
David Crane
@PitfallCreator
Video Game designer, programmer, and game industry pioneer. Creator of Pitfall!™ by Activision. Designer and programmer of nearly 100 console and casual games.
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I found it to be like riding a bike (another thing I haven't done in 40 years)😉 In my career I have published around 100 games on two dozen different systems and platforms in two dozen different programming languages. Returning to the Atari 2600 and 6502 was a fond homecoming.
Hi David, How difficult was for you come back (after some years) and coding again in assembly on Atari 2600?, or you never lost the touch?
Very nice work. Thanks for sharing.
I will be at the Portland Retro Gaming Expo this weekend, Sept. 27-29, along with game industry OGs Garry and Dan Kitchen. (retrogamingexpo.com) Bring your classic games by to be autographed!

Coming to mailboxes all over the world!
Audacity Games’ latest Atari 2600 cartridge has shipped – Alien Abduction! Coming to a mailbox near you.

Sales of Alien Abduction went live today at Noon Pacific. Low serial numbers are selling out fast. audacitygames.com
Big news! Log in to audacitygames.com at Noon Pacific on June 15th!
Audacity Games™ is excited to announce the upcoming release of our newest Atari 2600 game cartridge. John Van Ryzin (H.E.R.O.™) revisits the rescue genre with Alien Abduction!, available for sale on June 15th at 12:00 PDT at audacitygames.com.

For me on the 2600 it is Pressure Cooker by @kitchengarry hands down!
Audacity Games™ is excited to announce the upcoming release of our newest Atari 2600 game cartridge. John Van Ryzin (H.E.R.O.™) revisits the rescue genre with Alien Abduction!, available for sale on June 15th at 12:00 PDT at audacitygames.com.

Then there is my Atari 2600 game Dragster (1980) - a game that can be “beat” in 6 seconds. Many people have told me they played that 6 second game for as many as 10 hours in a session, obsessively trying to shave a tenth of a second. A game doesn’t have to be long to be fun.
Funny how we’re just now starting to get past the idea that more hours to beat = better overall game
All of the development systems were very similar - a custom computer system that included the guts from the console so the games played exactly as they would in the wild. (No emulation.) The National Videogame Museum @nvmusa has many if not all of the circuit boards I created.
Funny how we’re just now starting to get past the idea that more hours to beat = better overall game
I was the primary engineer at Activision and I designed custom development systems for each console. The C64 dev sys was a hollowed-out C64 (to use the keyboard) with custom circuitry inside. The system worked as a ROM emulator but with debugging hooks.
@PitfallCreator What kind of development tools (if any) did you have while creating Ghostbusters for the #Commodore64?
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