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Retro Game Database · Commodore 64

Hope to Hopp II

Retro Game Database · Commodore 64

Hope to Hopp II

Hope to Hopp II starts with the kind of stripped-down platforming challenge that feels harmless for about a minute. Then the automatic scrolling asks you to commit to every jump, while pits, water, and roaming hazards make hesitation expensive. With eight lives but no safety net beyond your own timing, it quickly becomes a compact test of nerve.

Its 21 levels build on that pressure with longer stretches and trickier platform layouts. The lack of weapons or power-ups keeps the focus admirably clean, though restarting from the beginning after losing every life can make its later demands feel severe. It is a neat, tough little Commodore 64 diversion for anyone who enjoys learning a fixed obstacle course by repetition.

Platform:

Retro Replay Review

Gameplay

The first hour of Hope to Hopp II is defined by a simple but effective bit of pressure: the level keeps moving whether you are ready or not. You can run in either direction and jump, yet the steady forward scroll means you are always reading the next landing spot before the current jump has fully stopped mattering. That makes even an ordinary gap feel urgent.

There is no attack button to turn danger into a reward. Flying cannonballs, floating ghosts, crawling pigs, and jumping octopuses are all problems to dodge, not enemies to clear, and water holes and chasms punish a mistimed move just as readily. That narrow ruleset gives the game a clean arcade focus. When you fail, you generally know whether you jumped late, took the wrong line, or got caught by the scrolling pace.

The difficulty curve sounds modest on paper—longer levels, more awkward platform placement—but it is exactly what gives the game its bite. Cyan marks the approach to an exit, a small cue that can be genuinely reassuring after a tense run, and then you sprint right to finish. The rough edge is the all-or-nothing life system: lose all eight lives and you begin again from the start. If you enjoy repetition sharpening your timing, that is the point; if you want a platformer that cushions progress, it will wear thin.

Hope to Hopp II — screenshot 1
Hope to Hopp II — screenshot 1

Graphics

The side-view stages keep the important things in front of you: platforms, water hazards, open drops, and four distinct enemy types. The hero changing to cyan near a level exit is a particularly practical visual cue, giving you a clear reason to push through the last stretch rather than second-guess the route.

Hope to Hopp II — screenshot 2
Hope to Hopp II — screenshot 2

Story

Hope to Hopp II gets its momentum from the next obstacle course rather than from narrative detours. You guide a small hero onward through a sequence of 21 increasingly demanding levels, and the immediate goal is always easy to understand: stay alive, reach the right side, and move on.

That directness suits the format. Every stretch of ground is a fresh little ordeal, and the approach to the cyan exit marker supplies a simple finish-line feeling without slowing the action down.

Do not come here expecting plot beats to carry you through the tougher stages. The sense of progress comes from your own improvement—recognizing a hazard sooner, making a jump more decisively, and finally surviving a route that previously ate several lives.

Overall Experience

This is a very small platformer with a stern arcade temperament. Its strongest idea is not complexity but commitment: automatic scrolling forces you to act, while the absence of weapons and upgrades keeps every success tied to movement and timing. That clarity is refreshing.

It can also be punishing in a way that divides people. Eight lives sounds generous until a few bad jumps, a badly timed enemy encounter, or one rushed section drains the supply; a full restart makes every late-level mistake sting. The game asks you to accept that friction as part of the challenge rather than an interruption to it.

Give Hope to Hopp II a chance if a compact Commodore 64 platform challenge sounds more appealing than a long adventure. It has enough escalating level design to reward persistence, but its payoff is the satisfaction of mastering the scroll and reaching the next exit—not a gentler ride.

Retro Replay Score

5.5/10

Additional information

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Year

Retro Replay Score

5.5

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