Screenshot to a game Pitfall! (Atari 2600 - a2600)
Are presented to your attention Screenshot game Pitfall! - Atari 2600 (A2600) families of the company Atari, that you could look that a game is Pitfall! visually. It is possible even to remember some moments from a game in which you perhaps had an opportunity to play in the past.
Trap! is a video game released by Activision for the Atari 2600 in 1982. This is the second best-selling game for the Atari 2600 (after the PAC-man), more than 4 million copies sold.
The player must maneuver a character (Harry Traps) through a maze like a jungle in an attempt to recover 32 treasures in the 20-minute time period. Along the way, he must negotiate numerous hazards including pits, quicksand, rolling logs, fire, snakes, scorpions and crocodiles. Harry may jump over or otherwise avoid these obstacles, climbing, running, or swing on vines. Treasure includes gold and silver bullion, diamond rings, and bags of money. In the jungle, there is a tunnel that Harry can be accessed via a ladder found in a variety of tochkah.Letit tunnel moves forward three screens at the same time, it is necessary to collect all the treasures in life. However, the tunnels are filled with dead ends blocked by a brick wall, forcing the player to return to the surface on one of the stairs, and try again to find a way around, thus wasting time. Tunnels also include scorpions, which can harm Harry.
Trap! It was created by David Crane, a programmer who worked for Activision in the early 1980s. In November 2003 interview with EDGE, he told how in 1979 he developed a technique for displaying a realistic working people and look for a suitable game in which you can use in 1982:
"I sat down with a blank sheet of paper and drew in the middle I said." Okay, I'm a little running man and put him on the path of [more than two lines drawn on paper]. Where is the path? Let's put it in the jungle [draw some trees]. Why it works [draw treasures to collect, enemies, and so on. D.]? "And Traps! Was born. The whole process took about ten minutes. About 1,000 hours of programming later, the game has been completed."
Technological advances in the game included no flickering, colorful, animated sprites on a system with a known primitive graphics hardware. Innovative technologies have been used to save code space within 4k, including polynomial counter 256 to create screens in 50-byte code. The vines were painted as the extended "ball."