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''Super Pitfall'' is the sequel to the [[UsefulNotes/TheGreatVideogameCrashOf1983 Game Crash]] denyingly popular ''[[VideoGame/{{Pitfall}} Pitfall II: The Lost Caverns]]'', and was released for the NES, Tandy, and PC-8801 systems. ''Super Pitfall'' would be the last of the original style of Pitfall games, as the series shifted from open world to level-by-level with 1994's ''VideoGame/PitfallTheMayanAdventure'', which was released for SNES and Genesis.

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''Super Pitfall'' is the sequel to the [[UsefulNotes/TheGreatVideogameCrashOf1983 [[UsefulNotes/TheGreatVideoGameCrashOf1983 Game Crash]] denyingly Crash]]-denyingly popular ''[[VideoGame/{{Pitfall}} Pitfall II: The Lost Caverns]]'', and was released for the NES, Tandy, and PC-8801 systems. ''Super Pitfall'' would be the last of the original style of Pitfall games, as the series shifted from open world to level-by-level with 1994's ''VideoGame/PitfallTheMayanAdventure'', which was released for SNES and Genesis.
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* NintendoHard: Difficult to complete, though generally easy to deal with enemies. Due to hidden items and the possibility of entering an area too soon, it's very possible to get lost or stuck.
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Cut per CRT for complaining


[[caption-width-right:350:[[CoversAlwaysLie Now with 100% less rock climbing.]] ]]

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[[caption-width-right:350:[[CoversAlwaysLie Now with 100% less rock climbing.]] ]]
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Merged per TRS


*** If you leave this mandatory area without saving Quicklaw, [[UnwinnableByMistake the game becomes unwinnable.]] It is very likely that the player will not even notice until they go to find the bird again.

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*** If you leave this mandatory area without saving Quicklaw, [[UnwinnableByMistake [[UnintentionallyUnwinnable the game becomes unwinnable.]] It is very likely that the player will not even notice until they go to find the bird again.



* UnwinnableByMistake: Sub-areas cannot be reentered, and some sub-areas have parts you can only complete with items from other sub-areas, which means if you don't explore in the proper order, the game is unwinnable.

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* UnwinnableByMistake: UnintentionallyUnwinnable: Sub-areas cannot be reentered, and some sub-areas have parts you can only complete with items from other sub-areas, which means if you don't explore in the proper order, the game is unwinnable.
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** One section of the game has you ''jumping into an enemy vulture'' to enter a mandatory area. While it has tells, as it's immune to gunfire and flies faster and lower than most vultures, this was a frequent topic on ''UsefulNotes/NintendoPower''.

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** One section of the game has you ''jumping into an enemy vulture'' to enter a mandatory area. While it has tells, as it's immune to gunfire and flies faster and lower than most vultures, this was a frequent topic on ''UsefulNotes/NintendoPower''.''Magazine/NintendoPower''.
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This seems to be valid expanding to make it clear, Also the entry needs to be discussed to determine if they are misuse before they can be cut.

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* BlueIsHeroic: Harry is the hero of the game and his outfit is entirely blue throughout the whole game.
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TRS cleanup


* BlueIsHeroic: Harry's outfit is entirely blue.
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* PiranhaProblem: There are piranhas (and sea snakes) in the underwater sections that can kill Harry. Because they are underwater and [[RealityEnsues normal handguns don't work underwater]], they are basically invincible.

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* PiranhaProblem: There are piranhas (and sea snakes) in the underwater sections that can kill Harry. Because they are underwater and [[RealityEnsues normal handguns don't work underwater]], underwater, they are basically invincible.
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It's not a powerup any more than coins and collectibles on other video games are. Its only purpose is Scoring Points.


* PowerUpLetdown: Gold ingots. They're the only powerup in the game that isn't hidden in any way, and they even flash bright yellow to draw your eyes... and they're also completely worthless. They provide no intrinsic benefit and there's no shop for you to trade the gold or anything like that, so the only thing they do is give you points. [[SubvertedTrope However,]] [[Every10000Points you can get extra lives with enough points.]]

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* PowerUpLetdown: ScoringPoints: Gold ingots. They're the only powerup item in the game that isn't hidden in any way, and they even flash bright yellow to draw your eyes... and they're also completely worthless.they have no other use. They provide no intrinsic benefit and there's no shop for you to trade the gold or anything like that, so the only thing they do is give you points. [[SubvertedTrope However,]] However, [[Every10000Points you can get extra lives with enough points.]]]] You also get points for killing enemies, but nowhere near as much.
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* GuideDangIt: One section of the game has you ''jumping into an enemy vulture'' to enter a mandatory area. While it has tells, as it's immune to gunfire and flies lower than most vultures, this was a frequent topic on ''UsefulNotes/NintendoPower''.

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* GuideDangIt: '''''[[ExaggeratedTrope THE WHOLE FREAKING GAME.]]'''''
**
One section of the game has you ''jumping into an enemy vulture'' to enter a mandatory area. While it has tells, as it's immune to gunfire and flies faster and lower than most vultures, this was a frequent topic on ''UsefulNotes/NintendoPower''.''UsefulNotes/NintendoPower''.
*** If you leave this mandatory area without saving Quicklaw, [[UnwinnableByMistake the game becomes unwinnable.]] It is very likely that the player will not even notice until they go to find the bird again.
**** There's also two other vultures that do this, but they only lead to bonus rooms.
** In order to unlock doors, you need to collect "keys", which are actually the four suits in a deck of cards. In order to find these suits...er, keys, you have to jump around in specific places.
*** You can also find other helpful items (such as ammo for Harry's gun) this way.



* PowerUpLetdown: Gold ingots. They're the only powerup in the game that isn't hidden in any way, and they even flash bright yellow to draw your eyes... and they're also completely worthless. They provide no intrinsic benefit and there's no shop for you to trade the gold or anything like that, so the only thing they do is give you points. And Super Pitfall is not a game where most players ever care about high score.

to:

* PowerUpLetdown: Gold ingots. They're the only powerup in the game that isn't hidden in any way, and they even flash bright yellow to draw your eyes... and they're also completely worthless. They provide no intrinsic benefit and there's no shop for you to trade the gold or anything like that, so the only thing they do is give you points. And Super Pitfall is not a game where most players ever care about high score.[[SubvertedTrope However,]] [[Every10000Points you can get extra lives with enough points.]]
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It's so much easier to just destroy than to recategorize, isn't it? In any case, I've gone and fixed the wording for these.

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* TrialAndErrorGameplay:
** The first ladder in the game is an infamous trap which, if climbed down, sends the player hurdling into a pit of spikes. It was famously exaggerated on ''WebVideo/AngryVideoGameNerd'', and subsequently was used for a joke room in ''VideoGame/AVGNAdventures''.
** After getting the diamond, a lift is meant to take the player safely to the bottom where the key can eventually be reached. If the player gets off one floor too soon, they can access two large stacks of gold. However, the lift despawns in the process, forcing the player to not only kill themselves, but they respawn in a place where they must climb all the way up to retake the lift.
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* BlueIsHeroic: Harry's outfit is entirely blue.
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* PetBabyWildAnimal: While its age is never brought up, it's worth mentioning that one of Harry's goals is to rescue his pet lion.

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* PetBabyWildAnimal: While its age is never brought up, it's worth mentioning that one of Harry's goals is to rescue his pet lion.lion Quickclaw.
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Added DiffLines:

* PowerUpLetdown: Gold ingots. They're the only powerup in the game that isn't hidden in any way, and they even flash bright yellow to draw your eyes... and they're also completely worthless. They provide no intrinsic benefit and there's no shop for you to trade the gold or anything like that, so the only thing they do is give you points. And Super Pitfall is not a game where most players ever care about high score.
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None

Added DiffLines:

** The piranhas and sea snakes are underwater, where your gun doesn't work, and there are no invincibility power-ups near them, so they are effectively this as well.
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* CoversAllwaysLie: Harry does not do any rock climbing. Also, his uniform is blue, not yellow.

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* CoversAllwaysLie: CoversAlwaysLie: Harry does not do any rock climbing. Also, his uniform is blue, not yellow.
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* PiranhaProblem: There are piranhas (and sea snakes) in the underwater sections that can kill Harry. Because they are underwater and [[RealityEnsues normal handguns don't work underwater]], they are basically invincible.



* SkeweredPriorities: The manual states that Harry, Rhonda, and Quickclaw came to retrieve the Raj diamond, but Rhonda and Quickclaw have both gotten lost in the caverns. The manual states that Harry must retrieve the diamond, and that the fact that his niece and pet have gotten lost and he must save them "complicates matters".

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* SkeweredPriorities: SkewedPriorities: The manual states that Harry, Rhonda, and Quickclaw came to retrieve the Raj diamond, but Rhonda and Quickclaw have both gotten lost in the caverns. The manual states that Harry must retrieve the diamond, and that the fact that his niece and pet have gotten lost and he must save them "complicates matters".
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Added DiffLines:

* CoversAllwaysLie: Harry does not do any rock climbing. Also, his uniform is blue, not yellow.


Added DiffLines:

* SkeweredPriorities: The manual states that Harry, Rhonda, and Quickclaw came to retrieve the Raj diamond, but Rhonda and Quickclaw have both gotten lost in the caverns. The manual states that Harry must retrieve the diamond, and that the fact that his niece and pet have gotten lost and he must save them "complicates matters".
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None


floor too soon, you can access two large stacks of gold. Unfortunately, your ride disappears the moment it goes offscreen, so you're pretty much dead.

Changed: 183

Removed: 524

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Flagrant misuse of Kaizo Trap


* [[InvisibleBlock Invisible Item]]: Excluding the gold, every item in the game is invisible, requiring jumping around a small area to reveal.
* KaizoTrap:
** The first ladder in the game is a famous Kaizo Trap that, if climbed down, sends the player hurdling into a pit. It was famously exaggerated on ''WebVideo/AngryVideoGameNerd'', and subsequently was used for a joke room in ''VideoGame/AVGNAdventures''.
** After getting the diamond, a lift can take you safely to the bottom where you can get to the key. If you get off one floor too soon, you can access two large stacks of gold. Unfortunately, your ride disappears the moment it goes offscreen, so you're pretty much dead.

to:

* [[InvisibleBlock Invisible Item]]: InvisibleBlock: Excluding the gold, every item in the game is invisible, requiring jumping around a small area to reveal.
* KaizoTrap:
** The first ladder in the game is a famous Kaizo Trap that, if climbed down, sends the player hurdling into a pit. It was famously exaggerated on ''WebVideo/AngryVideoGameNerd'', and subsequently was used for a joke room in ''VideoGame/AVGNAdventures''.
** After getting the diamond, a lift can take you safely to the bottom where you can get to the key. If you get off one
floor too soon, you can access two large stacks of gold. Unfortunately, your ride disappears the moment it goes offscreen, so you're pretty much dead.



* AntiFrustrationFeatures: As if taking notes from the original's ''WebVideo/AngryVideoGameNerd'' treatment, the hack removes the opening KaizoTrap, adds a gun with infinite ammo, an auto-save feature, and makes everything that was once invisible or esoteric far easier to find. Parts of the map have also been modified to reduce backtracking and provide better hints for dealing with problems.

to:

* AntiFrustrationFeatures: As if taking notes from the original's ''WebVideo/AngryVideoGameNerd'' treatment, the hack removes the opening KaizoTrap, ladder trap, adds a gun with infinite ammo, an auto-save feature, and makes everything that was once invisible or esoteric far easier to find. Parts of the map have also been modified to reduce backtracking and provide better hints for dealing with problems.
Is there an issue? Send a MessageReason:
None


The gameplay is vastly builds on its predecessor, keeping most of the elements of ''Pitfall II'' except for the eel and insect monsters. The game featured omnidirectional scrolling, and was one of the first NES games ever to do so. The layout was far more complex than its predecessor, many new monsters were added, and there were a total of five maps to explore. There were also visible differences in sediment as the player got deeper, a feature ubiquitous with ''VideoGame/{{Minecraft}}'' style games.

However, the game was also known for its many glitches -- things popping in and out of view, clipping issues, and the like. The invisible items were also somewhat [[BrokenBase base breaking]]. As a result, the game received mixed reception, and generally fell into obscurity until the ''WebVideo/AngryVideoGameNerd'' [[https://www.youtube.com/watch?v=FJEXpsDB2XQ featured it]] in 2011. Although generally lambasting it in his review, he went on to play the SecondQuest, reflecting said mixed reception.

to:

The gameplay is vastly builds on its predecessor, keeping most of the elements of ''Pitfall II'' except for the eel and insect monsters. The game featured omnidirectional scrolling, and was one of the first NES games ever to do so. The layout was far more complex than its predecessor, many new monsters were added, and there were a total of five maps to explore. There were also visible differences in sediment as the player got deeper, a feature ubiquitous with ''VideoGame/{{Minecraft}}'' style games.

However, the game was also known for its many glitches -- things popping in and out of view, clipping issues, and the like. The invisible items were also somewhat [[BrokenBase base breaking]]. As a result, the game received mixed reception, and generally fell into obscurity until the ''WebVideo/AngryVideoGameNerd'' [[https://www.youtube.com/watch?v=FJEXpsDB2XQ featured it]] in 2011. 2009. Although generally lambasting it in his review, he went on to play the SecondQuest, {{second quest}}, reflecting said mixed reception.
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None


The gameplay is vastly builds on its predecessor, keeping most of the elements of ''Pitfall II'' except for water traps and gators. The game featured omnidirectional scrolling, and was one of the first NES games ever to do so. The layout was far more complex than its predecessor, many new monsters were added, and there were a total of five maps to explore. There were also visible differences in sediment as the player got deeper, a feature ubiquitous with ''VideoGame/{{Minecraft}}'' style games.

to:

The gameplay is vastly builds on its predecessor, keeping most of the elements of ''Pitfall II'' except for water traps the eel and gators.insect monsters. The game featured omnidirectional scrolling, and was one of the first NES games ever to do so. The layout was far more complex than its predecessor, many new monsters were added, and there were a total of five maps to explore. There were also visible differences in sediment as the player got deeper, a feature ubiquitous with ''VideoGame/{{Minecraft}}'' style games.



* InternalHomage: The main area's music is heavily drawn from ''[[VideoGame/{{Pitfall}} Pitfall II]]''[='s=] music, with bits from ''Super Pitfall''[='s=] score tossed in as well.

to:

* InternalHomage: The main area's music is heavily drawn from ''[[VideoGame/{{Pitfall}} Pitfall II]]''[='s=] music, with bits from ''Super Pitfall''[='s=] score tossed in as well.mashing up its normal and triumphant themes.

Added: 189

Changed: 116

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* AntiFrustrationFeatures: As if taking notes from the original's ''WebVideo/AngryVideoGameNerd'' treatment, the hack removes the opening KaizoTrap, adds a gun with infinite ammo, an auto-save feature, and makes everything that was once invisible or esoteric far easier to find.

to:

* AntiFrustrationFeatures: As if taking notes from the original's ''WebVideo/AngryVideoGameNerd'' treatment, the hack removes the opening KaizoTrap, adds a gun with infinite ammo, an auto-save feature, and makes everything that was once invisible or esoteric far easier to find. Parts of the map have also been modified to reduce backtracking and provide better hints for dealing with problems.



* ROMHack: It's a hack of the US version of the game, with minor map adjustments, graphics and sound overhauls, and much more.

to:

* ROMHack: It's a hack of the US version of the game, with minor map adjustments, graphics and sound overhauls, and much more.more.
* SoundTest: As the hack features a custom sound track by the modders, they've included a sound test that includes both their original creations and the dummied out music from the original.
Is there an issue? Send a MessageReason:
Fixing markup glitch.


* InternalHomage: The main area's music is heavily drawn from ''[[VideoGame/{{Pitfall}} Pitfall II]]'''s music, with bits from ''Super Pitfall'''s score tossed in as well.

to:

* InternalHomage: The main area's music is heavily drawn from ''[[VideoGame/{{Pitfall}} Pitfall II]]'''s II]]''[='s=] music, with bits from ''Super Pitfall'''s Pitfall''[='s=] score tossed in as well.
Is there an issue? Send a MessageReason:
Whoops.


[[caption-width-right:350:some caption text]]

Added: 3263

Changed: 361

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Adding a bunch of content, especially tropes for the 30th.


!!Tropes for the original game include:

* AntiFrustrationFeatures: The long waterfall does not appear for several levels of the long climb that surrounds it. With falling ceilings, spikes going up and down, and GoddamnBats to worry about near where the waterfall would be, this decision by the developers is quite justified.



* InvincibleMinorMinion:
** The flying skeleton ghosts on the same Y axis as the entrance to the underworld are invincible, but relatively easy to avoid. They exist solely to clue the player on the underworld's secret entrance.
** Downplayed with the bats, which are invincible both while hanging upsidedown and while preparing to fly. They become vulnerable once their graphic changes.



* KaizoTrap: After getting the diamond, a lift can take you safely to the bottom where you can get to the key. If you get off one floor too soon, you can access two large stacks of gold. Unfortunately, your ride disappears the moment it goes offscreen, so you're pretty much dead.

to:

* KaizoTrap: KaizoTrap:
** The first ladder in the game is a famous Kaizo Trap that, if climbed down, sends the player hurdling into a pit. It was famously exaggerated on ''WebVideo/AngryVideoGameNerd'', and subsequently was used for a joke room in ''VideoGame/AVGNAdventures''.
**
After getting the diamond, a lift can take you safely to the bottom where you can get to the key. If you get off one floor too soon, you can access two large stacks of gold. Unfortunately, your ride disappears the moment it goes offscreen, so you're pretty much dead.



* OneBulletAtATime: In this case, ExactlyWhatItSaysOnTheTin. Your rate of fire is once per frame, so as long as no bullets are on screen, spamming B is a viable option for taking out the Underworld minions up close.



* VineSwing: While greatly downplayed from its predecessors, vines do still appear in the Underworld. The player has to touch a vine's tip to grab onto it.

to:

* VineSwing: While greatly downplayed from Not as frequent as its predecessors, but vines do still appear in are littered throughout the Underworld. main map and the underworld. The player has to touch a vine's tip to grab onto it.it.

!!Tropes for the fan-made ''30th Anniversary Edition'' include:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/super_pitfall_30th.png]]
[[caption-width-right:350:some caption text]]
* AdaptationalAttractiveness: Harry himself gets a cuter, younger, and more androgynous look. Quickclaw and Rhonda also get cuter, more cartoon-like graphics.
* AdaptedOut:
** Crosses and invincibility stars have been removed from the underworld, as well as smaller stacks of gold and ammunition, the latter two being no longer relevant.
** The second quest has also been removed, justified as having all collectibles visible along with the secondary objective of collecting all treasures makes it unnecessary.
* AntiFrustrationFeatures: As if taking notes from the original's ''WebVideo/AngryVideoGameNerd'' treatment, the hack removes the opening KaizoTrap, adds a gun with infinite ammo, an auto-save feature, and makes everything that was once invisible or esoteric far easier to find.
* AutoSave: Unlike the original, which didn't even have a password system, Super Pitfall autosaves to SRAM whenever the player collects something or loses a life.
* CanonForeigner: An undead creature that throws its own head and runs off guards the exit to the underworld. As the head is an easy one-hit kill, it's just likely the modder's signature.
* HundredPercentCompletion: While six of the seven objectives are mandatory to the story, there are now also 100 treasures to collect: 10 rings in the underworld, 90 treasure chests elsewhere.
* InternalHomage: The main area's music is heavily drawn from ''[[VideoGame/{{Pitfall}} Pitfall II]]'''s music, with bits from ''Super Pitfall'''s score tossed in as well.
* ROMHack: It's a hack of the US version of the game, with minor map adjustments, graphics and sound overhauls, and much more.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DungeonBypass: A common skip used by {{speedrun}}ners involves intentionally getting killed by the spider walking around near the long waterfall. The player respawns on the highest level and essentially skips about 10 minutes of climbing back up.
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Of note, a [[StillbornFranchise planned sequel]] was once considered as a localization of ''VideoGame/AtlantisNoNazo'', another game centered around treasure collection and exploration, but this was abandoned. A video of the prototype can be found [[https://www.youtube.com/watch?v=Aj89JuFsQac here]].

to:

Of note, a [[StillbornFranchise planned sequel]] was once considered as a localization of ''VideoGame/AtlantisNoNazo'', another game centered around treasure collection and exploration, but this was abandoned. A video of the prototype can be found [[https://www.youtube.com/watch?v=Aj89JuFsQac here]].
here]]. Finally, a [[ROMHack fan-made]] ''30th Anniversary Edition'' was released in 2016, with improved graphics, visible key items, and numerous other changes. (viewable [[https://www.youtube.com/watch?v=hmIinTH54M0 here]])
Is there an issue? Send a MessageReason:
Five red links down today, many to go.

Added DiffLines:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/super_pitfall_tandy_box.png]]
[[caption-width-right:350:[[CoversAlwaysLie Now with 100% less rock climbing.]] ]]
''Super Pitfall'' is the sequel to the [[UsefulNotes/TheGreatVideogameCrashOf1983 Game Crash]] denyingly popular ''[[VideoGame/{{Pitfall}} Pitfall II: The Lost Caverns]]'', and was released for the NES, Tandy, and PC-8801 systems. ''Super Pitfall'' would be the last of the original style of Pitfall games, as the series shifted from open world to level-by-level with 1994's ''VideoGame/PitfallTheMayanAdventure'', which was released for SNES and Genesis.

The gameplay is vastly builds on its predecessor, keeping most of the elements of ''Pitfall II'' except for water traps and gators. The game featured omnidirectional scrolling, and was one of the first NES games ever to do so. The layout was far more complex than its predecessor, many new monsters were added, and there were a total of five maps to explore. There were also visible differences in sediment as the player got deeper, a feature ubiquitous with ''VideoGame/{{Minecraft}}'' style games.

However, the game was also known for its many glitches -- things popping in and out of view, clipping issues, and the like. The invisible items were also somewhat [[BrokenBase base breaking]]. As a result, the game received mixed reception, and generally fell into obscurity until the ''WebVideo/AngryVideoGameNerd'' [[https://www.youtube.com/watch?v=FJEXpsDB2XQ featured it]] in 2011. Although generally lambasting it in his review, he went on to play the SecondQuest, reflecting said mixed reception.

Of note, a [[StillbornFranchise planned sequel]] was once considered as a localization of ''VideoGame/AtlantisNoNazo'', another game centered around treasure collection and exploration, but this was abandoned. A video of the prototype can be found [[https://www.youtube.com/watch?v=Aj89JuFsQac here]].

----

* BeneathTheEarth: The last area most players go to in a successful run is the Underworld, an area with creepy music, undead enemies, and somewhat Eldritch architecture. Ironically, it's accessed from the highest point on the main area's map.
* DamselInDistress: Heavily downplayed, as one of your goals is to save your cursed niece from the Underworld. You would only know this if you [[AllThereInTheManual read the manual]].
* EveryTenThousandPoints: The primary way to get extra lives, aside from collecting Creator/PonyCanyon logos, is to get points from gold. First life at 50k, then additional lives every 30k after.
* GuideDangIt: One section of the game has you ''jumping into an enemy vulture'' to enter a mandatory area. While it has tells, as it's immune to gunfire and flies lower than most vultures, this was a frequent topic on ''UsefulNotes/NintendoPower''.
* InvincibilityPowerUp: Six-pointed stars in the Underworld gave the player Mario-style invincibility for about 10 seconds while playing the upbeat endgame music.
* [[InvisibleBlock Invisible Item]]: Excluding the gold, every item in the game is invisible, requiring jumping around a small area to reveal.
* KaizoTrap: After getting the diamond, a lift can take you safely to the bottom where you can get to the key. If you get off one floor too soon, you can access two large stacks of gold. Unfortunately, your ride disappears the moment it goes offscreen, so you're pretty much dead.
* LavaPit: Various lava pits can be found at all but the highest sediment layer.
* MoodWhiplash: The Underworld qualifies. Every other area involves exploring caves and collecting treasure, while the last area is literally Hell, with undead everywhere and zero gold lying around.
* NintendoHard: Difficult to complete, though generally easy to deal with enemies. Due to hidden items and the possibility of entering an area too soon, it's very possible to get lost or stuck.
* PetBabyWildAnimal: While its age is never brought up, it's worth mentioning that one of Harry's goals is to rescue his pet lion.
* SecondQuest: The second quest has the same layout as the main game, but with all of the item locations moved.
* SecretLevel: The game has two short optional areas, both accessed by jumping into weirdly behaving vultures.
* SlidingScaleOfLinearityVsOpenness: One of the earliest examples of a level 6, putting it on par with wide-open sandboxes. You can go just literally anywhere from the get go, but you must follow a specific sequence to win.
* SpikesOfDoom: The most common environmental hazard, and like most games from its era, spikes can kill the player from the sides. It's worth noting that there is only one place where players can approach spikes from the side.
* SuperNotDrowningSkills: So long as he avoids the predictable piranhas and sea snakes, Harry can breathe underwater forever.
* TakenForGranite: Harry's niece was turned to stone before the game began. He needs to find a potion and then head to the underworld to rescue her.
* UnwinnableByMistake: Sub-areas cannot be reentered, and some sub-areas have parts you can only complete with items from other sub-areas, which means if you don't explore in the proper order, the game is unwinnable.
* VineSwing: While greatly downplayed from its predecessors, vines do still appear in the Underworld. The player has to touch a vine's tip to grab onto it.

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