| The North American booklet says Super Pitfall "was reprogrammed by Pony, Inc." and licensed by Nintendo of America, with Sam Nelson producing for Activision; it prints Activision's copyright of 1987. | PDF p. 2, creditsPDF p. 2, creditsPDF p. 2, creditsPDF p. 2, credits | Manual |
| In the North American booklet, Pitfall Harry, alone with a gun, must recover the Raj diamond from a vast subterranean dwelling high in the Andes and rescue his niece Rhonda and Quickclaw the Lion, trapped below. With no map, he finds his way through over 270 screens of passages full of creatures and hazards. | PDF p. 2, Super PitfallPDF p. 2, Super PitfallPDF p. 2, Super PitfallPDF p. 2, Super Pitfall | Manual |
| To win, by the North American booklet, Harry finds the Raj diamond, Rhonda, and Quickclaw and returns to the starting point. Rhonda has been turned to stone and needs a flask of medicine found elsewhere in the cave; Quickclaw needs a hidden key; and the way back needs a photograph of the Underground Kingdom, which shows the launching site that jumps Harry back to the beginning. | PDF p. 4, Playing the GamePDF p. 4, Playing the GamePDF p. 4, Playing the GamePDF p. 4, Playing the GamePDF p. 4, Playing the Game | Manual |
| On the NES the control pad moves Harry, climbs or swims up and down, and ducks; A jumps, in place or to either side with the pad; B fires his gun the way he faces. Select picks a one- or two-player game and Start begins and pauses. He walks along ledges, climbs ladders, jumps, swims, and swings from rope to rope. | PDF p. 3, Directing HarryPDF p. 3, Directing HarryPDF p. 3, Directing HarryPDF p. 3, Getting StartedPDF p. 4, Playing the GamePDF p. 3, Directing HarryPDF p. 3, Directing HarryPDF p. 3, Directing HarryPDF p. 3, Getting StartedPDF p. 3, Getting StartedPDF p. 4, Playing the Game | Manual |
| The NES booklet says many items are invisible: crystal balls marked with a heart, spade, diamond, or club, which open rock doors with the matching symbol; spare pistols; and objects that make Harry invulnerable or earn points. Harry gets them only by jumping up at the right moment, so the booklet tells the player to jump often. | PDF p. 4, Invisible ObjectsPDF p. 4, Invisible ObjectsPDF p. 4, Invisible ObjectsPDF p. 4, Invisible ObjectsPDF p. 4, Invisible Objects | Manual |
| On the NES Harry starts with one pistol of 20 bullets, and each invisible spare pistol adds 20; the booklet says the mission can be finished with no bullets left. | PDF p. 4, Spare PistolsPDF p. 5, Strategy Tips | Manual |
| At places in the caverns Harry can travel instantly from one cave to another by jumping at a particular, unmarked spot, by the NES booklet. | PDF p. 5, Instant Travel | Manual |
| On the NES Harry starts with three lives; a lost one is replaced at the spot where he died, and he flashes, invulnerable, for a few seconds each time he appears. Extra lives come at 50,000 and 80,000 points and "thereafter", by the booklet. | PDF p. 5, Spare Harry'sPDF p. 5, Spare Harry'sPDF p. 5, Invulnerable HarryPDF p. 5, Spare Harry'sPDF p. 5, Spare Harry'sPDF p. 5, Invulnerable Harry | Manual |