Follow TV Tropes

Following

History YMMV / Frogger

Go To

OR

Is there an issue? Send a MessageReason:
None


* SugarWiki/AwesomeMusic: Virtually, the entire soundtrack is surprisingly catchy. Even better, the PC version stored the soundtrack as CD-DA, making it easy to add to one's collection. Special mention goes to Cactus Point and both Retro Zone themes. Unfortunately for the PC version, it is hard to find a computer these days that will play the music.[[note]] This is probably because the game calls for another program to play the CD audio, which was included in most versions of Windows at the time. Its functionality was since merged into Windows Media Player, and the original program removed. Since the game's attempt to call the older program fails, the music simply doesn't play. This is a problem that plagues MANY older games that use CD-DA, including the PC ports of ''VideoGame/{{Rayman|1995}}'' and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]''. Aside from that, there's also the fact that said older program uses a legacy instruction that causes the CD-ROM drive to play the music over the analog line-out on the drive, which is usually hooked up to the sound card. Unfortunately, modern drives do not have an analog line-out connector on the drive, and would usually respond with an "end of disc" signal immediately to the program when sent the "play audio CD" command.[[/note]]

to:

* SugarWiki/AwesomeMusic: Virtually, the entire soundtrack is surprisingly catchy. Even better, the PC version stored the soundtrack as CD-DA, making it easy to add to one's collection. Special mention goes to Cactus Point and both Retro Zone themes. Unfortunately for the PC version, it is hard to find a computer these days that will play the music.[[note]] This is probably because the game calls for another program to play the CD audio, which was included in most versions of Windows at the time. Its functionality was since merged into Windows Media Player, and the original program removed. Since the game's attempt to call the older program fails, the music simply doesn't play. This is a problem that plagues MANY older games that use CD-DA, including the PC ports of ''VideoGame/{{Rayman|1995}}'' ''VideoGame/Rayman1'' and ''[[VideoGame/SonicTheHedgehogCD Sonic CD]]''. Aside from that, there's also the fact that said older program uses a legacy instruction that causes the CD-ROM drive to play the music over the analog line-out on the drive, which is usually hooked up to the sound card. Unfortunately, modern drives do not have an analog line-out connector on the drive, and would usually respond with an "end of disc" signal immediately to the program when sent the "play audio CD" command.[[/note]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SequelDifficultyDrop: This one is generally much milder and tamer compared to its NintendoHard predecessor, mainly because the levels are now linear and the baby frogs serve as checkpoints. Also, the levels are filled with extra lives and you now get a move that lets you hop across two squares at once.
Is there an issue? Send a MessageReason:
None


** While it's not an especially difficult level compared to a lot of the other levels, Honey Bee Hollow can throw a lot of players for a loop, considering how it's one of the beginning levels in the game. While avoiding the bees is as simple as hiding behind the tree stumps to keep the bees from following you, many beginning players may not be able to grasp that detail so quickly, and those just getting used to the game's mechanics will definitely have difficulty outrunning the bees when they start moving quicker and quicker.

to:

** While it's not an especially difficult level compared to a lot of the other levels, Honey Bee Hollow can throw a lot of players for a loop, considering how it's one of the beginning levels in the game. While avoiding the bees is as simple as hiding behind the tree stumps to keep the bees from following you, many beginning players may not be able to grasp that detail so quickly, and those just getting used to the game's mechanics will definitely have difficulty outrunning the bees when they start moving quicker and quicker.quicker, and that's not even getting into the extreme sense of urgency from the time limit.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** While it's not an especially difficult level compared to a lot of the other levels, Honey Bee Hollow can throw a lot of players for a loop, considering how it's one of the beginning levels in the game. While avoiding the bees is as simple as hiding behind the tree stumps to keep the bees from following you, many beginning players may not be able to grasp that detail so quickly, and those just getting used to the game's mechanics will definitely have difficulty outrunning the bees when they start moving quicker and quicker.
Is there an issue? Send a MessageReason:
None


* MoralEventHorizon: Most of Swampy's actions are PlayedForLaughs as he recklessly mishandles the baby frogs all over the place, though none actually die from any of it. Then his grand plan is unveiled: he's going to use an underground processing facility to turn them into Swampy Cakes, profiting off of Frogger and Lillie's children as meals!

to:

* MoralEventHorizon: Most of Swampy's actions are PlayedForLaughs as he recklessly mishandles the baby frogs all over the place, though none actually die from any of it. Then his grand plan is unveiled: he's going to use an underground processing facility to turn them into Swampy Cakes, profiting off of Frogger and Lillie's children as meals!meals. And all because [[DisproportionateRetribution Frogger hopped on his head in the original arcade game!]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MoralEventHorizon: Most of Swampy's actions are PlayedForLaughs as he recklessly mishandles the baby frogs all over the place, though none actually die from any of it. Then his grand plan is unveiled: he's going to use an underground processing facility to turn them into Swampy Cakes, profiting off of Frogger and Lillie's children as meals!
Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: The game encourages a lot of [[DoubleJump Double Hops]] for a number of platforming sequences and reaching frogs. The problem? You can't rotate in place and later in the game there's plenty of situations where you have no leeway or breathing space for some of the tighter jumps. This means you have to hit the direction you're heading and ''then'' Double Hop with precise timing or else fall to your doom, and naturally the devs started forcing a nasty over-reliance on this later in the game. You can change direction on the second jump and even slowly hover downwards if you need to wait in the air a moment, but again, that tight window of movement starts putting a chokehold on both of those abilities.
Is there an issue? Send a MessageReason:
None


* PolishedPort: The PC port polished up the visuals and performance from the [=PS1=] original, and the Dreamcast version is basically 1:1 to the PC port. About the only thing missing was the idle background groove after getting a level's results jingle.

to:

* PolishedPort: The PC port polished up the visuals and performance from the [=PS1=] original, and the Dreamcast version is basically 1:1 to the PC port. About the only thing things missing was are the idle background groove after getting a level's results jingle.jingle, and the moving water surface loading screens.
Is there an issue? Send a MessageReason:
None


* ScrappyMechanic: The game encourages a lot of [[DoubleJump Double Hops]] for a number of platforming sequences and reaching frogs. The problem? You can't rotate in place and later in the game there's plenty of situations where you have no leeway or breathing space for some of the tighter jumps. This means you have to hit the direction you're heading and ''then'' Double Hop with precise timing or else fall to your doom, and it's all over the place.

to:

* ScrappyMechanic: The game encourages a lot of [[DoubleJump Double Hops]] for a number of platforming sequences and reaching frogs. The problem? You can't rotate in place and later in the game there's plenty of situations where you have no leeway or breathing space for some of the tighter jumps. This means you have to hit the direction you're heading and ''then'' Double Hop with precise timing or else fall to your doom, and it's all over naturally the place.devs started forcing a nasty over-reliance on this later in the game. You can change direction on the second jump and even slowly hover downwards if you need to wait in the air a moment, but again, that tight window of movement starts putting a chokehold on both of those abilities.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ScrappyMechanic: The game encourages a lot of [[DoubleJump Double Hops]] for a number of platforming sequences and reaching frogs. The problem? You can't rotate in place and later in the game there's plenty of situations where you have no leeway or breathing space for some of the tighter jumps. This means you have to hit the direction you're heading and ''then'' Double Hop with precise timing or else fall to your doom, and it's all over the place.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* PolishedPort: The PC port polished up the visuals and performance from the [=PS1=] original, and the Dreamcast version is basically 1:1 to the PC port. About the only thing missing was the idle background groove after getting a level's results jingle.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* UnderusedGameMechanic: Many of the flies that don't simply increase your score, your time, your lives, or replenish your visibility in cave levels count as this. In particular, all three power-ups all appear only a small handful of times each, there are two PoisonMushroom flies that cause to lose time or 500 points that both appear only about two or three times each, and perhaps most noteworthy are two special fireflies that ''completely'' recharge your visibility. Both of them only appear in one level, Webs Cavern, and never again. The power-up flies do see some more time in the spotlight in the multiplayer mode, however.


* MostAnnoyingSound: The vultures in the cactus zone make a loud, annoying screech. Frogger's "boing" every time you move can also be grating if you play long enough.
Tabs MOD

Changed: 2

Removed: 66

Is there an issue? Send a MessageReason:
None


* SugarWiki/AwesomeMusic: The [[https://www.youtube.com/watch?v=rfpNUEqd4Cs Gold Mines theme]].

to:

* %%* SugarWiki/AwesomeMusic: The [[https://www.youtube.com/watch?v=rfpNUEqd4Cs Gold Mines theme]].



* EarWorm: The main theme is probably gonna be stuck in your head.
Is there an issue? Send a MessageReason:
None


* SugarWiki/AwesomeMusic: Virtually, the entire soundtrack is surprisingly catchy. Even better, the PC version stored the soundtrack as CD-DA, making it easy to add to one's collection. Special mention goes to Cactus Point and both Retro Zone themes. Unfortunately for the PC version, it is hard to find a computer these days that will play the music.[[note]] This is probably because the game calls for another program to play the CD audio, which was included in most versions of Windows at the time. Its functionality was since merged into Windows Media Player, and the original program removed. Since the game's attempt to call the older program fails, the music simply doesn't play. This is a problem that plagues MANY older games that use CD-DA, including the PC ports of Rayman and Sonic CD. Aside from that, theres also the fact that the said older program uses a legacy instruction that causes the CD-ROM drive to play the music over the analog line out on the drive, which is usually hooked up to the sound card. Unfortunately, modern drives do not have an analog line out connector on the drive, and would usually respond with a “end of disc” signal immediately to the program when sent the “play audio CD” command.[[/note]]

to:

* SugarWiki/AwesomeMusic: Virtually, the entire soundtrack is surprisingly catchy. Even better, the PC version stored the soundtrack as CD-DA, making it easy to add to one's collection. Special mention goes to Cactus Point and both Retro Zone themes. Unfortunately for the PC version, it is hard to find a computer these days that will play the music.[[note]] This is probably because the game calls for another program to play the CD audio, which was included in most versions of Windows at the time. Its functionality was since merged into Windows Media Player, and the original program removed. Since the game's attempt to call the older program fails, the music simply doesn't play. This is a problem that plagues MANY older games that use CD-DA, including the PC ports of Rayman ''VideoGame/{{Rayman|1995}}'' and ''[[VideoGame/SonicTheHedgehogCD Sonic CD. CD]]''. Aside from that, theres there's also the fact that the said older program uses a legacy instruction that causes the CD-ROM drive to play the music over the analog line out line-out on the drive, which is usually hooked up to the sound card. Unfortunately, modern drives do not have an analog line out line-out connector on the drive, and would usually respond with a “end an "end of disc” disc" signal immediately to the program when sent the “play "play audio CD” CD" command.[[/note]]
Is there an issue? Send a MessageReason:
None


* SugarWiki/AwesomeMusic: Virtually, the entire soundtrack is surprisingly catchy. Even better, the PC version stored the soundtrack as CD-DA, making it easy to add to one's collection. Special mention goes to Cactus Point and both Retro Zone themes. Unfortunately for the PC version, it is hard to find a computer these days that will play the music.[[note]] This is probably because the game calls for another program to play the CD audio, which was included in most versions of Windows at the time. Its functionality was since merged into Windows Media Player, and the original program removed. Since the game's attempt to call the older program fails, the music simply doesn't play. This is a problem that plagues MANY older games that use CD-DA, including the PC ports of Rayman and Sonic CD.[[/note]]

to:

* SugarWiki/AwesomeMusic: Virtually, the entire soundtrack is surprisingly catchy. Even better, the PC version stored the soundtrack as CD-DA, making it easy to add to one's collection. Special mention goes to Cactus Point and both Retro Zone themes. Unfortunately for the PC version, it is hard to find a computer these days that will play the music.[[note]] This is probably because the game calls for another program to play the CD audio, which was included in most versions of Windows at the time. Its functionality was since merged into Windows Media Player, and the original program removed. Since the game's attempt to call the older program fails, the music simply doesn't play. This is a problem that plagues MANY older games that use CD-DA, including the PC ports of Rayman and Sonic CD. Aside from that, theres also the fact that the said older program uses a legacy instruction that causes the CD-ROM drive to play the music over the analog line out on the drive, which is usually hooked up to the sound card. Unfortunately, modern drives do not have an analog line out connector on the drive, and would usually respond with a “end of disc” signal immediately to the program when sent the “play audio CD” command.[[/note]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NauseaFuel: The level "Time Flies", of the motion-sickness type; to get to the area where the baby frogs reside you have to hop onto a group of birds who descend in a downward-spiral manner as you collect [[TitleDrop time flies]] along the way to extend the time, all while the camera remains fixed to the same awkward angle as the spinning gets faster and faster. Imagine doing this ''five times''.

Added: 66

Changed: 688

Is there an issue? Send a MessageReason:
None


* CoveredUp: Most American players may not recognize "Inu no Omawari-san", which is a traditional Japanese nursery rhyme. In this game, it's used as the "game start" jingle. Also the four anime themes as mentioned later.

to:

* CoveredUp: Most American players may not recognize "Inu no Omawari-san", which is a traditional Japanese nursery rhyme. In this game, it's it is used as the "game start" jingle. Also the four anime themes as mentioned later.



* SugarWiki/AwesomeMusic: Virtually the entire soundtrack is surprisingly catchy. Even better, the PC version stored the soundtrack as CD-DA, making it easy to add to one's collection. Special mention goes to Cactus Point and both Retro Zone themes. Unfortunately for the PC version, it's hard to find a computer these days that will play the music.[[note]] This is probably because the game calls for another program to play the CD audio, which was included in most versions of Windows at the time. Its functionality was since merged into Windows Media Player, and the original program removed. Since the game's attempt to call the older program fails, the music simply doesn't play. This is a problem that plagues MANY older games that use CD-DA, including the PC ports of Rayman and Sonic CD.[[/note]]
* BreatherLevel: There's an example of these here and there.
** Tumbling Valley in the cactus zone qualifies for sure. It follows Boulder Alley, but is a much smaller map where the baby frogs are a lot easier to find. The tumbleweeds can be tricky at first but their pattern pretty quickly becomes predictable, and none of the baby frogs are really that difficult to get maybe except for the one with all the crumbling platforms. The level that follows it, Crumbled Point, is much more difficult by contrast.

to:

* SugarWiki/AwesomeMusic: Virtually Virtually, the entire soundtrack is surprisingly catchy. Even better, the PC version stored the soundtrack as CD-DA, making it easy to add to one's collection. Special mention goes to Cactus Point and both Retro Zone themes. Unfortunately for the PC version, it's it is hard to find a computer these days that will play the music.[[note]] This is probably because the game calls for another program to play the CD audio, which was included in most versions of Windows at the time. Its functionality was since merged into Windows Media Player, and the original program removed. Since the game's attempt to call the older program fails, the music simply doesn't play. This is a problem that plagues MANY older games that use CD-DA, including the PC ports of Rayman and Sonic CD.[[/note]]
* BreatherLevel: There's There is an example of these here and there.
** Tumbling Valley in the cactus zone qualifies for sure.zone. It follows Boulder Alley, but is a much smaller map where the baby frogs are a lot easier to find. The tumbleweeds can be tricky at first but their pattern pretty quickly becomes predictable, and none of the baby frogs are really that difficult to get maybe except for the one with all the crumbling platforms. The level that follows it, Crumbled Point, is much more difficult by contrast.



* CriticalDissonance: It wasn't necessarily trashed by critics (well, aside from IGN who gave it a pretty scathing review), but it still received fairly mixed reception when it was originally released, with some critics being harsher than others. Despite this, it was still a commercial success and you'll find many people who grew up playing this game claiming they loved it, specifically ''because'' it was so NintendoHard in an era where such games were becoming more uncommon. Even [=GameTrailers=] [[HePannedItNowHeSucks didn't get away easily]] when they listed this game among the top ten worst video game blockbusters (as in games that were commercial successes).

to:

* CriticalDissonance: It While the game wasn't necessarily trashed by critics (well, aside from IGN who gave it a pretty scathing review), but it still received fairly mixed reception when it was originally released, with some critics being harsher than others. Despite this, it was still a commercial success and you'll find many people who grew up playing this game claiming they loved it, specifically ''because'' it was so NintendoHard in an era where such games were becoming more uncommon. Even [=GameTrailers=] [[HePannedItNowHeSucks didn't get away easily]] when they listed this game among the top ten worst video game blockbusters (as in games that were commercial successes).



* MostAnnoyingSound: The vultures in the cactus zone. Dear goodness, for the love of all that is good, STOP WITH THAT SCREECHING. Frogger's "boing" every time you move can also be this if you play long enough.

to:

* MostAnnoyingSound: The vultures in the cactus zone. Dear goodness, for the love of all that is good, STOP WITH THAT SCREECHING. zone make a loud, annoying screech. Frogger's "boing" every time you move can also be this grating if you play long enough.



* ContestedSequel: It's been argued whether the SequelDifficultyDrop was needed, or if the NintendoHard nature of the first game is what made it good. Critics, however, called it a SurprisinglyImprovedSequel (see CriticalDissonance above).
* EarWorm: The main theme's probably gonna be stuck in your head.

to:

* SugarWiki/AwesomeMusic: The [[https://www.youtube.com/watch?v=rfpNUEqd4Cs Gold Mines theme]].
* ContestedSequel: It's It has been argued whether the SequelDifficultyDrop was needed, or if the NintendoHard nature of the first game is what made it good. Critics, however, called it a SurprisinglyImprovedSequel (see CriticalDissonance above).
* EarWorm: The main theme's theme is probably gonna be stuck in your head.
Is there an issue? Send a MessageReason:
Did this get deleted by accident?

Added DiffLines:

* VindicatedByHistory: Ultra Game Players gave the game a 1 out of 5 on initial review. When the magazine switched formats to Game Buyer a year later, they revisited the game and acknowledged positives in it they didn't before, upping the score to 3 out of 5. Though they admitted that part of the reason they gave it a higher rating was due to nostalgia (spurred by the ''Series/{{Seinfeld}}'' episode).

Added: 323

Changed: 2

Is there an issue? Send a MessageReason:
None


** Frogger Goes Skiing is a level who's difficulty warranted it a section in the game's manual. The entire level takes place on a sheet of ice that Frogger must slide through to get all the frogs, and while doing so, he cannot hop ''or'' rotate the camera. The first few frogs aren't so bad because of how close they are, but the last frog especially requires a lot of precise enemy-dodging all while making sure to not fall of the edge, which is a lot harder than it sounds as there the level as a whole, but the last section especially, isn't very wide, and with all the enemies this means there is little margin for error. Adding to that, the entire level starts off dim, and the only way Frogger can increase his visibility is eating fireflies, which only grant him ''temporary'' visibility.

to:

** Frogger Goes Skiing is a level who's whose difficulty warranted it a section in the game's manual. The entire level takes place on a sheet of ice that Frogger must slide through to get all the frogs, and while doing so, he cannot hop ''or'' rotate the camera. The first few frogs aren't so bad because of how close they are, but the last frog especially requires a lot of precise enemy-dodging all while making sure to not fall of the edge, which is a lot harder than it sounds as there the level as a whole, but the last section especially, isn't very wide, and with all the enemies this means there is little margin for error. Adding to that, the entire level starts off dim, and the only way Frogger can increase his visibility is eating fireflies, which only grant him ''temporary'' visibility.visibility.
** In the multiplayer mode, Traffic Turmoil. You start from the beginning of a five-lane road where all the cars are ''oncoming'', and have to get all the way to the end to reach any of the level's flags. The only thing that takes away any sting is that the cars do have a predictable pattern, but it's on a per-lane basis.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EarWorm: The main theme's probably gonna be stuck in your head.

Changed: 2679

Removed: 404

Is there an issue? Send a MessageReason:
None


** This game has a lot, but if you had to pick one level, it would be Big Boulder Alley. Boulder Alley already was no walk in the park, but Big Boulder Alley throws so many things at you that it would almost be harder to count which spaces ''won't'' kill you. First off, you have to cross two tedious pathways where you must painfully and slowly super hop over a line of oncoming beetles. Then there's the fact that one baby frog is [[GuideDangIt well-hidden to the point where you'll probably run the clock down just looking for him.]] Then there's that one baby frog where five hundred vultures attack you at once. Then there's the other hwhere you have to cross a bridge of alligators that go up and down in a completely unpredictable fashion, ''and'' sometimes they'll bite which leads to you dying anyway. And there's the ''other'' much more difficult path of oncoming beetles to cross. It's not so much one thing that makes this level such a nightmare, it's that it does just a little bit of everything well enough that every baby frog is difficult to get to in some way or another, leading to one of the single most frustrating levels to grace the game. The only upside is that it's not required to finish for OneHundredPercentCompletion.

to:

** This game has a lot, but if you had to pick one level, it would be Big Boulder Alley. Boulder Alley already was no walk in the park, but Big Boulder Alley throws so many things at you that it would almost be harder to count which spaces ''won't'' kill you. First off, you have to cross two tedious pathways where you must painfully and slowly super hop over a line of oncoming beetles. Then there's the fact that one baby frog is [[GuideDangIt well-hidden to the point where you'll probably run the clock down just looking for him.]] Then there's that one baby frog where five hundred vultures attack you at once. Then there's the other hwhere where you have to cross a bridge of alligators that go up and down in a completely unpredictable fashion, ''and'' sometimes they'll bite which leads to you dying anyway.anyway, and even getting down to the lower area where that frog resides is already a challenge, as Frogger must hop onto a bird that lets him safely descend down, in an area where he must dodge a series of boulders. And there's the ''other'' much more difficult path of oncoming beetles to cross. It's not so much one thing that makes this level such a nightmare, it's that it does just a little bit of everything well enough that every baby frog is difficult to get to in some way or another, leading to one of the single most frustrating levels to grace the game. The only upside is that it's not required to finish for OneHundredPercentCompletion.



** Frogger Goes Skiing. First off, [[UnexpectedGameplayChange Unexpected Gameplay Change]]. Frogger slides on ice and you don't have option to jump OR stop. If you go too fast, you'll helplessly kill yourself. If you go too slow, you'll run out of time (you only have 52 seconds to get to the last baby frog; the level is linear and the baby frogs are placed along the path), and you'll also run out of firefly glow which makes it harder to see what's coming up. Along the way, there are many spiders and bats. Many of them. MANY, OF, THEM. Get ready to die many, MANY times. This level actually has its own section in the manual solely for the purpose of warning the player about its difficulty.
** Airshow Antics. This level shows an unexpected level change in which the clouds are slippery as if they we're made of ice (in fact, they are made of ice). This wouldn't be so bad, if it weren't for the helicopter blades that roam up and down through the clouds. Plus, there are vultures that ''chase after you while you do this''. You know, at a time when you're trying to focus on timing? Get ready to get a lot of Game Overs.
* VindicatedByHistory: Ultra Game Players gave the game a 1 out of 5 on initial review. When the magazine switched formats to Game Buyer a year later, they revisited the game and acknowledged positives in it they didn't before, upping the score to 3 out of 5. Though they admitted that part of the reason they gave it a higher rating was due to nostalgia (spurred by the ''Series/{{Seinfeld}}'' episode).

to:

** Reservoir Frogs as a whole isn't as difficult as the previous levels, but its biggest nuisance comes in the form of the orange frog. To get it, Frogger must first cross a series of moving raccoons, barrels, and newspapers, before reaching a series of slime-covered logs with slugs crawling across. Crossing the pipes while avoiding the slugs is already difficult enough, but the most frustrating part is trying to superhop up slanted pipes, ''twice''. Frogger doesn't stop moving on these pipes, and the slanted pipes will cause him to slip downwards unless he superhops, but chances are far too likely that he will superhop in place instead of going any more forward up the pipe as the rhythm to superhopping up this pipes is ''extremely'' difficult to get down, leading to the timer running out solely because of how long players will be stuck trying to superhop up the pipes.
** Frogger Goes Skiing. First off, [[UnexpectedGameplayChange Unexpected Gameplay Change]]. Frogger slides on ice and you don't have option to jump OR stop. If you go too fast, you'll helplessly kill yourself. If you go too slow, you'll run out of time (you only have 52 seconds to get to the last baby frog; the Skiing is a level is linear and the baby frogs are placed along the path), and you'll also run out of firefly glow which makes who's difficulty warranted it harder to see what's coming up. Along the way, there are many spiders and bats. Many of them. MANY, OF, THEM. Get ready to die many, MANY times. This level actually has its own a section in the manual solely for the purpose of warning the player about its difficulty.
** Airshow Antics. This
game's manual. The entire level shows an unexpected level change in which the clouds are slippery as if they we're made takes place on a sheet of ice (in fact, they are made of ice). This wouldn't be so bad, if it weren't for the helicopter blades that roam up and down Frogger must slide through the clouds. Plus, there are vultures that ''chase after you while you do this''. You know, at a time when you're trying to focus on timing? Get ready to get all the frogs, and while doing so, he cannot hop ''or'' rotate the camera. The first few frogs aren't so bad because of how close they are, but the last frog especially requires a lot of Game Overs.
* VindicatedByHistory: Ultra Game Players gave the game a 1 out of 5 on initial review. When the magazine switched formats
precise enemy-dodging all while making sure to Game Buyer a year later, they revisited the game and acknowledged positives in it they didn't before, upping the score to 3 out of 5. Though they admitted that part not fall of the reason they gave edge, which is a lot harder than it a higher rating was due to nostalgia (spurred by sounds as there the ''Series/{{Seinfeld}}'' episode).level as a whole, but the last section especially, isn't very wide, and with all the enemies this means there is little margin for error. Adding to that, the entire level starts off dim, and the only way Frogger can increase his visibility is eating fireflies, which only grant him ''temporary'' visibility.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* VindicatedByHistory: Ultra Game Players gave the game a 1 out of 5 on initial review. When the magazine switched formats to Game Buyer a year later, they revisited the game and acknowledged positives in it they didn't before, upping the score to 3 out of 5. Though they admitted that part of the reason they gave it a higher rating was due to nostalgia (spurred by the ''Series/{{Seinfeld}}'' episode).
Is there an issue? Send a MessageReason:
None


* DisappointingLastLevel: Many players felt this about "Tropical Trouble," the final level. Considering the game's extreme NintendoHard nature, you'd expect a nigh-impossible level that tests your skill to new heights. Instead, we get a very short and basic level that only offers a merely decent challenge. To make this worse, they remove a lot of the obstacles after you visit it again, and you don't have to get the baby frogs either. This is supposedly so you don't have to work hard to see the ending again, but wouldn't it have made more sense just to have that a main menu option?

to:

* DisappointingLastLevel: Many players felt this about "Tropical Trouble," the final level. Considering the game's extreme NintendoHard nature, you'd expect a nigh-impossible level that tests your skill to new heights. Instead, we get a very short and basic level that only offers a merely decent challenge. To make this worse, they remove a lot of the obstacles after you visit it again, and you don't have to get the baby frogs either. This is supposedly so you don't have to work hard to see the ending again, but wouldn't it have made more sense just to have that as a main menu option?
Is there an issue? Send a MessageReason:
None


* DisappointingLastLevel: Many players felt this about "Tropical Trouble," the final level. Considering the game's extreme NintendoHard nature, you'd expect a nigh-impossible level that tests your skill to new heights. Instead, we get a very short and basic level that only offers a merely decent challenge. To make this worse, they remove a lot of the obstacles after you visit it again, and you don't have to get the baby frogs either.

to:

* DisappointingLastLevel: Many players felt this about "Tropical Trouble," the final level. Considering the game's extreme NintendoHard nature, you'd expect a nigh-impossible level that tests your skill to new heights. Instead, we get a very short and basic level that only offers a merely decent challenge. To make this worse, they remove a lot of the obstacles after you visit it again, and you don't have to get the baby frogs either. This is supposedly so you don't have to work hard to see the ending again, but wouldn't it have made more sense just to have that a main menu option?



** Frogger Goes Skiing. First off, [[UnexpectedGameplayChange Unexpected Gameplay Change]]. Frogger slides on ice and you don't have option to jump OR stop. If you go too fast, you'll helplessly kill yourself. If you go too slow, you'll run out of time (you only have 52 seconds to get to the last baby frog; the level is linear and the baby frogs are placed along the path), and you'll also run out of firefly glow which makes it harder to see what's coming up. Along the way, there are many spiders and bats. Many of them. MANY, OF, THEM. Get ready to die many, MANY times.

to:

** Frogger Goes Skiing. First off, [[UnexpectedGameplayChange Unexpected Gameplay Change]]. Frogger slides on ice and you don't have option to jump OR stop. If you go too fast, you'll helplessly kill yourself. If you go too slow, you'll run out of time (you only have 52 seconds to get to the last baby frog; the level is linear and the baby frogs are placed along the path), and you'll also run out of firefly glow which makes it harder to see what's coming up. Along the way, there are many spiders and bats. Many of them. MANY, OF, THEM. Get ready to die many, MANY times. This level actually has its own section in the manual solely for the purpose of warning the player about its difficulty.
Is there an issue? Send a MessageReason:
None


* UncannyValley: The CGI cut scenes tend to dip in this a bit too much -- in fact, the ''game engine'' does a better job at animating the characters than the FMV cut scenes do, which is pretty ridiculous considering this a PS1-era game.

to:

* UncannyValley: The CGI cut scenes tend to dip in this a bit too much -- in fact, the ''game engine'' does a better job at animating the characters than the FMV cut scenes do, which is pretty ridiculous considering this is a PS1-era [=PS1=]-era game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BreatherLevel: There's an example of these here and there.
** Tumbling Valley in the cactus zone qualifies for sure. It follows Boulder Alley, but is a much smaller map where the baby frogs are a lot easier to find. The tumbleweeds can be tricky at first but their pattern pretty quickly becomes predictable, and none of the baby frogs are really that difficult to get maybe except for the one with all the crumbling platforms. The level that follows it, Crumbled Point, is much more difficult by contrast.
** Boom Boom Barrel tries to be a more difficult Bang Bang Barrel, but it really just ends up feeling like the same level again. It doesn't really feel that fitting considering the level follows [[ThatOneLevel Uncanny Crusher]], and the level directly after it, Reservoir Frogs, puts the game right back into NintendoHard territory.

Added: 804

Removed: 792

Is there an issue? Send a MessageReason:
A single second-level bullet is always incorrect indentation. So is a single third-level bullet. Both of those things in the same example tree? Many kinds of incorrect.


* SugarWiki/AwesomeMusic: Virtually the entire soundtrack is surprisingly catchy. Even better, the PC version stored the soundtrack as CD-DA, making it easy to add to one's collection. Special mention goes to Cactus Point and both Retro Zone themes. Unfortunately for the PC version, it's hard to find a computer these days that will play the music.[[note]] This is probably because the game calls for another program to play the CD audio, which was included in most versions of Windows at the time. Its functionality was since merged into Windows Media Player, and the original program removed. Since the game's attempt to call the older program fails, the music simply doesn't play. This is a problem that plagues MANY older games that use CD-DA, including the PC ports of Rayman and Sonic CD.[[/note]]



* CrowningMusicOfAwesome: Virtually the entire soundtrack is surprisingly catchy. Even better, the PC version stored the soundtrack as CD-DA, making it easy to add to one's collection. Special mention goes to Cactus Point and both Retro Zone themes.
** Unfortunately for the PC version, it's hard to find a computer these days that will play the music.
*** This is probably because the game calls for another program to play the CD audio, which was included in most versions of Windows at the time. Its functionality was since merged into Windows Media Player, and the original program removed. Since the game's attempt to call the older program fails, the music simply doesn't play. This is a problem that plagues MANY older games that use CD-DA, including the PC ports of Rayman and Sonic CD.
Is there an issue? Send a MessageReason:
None


* CrowningMusicOfAwesome: Virtually the entire soundtrack is surprisingly catchy. Even better, the PC version stored the soundtrack as CD-DA, making it easy to add to one's collection.

to:

* CrowningMusicOfAwesome: Virtually the entire soundtrack is surprisingly catchy. Even better, the PC version stored the soundtrack as CD-DA, making it easy to add to one's collection. Special mention goes to Cactus Point and both Retro Zone themes.
Is there an issue? Send a MessageReason:
None


* UncannyValley: The CGI cut scenes tend to dip in this a bit too much -- in fact, the ''game engine'' does a better job at animating the characters than the FMV cut scenes do.

to:

* UncannyValley: The CGI cut scenes tend to dip in this a bit too much -- in fact, the ''game engine'' does a better job at animating the characters than the FMV cut scenes do.do, which is pretty ridiculous considering this a PS1-era game.

Top