Domain: twingalaxies.com
Stories and comments across the archive that link to twingalaxies.com.
Comments · 40
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Re:Yes, finally
You're right; but there's TOO much evidence on this guy about his behaviour.
(Over on Reddit, they're asking why it took a former referee to weigh in before they took action; rather than the preponderance of technical evidence. I half wonder if a lot of the database is actually suspect.)
Other games, though, suggest that while any ONE of these might have been somehow a fluke possible, too many happened. (A hacked version of one game removed all obstacles ("Barnstorming") and his record STILL bet that.
So, yeah, ONE record possibly is a hardware issue. This many? There is way too much smoke for there not to be a fire.
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Re:I was watching some videos about this guy
Thanks for the videos. I got more curious and read a bit of the dispute thread. It is crazy. Apparently there is this guy called Jace Hall who is "Head of TG" and he uses (well, used to for months at least) the most retarded arguments to defend that cheating player. My favorite one was where he is explaining that a model that only simulates the gameplay cannot be comprehensive and he proposes an example comprehensive method: read at your own peril!. Because he claimed in another post that he is talking about comprehensive stuff like Space X would do it, someone tells him Space X would fire him if he worked for them and our guy Jace responds by bragging: "Based on this statement, it is likely that you have have not been to Space X. If you ever get privately invited, you should go. They do some interesting stuff there.".
Anyway, I got my 30 minutes of comedy for today... -
Re:King of Kong portrayals
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Re:Is this with or without the patch??
http://forums.twingalaxies.com/viewforum.php?f=86
Supposedly:
1. "They" apparently weren't twin galaxies, but a competitive DK player that happened to be vacationing in the area, and had heard of the controversy.
2. The mother suggested they wait in the car. After a while, the grandmother came out and had them wait in the garage, and gave them a quarter to play.
3. Supposedly it was all pretty friendly when Steve came home.
4. You may not agree what your parents do, but they are still adults and they have the right to invite people into their home.The lengths these people go to keep clean boards is rather impressive. On one of Mitchell's passes (Florida, I believe), he paid Nintendo Japan to verify the authenticity and originality of an original DK board. He then kept it in the original sealed container until his attempt. On his attempt, he unwrapped it with a scorekeeper present, inserted it into a clean jamma machine, and played through right there. These people take their authenticity incredibly seriously.
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Whats with these ad-whore links?
Why not just link to the original story?
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Re:Worth watching
Suggested reading: Twin Galaxies' Official Statements about "The King of Kong". They probably shouldn't even be allowed to call that movie a "documentary".
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Re:Sudden persepective.
According to the guys at twin galaxies, most of that movie is carefully edited to be sensational and is factually wrong on a number of important points.
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Re:Other Media of Related Interest
I, too, found it fascinating. However, despite how well and convincingly the movie presents everything, I would encourage people to take the factuality of the events portrayed with gracious helpings of salt, as a number of the events in King of Kong have been disputed by Twin Galaxies itself. Personally, I believe that it's safest to view King of Kong as a piece of fiction based on actual people and events rather than a truly factual documentary.
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Re:Slashdot seems to think so... tsk tsk
Perhaps you should pay attention to the fact it's http://www.twingalaxies.com/index.aspx?c=19&id=13
5 5 throwing the .Net error. -
Re:probably on Microsoft's list of next important
the story after this one slashdotted an IIS server. Did it run out of bandwidth? Nope...it ran out of memory. lol IIS sucks ass!!!
http://www.twingalaxies.com/
Error message below:
Server Error in '/' Application.
Configuration Error
Description: An error occurred during the processing of a configuration file required to service this request. Please review the specific error details below and modify your configuration file appropriately.
Parser Error Message: The XML file c:\winnt\microsoft.net\framework\v1.1.4322\Config\ machine.config could not be loaded. Exception of type System.OutOfMemoryException was thrown.
Source Error:
[No relevant source lines]
Source File: c:\winnt\microsoft.net\framework\v1.1.4322\Config\ machine.config Line: 0
Version Information: Microsoft .NET Framework Version:1.1.4322.2032; ASP.NET Version:1.1.4322.2032 -
Exception of type System.OutOfMemoryException was
When I visited http://www.twingalaxies.com/ all I got was:
Server Error in '/' Application.
Exception of type System.OutOfMemoryException was thrown.
Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code.
Exception Details: System.OutOfMemoryException: Exception of type System.OutOfMemoryException was thrown.
Source Error:
An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below.
Stack Trace:
[OutOfMemoryException: Exception of type System.OutOfMemoryException was thrown.] -
News on slashdot: IIS Market share up
http://www.twingalaxies.com/index.aspx?c=19&id=13
5 5:
Server Error in '/' Application.
Exception of type System.OutOfMemoryException was thrown.
Description: An unhandled exception occurred during the execution of the current web request. Please review the stack trace for more information about the error and where it originated in the code.
Exception Details: System.OutOfMemoryException: Exception of type System.OutOfMemoryException was thrown.
Source Error:
An unhandled exception was generated during the execution of the current web request. Information regarding the origin and location of the exception can be identified using the exception stack trace below.
Stack Trace:
[OutOfMemoryException: Exception of type System.OutOfMemoryException was thrown.]
Version Information: Microsoft .NET Framework Version:1.1.4322.2032; ASP.NET Version:1.1.4322.2032 -
Re:Why does everyone hate E.T. so MUCH?
It's actually very easy to climb out of a pit. Just press the button, push up on the joystick (holding the button down the whole time) and when you get to the top, press left or right until you are out of the pit. You only fall back in if you let go of the button. The exception is the screen to the right of the start screen; if you fall in there you have to go to the right or you'll fall back in again. You can even push the button in midair and "catch" E.T. before he falls all the way. It's not a great game but it's pretty fun, and I agree with those who say it gets a bad reputation somewhat undeservedly. I just wish Todd Rogers hadn't beat my high score.
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Re:Origianl Donkey Kong Arcade game
well there have been people that have scored @1,000,000 on this game and no ending, after the 22nd level the timer is way too low, so basically you just squeeze out a few points extra at that point. Heres a recap of the current world record
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Re:For real speed runs...Why do the Metroid videos on your site use savepoints? So that the player can go back and try a section of the game over again if they mess up, of course. That's "cheating" too, at least by Twin Galaxies rules.
Yawn, more confusion from a coward. First of all, who made TwinGalaxies god? Just because they publish a book doesn't make them more legit than me, I'm not in competition with them. Anyway about saves in games and TG... allow me to provide some links. Here is TG's press release from May 2003 about a new Metroid prime record in 1:46. Guess what, it was recorded WITH SAVES! Here is proof of that. And how about a run of the original Metroid. No saves in that game, so it's in a single seg.
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Re:emulators not allowed?
The only "official" world record organization for video gaming is Twin Galaxies. Twin Galaxies definitely wouldn't accept any of the time attacks on Bisqwit's site (including Zelda) for a number of reasons.
Does that answer your question?
Rob -
Re:No Pac Man I hear!
Just ask Billy Mitchell.
However, I heard HE DID NOT RUN 'PATTERNS' when he accomplished the amazing feat of the world's first perfect game of PAC-MAN. By doing that, he MAXIMIZED the challenge and made the feat he accomplished even MORE amazing!
The best I ever did was 'a coupla million' and yes I was 'running patterns' to do it.
On the other hand, I do know what marathon videogaming feels like. It took me about 8.5 hours to see what happes to a TAPPER videogame after 'board 255'....
There is a 'board 0' to play through then the game starts completely over as if you just first put a coin in the machine. I racked up over 5 million points along the way but that wasn't important to me at the time.
BURGERTIME was ridiculously easy to 'roll over' scorewise once you learned how to 'run patterns' like I did. However the game became simply impossible to play after about 30 levels as the 'monsters' moved way too fast to avoid.
Even TRON, one of the best videogames ever made, 'ran on patterns'. Though I had figured out 'patterns' to play it, it wasn't 'mindless' like in PAC-MAN or BURGERTIME. Because of randomization, you never knew which subgame you were about to play and had to be ready to use the right 'pattern' the instant the subgame playfield was revealed. Thus, that game still remained fun to play even when running patterns.
Once I learned how to stop the bad guys from firing in GALAGA, it turned that game into a giant space shooting gallery where it's rather easy to 'roll the score over'. Playing 'for real', I could barely get past 100,000. One time, many years ago, I saw a guy MAKE A GALAGA GAME STOP WORKING!!!
He scored 3,180,180 in the process with normal, 'bad guy shooting' play!
After finishing board 255, the game displayed 'board 0', and empty, ever-scrolling starfield....
Another high score I got years ago, was 406,650 in NICHIBUTSU'S demented masterpiece, CRAZY CLIMBER. It wasn't easy, but I had a lot of 'men' to help.
Another videogame accomplishment I am rather fond of was the 300,000+ I scored in a single game of Q*bert. I would put the difficulty of that game somewhere between the 'easy pattern play' of PAC-MAN and the unpredictability of ghost monster behaviour inherent in MS. PAC-MAN.
Years later, I started playing CAPCOM'S STREET FIGHTER II to get away from the 'pattern play' of those early BALLY/MIDWAY classic videogames.
I got somewhat good at SFII and its descendents I was able to play but I was not a world-class player--more of an 'experienced enthusiast'.
I rarely play any arcade games nowadays. The classics of yesteryear are gone in favor of the newest, expensive, graphic-laden driving/shooting/fighting game to appear in arcades....
I am glad I grew up during the era of classic videogaming and its graphically crude, minimalist fun....
Thank you for reading this,
Bryan -
Re:Defender was
A quick search on the "internet" provides several options.
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so metroid gamers get slashdot articles?
what about my good friend who beat zelda: link to the past in under 1:46:54
there's no video available because he likes to keep his method secret but its been verified by the twingalaxies refs.
link right here
fps and platformers are MEANT to be fast paced. rpg speed runs = teh leet -
Awesome
I love classic games... it's funny, here in Portland OR all but one of the arcades I've found are retrocades.
I was just at this place on SW 12th the other day called Ground Kontrol and some guy was sitting there with a bit over 9,212,000 points on asteroids!!! He said he'd been playing for 19 hours straight and was practicing to beat the 21 year old world record. -
Other TournamentsYou can also look at Twin Galaxies
They are also planning various World Championships the weekend of July 11th. at the Mall of America.
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Other TournamentsYou can also look at Twin Galaxies
They are also planning various World Championships the weekend of July 11th. at the Mall of America.
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Holy shit
A Link to the Past beaten in < 2 hrs.
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Plan to save the planet
I propose that we:
A)Construct a large, white, triangular craft that shoots white dots
B)Launch it
C)Use an Atari 2600 controller to pilot it
Then we find the Twin Galaxies high score holder and get him to save the planet. -
Re:Worst game ever
Well, I don't think E.T. is such a bad game, in fact I consider it to be vastly underrated. What most people have such a hard time with is falling in the pits. Here's some advice:
1. On the "woods" screen you start out in, any attempt to go to the screen on the right will ALWAYS result in you falling into a pit.
2. As soon as you fall into a pit, you can hit the button and you will stop falling. Press up on the joystick and when you reach the top, keep holding the button and use the joystick to maneuver to the right or left.
3. You NEED to look at the little icon at the top and center of the screen. This is the whole key to the game, the little icons that appear in this spot. A "!" means you can look to see if a phone piece is available. A little face means you can call Elliot to grab your phone pieces and Reese's pieces (the little dots you can collect). A little eating face means you eat a Reese's pieces to get a little extra energy. A little clock will summon the ship once you retrieve all the phone pieces. A little target means stand here when the ship arrives and you will get picked up. If you see an arrow pointing, you can use it to instantly teleport to the screen facing that direction. Use the button to activate any of the icons.
4. Stamina is key to this game. I got the second highest score a few years back by simply playing and not stopping. The game gets really boring but if you are willing to play long enough, you'll achieve the high score, and then Twin Galaxies will misspell your name as Herbert instead of Hebert. Wait, that might just be me. -
Re:Further studies...
Next we'll see occultists studying Pacman.
At least Pacman has a perfect solution. No fancy math required, just a good hot meal beforehand and a little patience. -
Re: Will there be a section for females?While it might be a good idea to ensure that there are some females featured in the book, there shouldn't a special section for them. What is there that prevents a female from doing as well as a male in the virtual world? If it's lack of enthusiasm, that's the whole point of ID'ing the best. The high scorer in Space Invaders didn't achieve that score because s/he (since I don't really know which) didn't want to play it, s/he got the score through sheer force of will and enthusiasm to waste a chuck of their life on a game.
I can't say for certain since I haven't searched, but I'm fairly sure that there are females in the record book. Since the press release indicates that not everyone who holds a top score will get a feature in the book, there is a judgement call to be made for who does get in. I would hope that TwinGalaxies would ensure that at least one female would get in. For what it's worth, even though I'm not likely to have a shot at getting in, I'd be more than willing to give up a slot in the book (for high scores in Bank Heist, Frantic Freddy, Heist, Jungle Hunt, and...oh crap...I need to submit it...Venture) if it meant that a female could be included. Should a female be included in the feature section, certainly. Should TwinGalaxies start track seperate records for female, nope.
-sk
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Re:Atari 2600 CircusWell...no offense, but according to the book, 4000 wouldn't even get you listed. Unless, of course, you had it on the expert mode, for which nobody's listed a score yet.
-sk
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Re:Atari 2600 CircusWell...no offense, but according to the book, 4000 wouldn't even get you listed. Unless, of course, you had it on the expert mode, for which nobody's listed a score yet.
-sk
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Re:why a book?Why?
- It already is online.
- It's cool to see your name in print.
- Beer has the Guiness Book of Records, why not gaming?
- A nice money-maker for an arcade in Iowa (and despite living nearby, I still have yet to make a trip to the mecca of gaming.)
- Why not?
-sk
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Re:VerificationI got into the book by posting by scores to rec.games.video.classics back in 1996 when someone (can't remember who now) was keeping track. That must have gotten incorporated somehow.
As for verification, on rgvc, there wasn't any. While I know that my scores were honest, I don't know it that held across all of the scores reported. Nowadays, there is more verification, but I'm not sure what all the codes that TwinGalaxies uses mean (ie most of my scores are listed as verified by referee, but I sure as hell don't remember anyone else in the room when I posted that Bank Heist score.)
I know a lot of these games lose a lot when you go back to them, but this might be enough encouragement for me to go back to some of them, just to post higher scores. I remember in rgvc that Lafe Travis kept inspiring me to greater playing heights. This is inspiration on crack - "You mean I might get put in a book for this?!?"
-sk
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Re:VerificationI got into the book by posting by scores to rec.games.video.classics back in 1996 when someone (can't remember who now) was keeping track. That must have gotten incorporated somehow.
As for verification, on rgvc, there wasn't any. While I know that my scores were honest, I don't know it that held across all of the scores reported. Nowadays, there is more verification, but I'm not sure what all the codes that TwinGalaxies uses mean (ie most of my scores are listed as verified by referee, but I sure as hell don't remember anyone else in the room when I posted that Bank Heist score.)
I know a lot of these games lose a lot when you go back to them, but this might be enough encouragement for me to go back to some of them, just to post higher scores. I remember in rgvc that Lafe Travis kept inspiring me to greater playing heights. This is inspiration on crack - "You mean I might get put in a book for this?!?"
-sk
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Glorified Cockfights!
Its not so much the violence in shows that DBZ that worries me. Its pokemon and digimon that are far more insidious. These shows demonstrate that kids should collect small animals and make them fight to the death for their own amusement! We call this cockfighting, where I'm from.
I bet you'll find some sort of cockfighting association is behind the rise in popularity of Pokemon. 5 years from now, The World Cockfighting Federation will replace pro-wrestling on the networks. "Red Rooster, I choose you!"
Shameless TUGHouse plug -
Here It Is :-}
This is the entire article ripped from the link
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here are the pictures from the page
1 2 3 4 5 6
Pitfall Perfection
Classic video games and the Atari 2600, they just go together. Like Pac-Man and The Ghosts, Donkey Kong and Mario, Pitfall and Harry.
Picture this! You are deep in the recesses of a forbidden jungle-an unforgiving place few explorers ever survive. But you've got courage, because you're with Pitfall Harry, the world famous jungle explorer and fortune hunter extraordinaire. The lure of hidden treasure draws you and Harry deeper and deeper into the bush. But, being a great explorer, you wouldn't think of starting such a difficult journey without reading this manual first--very carefully. So opens the Pitfall manual.
Released in 1982 by Activision, Pitfall, for the Atari 2600, was expected to enjoy the usual game marketing cycle: a few months of success, and then retirement on dusty back shelves and bargain bins. Pitfall however, did not follow expected norms.
Pitfall proved to be the best selling video game cartridge of its time in the U.S. and Canada. Holding fast to Billboard magazine's number one video game spot for an astonishing 64 weeks, Pitfall was second only to everyone's favorite dot-chomping yellow circle. Pitfall gained acclaim, and a place in gaming history. With the recent release of Pitfall 3D, it became one of the few games that have enjoyed successive sequels across three decades.
"I knew that there was great potential in 'run, jump, and climb' adventure games, but the result was beyond any expectations. It sold millions of copies, established a new genre of adventure games and spawned hundreds of similar products," said David Crane, Pitfall's creator.
Even at its height in the eighties, few Activision executives imagined that nearly twenty years later gamers around the world would be vying for the prestige of scoring Pitfall's first perfect score. These execs obviously had never heard of Alan Hewston.
Back then he was an avid gamer aspiring to Pitfall greatness. Now, Hewston, 35, is an aerospace engineer working at NASA's John H. Glenn Research Center in Cleveland. As of midnight December 1, 2000, he's also the Pitfall world champion.
As the worldwide authority on player rankings and gaming statistics, Twin Galaxies is charged with the task of verifying all record setting scores. Every score for the Atari, Colecovision, and the consoles that followed, must receive the Twin Galaxies seal of authenticity, before a champion can be enshrined in the gaming Hall of Fame. Ron Corcoran, Twin Galaxies' Worldwide Editor for the Atari and Intellivision systems, is responsible for certifying scores for the upcoming edition of Twin Galaxies' book of gaming world records, "The Official Video Game & Pinball Book Of World Records". Corcoran has authenticated Hewston's perfect score.
The Pitfall record will be honored in Alan's hometown of Parma Heights, Ohio. Mayor Martin Zanotti has been asked to present Alan an award on behalf of Twin Galaxies.
To generate even more excitement around Activision's classic hit, Twin Galaxies has established the "Pitfall Prize," a $150 cash prize, to go to the player who can achieve a perfect game in the fastest time, before the August 31st, 2001 publishing deadline, for the upcoming record book.
But what is a perfect game?
A perfect game, according to Corcoran, occurs when you collect all 32 treasures and score 114,000 points--the maximum points allowed by the game. "It is a very difficult feat to accomplish," explains Corcoran, "since there are over 400 obstacles to overcome, and if any one of them is missed, the game is no longer perfect. Corcoran continued to state that, "it is believed that even game designer David Crane himself, has never accomplished this feat."
Video game historians agree that Crane, did an excellent job of creating and playtesting the game to ensure that a perfect game was possible, but far from probable. So, how did native of Greensburg, Pennsylvania, employed as a rocket scientist, develop the skills that made him the world's best Pitfall player?
Corcoran believes it is due to the enduring charm of the Atari 2600 game system, "Though Atari 2600 gaming has developed into a major hobby over the last two years, Pitfall didn't get its curtain call until last summer, during the Twin Galaxies Atari-Coleco Decathlon. The event challenged players to submit their best scores on ten different games, and brought some of the best in the world to the joystick. Though Pitfall was among the ten games chosen for the August 15-October 15 tilt, no one expected it to be the competition's biggest hit."
"Who's going to get the first perfect score," Was the challenge issued by Robert Mruczek, a contestant in the heralded Deca2000 competition. Pitfall's challenging gameplay sparked the interest of the players and a pennant race was born. Suddenly, Pitfall was the topic of discussion on many Internet sites devoted to classic gaming, and it was almost an absolute necessity that perfection be achieved. By the time the Deca2000 was over, an intense support community for Pitfall fans seemed to develop. The record hung in the balance.
"Initially," said Alan, "there were about five of us going neck and neck, including Ron Corcoran, Robert Macauley, Robert Mruczek, Stephen Knox and myself. Mruczek, who is a far better player than most of the rest of us, should have won. But then I found a sequence of jumps that allowed me to save 10 seconds at the start of the game, a bit of knowledge that enabled me to finish the game ten seconds earlier than my previous record, which I was able to turn into a winning strategy."
The Deca2000 competition ended without anyone scoring a perfect game, even though collecting all but one of the treasures gave Alan a new world record. A week later, Macauley jumped out in front, becoming the first player in history, with the possible exception of David Crane himself, to get all 32 treasures. Unfortunately for Macauley, the new world record of 113,805 points he attained at that time fell just short of a perfect score. Then, right after the Deca2000 was over, Mruczek, coming very close to a perfect game several times, got all 32 treasures but kept making one mistake, resulting in his best score coming in at 113,995 points; a mere 5 points shy of the perfect score.
At the same time, Alan was also busy treasure hunting. He collected all 32, but nicked a log, thereby finishing with an almost-perfect score of 113,998 points. With that score, the 10 seconds he saved at the beginning of the game translated into a finish time that allowed 38 seconds spared, becoming a new world record - the fastest time, in a single game of Pitfall.
The competition continued fiercely, and perfection became the obsession. The desire reached its pinnacle when top players would actually quit the game and start again if they happened to make a mistake. "It was pointless to continue onward, since anything less than a perfect score was meaningless," said Corcoran.
Noting the intensity of the Deca2000 contest and the determination of the players, Mruczek stated, "as you can see, each player's performance caused the other players to rise to the occasion. Without Robert Macauley getting the ball rolling with his score of 111,000, none of us would have reached our full potential."
Alan recalls the difficulties encountered during the contest, "All of us became very frustrated, vying for this perfect game. But we knew that it was indeed possible. We all wanted to be the first to record a perfect game, but we also hoped that someone would do it soon. I had given up for a while, until I discussed game strategies with Tim Roach, a friend at work. Tim's encouragement provided a fresh look, and a chance to see if a proposed set of jumps may be possible. It was extremely difficult, and even when I proved that it could be done, it still took me over a dozen games to get it right. Knowing that I had saved 10 precious seconds, I just had to try again."
The discovery of the winning trick came to Alan, while watching videotapes of his gaming. "At Mruczek's advice, I began connecting the game to my VCR, recording and watching my game film so I could spot mistakes. "I still think Robert should have won. But the new trick saved me an additional ten seconds. Ten seconds that added up to the win."
It took only a few more tries, before Alan got his perfect game. "I would play the first 10 minutes aggressively," he reveals, "and then, if the game is still flawless, relax and take my time for the rest of the game. Knowing that I had 38 seconds remaining in my previous best effort, I knew that I had perfection in my sights."
Twin Galaxies caught up with Alan at his NASA office, and picked his Pitfall brain.
Twin Galaxies: Is the Atari 2600 the only game system you play?
Alan: Though I own 20 game systems, 10 of them classic, I focus mainly on the Commodore 64 and Atari 2600. My devotion to classic gaming goes back many years. In fact, it was the only thing that allowed me to keep my sanity during my college years. Whenever my academic workload became overwhelming, my Commodore 64 and Atari 2600 provided a refreshing sanctuary far away from the worries of the day.
Even today my fascination for the Atari 2600 continues to permeate my daily life, as evidenced by the writing assignments I have received from the monthly on-line magazine, The Retrogaming Times, which focuses on the classic game systems of the early 1980s.
I have become a regular on The Retrogaming Times staff and this coming month I'm writing an article titled "The Many Faces of River Raid." There's no better way to master a game than to write about it. And, with a collection of 1400 game cartridges to choose from, I have a never-ending variety of potential topics.
TG: Do you think there will be any new discoveries by future Pitfall players that will allow the best-time to be improved?
Alan: No, the game is now completely researched and exploited. Now, it's just a question of going as fast as possible without mistakes. There are only 255 rooms (also called jungle scenes) in the game and players have already mapped the best possible route through the game to get a perfect score with all 32 treasures collected. My path is the most efficient path. Going left takes me through only 198 of the rooms, giving me the fastest time possible. Now it's just a question of executing perfectly without bumping into things. If anything hits you, you lose points.
Pitfall is a dodge-'em game, a one-dimensional odyssey that takes, Pitfall Harry, through an aboveground maze and a complicated system of underground tunnels, all the while avoiding obstacles that can slow you down, and detract from the final score.
There's a rhythm to the game, too. Though some of the obstacles are permanently placed throughout the game, others appear to be synched up to your progress through the maze or to the game timer. If you get out of sync, you lose time. You have to stay in rhythm to get a perfect game.
TG: Do all the players use the same strategies?
Alan: Essentially, all the players use the same strategies, but we're just going in opposite directions as the jungle wraps around, from one end to the other. Except for the first tunnel, we all use nearly the same tunnel route, because it is known which lead to the treasures. However, I go left and Robert and Ron go right.
Many tunnels terminate in dead ends so you have to find which ones you should use. Long ago, Pitfall players discovered which path was the best to take, and, once the correct route was established, top players seldom deviated from this path. You have to map out all 255 rooms to know which way to go. I have my map laid out on a spreadsheet, even though I cannot afford to look at it while playing. I recommend that players either memorize their path, like the top players do, or write done a few notes to remind them which tunnel to take. I taped a set of brief instructions to my TV to consult while playing. However, I can only afford to take a quick glance. It's like driving with white knuckles for 20 minutes.
Gameplay is only one-dimensional, allowing movement to the right or left. Robert takes the more challenging route by going to the right, which may yield a quicker time. I, on the other hand, choose the left direction since the obstacles are a bit easier to overcome. The chosen path is the same for both of us even though we are going in opposite directions.
TG: Could your skills make you a champion in the ferocious world of 64-bit systems?
Who knows," he responded. "Actually, I don't dislike the new systems, but I like the simplicity of the older games much better. The new consoles have too many buttons, taking too much time to learn, plus many of the games require many, many hours to play.
TG: What's the next chapter in Pitfall's amazing history?
Alan: Everybody's excited about the new Twin Galaxies award promised to the player who achieves a perfect game in the fastest time. However, in addition to focusing on the Twin Galaxies contest, a perfect score on Pitfall 2 comes next. All the players are vying to be the first perfect champion on that game, too. Interestingly, Pitfall 1 and Pitfall 2 are now on nearly all major classic video game systems and, recently, Pitfall was revised and re-released for the current generation of game platforms, including the PC.
TG: What happens now, after your amazing accomplishment?
Alan: By the final week of the Deca2000, all the contestants were in their own universes, focusing on the ten games, trying to win. I finished in fourth place, behind Ron, Robert and Steve. But when the contest was over, I got my family back. Or, I should say they got me back. My wife told me she was glad to have me back home again.
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Here It Is :-}
This is the entire article ripped from the link
.....
here are the pictures from the page
1 2 3 4 5 6
Pitfall Perfection
Classic video games and the Atari 2600, they just go together. Like Pac-Man and The Ghosts, Donkey Kong and Mario, Pitfall and Harry.
Picture this! You are deep in the recesses of a forbidden jungle-an unforgiving place few explorers ever survive. But you've got courage, because you're with Pitfall Harry, the world famous jungle explorer and fortune hunter extraordinaire. The lure of hidden treasure draws you and Harry deeper and deeper into the bush. But, being a great explorer, you wouldn't think of starting such a difficult journey without reading this manual first--very carefully. So opens the Pitfall manual.
Released in 1982 by Activision, Pitfall, for the Atari 2600, was expected to enjoy the usual game marketing cycle: a few months of success, and then retirement on dusty back shelves and bargain bins. Pitfall however, did not follow expected norms.
Pitfall proved to be the best selling video game cartridge of its time in the U.S. and Canada. Holding fast to Billboard magazine's number one video game spot for an astonishing 64 weeks, Pitfall was second only to everyone's favorite dot-chomping yellow circle. Pitfall gained acclaim, and a place in gaming history. With the recent release of Pitfall 3D, it became one of the few games that have enjoyed successive sequels across three decades.
"I knew that there was great potential in 'run, jump, and climb' adventure games, but the result was beyond any expectations. It sold millions of copies, established a new genre of adventure games and spawned hundreds of similar products," said David Crane, Pitfall's creator.
Even at its height in the eighties, few Activision executives imagined that nearly twenty years later gamers around the world would be vying for the prestige of scoring Pitfall's first perfect score. These execs obviously had never heard of Alan Hewston.
Back then he was an avid gamer aspiring to Pitfall greatness. Now, Hewston, 35, is an aerospace engineer working at NASA's John H. Glenn Research Center in Cleveland. As of midnight December 1, 2000, he's also the Pitfall world champion.
As the worldwide authority on player rankings and gaming statistics, Twin Galaxies is charged with the task of verifying all record setting scores. Every score for the Atari, Colecovision, and the consoles that followed, must receive the Twin Galaxies seal of authenticity, before a champion can be enshrined in the gaming Hall of Fame. Ron Corcoran, Twin Galaxies' Worldwide Editor for the Atari and Intellivision systems, is responsible for certifying scores for the upcoming edition of Twin Galaxies' book of gaming world records, "The Official Video Game & Pinball Book Of World Records". Corcoran has authenticated Hewston's perfect score.
The Pitfall record will be honored in Alan's hometown of Parma Heights, Ohio. Mayor Martin Zanotti has been asked to present Alan an award on behalf of Twin Galaxies.
To generate even more excitement around Activision's classic hit, Twin Galaxies has established the "Pitfall Prize," a $150 cash prize, to go to the player who can achieve a perfect game in the fastest time, before the August 31st, 2001 publishing deadline, for the upcoming record book.
But what is a perfect game?
A perfect game, according to Corcoran, occurs when you collect all 32 treasures and score 114,000 points--the maximum points allowed by the game. "It is a very difficult feat to accomplish," explains Corcoran, "since there are over 400 obstacles to overcome, and if any one of them is missed, the game is no longer perfect. Corcoran continued to state that, "it is believed that even game designer David Crane himself, has never accomplished this feat."
Video game historians agree that Crane, did an excellent job of creating and playtesting the game to ensure that a perfect game was possible, but far from probable. So, how did native of Greensburg, Pennsylvania, employed as a rocket scientist, develop the skills that made him the world's best Pitfall player?
Corcoran believes it is due to the enduring charm of the Atari 2600 game system, "Though Atari 2600 gaming has developed into a major hobby over the last two years, Pitfall didn't get its curtain call until last summer, during the Twin Galaxies Atari-Coleco Decathlon. The event challenged players to submit their best scores on ten different games, and brought some of the best in the world to the joystick. Though Pitfall was among the ten games chosen for the August 15-October 15 tilt, no one expected it to be the competition's biggest hit."
"Who's going to get the first perfect score," Was the challenge issued by Robert Mruczek, a contestant in the heralded Deca2000 competition. Pitfall's challenging gameplay sparked the interest of the players and a pennant race was born. Suddenly, Pitfall was the topic of discussion on many Internet sites devoted to classic gaming, and it was almost an absolute necessity that perfection be achieved. By the time the Deca2000 was over, an intense support community for Pitfall fans seemed to develop. The record hung in the balance.
"Initially," said Alan, "there were about five of us going neck and neck, including Ron Corcoran, Robert Macauley, Robert Mruczek, Stephen Knox and myself. Mruczek, who is a far better player than most of the rest of us, should have won. But then I found a sequence of jumps that allowed me to save 10 seconds at the start of the game, a bit of knowledge that enabled me to finish the game ten seconds earlier than my previous record, which I was able to turn into a winning strategy."
The Deca2000 competition ended without anyone scoring a perfect game, even though collecting all but one of the treasures gave Alan a new world record. A week later, Macauley jumped out in front, becoming the first player in history, with the possible exception of David Crane himself, to get all 32 treasures. Unfortunately for Macauley, the new world record of 113,805 points he attained at that time fell just short of a perfect score. Then, right after the Deca2000 was over, Mruczek, coming very close to a perfect game several times, got all 32 treasures but kept making one mistake, resulting in his best score coming in at 113,995 points; a mere 5 points shy of the perfect score.
At the same time, Alan was also busy treasure hunting. He collected all 32, but nicked a log, thereby finishing with an almost-perfect score of 113,998 points. With that score, the 10 seconds he saved at the beginning of the game translated into a finish time that allowed 38 seconds spared, becoming a new world record - the fastest time, in a single game of Pitfall.
The competition continued fiercely, and perfection became the obsession. The desire reached its pinnacle when top players would actually quit the game and start again if they happened to make a mistake. "It was pointless to continue onward, since anything less than a perfect score was meaningless," said Corcoran.
Noting the intensity of the Deca2000 contest and the determination of the players, Mruczek stated, "as you can see, each player's performance caused the other players to rise to the occasion. Without Robert Macauley getting the ball rolling with his score of 111,000, none of us would have reached our full potential."
Alan recalls the difficulties encountered during the contest, "All of us became very frustrated, vying for this perfect game. But we knew that it was indeed possible. We all wanted to be the first to record a perfect game, but we also hoped that someone would do it soon. I had given up for a while, until I discussed game strategies with Tim Roach, a friend at work. Tim's encouragement provided a fresh look, and a chance to see if a proposed set of jumps may be possible. It was extremely difficult, and even when I proved that it could be done, it still took me over a dozen games to get it right. Knowing that I had saved 10 precious seconds, I just had to try again."
The discovery of the winning trick came to Alan, while watching videotapes of his gaming. "At Mruczek's advice, I began connecting the game to my VCR, recording and watching my game film so I could spot mistakes. "I still think Robert should have won. But the new trick saved me an additional ten seconds. Ten seconds that added up to the win."
It took only a few more tries, before Alan got his perfect game. "I would play the first 10 minutes aggressively," he reveals, "and then, if the game is still flawless, relax and take my time for the rest of the game. Knowing that I had 38 seconds remaining in my previous best effort, I knew that I had perfection in my sights."
Twin Galaxies caught up with Alan at his NASA office, and picked his Pitfall brain.
Twin Galaxies: Is the Atari 2600 the only game system you play?
Alan: Though I own 20 game systems, 10 of them classic, I focus mainly on the Commodore 64 and Atari 2600. My devotion to classic gaming goes back many years. In fact, it was the only thing that allowed me to keep my sanity during my college years. Whenever my academic workload became overwhelming, my Commodore 64 and Atari 2600 provided a refreshing sanctuary far away from the worries of the day.
Even today my fascination for the Atari 2600 continues to permeate my daily life, as evidenced by the writing assignments I have received from the monthly on-line magazine, The Retrogaming Times, which focuses on the classic game systems of the early 1980s.
I have become a regular on The Retrogaming Times staff and this coming month I'm writing an article titled "The Many Faces of River Raid." There's no better way to master a game than to write about it. And, with a collection of 1400 game cartridges to choose from, I have a never-ending variety of potential topics.
TG: Do you think there will be any new discoveries by future Pitfall players that will allow the best-time to be improved?
Alan: No, the game is now completely researched and exploited. Now, it's just a question of going as fast as possible without mistakes. There are only 255 rooms (also called jungle scenes) in the game and players have already mapped the best possible route through the game to get a perfect score with all 32 treasures collected. My path is the most efficient path. Going left takes me through only 198 of the rooms, giving me the fastest time possible. Now it's just a question of executing perfectly without bumping into things. If anything hits you, you lose points.
Pitfall is a dodge-'em game, a one-dimensional odyssey that takes, Pitfall Harry, through an aboveground maze and a complicated system of underground tunnels, all the while avoiding obstacles that can slow you down, and detract from the final score.
There's a rhythm to the game, too. Though some of the obstacles are permanently placed throughout the game, others appear to be synched up to your progress through the maze or to the game timer. If you get out of sync, you lose time. You have to stay in rhythm to get a perfect game.
TG: Do all the players use the same strategies?
Alan: Essentially, all the players use the same strategies, but we're just going in opposite directions as the jungle wraps around, from one end to the other. Except for the first tunnel, we all use nearly the same tunnel route, because it is known which lead to the treasures. However, I go left and Robert and Ron go right.
Many tunnels terminate in dead ends so you have to find which ones you should use. Long ago, Pitfall players discovered which path was the best to take, and, once the correct route was established, top players seldom deviated from this path. You have to map out all 255 rooms to know which way to go. I have my map laid out on a spreadsheet, even though I cannot afford to look at it while playing. I recommend that players either memorize their path, like the top players do, or write done a few notes to remind them which tunnel to take. I taped a set of brief instructions to my TV to consult while playing. However, I can only afford to take a quick glance. It's like driving with white knuckles for 20 minutes.
Gameplay is only one-dimensional, allowing movement to the right or left. Robert takes the more challenging route by going to the right, which may yield a quicker time. I, on the other hand, choose the left direction since the obstacles are a bit easier to overcome. The chosen path is the same for both of us even though we are going in opposite directions.
TG: Could your skills make you a champion in the ferocious world of 64-bit systems?
Who knows," he responded. "Actually, I don't dislike the new systems, but I like the simplicity of the older games much better. The new consoles have too many buttons, taking too much time to learn, plus many of the games require many, many hours to play.
TG: What's the next chapter in Pitfall's amazing history?
Alan: Everybody's excited about the new Twin Galaxies award promised to the player who achieves a perfect game in the fastest time. However, in addition to focusing on the Twin Galaxies contest, a perfect score on Pitfall 2 comes next. All the players are vying to be the first perfect champion on that game, too. Interestingly, Pitfall 1 and Pitfall 2 are now on nearly all major classic video game systems and, recently, Pitfall was revised and re-released for the current generation of game platforms, including the PC.
TG: What happens now, after your amazing accomplishment?
Alan: By the final week of the Deca2000, all the contestants were in their own universes, focusing on the ten games, trying to win. I finished in fourth place, behind Ron, Robert and Steve. But when the contest was over, I got my family back. Or, I should say they got me back. My wife told me she was glad to have me back home again.
-
Here It Is :-}
This is the entire article ripped from the link
.....
here are the pictures from the page
1 2 3 4 5 6
Pitfall Perfection
Classic video games and the Atari 2600, they just go together. Like Pac-Man and The Ghosts, Donkey Kong and Mario, Pitfall and Harry.
Picture this! You are deep in the recesses of a forbidden jungle-an unforgiving place few explorers ever survive. But you've got courage, because you're with Pitfall Harry, the world famous jungle explorer and fortune hunter extraordinaire. The lure of hidden treasure draws you and Harry deeper and deeper into the bush. But, being a great explorer, you wouldn't think of starting such a difficult journey without reading this manual first--very carefully. So opens the Pitfall manual.
Released in 1982 by Activision, Pitfall, for the Atari 2600, was expected to enjoy the usual game marketing cycle: a few months of success, and then retirement on dusty back shelves and bargain bins. Pitfall however, did not follow expected norms.
Pitfall proved to be the best selling video game cartridge of its time in the U.S. and Canada. Holding fast to Billboard magazine's number one video game spot for an astonishing 64 weeks, Pitfall was second only to everyone's favorite dot-chomping yellow circle. Pitfall gained acclaim, and a place in gaming history. With the recent release of Pitfall 3D, it became one of the few games that have enjoyed successive sequels across three decades.
"I knew that there was great potential in 'run, jump, and climb' adventure games, but the result was beyond any expectations. It sold millions of copies, established a new genre of adventure games and spawned hundreds of similar products," said David Crane, Pitfall's creator.
Even at its height in the eighties, few Activision executives imagined that nearly twenty years later gamers around the world would be vying for the prestige of scoring Pitfall's first perfect score. These execs obviously had never heard of Alan Hewston.
Back then he was an avid gamer aspiring to Pitfall greatness. Now, Hewston, 35, is an aerospace engineer working at NASA's John H. Glenn Research Center in Cleveland. As of midnight December 1, 2000, he's also the Pitfall world champion.
As the worldwide authority on player rankings and gaming statistics, Twin Galaxies is charged with the task of verifying all record setting scores. Every score for the Atari, Colecovision, and the consoles that followed, must receive the Twin Galaxies seal of authenticity, before a champion can be enshrined in the gaming Hall of Fame. Ron Corcoran, Twin Galaxies' Worldwide Editor for the Atari and Intellivision systems, is responsible for certifying scores for the upcoming edition of Twin Galaxies' book of gaming world records, "The Official Video Game & Pinball Book Of World Records". Corcoran has authenticated Hewston's perfect score.
The Pitfall record will be honored in Alan's hometown of Parma Heights, Ohio. Mayor Martin Zanotti has been asked to present Alan an award on behalf of Twin Galaxies.
To generate even more excitement around Activision's classic hit, Twin Galaxies has established the "Pitfall Prize," a $150 cash prize, to go to the player who can achieve a perfect game in the fastest time, before the August 31st, 2001 publishing deadline, for the upcoming record book.
But what is a perfect game?
A perfect game, according to Corcoran, occurs when you collect all 32 treasures and score 114,000 points--the maximum points allowed by the game. "It is a very difficult feat to accomplish," explains Corcoran, "since there are over 400 obstacles to overcome, and if any one of them is missed, the game is no longer perfect. Corcoran continued to state that, "it is believed that even game designer David Crane himself, has never accomplished this feat."
Video game historians agree that Crane, did an excellent job of creating and playtesting the game to ensure that a perfect game was possible, but far from probable. So, how did native of Greensburg, Pennsylvania, employed as a rocket scientist, develop the skills that made him the world's best Pitfall player?
Corcoran believes it is due to the enduring charm of the Atari 2600 game system, "Though Atari 2600 gaming has developed into a major hobby over the last two years, Pitfall didn't get its curtain call until last summer, during the Twin Galaxies Atari-Coleco Decathlon. The event challenged players to submit their best scores on ten different games, and brought some of the best in the world to the joystick. Though Pitfall was among the ten games chosen for the August 15-October 15 tilt, no one expected it to be the competition's biggest hit."
"Who's going to get the first perfect score," Was the challenge issued by Robert Mruczek, a contestant in the heralded Deca2000 competition. Pitfall's challenging gameplay sparked the interest of the players and a pennant race was born. Suddenly, Pitfall was the topic of discussion on many Internet sites devoted to classic gaming, and it was almost an absolute necessity that perfection be achieved. By the time the Deca2000 was over, an intense support community for Pitfall fans seemed to develop. The record hung in the balance.
"Initially," said Alan, "there were about five of us going neck and neck, including Ron Corcoran, Robert Macauley, Robert Mruczek, Stephen Knox and myself. Mruczek, who is a far better player than most of the rest of us, should have won. But then I found a sequence of jumps that allowed me to save 10 seconds at the start of the game, a bit of knowledge that enabled me to finish the game ten seconds earlier than my previous record, which I was able to turn into a winning strategy."
The Deca2000 competition ended without anyone scoring a perfect game, even though collecting all but one of the treasures gave Alan a new world record. A week later, Macauley jumped out in front, becoming the first player in history, with the possible exception of David Crane himself, to get all 32 treasures. Unfortunately for Macauley, the new world record of 113,805 points he attained at that time fell just short of a perfect score. Then, right after the Deca2000 was over, Mruczek, coming very close to a perfect game several times, got all 32 treasures but kept making one mistake, resulting in his best score coming in at 113,995 points; a mere 5 points shy of the perfect score.
At the same time, Alan was also busy treasure hunting. He collected all 32, but nicked a log, thereby finishing with an almost-perfect score of 113,998 points. With that score, the 10 seconds he saved at the beginning of the game translated into a finish time that allowed 38 seconds spared, becoming a new world record - the fastest time, in a single game of Pitfall.
The competition continued fiercely, and perfection became the obsession. The desire reached its pinnacle when top players would actually quit the game and start again if they happened to make a mistake. "It was pointless to continue onward, since anything less than a perfect score was meaningless," said Corcoran.
Noting the intensity of the Deca2000 contest and the determination of the players, Mruczek stated, "as you can see, each player's performance caused the other players to rise to the occasion. Without Robert Macauley getting the ball rolling with his score of 111,000, none of us would have reached our full potential."
Alan recalls the difficulties encountered during the contest, "All of us became very frustrated, vying for this perfect game. But we knew that it was indeed possible. We all wanted to be the first to record a perfect game, but we also hoped that someone would do it soon. I had given up for a while, until I discussed game strategies with Tim Roach, a friend at work. Tim's encouragement provided a fresh look, and a chance to see if a proposed set of jumps may be possible. It was extremely difficult, and even when I proved that it could be done, it still took me over a dozen games to get it right. Knowing that I had saved 10 precious seconds, I just had to try again."
The discovery of the winning trick came to Alan, while watching videotapes of his gaming. "At Mruczek's advice, I began connecting the game to my VCR, recording and watching my game film so I could spot mistakes. "I still think Robert should have won. But the new trick saved me an additional ten seconds. Ten seconds that added up to the win."
It took only a few more tries, before Alan got his perfect game. "I would play the first 10 minutes aggressively," he reveals, "and then, if the game is still flawless, relax and take my time for the rest of the game. Knowing that I had 38 seconds remaining in my previous best effort, I knew that I had perfection in my sights."
Twin Galaxies caught up with Alan at his NASA office, and picked his Pitfall brain.
Twin Galaxies: Is the Atari 2600 the only game system you play?
Alan: Though I own 20 game systems, 10 of them classic, I focus mainly on the Commodore 64 and Atari 2600. My devotion to classic gaming goes back many years. In fact, it was the only thing that allowed me to keep my sanity during my college years. Whenever my academic workload became overwhelming, my Commodore 64 and Atari 2600 provided a refreshing sanctuary far away from the worries of the day.
Even today my fascination for the Atari 2600 continues to permeate my daily life, as evidenced by the writing assignments I have received from the monthly on-line magazine, The Retrogaming Times, which focuses on the classic game systems of the early 1980s.
I have become a regular on The Retrogaming Times staff and this coming month I'm writing an article titled "The Many Faces of River Raid." There's no better way to master a game than to write about it. And, with a collection of 1400 game cartridges to choose from, I have a never-ending variety of potential topics.
TG: Do you think there will be any new discoveries by future Pitfall players that will allow the best-time to be improved?
Alan: No, the game is now completely researched and exploited. Now, it's just a question of going as fast as possible without mistakes. There are only 255 rooms (also called jungle scenes) in the game and players have already mapped the best possible route through the game to get a perfect score with all 32 treasures collected. My path is the most efficient path. Going left takes me through only 198 of the rooms, giving me the fastest time possible. Now it's just a question of executing perfectly without bumping into things. If anything hits you, you lose points.
Pitfall is a dodge-'em game, a one-dimensional odyssey that takes, Pitfall Harry, through an aboveground maze and a complicated system of underground tunnels, all the while avoiding obstacles that can slow you down, and detract from the final score.
There's a rhythm to the game, too. Though some of the obstacles are permanently placed throughout the game, others appear to be synched up to your progress through the maze or to the game timer. If you get out of sync, you lose time. You have to stay in rhythm to get a perfect game.
TG: Do all the players use the same strategies?
Alan: Essentially, all the players use the same strategies, but we're just going in opposite directions as the jungle wraps around, from one end to the other. Except for the first tunnel, we all use nearly the same tunnel route, because it is known which lead to the treasures. However, I go left and Robert and Ron go right.
Many tunnels terminate in dead ends so you have to find which ones you should use. Long ago, Pitfall players discovered which path was the best to take, and, once the correct route was established, top players seldom deviated from this path. You have to map out all 255 rooms to know which way to go. I have my map laid out on a spreadsheet, even though I cannot afford to look at it while playing. I recommend that players either memorize their path, like the top players do, or write done a few notes to remind them which tunnel to take. I taped a set of brief instructions to my TV to consult while playing. However, I can only afford to take a quick glance. It's like driving with white knuckles for 20 minutes.
Gameplay is only one-dimensional, allowing movement to the right or left. Robert takes the more challenging route by going to the right, which may yield a quicker time. I, on the other hand, choose the left direction since the obstacles are a bit easier to overcome. The chosen path is the same for both of us even though we are going in opposite directions.
TG: Could your skills make you a champion in the ferocious world of 64-bit systems?
Who knows," he responded. "Actually, I don't dislike the new systems, but I like the simplicity of the older games much better. The new consoles have too many buttons, taking too much time to learn, plus many of the games require many, many hours to play.
TG: What's the next chapter in Pitfall's amazing history?
Alan: Everybody's excited about the new Twin Galaxies award promised to the player who achieves a perfect game in the fastest time. However, in addition to focusing on the Twin Galaxies contest, a perfect score on Pitfall 2 comes next. All the players are vying to be the first perfect champion on that game, too. Interestingly, Pitfall 1 and Pitfall 2 are now on nearly all major classic video game systems and, recently, Pitfall was revised and re-released for the current generation of game platforms, including the PC.
TG: What happens now, after your amazing accomplishment?
Alan: By the final week of the Deca2000, all the contestants were in their own universes, focusing on the ten games, trying to win. I finished in fourth place, behind Ron, Robert and Steve. But when the contest was over, I got my family back. Or, I should say they got me back. My wife told me she was glad to have me back home again.
-
Here It Is :-}
This is the entire article ripped from the link
.....
here are the pictures from the page
1 2 3 4 5 6
Pitfall Perfection
Classic video games and the Atari 2600, they just go together. Like Pac-Man and The Ghosts, Donkey Kong and Mario, Pitfall and Harry.
Picture this! You are deep in the recesses of a forbidden jungle-an unforgiving place few explorers ever survive. But you've got courage, because you're with Pitfall Harry, the world famous jungle explorer and fortune hunter extraordinaire. The lure of hidden treasure draws you and Harry deeper and deeper into the bush. But, being a great explorer, you wouldn't think of starting such a difficult journey without reading this manual first--very carefully. So opens the Pitfall manual.
Released in 1982 by Activision, Pitfall, for the Atari 2600, was expected to enjoy the usual game marketing cycle: a few months of success, and then retirement on dusty back shelves and bargain bins. Pitfall however, did not follow expected norms.
Pitfall proved to be the best selling video game cartridge of its time in the U.S. and Canada. Holding fast to Billboard magazine's number one video game spot for an astonishing 64 weeks, Pitfall was second only to everyone's favorite dot-chomping yellow circle. Pitfall gained acclaim, and a place in gaming history. With the recent release of Pitfall 3D, it became one of the few games that have enjoyed successive sequels across three decades.
"I knew that there was great potential in 'run, jump, and climb' adventure games, but the result was beyond any expectations. It sold millions of copies, established a new genre of adventure games and spawned hundreds of similar products," said David Crane, Pitfall's creator.
Even at its height in the eighties, few Activision executives imagined that nearly twenty years later gamers around the world would be vying for the prestige of scoring Pitfall's first perfect score. These execs obviously had never heard of Alan Hewston.
Back then he was an avid gamer aspiring to Pitfall greatness. Now, Hewston, 35, is an aerospace engineer working at NASA's John H. Glenn Research Center in Cleveland. As of midnight December 1, 2000, he's also the Pitfall world champion.
As the worldwide authority on player rankings and gaming statistics, Twin Galaxies is charged with the task of verifying all record setting scores. Every score for the Atari, Colecovision, and the consoles that followed, must receive the Twin Galaxies seal of authenticity, before a champion can be enshrined in the gaming Hall of Fame. Ron Corcoran, Twin Galaxies' Worldwide Editor for the Atari and Intellivision systems, is responsible for certifying scores for the upcoming edition of Twin Galaxies' book of gaming world records, "The Official Video Game & Pinball Book Of World Records". Corcoran has authenticated Hewston's perfect score.
The Pitfall record will be honored in Alan's hometown of Parma Heights, Ohio. Mayor Martin Zanotti has been asked to present Alan an award on behalf of Twin Galaxies.
To generate even more excitement around Activision's classic hit, Twin Galaxies has established the "Pitfall Prize," a $150 cash prize, to go to the player who can achieve a perfect game in the fastest time, before the August 31st, 2001 publishing deadline, for the upcoming record book.
But what is a perfect game?
A perfect game, according to Corcoran, occurs when you collect all 32 treasures and score 114,000 points--the maximum points allowed by the game. "It is a very difficult feat to accomplish," explains Corcoran, "since there are over 400 obstacles to overcome, and if any one of them is missed, the game is no longer perfect. Corcoran continued to state that, "it is believed that even game designer David Crane himself, has never accomplished this feat."
Video game historians agree that Crane, did an excellent job of creating and playtesting the game to ensure that a perfect game was possible, but far from probable. So, how did native of Greensburg, Pennsylvania, employed as a rocket scientist, develop the skills that made him the world's best Pitfall player?
Corcoran believes it is due to the enduring charm of the Atari 2600 game system, "Though Atari 2600 gaming has developed into a major hobby over the last two years, Pitfall didn't get its curtain call until last summer, during the Twin Galaxies Atari-Coleco Decathlon. The event challenged players to submit their best scores on ten different games, and brought some of the best in the world to the joystick. Though Pitfall was among the ten games chosen for the August 15-October 15 tilt, no one expected it to be the competition's biggest hit."
"Who's going to get the first perfect score," Was the challenge issued by Robert Mruczek, a contestant in the heralded Deca2000 competition. Pitfall's challenging gameplay sparked the interest of the players and a pennant race was born. Suddenly, Pitfall was the topic of discussion on many Internet sites devoted to classic gaming, and it was almost an absolute necessity that perfection be achieved. By the time the Deca2000 was over, an intense support community for Pitfall fans seemed to develop. The record hung in the balance.
"Initially," said Alan, "there were about five of us going neck and neck, including Ron Corcoran, Robert Macauley, Robert Mruczek, Stephen Knox and myself. Mruczek, who is a far better player than most of the rest of us, should have won. But then I found a sequence of jumps that allowed me to save 10 seconds at the start of the game, a bit of knowledge that enabled me to finish the game ten seconds earlier than my previous record, which I was able to turn into a winning strategy."
The Deca2000 competition ended without anyone scoring a perfect game, even though collecting all but one of the treasures gave Alan a new world record. A week later, Macauley jumped out in front, becoming the first player in history, with the possible exception of David Crane himself, to get all 32 treasures. Unfortunately for Macauley, the new world record of 113,805 points he attained at that time fell just short of a perfect score. Then, right after the Deca2000 was over, Mruczek, coming very close to a perfect game several times, got all 32 treasures but kept making one mistake, resulting in his best score coming in at 113,995 points; a mere 5 points shy of the perfect score.
At the same time, Alan was also busy treasure hunting. He collected all 32, but nicked a log, thereby finishing with an almost-perfect score of 113,998 points. With that score, the 10 seconds he saved at the beginning of the game translated into a finish time that allowed 38 seconds spared, becoming a new world record - the fastest time, in a single game of Pitfall.
The competition continued fiercely, and perfection became the obsession. The desire reached its pinnacle when top players would actually quit the game and start again if they happened to make a mistake. "It was pointless to continue onward, since anything less than a perfect score was meaningless," said Corcoran.
Noting the intensity of the Deca2000 contest and the determination of the players, Mruczek stated, "as you can see, each player's performance caused the other players to rise to the occasion. Without Robert Macauley getting the ball rolling with his score of 111,000, none of us would have reached our full potential."
Alan recalls the difficulties encountered during the contest, "All of us became very frustrated, vying for this perfect game. But we knew that it was indeed possible. We all wanted to be the first to record a perfect game, but we also hoped that someone would do it soon. I had given up for a while, until I discussed game strategies with Tim Roach, a friend at work. Tim's encouragement provided a fresh look, and a chance to see if a proposed set of jumps may be possible. It was extremely difficult, and even when I proved that it could be done, it still took me over a dozen games to get it right. Knowing that I had saved 10 precious seconds, I just had to try again."
The discovery of the winning trick came to Alan, while watching videotapes of his gaming. "At Mruczek's advice, I began connecting the game to my VCR, recording and watching my game film so I could spot mistakes. "I still think Robert should have won. But the new trick saved me an additional ten seconds. Ten seconds that added up to the win."
It took only a few more tries, before Alan got his perfect game. "I would play the first 10 minutes aggressively," he reveals, "and then, if the game is still flawless, relax and take my time for the rest of the game. Knowing that I had 38 seconds remaining in my previous best effort, I knew that I had perfection in my sights."
Twin Galaxies caught up with Alan at his NASA office, and picked his Pitfall brain.
Twin Galaxies: Is the Atari 2600 the only game system you play?
Alan: Though I own 20 game systems, 10 of them classic, I focus mainly on the Commodore 64 and Atari 2600. My devotion to classic gaming goes back many years. In fact, it was the only thing that allowed me to keep my sanity during my college years. Whenever my academic workload became overwhelming, my Commodore 64 and Atari 2600 provided a refreshing sanctuary far away from the worries of the day.
Even today my fascination for the Atari 2600 continues to permeate my daily life, as evidenced by the writing assignments I have received from the monthly on-line magazine, The Retrogaming Times, which focuses on the classic game systems of the early 1980s.
I have become a regular on The Retrogaming Times staff and this coming month I'm writing an article titled "The Many Faces of River Raid." There's no better way to master a game than to write about it. And, with a collection of 1400 game cartridges to choose from, I have a never-ending variety of potential topics.
TG: Do you think there will be any new discoveries by future Pitfall players that will allow the best-time to be improved?
Alan: No, the game is now completely researched and exploited. Now, it's just a question of going as fast as possible without mistakes. There are only 255 rooms (also called jungle scenes) in the game and players have already mapped the best possible route through the game to get a perfect score with all 32 treasures collected. My path is the most efficient path. Going left takes me through only 198 of the rooms, giving me the fastest time possible. Now it's just a question of executing perfectly without bumping into things. If anything hits you, you lose points.
Pitfall is a dodge-'em game, a one-dimensional odyssey that takes, Pitfall Harry, through an aboveground maze and a complicated system of underground tunnels, all the while avoiding obstacles that can slow you down, and detract from the final score.
There's a rhythm to the game, too. Though some of the obstacles are permanently placed throughout the game, others appear to be synched up to your progress through the maze or to the game timer. If you get out of sync, you lose time. You have to stay in rhythm to get a perfect game.
TG: Do all the players use the same strategies?
Alan: Essentially, all the players use the same strategies, but we're just going in opposite directions as the jungle wraps around, from one end to the other. Except for the first tunnel, we all use nearly the same tunnel route, because it is known which lead to the treasures. However, I go left and Robert and Ron go right.
Many tunnels terminate in dead ends so you have to find which ones you should use. Long ago, Pitfall players discovered which path was the best to take, and, once the correct route was established, top players seldom deviated from this path. You have to map out all 255 rooms to know which way to go. I have my map laid out on a spreadsheet, even though I cannot afford to look at it while playing. I recommend that players either memorize their path, like the top players do, or write done a few notes to remind them which tunnel to take. I taped a set of brief instructions to my TV to consult while playing. However, I can only afford to take a quick glance. It's like driving with white knuckles for 20 minutes.
Gameplay is only one-dimensional, allowing movement to the right or left. Robert takes the more challenging route by going to the right, which may yield a quicker time. I, on the other hand, choose the left direction since the obstacles are a bit easier to overcome. The chosen path is the same for both of us even though we are going in opposite directions.
TG: Could your skills make you a champion in the ferocious world of 64-bit systems?
Who knows," he responded. "Actually, I don't dislike the new systems, but I like the simplicity of the older games much better. The new consoles have too many buttons, taking too much time to learn, plus many of the games require many, many hours to play.
TG: What's the next chapter in Pitfall's amazing history?
Alan: Everybody's excited about the new Twin Galaxies award promised to the player who achieves a perfect game in the fastest time. However, in addition to focusing on the Twin Galaxies contest, a perfect score on Pitfall 2 comes next. All the players are vying to be the first perfect champion on that game, too. Interestingly, Pitfall 1 and Pitfall 2 are now on nearly all major classic video game systems and, recently, Pitfall was revised and re-released for the current generation of game platforms, including the PC.
TG: What happens now, after your amazing accomplishment?
Alan: By the final week of the Deca2000, all the contestants were in their own universes, focusing on the ten games, trying to win. I finished in fourth place, behind Ron, Robert and Steve. But when the contest was over, I got my family back. Or, I should say they got me back. My wife told me she was glad to have me back home again.
-
Here It Is :-}
This is the entire article ripped from the link
.....
here are the pictures from the page
1 2 3 4 5 6
Pitfall Perfection
Classic video games and the Atari 2600, they just go together. Like Pac-Man and The Ghosts, Donkey Kong and Mario, Pitfall and Harry.
Picture this! You are deep in the recesses of a forbidden jungle-an unforgiving place few explorers ever survive. But you've got courage, because you're with Pitfall Harry, the world famous jungle explorer and fortune hunter extraordinaire. The lure of hidden treasure draws you and Harry deeper and deeper into the bush. But, being a great explorer, you wouldn't think of starting such a difficult journey without reading this manual first--very carefully. So opens the Pitfall manual.
Released in 1982 by Activision, Pitfall, for the Atari 2600, was expected to enjoy the usual game marketing cycle: a few months of success, and then retirement on dusty back shelves and bargain bins. Pitfall however, did not follow expected norms.
Pitfall proved to be the best selling video game cartridge of its time in the U.S. and Canada. Holding fast to Billboard magazine's number one video game spot for an astonishing 64 weeks, Pitfall was second only to everyone's favorite dot-chomping yellow circle. Pitfall gained acclaim, and a place in gaming history. With the recent release of Pitfall 3D, it became one of the few games that have enjoyed successive sequels across three decades.
"I knew that there was great potential in 'run, jump, and climb' adventure games, but the result was beyond any expectations. It sold millions of copies, established a new genre of adventure games and spawned hundreds of similar products," said David Crane, Pitfall's creator.
Even at its height in the eighties, few Activision executives imagined that nearly twenty years later gamers around the world would be vying for the prestige of scoring Pitfall's first perfect score. These execs obviously had never heard of Alan Hewston.
Back then he was an avid gamer aspiring to Pitfall greatness. Now, Hewston, 35, is an aerospace engineer working at NASA's John H. Glenn Research Center in Cleveland. As of midnight December 1, 2000, he's also the Pitfall world champion.
As the worldwide authority on player rankings and gaming statistics, Twin Galaxies is charged with the task of verifying all record setting scores. Every score for the Atari, Colecovision, and the consoles that followed, must receive the Twin Galaxies seal of authenticity, before a champion can be enshrined in the gaming Hall of Fame. Ron Corcoran, Twin Galaxies' Worldwide Editor for the Atari and Intellivision systems, is responsible for certifying scores for the upcoming edition of Twin Galaxies' book of gaming world records, "The Official Video Game & Pinball Book Of World Records". Corcoran has authenticated Hewston's perfect score.
The Pitfall record will be honored in Alan's hometown of Parma Heights, Ohio. Mayor Martin Zanotti has been asked to present Alan an award on behalf of Twin Galaxies.
To generate even more excitement around Activision's classic hit, Twin Galaxies has established the "Pitfall Prize," a $150 cash prize, to go to the player who can achieve a perfect game in the fastest time, before the August 31st, 2001 publishing deadline, for the upcoming record book.
But what is a perfect game?
A perfect game, according to Corcoran, occurs when you collect all 32 treasures and score 114,000 points--the maximum points allowed by the game. "It is a very difficult feat to accomplish," explains Corcoran, "since there are over 400 obstacles to overcome, and if any one of them is missed, the game is no longer perfect. Corcoran continued to state that, "it is believed that even game designer David Crane himself, has never accomplished this feat."
Video game historians agree that Crane, did an excellent job of creating and playtesting the game to ensure that a perfect game was possible, but far from probable. So, how did native of Greensburg, Pennsylvania, employed as a rocket scientist, develop the skills that made him the world's best Pitfall player?
Corcoran believes it is due to the enduring charm of the Atari 2600 game system, "Though Atari 2600 gaming has developed into a major hobby over the last two years, Pitfall didn't get its curtain call until last summer, during the Twin Galaxies Atari-Coleco Decathlon. The event challenged players to submit their best scores on ten different games, and brought some of the best in the world to the joystick. Though Pitfall was among the ten games chosen for the August 15-October 15 tilt, no one expected it to be the competition's biggest hit."
"Who's going to get the first perfect score," Was the challenge issued by Robert Mruczek, a contestant in the heralded Deca2000 competition. Pitfall's challenging gameplay sparked the interest of the players and a pennant race was born. Suddenly, Pitfall was the topic of discussion on many Internet sites devoted to classic gaming, and it was almost an absolute necessity that perfection be achieved. By the time the Deca2000 was over, an intense support community for Pitfall fans seemed to develop. The record hung in the balance.
"Initially," said Alan, "there were about five of us going neck and neck, including Ron Corcoran, Robert Macauley, Robert Mruczek, Stephen Knox and myself. Mruczek, who is a far better player than most of the rest of us, should have won. But then I found a sequence of jumps that allowed me to save 10 seconds at the start of the game, a bit of knowledge that enabled me to finish the game ten seconds earlier than my previous record, which I was able to turn into a winning strategy."
The Deca2000 competition ended without anyone scoring a perfect game, even though collecting all but one of the treasures gave Alan a new world record. A week later, Macauley jumped out in front, becoming the first player in history, with the possible exception of David Crane himself, to get all 32 treasures. Unfortunately for Macauley, the new world record of 113,805 points he attained at that time fell just short of a perfect score. Then, right after the Deca2000 was over, Mruczek, coming very close to a perfect game several times, got all 32 treasures but kept making one mistake, resulting in his best score coming in at 113,995 points; a mere 5 points shy of the perfect score.
At the same time, Alan was also busy treasure hunting. He collected all 32, but nicked a log, thereby finishing with an almost-perfect score of 113,998 points. With that score, the 10 seconds he saved at the beginning of the game translated into a finish time that allowed 38 seconds spared, becoming a new world record - the fastest time, in a single game of Pitfall.
The competition continued fiercely, and perfection became the obsession. The desire reached its pinnacle when top players would actually quit the game and start again if they happened to make a mistake. "It was pointless to continue onward, since anything less than a perfect score was meaningless," said Corcoran.
Noting the intensity of the Deca2000 contest and the determination of the players, Mruczek stated, "as you can see, each player's performance caused the other players to rise to the occasion. Without Robert Macauley getting the ball rolling with his score of 111,000, none of us would have reached our full potential."
Alan recalls the difficulties encountered during the contest, "All of us became very frustrated, vying for this perfect game. But we knew that it was indeed possible. We all wanted to be the first to record a perfect game, but we also hoped that someone would do it soon. I had given up for a while, until I discussed game strategies with Tim Roach, a friend at work. Tim's encouragement provided a fresh look, and a chance to see if a proposed set of jumps may be possible. It was extremely difficult, and even when I proved that it could be done, it still took me over a dozen games to get it right. Knowing that I had saved 10 precious seconds, I just had to try again."
The discovery of the winning trick came to Alan, while watching videotapes of his gaming. "At Mruczek's advice, I began connecting the game to my VCR, recording and watching my game film so I could spot mistakes. "I still think Robert should have won. But the new trick saved me an additional ten seconds. Ten seconds that added up to the win."
It took only a few more tries, before Alan got his perfect game. "I would play the first 10 minutes aggressively," he reveals, "and then, if the game is still flawless, relax and take my time for the rest of the game. Knowing that I had 38 seconds remaining in my previous best effort, I knew that I had perfection in my sights."
Twin Galaxies caught up with Alan at his NASA office, and picked his Pitfall brain.
Twin Galaxies: Is the Atari 2600 the only game system you play?
Alan: Though I own 20 game systems, 10 of them classic, I focus mainly on the Commodore 64 and Atari 2600. My devotion to classic gaming goes back many years. In fact, it was the only thing that allowed me to keep my sanity during my college years. Whenever my academic workload became overwhelming, my Commodore 64 and Atari 2600 provided a refreshing sanctuary far away from the worries of the day.
Even today my fascination for the Atari 2600 continues to permeate my daily life, as evidenced by the writing assignments I have received from the monthly on-line magazine, The Retrogaming Times, which focuses on the classic game systems of the early 1980s.
I have become a regular on The Retrogaming Times staff and this coming month I'm writing an article titled "The Many Faces of River Raid." There's no better way to master a game than to write about it. And, with a collection of 1400 game cartridges to choose from, I have a never-ending variety of potential topics.
TG: Do you think there will be any new discoveries by future Pitfall players that will allow the best-time to be improved?
Alan: No, the game is now completely researched and exploited. Now, it's just a question of going as fast as possible without mistakes. There are only 255 rooms (also called jungle scenes) in the game and players have already mapped the best possible route through the game to get a perfect score with all 32 treasures collected. My path is the most efficient path. Going left takes me through only 198 of the rooms, giving me the fastest time possible. Now it's just a question of executing perfectly without bumping into things. If anything hits you, you lose points.
Pitfall is a dodge-'em game, a one-dimensional odyssey that takes, Pitfall Harry, through an aboveground maze and a complicated system of underground tunnels, all the while avoiding obstacles that can slow you down, and detract from the final score.
There's a rhythm to the game, too. Though some of the obstacles are permanently placed throughout the game, others appear to be synched up to your progress through the maze or to the game timer. If you get out of sync, you lose time. You have to stay in rhythm to get a perfect game.
TG: Do all the players use the same strategies?
Alan: Essentially, all the players use the same strategies, but we're just going in opposite directions as the jungle wraps around, from one end to the other. Except for the first tunnel, we all use nearly the same tunnel route, because it is known which lead to the treasures. However, I go left and Robert and Ron go right.
Many tunnels terminate in dead ends so you have to find which ones you should use. Long ago, Pitfall players discovered which path was the best to take, and, once the correct route was established, top players seldom deviated from this path. You have to map out all 255 rooms to know which way to go. I have my map laid out on a spreadsheet, even though I cannot afford to look at it while playing. I recommend that players either memorize their path, like the top players do, or write done a few notes to remind them which tunnel to take. I taped a set of brief instructions to my TV to consult while playing. However, I can only afford to take a quick glance. It's like driving with white knuckles for 20 minutes.
Gameplay is only one-dimensional, allowing movement to the right or left. Robert takes the more challenging route by going to the right, which may yield a quicker time. I, on the other hand, choose the left direction since the obstacles are a bit easier to overcome. The chosen path is the same for both of us even though we are going in opposite directions.
TG: Could your skills make you a champion in the ferocious world of 64-bit systems?
Who knows," he responded. "Actually, I don't dislike the new systems, but I like the simplicity of the older games much better. The new consoles have too many buttons, taking too much time to learn, plus many of the games require many, many hours to play.
TG: What's the next chapter in Pitfall's amazing history?
Alan: Everybody's excited about the new Twin Galaxies award promised to the player who achieves a perfect game in the fastest time. However, in addition to focusing on the Twin Galaxies contest, a perfect score on Pitfall 2 comes next. All the players are vying to be the first perfect champion on that game, too. Interestingly, Pitfall 1 and Pitfall 2 are now on nearly all major classic video game systems and, recently, Pitfall was revised and re-released for the current generation of game platforms, including the PC.
TG: What happens now, after your amazing accomplishment?
Alan: By the final week of the Deca2000, all the contestants were in their own universes, focusing on the ten games, trying to win. I finished in fourth place, behind Ron, Robert and Steve. But when the contest was over, I got my family back. Or, I should say they got me back. My wife told me she was glad to have me back home again.
-
Here It Is :-}
This is the entire article ripped from the link
.....
here are the pictures from the page
1 2 3 4 5 6
Pitfall Perfection
Classic video games and the Atari 2600, they just go together. Like Pac-Man and The Ghosts, Donkey Kong and Mario, Pitfall and Harry.
Picture this! You are deep in the recesses of a forbidden jungle-an unforgiving place few explorers ever survive. But you've got courage, because you're with Pitfall Harry, the world famous jungle explorer and fortune hunter extraordinaire. The lure of hidden treasure draws you and Harry deeper and deeper into the bush. But, being a great explorer, you wouldn't think of starting such a difficult journey without reading this manual first--very carefully. So opens the Pitfall manual.
Released in 1982 by Activision, Pitfall, for the Atari 2600, was expected to enjoy the usual game marketing cycle: a few months of success, and then retirement on dusty back shelves and bargain bins. Pitfall however, did not follow expected norms.
Pitfall proved to be the best selling video game cartridge of its time in the U.S. and Canada. Holding fast to Billboard magazine's number one video game spot for an astonishing 64 weeks, Pitfall was second only to everyone's favorite dot-chomping yellow circle. Pitfall gained acclaim, and a place in gaming history. With the recent release of Pitfall 3D, it became one of the few games that have enjoyed successive sequels across three decades.
"I knew that there was great potential in 'run, jump, and climb' adventure games, but the result was beyond any expectations. It sold millions of copies, established a new genre of adventure games and spawned hundreds of similar products," said David Crane, Pitfall's creator.
Even at its height in the eighties, few Activision executives imagined that nearly twenty years later gamers around the world would be vying for the prestige of scoring Pitfall's first perfect score. These execs obviously had never heard of Alan Hewston.
Back then he was an avid gamer aspiring to Pitfall greatness. Now, Hewston, 35, is an aerospace engineer working at NASA's John H. Glenn Research Center in Cleveland. As of midnight December 1, 2000, he's also the Pitfall world champion.
As the worldwide authority on player rankings and gaming statistics, Twin Galaxies is charged with the task of verifying all record setting scores. Every score for the Atari, Colecovision, and the consoles that followed, must receive the Twin Galaxies seal of authenticity, before a champion can be enshrined in the gaming Hall of Fame. Ron Corcoran, Twin Galaxies' Worldwide Editor for the Atari and Intellivision systems, is responsible for certifying scores for the upcoming edition of Twin Galaxies' book of gaming world records, "The Official Video Game & Pinball Book Of World Records". Corcoran has authenticated Hewston's perfect score.
The Pitfall record will be honored in Alan's hometown of Parma Heights, Ohio. Mayor Martin Zanotti has been asked to present Alan an award on behalf of Twin Galaxies.
To generate even more excitement around Activision's classic hit, Twin Galaxies has established the "Pitfall Prize," a $150 cash prize, to go to the player who can achieve a perfect game in the fastest time, before the August 31st, 2001 publishing deadline, for the upcoming record book.
But what is a perfect game?
A perfect game, according to Corcoran, occurs when you collect all 32 treasures and score 114,000 points--the maximum points allowed by the game. "It is a very difficult feat to accomplish," explains Corcoran, "since there are over 400 obstacles to overcome, and if any one of them is missed, the game is no longer perfect. Corcoran continued to state that, "it is believed that even game designer David Crane himself, has never accomplished this feat."
Video game historians agree that Crane, did an excellent job of creating and playtesting the game to ensure that a perfect game was possible, but far from probable. So, how did native of Greensburg, Pennsylvania, employed as a rocket scientist, develop the skills that made him the world's best Pitfall player?
Corcoran believes it is due to the enduring charm of the Atari 2600 game system, "Though Atari 2600 gaming has developed into a major hobby over the last two years, Pitfall didn't get its curtain call until last summer, during the Twin Galaxies Atari-Coleco Decathlon. The event challenged players to submit their best scores on ten different games, and brought some of the best in the world to the joystick. Though Pitfall was among the ten games chosen for the August 15-October 15 tilt, no one expected it to be the competition's biggest hit."
"Who's going to get the first perfect score," Was the challenge issued by Robert Mruczek, a contestant in the heralded Deca2000 competition. Pitfall's challenging gameplay sparked the interest of the players and a pennant race was born. Suddenly, Pitfall was the topic of discussion on many Internet sites devoted to classic gaming, and it was almost an absolute necessity that perfection be achieved. By the time the Deca2000 was over, an intense support community for Pitfall fans seemed to develop. The record hung in the balance.
"Initially," said Alan, "there were about five of us going neck and neck, including Ron Corcoran, Robert Macauley, Robert Mruczek, Stephen Knox and myself. Mruczek, who is a far better player than most of the rest of us, should have won. But then I found a sequence of jumps that allowed me to save 10 seconds at the start of the game, a bit of knowledge that enabled me to finish the game ten seconds earlier than my previous record, which I was able to turn into a winning strategy."
The Deca2000 competition ended without anyone scoring a perfect game, even though collecting all but one of the treasures gave Alan a new world record. A week later, Macauley jumped out in front, becoming the first player in history, with the possible exception of David Crane himself, to get all 32 treasures. Unfortunately for Macauley, the new world record of 113,805 points he attained at that time fell just short of a perfect score. Then, right after the Deca2000 was over, Mruczek, coming very close to a perfect game several times, got all 32 treasures but kept making one mistake, resulting in his best score coming in at 113,995 points; a mere 5 points shy of the perfect score.
At the same time, Alan was also busy treasure hunting. He collected all 32, but nicked a log, thereby finishing with an almost-perfect score of 113,998 points. With that score, the 10 seconds he saved at the beginning of the game translated into a finish time that allowed 38 seconds spared, becoming a new world record - the fastest time, in a single game of Pitfall.
The competition continued fiercely, and perfection became the obsession. The desire reached its pinnacle when top players would actually quit the game and start again if they happened to make a mistake. "It was pointless to continue onward, since anything less than a perfect score was meaningless," said Corcoran.
Noting the intensity of the Deca2000 contest and the determination of the players, Mruczek stated, "as you can see, each player's performance caused the other players to rise to the occasion. Without Robert Macauley getting the ball rolling with his score of 111,000, none of us would have reached our full potential."
Alan recalls the difficulties encountered during the contest, "All of us became very frustrated, vying for this perfect game. But we knew that it was indeed possible. We all wanted to be the first to record a perfect game, but we also hoped that someone would do it soon. I had given up for a while, until I discussed game strategies with Tim Roach, a friend at work. Tim's encouragement provided a fresh look, and a chance to see if a proposed set of jumps may be possible. It was extremely difficult, and even when I proved that it could be done, it still took me over a dozen games to get it right. Knowing that I had saved 10 precious seconds, I just had to try again."
The discovery of the winning trick came to Alan, while watching videotapes of his gaming. "At Mruczek's advice, I began connecting the game to my VCR, recording and watching my game film so I could spot mistakes. "I still think Robert should have won. But the new trick saved me an additional ten seconds. Ten seconds that added up to the win."
It took only a few more tries, before Alan got his perfect game. "I would play the first 10 minutes aggressively," he reveals, "and then, if the game is still flawless, relax and take my time for the rest of the game. Knowing that I had 38 seconds remaining in my previous best effort, I knew that I had perfection in my sights."
Twin Galaxies caught up with Alan at his NASA office, and picked his Pitfall brain.
Twin Galaxies: Is the Atari 2600 the only game system you play?
Alan: Though I own 20 game systems, 10 of them classic, I focus mainly on the Commodore 64 and Atari 2600. My devotion to classic gaming goes back many years. In fact, it was the only thing that allowed me to keep my sanity during my college years. Whenever my academic workload became overwhelming, my Commodore 64 and Atari 2600 provided a refreshing sanctuary far away from the worries of the day.
Even today my fascination for the Atari 2600 continues to permeate my daily life, as evidenced by the writing assignments I have received from the monthly on-line magazine, The Retrogaming Times, which focuses on the classic game systems of the early 1980s.
I have become a regular on The Retrogaming Times staff and this coming month I'm writing an article titled "The Many Faces of River Raid." There's no better way to master a game than to write about it. And, with a collection of 1400 game cartridges to choose from, I have a never-ending variety of potential topics.
TG: Do you think there will be any new discoveries by future Pitfall players that will allow the best-time to be improved?
Alan: No, the game is now completely researched and exploited. Now, it's just a question of going as fast as possible without mistakes. There are only 255 rooms (also called jungle scenes) in the game and players have already mapped the best possible route through the game to get a perfect score with all 32 treasures collected. My path is the most efficient path. Going left takes me through only 198 of the rooms, giving me the fastest time possible. Now it's just a question of executing perfectly without bumping into things. If anything hits you, you lose points.
Pitfall is a dodge-'em game, a one-dimensional odyssey that takes, Pitfall Harry, through an aboveground maze and a complicated system of underground tunnels, all the while avoiding obstacles that can slow you down, and detract from the final score.
There's a rhythm to the game, too. Though some of the obstacles are permanently placed throughout the game, others appear to be synched up to your progress through the maze or to the game timer. If you get out of sync, you lose time. You have to stay in rhythm to get a perfect game.
TG: Do all the players use the same strategies?
Alan: Essentially, all the players use the same strategies, but we're just going in opposite directions as the jungle wraps around, from one end to the other. Except for the first tunnel, we all use nearly the same tunnel route, because it is known which lead to the treasures. However, I go left and Robert and Ron go right.
Many tunnels terminate in dead ends so you have to find which ones you should use. Long ago, Pitfall players discovered which path was the best to take, and, once the correct route was established, top players seldom deviated from this path. You have to map out all 255 rooms to know which way to go. I have my map laid out on a spreadsheet, even though I cannot afford to look at it while playing. I recommend that players either memorize their path, like the top players do, or write done a few notes to remind them which tunnel to take. I taped a set of brief instructions to my TV to consult while playing. However, I can only afford to take a quick glance. It's like driving with white knuckles for 20 minutes.
Gameplay is only one-dimensional, allowing movement to the right or left. Robert takes the more challenging route by going to the right, which may yield a quicker time. I, on the other hand, choose the left direction since the obstacles are a bit easier to overcome. The chosen path is the same for both of us even though we are going in opposite directions.
TG: Could your skills make you a champion in the ferocious world of 64-bit systems?
Who knows," he responded. "Actually, I don't dislike the new systems, but I like the simplicity of the older games much better. The new consoles have too many buttons, taking too much time to learn, plus many of the games require many, many hours to play.
TG: What's the next chapter in Pitfall's amazing history?
Alan: Everybody's excited about the new Twin Galaxies award promised to the player who achieves a perfect game in the fastest time. However, in addition to focusing on the Twin Galaxies contest, a perfect score on Pitfall 2 comes next. All the players are vying to be the first perfect champion on that game, too. Interestingly, Pitfall 1 and Pitfall 2 are now on nearly all major classic video game systems and, recently, Pitfall was revised and re-released for the current generation of game platforms, including the PC.
TG: What happens now, after your amazing accomplishment?
Alan: By the final week of the Deca2000, all the contestants were in their own universes, focusing on the ten games, trying to win. I finished in fourth place, behind Ron, Robert and Steve. But when the contest was over, I got my family back. Or, I should say they got me back. My wife told me she was glad to have me back home again.
-
Re:Bad title
doh. It's one click away.
http://www.twingalaxies.com/downloads/indrema_comp arison.html