over the Waves" if the player collected a balloon.

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