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Super Pitfall is a 1986 side-scrolling non-linear platform game for the Nintendo Entertainment System (NES). Despite the title screen stating that it was reprogrammed by Pony Inc., the development of the NES version was handled by Micronics, a Japanese developer who mostly ported arcade games to the NES.
Reception, Overview & Development
Explore the main themes, entities and connections around Super Pitfall. Start with the topic map, then use the sections below for research and deeper semantic analysis.
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| Subject | Predicate | Object | Confidence | Src |
|---|---|---|---|---|
| Super Pitfall | Developer | Micronics (NES) | 1.00 | infobox |
| Super Pitfall | Genre | Platform | 1.00 | infobox |
| Super Pitfall | Modes | Single-player, multiplayer | 1.00 | infobox |
| Super Pitfall | Platforms | Nintendo Entertainment System, PC-88, Color Computer 3 | 1.00 | infobox |
| Super Pitfall | Programmers | Color Computer 3 Steve Bjork PC-88 Makoto Ichinoseki | 1.00 | infobox |
| Super Pitfall | Publishers | JP: Pony Inc. | 1.00 | infobox |
| Super Pitfall | Publishers | NA: Activision | 1.00 | infobox |
| Super Pitfall | Release | JP: September 5, 1986 | 1.00 | infobox |
| Super Pitfall | Release | NA: November 1987 | 1.00 | infobox |
| Super Pitfall | is a | 1986 side-scrolling non-linear platform game for the Nintendo Entertainment System | 0.90 | text |
| Ikari Warriors | instance of | versions of popular arcade titles | 0.80 | text |
| slower screen transitions.Reviews in Famicom Hisshoubon | instance of | ReceptionA reviewer in the Japanese video game magazine Beep described the game as average with some obvious flaws | 0.80 | text |
These clusters group vocabulary that occurs around closely connected concepts in the source material.
Bridges can reveal useful research angles that are easy to miss in a flat list of related terms.