I have to admit, this isn't my first attempt at the game, as I used to play this when I was young. But I was even worse at games back then than I am now, so I probably didn't even make it past the first world.
that Magic Kingdom). In fact this place is so damn magical that the trees stare at you while Greensleeves plays in the background, and the plants just won't stop dancing. I honestly don't know how they can stand it.
This intro was created by a cartoonist called Eric W. Schwartz who was known for making a lot of Tex Avery inspired animations on his Amiga, which you could get on floppy disk. I checked some out on youtube out of curiosity, and... well, the guy sure liked drawing squirrel girls.
But what's this, is that a bottle floating down the river?
Cool Spot. Funny how both games start with the product floating in water as trash.
Then he realises his cape isn't flapping, and glares at a guy sitting off camera reading a magazine until he switches the wind machine on. Seriously, they waited until the very end of the intro to stick in a fourth wall breaking joke.
The game's a platformer (which you've probably noticed) and like Cool Spot (again), I've got to hunt down a certain number of tokens before it'll let me open the exit. In this case, I'm collecting gold coins. Which always looked more like lemon slices to me.
That kind of crappy looking green S pick-up is actually a speed power-up, which is pretty much the last thing I want. The game's trying to trick me into playing it like Sonic the Hedgehog, but if I start racing down hills into enemies I'm just going to get my little froggy ass handed to me.
Why are there spikes all over the Magical Woods anyway? I guess the same reason why there's springs here too. And why those springs have some kind of paper or something lying on top. Because it's a MAGIC Woods and that means they can put whatever they want here.
Right now I'm trying to take out these bees with my new green Spud weapon I picked up. It's a little weird to use though, because I have to hold down the fire button then aim with the joystick to point it in the right direction, and those bastards are never hovering where I can hit them. I tried it on the ground enemies too, but it was no good. Can't even jump on these hedgehogs, I'd just lose a hit-point.
Speaking of hedgehogs, I wonder how this art compares to a flashy console game like Sonic.
|Sonic the Hedgehog (Genesis/Mega Drive)|
I think the biggest thing that makes Sonic come alive by comparison is the parallax scrolling. Superfrog's background is two tones of pastel blue locked to the scrolling of the foreground graphics, but this background has multiple layers of motion, and even some colour cycling water effects going on.
|Super Mario World (SNES)|
But honestly, Superfrog doesn't actually look that bad at all next to them, which surprises me a little.
But this time at least I managed to get three Lucozade™ cans in a row and earned myself a code.
A FEW LEVELS LATER.
You know it's just occurred to me that if you gave Superfrog a bandana he'd look identical to a Ninja Turtle.
These are secret passages I'm jumping through right now by the way. The game's full of them, to the point where I've got into the habit of throwing myself at every wall just in case. It works well enough though, I suppose.
Out of habit I'd pressed 'escape' instead of 'p'. Instant game over. It didn't even bother to ask if I was sure.
I'm missing a lot of level codes at this point, but fortunately I DO have the one for this level, though I've lost all my lives and pointless points. You want to know what's really weird? You can save the high score table to disk, but not the current game progress.
I was like two pixels away from making it to the other side too.
That wing power-up over there will let Superfrog hover a bit by flapping his cape, though it's still not much of a super power. They really should have just called this game 'Frog'. Or 'Super Lucozade'. Or 'The Frog Formally Known as Prince'.
ONE LEVEL LATER.
I didn't get the level code for this level, so I need to be insanely careful until I collect some more lives. There's no continues in this remember, so if I run out of lives I'm back to the password screen.
I'm getting the feeling I'm going to be seeing a lot of the level before this one.
LATER, AFTER FINALLY MAKING SOME PROGRESS.
Wait, I know where I am! I'm right back at the fucking start of the level! Back to the spring then I guess.
A FEW RETRIES LATER.
I've lost track of how many times I've gotten this frog killed, had to replay the entire previous level, then got caught in this bloody loop again. And yeah, I do get a chance at the fruit machine each time, it just won't give me the code.
This is why I had so much trouble with that trap door by the way. It's not that I kept screwing up a simple jump over and over, it's this bloody green slime covering the slopes. It's hard enough to jump off at the right point at the best of times, but if you get hit along the way...
To be entirely truthfully honest, I still like the game, though I might just be suffering from a mild case of nostalgia. It's not a particularly great experience, but it's likeable, it's slick, it looks good, and the music is awesome. I'm not sure why composer Allister Brimble thought it'd be a good idea to use frog samples in his songs, but I'm even more confused about how he managed to make it sound good. This game has a ridiculously catchy soundtrack, and it'll be haunting me long after I've forgotten level code fruit machines, slime ramps and floor traps.
I should probably mention that there's a PC port too, and it showed up on GOG.com recently. Though I haven't played it myself and I don't know how close it is to the Amiga version. Looks pretty identical though in screenshots.