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Superfrog
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| Superfrog | |
|---|---|
| Developer | Team17 |
| Publisher | Team17 |
| Designer | Martyn Brown |
| Programmer | Andreas Tadic |
| Artist | Rico Holmes |
| Composer | Allister Brimble |
| Platforms | Amiga, CD32, MS-DOS |
| Release | 1993: Amiga 1994: MS-DOS, CD32 |
| Genre | Platform |
| Mode | Single-player |
Superfrog is a scrolling 2D platform game, originally developed for the Amiga and published in 1993 by Team17.[1] Later releases were handled by Ocean Software and GOG.com.
Gameplay
[edit]
The objective of the game is to find and defeat a witch, thus rescuing a princess, whilst achieving smaller objectives throughout the game, such as finding a golden key or escaping from captivity in a circus.
There are 24 regular levels, divided into six differently themed worlds. The goal of each level is to collect a set number of coins, and then reach the exit, which will only open if Superfrog has collected enough coins. Extra factors of gameplay include a timer countdown and a number of health points, both of which can be restored by finding bottles of Lucozade among the levels.
Depending on the number of coins and fruit collected, and on how fast the player finishes the level, a number of credits (up to a maximum of 15) are awarded at the end of each level. The player can then choose to either collect the credits for a score or gamble them in a slot machine-style minigame for more bonuses. The most important function of the slot machine minigame is the chance to win a level code, enabling the player to restart the game from the beginning of the next level at a later time.
An extra level between world 5 and 6 takes the form of a side-scrolling shoot 'em up called Project-F in homage to Team17's own Project-X (even going as far as using a remixed version of the original game's theme tune). Rather than collecting coins, the objective of this stage is to survive to the end. This level was omitted from the PC conversion of the game. After completing all six worlds, the game ends with a small boss fight against the witch in a castle setting.
Plot
[edit]The story, present in the game's manual but mostly conveyed through the introductory animation by Eric W. Schwartz, concerns an unnamed prince, who is turned into a frog by a jealous witch, in homage to the Frog Prince fairy tale. His princess girlfriend is then abducted by the same witch. Subsequently, sulking by the "River O' Despair", the prince chances upon a floating bottle of Lucozade, which confers upon him super powers. With his new powers, the prince heads off to fight the evil witch and save the princess.
Development
[edit]Superfrog was developed in 1993 and released for the Amiga in the same year by Team17, acting simultaneously as developer and publisher. The release was popular enough to spawn an Amiga CD32 version, which could also be played on some Amiga computers fitted with a CD drive. Due to its enduring popularity, it was then converted for the PC by Bubball Systems in 1994, running as an MS-DOS program. Eric W. Schwartz provided the animation for the introduction. The Amiga version was re-released by Islona Software in 1999, with slightly different box art. In 2012, Superfrog was, along with other games by Team17, released as a legitimate digital download from GoodOldGames.com,[2] this version being the first compatible with Windows.
Reception
[edit]| Publication | Score |
|---|---|
| Aktueller Software Markt | 10/12[3] |
| Amiga Action | 89%[4] |
| Amiga Computing | 93%[5] |
| Amiga Force | 88%[6] |
| Amiga Format | 85%[7] |
| Amiga Power | 78%[8] |
| Computer and Video Games | 90/100[9] |
| GamesMaster | 90%[10] |
| Génération 4 | 90%[11] |
| Jeuxvideo.com | 14/20[12] |
| PC Zone | 40/100[13] |
Team17's earlier games became relatively obscure after the release of the hugely popular Worms series, though many gamers remember Superfrog fondly for its solid gameplay, smooth scrolling, cartoon-quality graphics, and upbeat music by composer Allister Brimble. Although a relatively small release by the standards of blockbuster platformers like Sonic, it was well received and has retained a fan base which considers it an excellent example of the genre.[15]
Rerelease
[edit]An HD version of the game, Superfrog HD,[16] was co-developed by both Team17 and TickTockGames, formerly Bubball Systems, the company initially responsible for the MS-DOS port of Superfrog in 1994. It was released in 2013 for the PlayStation 3 and PlayStation Vita, then later for Microsoft Windows via Steam,[17] OS X, Linux, Android, and iOS.
In May 2016, Superfrog HD was discontinued by Team17; due to low sales and negative reception,[citation needed] the game was removed from PSN, Steam, App Store and Google Play. At the same time, the original Superfrog game was removed from GOG.com.
References
[edit]- ^ [1] Superfrog on Team17's Softography (archived version)
- ^ [2] Archived 7 March 2012 at the Wayback Machine Superfrog on GOG.com
- ^ "Hü..hüüü...hüpf!". Aktueller Software Markt (in German). June 1993. Retrieved 16 September 2021.
- ^ McNally, Steve; Bell, Roger (June 1993). "Superfrog". Amiga Action. No. 45. pp. 24–26. Retrieved 16 September 2021.
- ^ Maddock, Jonathan (June 1993). "Superfrog". Amiga Computing. No. 61. pp. 114–115. Retrieved 16 September 2021.
- ^ Guttery, Miles; King, Phil (June 1993). "Superfrog". Amiga Force. No. 6. pp. 52–53. Retrieved 16 September 2021.
- ^ West, Neil (June 1993). "Superfrog". Amiga Format. No. 47. pp. 56–57. Retrieved 16 September 2021.
- ^ Winstanley, Mark (June 1993). "Superfrog". Amiga Power. No. 26. pp. 38–39. Retrieved 16 September 2021.
- ^ Whitta, Gary (June 1993). "Superfrog". Computer and Video Games. No. 139. p. 56. Retrieved 16 September 2021.
- ^ Leach, James; Lowe, Andy; Price, Adrian (June 1993). "Superfrog". GamesMaster. No. 6. pp. 68–69. Retrieved 16 September 2021.
- ^ Michel; Didier (May 1993). "Superfrog". Génération 4 (in French). No. 55. pp. 40–42. Retrieved 16 September 2021.
- ^ Barbet-Massin, Paul (2 April 2010). "Superfrog". Jeuxvideo.com (in French). Archived from the original on 13 April 2010. Retrieved 16 September 2021.
- ^ MacDonald, Duncan (May 1995). "Superfrog". PC Zone. No. 26. p. 88. Retrieved 16 September 2021.
- ^ Marc; Morgan (May 1993). "Superfrog". Tilt (in French). No. 114. pp. 70–73. Retrieved 16 September 2021.
- ^ [3] Review on Lemon Amiga
- ^ [4] Archived 6 August 2013 at the Wayback Machine Superfrog on PSN (article on Accelerated Ideas)
- ^ "Superfrog HD on Steam". Archived from the original on 10 May 2016. Retrieved 28 May 2017.
External links
[edit]Superfrog
View on GrokipediaOverview
Premise and Setting
Superfrog is rooted in a fairy-tale narrative where a handsome prince, moments from marrying his princess, is transformed into a frog by a vengeful evil witch who simultaneously kidnaps his bride.[6] This curse propels the protagonist on an epic quest for revenge against the witch and to rescue the princess, blending whimsy with adventure in a classic good-versus-evil storyline. The tale unfolds through an introductory animation by Eric W. Schwartz, establishing the frog's determination and superhuman resolve.[7] The game's setting spans six progressively fantastical worlds, each comprising four levels rich in thematic variety and environmental challenges. Beginning in the enchanted forest with natural perils like pitfalls and watery streams, the journey advances to a haunted castle fraught with ghostly apparitions and crumbling architecture, followed by a chaotic circus teeming with acrobatic foes and precarious platforms. Subsequent realms include an ancient Egyptian pyramid riddled with spikes and sand traps, icy caverns featuring slippery surfaces and freezing hazards, culminating in a futuristic interstellar base alive with laser beams and mechanical sentinels.[1][8] These worlds escalate from earthly, folklore-inspired locales to otherworldly sci-fi environments, mirroring the hero's transformative odyssey.[6] Integral to the lore, the frog acquires his extraordinary abilities by consuming bottles of Lucozade energy drink, a product placement that directly fuels his superhuman strength and endurance throughout the quest. In the opening sequence, the prince-turned-frog drinks Lucozade immediately after his transformation, donning a cape and gaining the power to traverse these perilous domains.[9] This element not only sustains his energy against time-depleting forces but ties the narrative to themes of revitalization and heroism.[10]Release Platforms and Dates
Superfrog was first released in 1993 for the Amiga, where it was developed and published by Team17 Software Limited.[11] The game saw ports to additional platforms the following year, including MS-DOS in 1994—handled by Ocean Software as publisher in certain regions such as the United States—and the Amiga CD32 console, published by Team17.[12][11] A digital rerelease of the original MS-DOS version became available in 2012 on GOG.com, allowing compatibility with modern PCs through DOSBox emulation.[13] In 2013, an HD remake titled Superfrog HD was launched, developed by TickTock Games and published by Team17 Digital Limited. Initial releases occurred on August 6, 2013, for PlayStation 3 and PlayStation Vita, followed by versions for Windows, macOS, and Linux on September 12, 2013. Mobile ports arrived later, with iOS support on May 1, 2014, and Android on July 9, 2014.[14][15] Superfrog HD was discontinued and delisted from major digital storefronts, including Steam, GOG.com, PlayStation Network, iOS App Store, and Google Play, beginning in May 2016, primarily due to licensing issues involving the in-game Lucozade branding.[16]Gameplay
Core Mechanics
Superfrog features side-scrolling 2D platforming gameplay, with the player controlling the frog character using standard directional inputs to move left and right across horizontally scrolling levels, while jumping allows navigation over platforms and gaps.[6] Enemies can be defeated by jumping on certain ground-based foes like snails (requiring two jumps) or by using the Destructo-Spud power-up to throw a projectile at airborne enemies; hedgehogs and some others cannot be jumped on and must be avoided. Enhanced mobility comes from temporary power-ups, such as wings that enable temporary flight and gliding in mid-air by pressing the fire button, and the character can use these to reach hidden areas.[17] An invisibility pill renders the character temporarily invisible to enemies, preventing attacks and adding a layer of strategic risk avoidance during intense sections.[10] The health system grants five hit points per life, which are depleted by one upon contact with enemies or certain obstacles, while hazards like spikes or bottomless pits cause instant death and loss of a life.[6] Players begin with three lives by default (configurable to one or five), and depleting all health on a life reduces the count accordingly, with the game ending upon exhaustion of lives unless continues are used.[6] Bottles of Lucozade serve as key restorative items, replenishing lost health points and extending the level's countdown timer, which imposes urgency on exploration and collection.[18][6] Progression relies on collecting coins as the primary resource, requiring a set quota—typically 99 per level—to activate the exit door and advance, encouraging thorough navigation of multi-path layouts.[10][18] Fruit items contribute to scoring but not exit requirements, while one-up icons appear rarely as high-value pickups for extra lives, supplemented by an additional life granted every 200,000 points accumulated through coins, fruit, and time bonuses.[6][19] Bonus opportunities arise post-level via a performance-based credit system, where accumulated points from coins, fruit, and remaining time can be directly added to the score or risked in a fruit machine minigame resembling a slot mechanism.[18] Successful spins in this minigame yield enhanced rewards, including extra lives, substantial point multipliers, or password codes for skipping to later levels, promoting replayability through gambling elements.[18][19] A distinctive interlude in the Amiga version occurs between worlds 5 and 6 as the Project-F segment, a side-scrolling shoot 'em up where Superfrog pilots a spaceship through enemy waves to reach a space station, paying homage to Team17's earlier title Project-X; this sequence was excluded from the PC port due to technical constraints.[6][20]Levels and Worlds
Superfrog consists of 24 levels spread across six worlds, with each world comprising four levels that emphasize time-limited navigation through increasingly complex layouts, where players must collect a minimum number of coins to unlock the exit while avoiding hazards and enemies. Difficulty escalates progressively, introducing faster-moving threats, more intricate platforming, and tighter timers in later worlds.[21] The game's worlds feature distinct environmental themes that influence obstacle design and enemy behaviors, providing variety in visual and mechanical challenges:- World 1: Magic Woods – A lush forest setting with branching paths amid trees and foliage, populated by ground-based foes like hedgehogs and snails, as well as airborne nuisances such as wasps and birds that drop projectiles.[22]
- World 2: Spooky Castle – Dark, gothic interiors filled with swinging ball 'n' chain traps and ethereal enemies including invincible ghosts and bats that swoop toward the player.[23]
- World 3: Fun Park – An amusement park motif with colorful tents and water features, featuring rolling turtles, slithering snakes, and flying ladybirds amid gun turrets that fire across pathways.[24]
- World 4: Ancient – Egyptian-inspired ruins with crumbling platforms and pounding blocks, guarded by mummies, rolling balls, and projectile-shooting eyes embedded in walls.[25]
- World 5: Ice World – Slippery caverns and frozen ledges complicated by penguins hurling snowballs, patrolling snowmen, and falling spikes that crash from above.[26]
- World 6: Space Station – Futuristic corridors with zero-gravity sections and laser emitters, challenged by patrolling robots, homing shooters, and mechanical flyers that launch across open voids.[27]
