Wednesday, November 13, 2024

Retrospective: Pitfall!

When my daughter was around eight or nine years old, she really enjoyed playing one of those rhythm games that made use of motion controllers. The game was about choreographed cheerleading routines and the player was scored based on how closely she mimicked the moves seen on screen. The more closely the player did so, the more experience points she earned for her cheerleader character, which, in turn, unlocked more difficult routines and other options.

While my daughter mostly cared about the cool new outfits she could earn with sufficient experience points, what held my attention was its use of experience points. Here was a video game about cheerleading, produced in Japan in the early 21st century, and an integral part of its gameplay was a game mechanic introduced to the world through Dungeons & Dragons. I found that incredibly fascinating, if only because it was a reminder of just how influential D&D (and, by extension, tabletop RPGs) have been over the course of the last half-century. 

The other side of the coin is a bit more contentious, namely, the extent to which video and computer games have influenced roleplaying games. With very few exceptions, I can't recall too many examples of tabletop designers who've outright said that their designs had taken inspiration from video games. My general feeling is that it's easier to turn a tabletop idea into a digital one than vice versa, hence why we've not seen many explicit examples of the reverse. Even so, video and computer games are very popular and have been for decades now. My guess is that much of the influence from the digital realm is subconscious, since I'd wager nearly everyone involved in tabletop RPG design has enjoyed playing video games.

Count me among them. I was an enthusiastic early adopter of video games, getting an Atari Video Game System in 1980, with which I played fun games like Adventure and Raiders of the Lost Ark, among many, many more. While there would soon be other, arguably better video game systems on the market, I was quite satisfied with my Atari, in large part because of the excellent games produced by companies like Activision. As I recall, the company was founded by disgruntled former Atari programmers who felt ill-used and underappreciated by their former employer. Their "revenge" was to produce innovative, original game cartridges that outsold Atari's own.

I owned and enjoyed numerous Activision cartridges, but, hands down, my favorite was Pitfall! released in 1982. Pitfall! is an early example of what today we'd call a platformer, in that the player controls a character who must navigate various obstacles and hazards found on various levels (or platforms) on the screen. Nintendo's Donkey Kong is a good example of a well-known platformer. What made Pitfall! so innovative was that, while it did feature multiple levels on each screen, it also featured multiple screens. The player could maneuver his character, called Pitfall Harry, horizontally across the screen and a new screen, with different obstacles and platforms would reveal itself. This might not seem like much, but in 1982, it was revolutionary.

Pitfall! was noteworthy in several other ways. The game's premise was that Harry, a treasure hunter on the model of Indiana Jones, is seeking gold and silver bars, bags of money, and diamond rings that are hidden throughout a dangerous jungle. He has only 20 minutes to collect as many of these valuables as he can, all the while avoiding scorpions, crocodiles, snakes, quicksand, and other hazards. Pitfall! is thus a race against time, as well as a test of skill and ingenuity. Many of the aforementioned treasures can only be reached by the imaginative use of the environment, like swinging on vines, climbing ladders, and moving back and forth between screens to reach areas that might otherwise be unreachable.

Like most video games of its era, Pitfall! was difficult. The player had only three lives and there were numerous ways for the unwary – or just clumsy – to lose them. Rather than being simply frustrating, though, that was a big part of the game's appeal to me. I loved being challenged, even if it meant frequently dying by falling into a hole or being snapped by a crocodile due to a poorly timed swing on a vine. I almost always knew exactly what I'd done wrong and reckoned that I could do better next time (or the time after that or ...). 

This kind of gameplay, this emphasis on challenging the player, is something I directly ported into my D&D games at the time – as well as specific challenges I lifted directly from Pitfall!, like swinging vines and quicksand, to name just a couple. Looking back on it now, I can't help but feel that many early video and computer games included these challenging obstacles and hazardous as an homage to what their designers encountered in playing tabletop RPGs. In the case of Pitfall! I certainly can't prove it, but I'd nevertheless be amazed if its creators hadn't played D&D or some other dungeon crawling game refereed by a Killer DM

I'm old and slow now. I no longer have the reflexes or hand-eye coordination necessary to play games like Pitfall! quite as successfully as I did in my youth. That's one (of many) ways that tabletop roleplaying games remain superior to their digital descendants: even geezers like me still have a chance, through our characters, to dodge rolling logs or leap over a giant scorpion, in a way we'd never be able to accomplish if we had only our real world physical skills and abilities to rely upon. The joy of tabletop RPGs is that, even in your mid-50s, you can still grab a vine and swing across a crocodile-infested pool and steal away with an ancient treasure with as much ease as you did when you were a kid. Not a bad form of entertainment, eh?

20 comments:

  1. If you read the Angry DM Megadungeon series starting at https://theangrygm.com/category/megadungeon/page/2/ you will soon find that he uses the Metroid series as a primer on level design and therefore dungeon design.

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  2. I was a bug fan of Pitfall, But Montezuma Revenge on the Coleco was the game for me as a kid, pitfall as dungeon crawl.

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    1. I completely forgot about the existence of that game. I never owned a ColecoVision, but two of my friends did and I loved that game.

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    2. The print ads for that game were all over the comic books I read at that time. I never played it, but the ads were tremendously appealing. That was a common thing in that Era--- the advertising and packaging did a lot of work in evoking a certain mood or narrative that wasn't always evident on-screen. PC games from slightly later did the same thing, often including really high-quality ephemera to set the mood.

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    3. I had Montezuma's Revenge on my Tandy 1000... many happy hours were spent playing!

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  3. One frequent critique of 4e D&D was that it was too “MMO-like”, in that it had abilities for every class and the equivalent of “cooldowns” by having certain powers usable once an encounter or day. I remember this comparison being used as a bludgeon to beat and dismiss 4e by a lot of players. Weirdly, the concept it was being compared to - an MMO, like World of Warcraft - could only have existed because of D&D in the first place.

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    1. I know that a number of 4e fans get really upset when you compare the mechanics to video games, but it really felt like there was a good amount of video game logic backported into 4e. Given the general success of the D&D videogames, I imagine there was at least a little bit of inspiration back and forth.

      And then Atari had a hissy fit about some damn thing and the only D&D games to come out during the 4e era were Daggerdale and Neverwinter.

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  4. FWIW, if you enjoy retro games check out UFO 50. It's available on Steam. It's a collection of 50 different retro, 1980s games, built with the binding conceit that they were all produced from 1982 to 1989 by a company called UFO Soft. It nailed the PC gaming aesthetic of that time to a T.

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  5. Pitfall was the first game I ever mapped. I mapped out every screen by hand on paper, and figured out the path you needed to take in order to complete the game and get a perfect score. I never could actually complete that feat; I've never had that level of coordination, but I certainly felt like quite an accomplished 11 year old for overcoming the intellectual challenge of the game.

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  6. Loved Pitfall on Intelivision as a teen in the 80s. The colors on the package pic above bring back great memories. I can hear the logs rolling over me. But it got better. When I went to college, my room mates and I got a Sega and played Sonic the Hedgehog, (next gen Pitfall) which the ladies loved. So, on weekends we turned up the volume and had a blast. But, I never portaged that stuff into RPGs! Not a bad idea, just found old school traps along with hack and slash plenty satisfying.

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  7. Pitfall Ii was a ton of fun too. They added a chip on the cartridge to support better music and it was a lot more fun to me than the original. My mom hated Pitfall... she and my dad played a decent amount of Atari but after Pitfall she didn't play another video game until my brother got her into Champions of Norrath

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  8. I mapped every. single. panel. of that game in a stenographer's notebook. On the left I described the hazard type and on the right, if there was a tunnel, drew a connecting line between the panels. And when I say I mapped every panel, that's what I did - I made my siblings actually play the game, forcing them to go back and forth the long way as well to confirm that the tunnels bypassed the correct hazards panels. So they got good at the game and I gave them the map to do it the most efficiently. And yes, I was the mapper of my D&D group usually (as well as the treasure inventory guy).

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  9. I've been playing a lot of Doom and Quake recently and it occurred to me that level design in such games reminds me of DM behaviors. In really well-made levels, you feel like you're being challenged but also encouraged to overcome what's in front of you, making you feel great when you do so...and then you've got the levels that seem designed specifically to spite you and kill you in all sorts of trial-and-error scenarios while the designer laughs at your frustration.

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  10. 1. What was it about '3 lives' that was a feature in every video where a character could die (cheat codes excluded)?
    2. Sega Genesis had a Pitfall game in the 90's that I really enjoyed.

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    1. 3 lives in video games comes from three balls in pinball and that one comes from baseball

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  11. Pitfall commercials were all over radio in 1982, and were a cut above in the writing department. I was hearing them while listening to American Top 40, and imagination being what it was, figured it must be the be-all of gaming. But I never quite saw it as a worthy alternative to D&D or Gamma World.

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  12. Without dnd the xp points would have been developed shortly from the score points. This natural relationship is one of the reasons for my rejection of xps in rpgs.

    However they are more insidious in videogames because in that medium they can be used to create an stimilus/reward loop and power dull and time wasteful gaming ,like farming.

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  13. "With very few exceptions, I can't recall too many examples of tabletop designers who've outright said that their designs had taken inspiration from video games."

    The only one that comes to mind for me is Retro-Phaze (and its earlier incarnation, Elegia) by John Higgins (Relative Entropy Games).

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  14. Not much to add except to say that Pitfall came out when I was eight, and it was the first time I became distracted by a game. I did not want to stop playing it and when I was pulled away, I couldn’t stop thinking about it. I remember going to a hockey game and not paying any attention because I was playing Pitfall in my head, could not wait to get back home to play again.

    I never beat it, but I went the whole 20 minutes plenty of times. I never thought of mapping the game. I do think that once I realized I could never get all the treasures without using the tunnels, I became less interested in trying to get them all. In my young mind, I decided that trying to figure that out was way beyond my ability.

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  15. Activision definitely raised the bar, after they entered the fray it had to be more that a game, it had to be a GOOD game. Even so I didn’t care for many of their offerings. Played a lot of Pitfall though.
    Adventure is still a good game, its randomness kept its play action evergreen.

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