talking.games

Video Game History Hour

Episode 142: October Update

Video Game History Hour · October 15, 2025

Shared from search: Pitfall!

00:49:46 - 00:50:20

... You know, I think the things like weekly development logs are really remarkable because, you know, you can see things like if there's turmoil on a project, we have a development timeline for the Super Nintendo reboot of Pitfall that Activision did, and it's really interesting to see how sort of micromanaged that project was in terms of like checking in on the status of the art and visiting the studio, and then seeing other projects where they're like, "This project is on pause until we resolve Pitfall turmoil,"…

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00:49:46 - 00:50:20

In Context

... I think people who are used to saying like, "Oh, wow, you know, GamePro, this is great." I don't think it's going to be especially exciting to them, but for someone who wants to know like, blow by blow what was happening each week on the development of Radical Rex for the Super Nintendo, it's a godsend. It's really incredible to see that. You know, I think the things like weekly development logs are really remarkable because, you know, you can see things like if there's turmoil on a project, we have a development timeline for the Super Nintendo reboot of Pitfall that Activision did, and it's really interesting to see how sort of micromanaged that project was in terms of like checking in on the status of the art and visiting the studio, and then seeing other projects where they're like, "This project is on pause until we resolve Pitfall turmoil," and just kind of getting a sense of how this sort of low-staffed environment was trying to manage all these projects. There were things like he went to trade shows and just kept memos of like, "Here's what I saw at this trade show," and it's, you know, it wasn't just like, "Here's flyers I got." But they're showing off this new thing called the 3DO. I'm really skeptical of it because of the hardware-level lockouts they have on what ...

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