The only thing working against the game is the frog's ability to continue at the beginning of any stage he left off at, which tips the odds markedly in favor of the player. It's one thing to grow frustrated, knowing a title's a ballbuster by design, quite another to realize that the main character for all intents and purposes lives or dies depending on your own level of discipline. That kind of personal torment keeps the rubes coming back for more, day after day. But impatience is what gets you killed nine times out of ten. Sure, split-second reflexes and a mind undiluted by prime time TV (Dawson's Creek. The ease or painfulness of the play experience is actually defined by user. To codify the difficulty level as easy, moderate, or difficult would be unfair. And that's just within the first ten levels. Let us also not forget the obligatory Indiana Jones scene wherein the heroine tries to stay one step ahead of a huge boulder. Frogger or his playable female partner Lillie could, at any given time, be dodging stampedes, hiding from automated lawnmowers, avoiding spiders as he spirals through the corridors of an anthill, or dancing over electrified tracks on a mine cart. Stages utilize the one hop concept, it's true, but they put it into so many contexts it's hard to imagine what dangers lie ahead. Development house Blitz Games went to extremes to ensure that this title would be more than a ham-handed rehash. Aside from the need to locate your missing family members, who've been misappropriated by Swampy the crocodile, it's business as usual.īut base gameplay concepts are where the deja vu ends. Buttons have been added for croaks (used to locate baby frogs), tongue swipes (sucks in butterfly bonuses), and a double jump. As in the original coin-op game, the premise focuses on leaping between squares, one at a time. One teensy weensy tutorial stage is enough to teach nostalgia struck goobs all they'll need to know to hop right into the action. Take the ease with which it can be picked up and played.
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