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Did you know
- TriviaThe Pitfall II cartridge for the Atari 2600 contains a custom chip designed by game programmer David Crane that significantly enhances the console's graphics and sound capabilities, putting it more on par with Atari's 8-bit home computers.
- ConnectionsFeatured in Activison Anthology (2002)
- SoundtracksSobre las Olas
Written by Juventino Rosas
Featured review
Harry's quest
Since no one's commented on this game yet, here I go.
First, lemme get my recollections about the original out of the way. Sure, it was easier to scroll left, but you're basically playing against yourself, so why cheat? I'm not saying I never did that, but wasn't it more of a challenge to land on the crocs' heads jumping right? And wasn't snagging a vine cooler if you were going the right way? And if you went left, surely you took the underground shortcuts. Never mind the gold bars you skipped over, right? What was the point, really, of this game as a whole? There was no end, no princess to rescue or anything. Still, the journey sure was fun even if there was no destination.
Okay, on to II. All good sequels expand the premise of the original instead of just rehashing it, and this is no exception. Instead of a futile, existential quest for capitalistic wealth, Pitfall II actually has an ending - one that puts no value on a high score.
The object of the game is just to get to the end. You can fall in a river and be tagged by adversaries, but you can't die. How refreshing that death isn't a factor. So go ahead and leap across canyons to get that diamond ring; the worst that can happen is that you'll be transported back to the last home base you reached.
It'll take you many hours to get to the end, but when you do get there you'll do the happy dance. And, really, isn't that all we all want?
First, lemme get my recollections about the original out of the way. Sure, it was easier to scroll left, but you're basically playing against yourself, so why cheat? I'm not saying I never did that, but wasn't it more of a challenge to land on the crocs' heads jumping right? And wasn't snagging a vine cooler if you were going the right way? And if you went left, surely you took the underground shortcuts. Never mind the gold bars you skipped over, right? What was the point, really, of this game as a whole? There was no end, no princess to rescue or anything. Still, the journey sure was fun even if there was no destination.
Okay, on to II. All good sequels expand the premise of the original instead of just rehashing it, and this is no exception. Instead of a futile, existential quest for capitalistic wealth, Pitfall II actually has an ending - one that puts no value on a high score.
The object of the game is just to get to the end. You can fall in a river and be tagged by adversaries, but you can't die. How refreshing that death isn't a factor. So go ahead and leap across canyons to get that diamond ring; the worst that can happen is that you'll be transported back to the last home base you reached.
It'll take you many hours to get to the end, but when you do get there you'll do the happy dance. And, really, isn't that all we all want?
helpful•50
- FeverDog
- Oct 15, 2003
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