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

David Crane, designer of Pitfall for the Atari 2600, gives a GDC 2011 postmortem on the game's design challenges. He covers how he fit a large world into the console's tiny memory. The session ends with Q&A.
HN cites it for the story of how Pitfall's levels are generated procedurally from a seeded counter, within 4K of ROM.
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