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Pitfall's Procedural World on the Atari 2600

GameSpot · Talk · YouTube title: Pitfall Classic Postmortem With David Crane Panel at GDC 2011 (Atari 2600)
Why it's here

HN cites it for the story of how Pitfall's levels are generated procedurally from a seeded counter, within 4K of ROM.

What it covers

David Crane, designer of Pitfall for the Atari 2600, gives a GDC 2011 postmortem on the game's design challenges. He covers how he fit a large world into the console's tiny memory. The session ends with Q&A.