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Canyon Climber

Canyon Climber
Developer(s) Datasoft
Publisher(s) Datasoft
Programmer(s) Tim Ferris
Platform(s) Atari 8-bit (original)
Apple II, TRS-80 Color Computer, PC-6001
Release 1982
Genre(s) Platform game
Mode(s) Single player

Canyon Climber is a 1982 computer game designed by Tim Ferris for the Atari 8-bit family and published by Datasoft.Canyon Climber is a three-screen platform game in the vein of Donkey Kong, but with an American Southwest theme. The box art is by Scott Ross.

The game was ported to the Apple II, TRS-80 Color Computer, and PC-6001. The Color Computer version was programmed by Steve Bjork and James Garon.

Tim Ferris also wrote the Atari 8-bit games Atom Smasher (1982) and Cosmic Tunnels (1983).

Canyon Climber consists of three non-scrolling screens that are endlessly cycled through. In the first, the goal is to place explosive charges on both ends of each of four bridges, using ladders to climb between them, then trigger a detonator. Goats pursue the player and can be jumped over.

The second screen resembles the opening level of Nintendo's Donkey Kong, with angled platforms and connecting ladders. Native Americans ("Indians" in the manual) on each platform shoot arrows which can be jumped or avoided. The goal is to reach the top.

The object of the third screen is also to climb to the top. Brick-dropping birds are the primary obstacle.

The 1983 book The Creative Atari stated, "Canyon Climber achieves a cartoon-like atmosphere in the rendering of its various screens, to very pleasing effect," concluding "You will spend a while with Canyon Climber."

In a review of four Atari 8-bit Datasoft games (the others are Pacific Coast Highway, Clowns and Balloons, and Shooting Gallery), Charles Brannon of Compute! wrote, "the overall animation and execution are perhaps the best of the four."

Keita Iida noted the low difficulty level, calling the game "perfectly suited for beginning players who are just getting into platform/climbing games," and scored it a 6 out of 10. Mark Sabbatini, reviewing the Color Computer version, agrees: "as soon as you've completed the levels a few times the challenge is pretty much gone." He also disliked the randomness of the rocks and goats, stating "all too often whether you live or die is all about luck and not about skill and planning."


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