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* NightmareFuel: Some of the enemies found in the game could be considered off-putting and creepy, especially by younger players. These include simpler enemy types such as huge insects ([[https://imgur.com/jCLVqGp often in large numbers]]), to more bizarre ideas, like [[https://imgur.com/1ud5Rwd mummified kangaroo things]], [[https://imgur.com/xyzRuXM brains connected to propellers with crudely drawn faces (?)]], and [[https://imgur.com/ODUYTS3 monkies who appear to have been experimented on]], complete with [[SlasherSmile wide, crazed grins]]. Perhaps the two most memorable enemies are both found in the last few levels of the game - [[https://imgur.com/ouqTB86 knight statues with red eyes]] that attempt to slice Frogger in half with their axes (said axes even being coated with blood), and an [[https://imgur.com/ieuKPnI absolutely terrifying blue ghost]] that won't stop chasing Frogger unless certain conditions are met (either reaching a certain point in the level or collecting a baby frog nearby).
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* ThatOneLevel: In a game that has already has a reputation of being NintendoHard among many people, these particular levels stick out as being top of the frustratingly difficult list.

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* ThatOneLevel: In a game that has already has a reputation of being NintendoHard among many people, these particular levels stick out as being at the top of the frustratingly difficult list.
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* ThatOneLevel:
** 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 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, 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.

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* ThatOneLevel:
** This
ThatOneLevel: In a game that has already has a lot, but if you had to pick one level, it would be reputation of being NintendoHard among many people, these particular levels stick out as being top of the frustratingly difficult list.
**
Big Boulder Alley.Alley is easily the peak of the game’s difficulty to many players. 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 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, 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.
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* GermansLoveDavidHasselhoff: The game was and is far more popular in the West than in its native Japan, to the point that all entries after the first have been outsourced to Western developers.

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* GermansLoveDavidHasselhoff: The game was and is far more popular in the West than in its native Japan, to the point that all most entries after the first have been outsourced to Western developers.
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* GermansLoveDavidHasselhoff: The game was and is far more popular in the West than in its native, to the point that all entries after the first have been outsourced to Western developers.

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* GermansLoveDavidHasselhoff: The game was and is far more popular in the West than in its native, native Japan, to the point that all entries after the first have been outsourced to Western developers.
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* GermansLoveDavidHasselhoff: The game was and is far more popular in the West than in its native, to the point that all entries after the first have been outsourced to Western developers.
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Needless reference to reviewers


* SoBadItsGood: Despite being regarded as one of the worst ''Frogger'' games, a lot of people have found plenty of ironic enjoyment with the game, such as WebVideo/NitroRad and [[WebVideo/WayneRadioTV Scorpy]]. Between the hilariously terrible voice acting and the writing that frequently borders on AccidentalInnuendo, the obnoxious sound design, the poor level layouts, and everything in between, it's a game that has to be seen to be believed.

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* SoBadItsGood: Despite being regarded as one of the worst ''Frogger'' games, a lot of people have found plenty of ironic enjoyment with the game, such as WebVideo/NitroRad and [[WebVideo/WayneRadioTV Scorpy]].game. Between the hilariously terrible voice acting and the writing that frequently borders on AccidentalInnuendo, the obnoxious sound design, the poor level layouts, and everything in between, it's a game that has to be seen to be believed.



* ThatOneLevel: The first snow level in ''Frogger Beyond'' is atrocious. The level begins with usual platforming, but a minute into the level it undergoes an UnexpectedGameplayChange in the form of MinecartMadness. The section goes on for an eternity, the minecart has extremely touchy and inconsistent speeding up and slowing down that makes jumps extremely annoying to time, the timing of them requires extreme precision, and you remain a OneHitPointWonder despite the section clearly not being designed around that at all. This section of the game was so bad that it caused WebVideo/NitroRad to undergo SanitySlippage.

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* ThatOneLevel: The first snow level in ''Frogger Beyond'' is atrocious. The level begins with usual platforming, but a minute into the level it undergoes an UnexpectedGameplayChange in the form of MinecartMadness. The section goes on for an eternity, the minecart has extremely touchy and inconsistent speeding up and slowing down that makes jumps extremely annoying to time, the timing of them requires extreme precision, and you remain a OneHitPointWonder despite the section clearly not being designed around that at all. This section of the game was so bad that it caused WebVideo/NitroRad to undergo SanitySlippage.
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!!For the series as a whole:
* SpiritualSuccessor: The Australian mobile game ''VideoGame/CrossyRoad''. It's the same concept, but with a large cast and an endless, randomly generated level. Lampshaded by the unlockable Doge character from the above game; "So clone" will appear on the screen occasionally, aside from other things. Also, to a lesser extent, Creator/{{Blitz|Games}}' ''VideoGame/{{Zapper}}'', which features similar grid-based tile-hopping gameplay to their earlier title ''Frogger 2: Swampy's Revenge''.
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** Lava Crush may not seem too bad, at least for 4 of the frogs. The green frog, however, will often take you down to the final 10 seconds on the timer (and that's AFTER all of the time flies). You have to press 4 different switches (2 on each of the side paths), use the platforms activated by said switches to hit a few more switches, then use THOSE platforms to make your way to an alcove in the top center of the level where the green frog is hidden. And it doesn't help that some of the platforms are very slow, and there are even times where they won't line up perfectly. IF the platforms are aligned close enough, Frogger will automatically adjust. If not, into the lava (and back to the start) you go, and the platforms reset.

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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


* 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 game. This might be why they were removed from the PC version.



* NightmareFuel: Aside from the models of some of the [=NPCs=] that give off an [[AccidentalNightmareFuel unintentional form of this]], plenty of the enemies are rather freaky in design, largely due to the UncannyValley art style.

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* NightmareFuel: Aside from the models of some of the [=NPCs=] that give off an [[AccidentalNightmareFuel unintentional form of this]], plenty of the enemies are rather freaky in design, largely due to the UncannyValley art style.



* UncannyValley: Just about everything, really. The game is notorious for having an absolutely hideous art style, with it being the only contributing factor to why the enemies might scare you, as they otherwise pose little to no threat.

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* UncannyValley: UnintentionalUncannyValley: Just about everything, really. The game is notorious for having an absolutely hideous art style, with it being the only contributing factor to why the enemies might scare you, as they otherwise pose little to no threat.
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* IAmNotShazam: The frog's name is not Frogger (at least it wasn't originally). You're trying to get five ''different'' frogs to safety in each level, so actually you're playing as multiple frogs that are unnamed. Later games did make the game about one frog though and thus that was adopted as his official name, leading to some confusion about the premise of the original arcade game. The 1997 game retained the original's style of gameplay despite now being about one frog, meaning he apparently teleports back to the starting point every time he rescues a baby frog.

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* IAmNotShazam: The frog's name is not Frogger (at least it wasn't originally). You're trying to get five ''different'' frogs to safety in each level, so actually you're playing as multiple frogs that are unnamed. Later games did games--starting with the first sequel, ''[=ThreeeDeep!=]'', in 1984--did make the game about one frog though and thus that was adopted as his official name, leading to some confusion about the premise of the original arcade game. The 1997 game retained the original's style of gameplay despite now being about one frog, meaning he apparently teleports back to the starting point every time he rescues a baby frog.



* ThatOneBoss: The boss for the fire world in ''Frogger Beyond''. This three phase fight suffers CheckpointStarvation, relies on a randomized order to hit switches in across the four corners of the map, has moving platforms that force you to stop and wait when you may potentially be on the run from the deadly fire, and the third phase has an incredibly bad case of GuideDangIt with respect to the attack pattern -- unlike the first two phases where running away was enough to avoid it, here you have to perform a ViolationOfCommonSense and stand ''perfectly still'', wait for the attack, and hop one space away immediately after, something that runs completely contrary to everything the player has learned so far. When you're a OneHitPointWonder, this is a pretty fatal design choice.

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* ThatOneBoss: The boss for the fire world in ''Frogger Beyond''. This three phase three-phase fight suffers CheckpointStarvation, relies on a randomized order to hit switches in across the four corners of the map, has moving platforms that force you to stop and wait when you may potentially be on the run from the deadly fire, and the third phase has an incredibly bad case of GuideDangIt with respect to the attack pattern -- unlike the first two phases where running away was enough to avoid it, here you have to perform a ViolationOfCommonSense and stand ''perfectly still'', wait for the attack, and hop one space away immediately after, something that runs completely contrary to everything the player has learned so far. When you're a OneHitPointWonder, this is a pretty fatal design choice.
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* FanNickname: Technically, the 1997 game is just called ''[[RecycledTitle Frogger]]''; however, the presence of the "He's Back!" tag-line on the North American cover art has led many to adopt it as a subtitle to differentiate it from the original arcade game.

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* SuspiciouslySimilarSong: All of the music in the GBA port (which was part of a compilation), even the non-copyrighted music.

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* SuspiciouslySimilarSong: SuspiciouslySimilarSong:
** The main gameplay music of the original arcade game is an almost note-for-note knockoff of the theme to the 1977 anime ''Anime/RascalTheRaccoon''.
**
All of the music in the GBA port (which was part of a compilation), even the non-copyrighted music.
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[[folder:The Original Arcade Game]]

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[[folder:The Original Arcade Game]]original arcade game]]



* IAmNotShazam: The frog's name is not Frogger (at least not originally). You're trying to get five ''different'' frogs to safety in each level, so actually you're playing as multiple frogs that are unnamed. Later games did make the game about one frog though and thus that was adopted as his official name, leading to some confusion about the premise of the original arcade game.

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* IAmNotShazam: The frog's name is not Frogger (at least not it wasn't originally). You're trying to get five ''different'' frogs to safety in each level, so actually you're playing as multiple frogs that are unnamed. Later games did make the game about one frog though and thus that was adopted as his official name, leading to some confusion about the premise of the original arcade game. The 1997 game retained the original's style of gameplay despite now being about one frog, meaning he apparently teleports back to the starting point every time he rescues a baby frog.



[[folder:Frogger (1997)]]

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[[folder:Frogger [[folder:''Frogger'' (1997)]]



[[folder:Frogger 2: Swampy's Revenge]]

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[[folder:Frogger [[folder:''Frogger 2: Swampy's Revenge]]Revenge'']]



[[folder:Frogger: The Great Quest]]

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[[folder:Frogger: [[folder:''Frogger: The Great Quest]]Quest'']]



[[folder:Frogger's Adventures series]]

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[[folder:Frogger's Adventures [[folder:''Frogger's Adventures'' series]]
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* IAmNotShazam: The frog's name is not Frogger (at least not originally). You're trying to get five ''different'' frogs to safety in each level, so actually you're playing as multiple frogs that are unnamed. Later games did make the game about one frog though and thus that was adopted as his official name, leading to some confusion about the premise of the original arcade game.

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* AudienceAlienatingPremise: The sudden shift away from the tile hopping to full-on 3D platforming alienated tons of fans of the series. The tile hopping was the exact aspect that made the games stand out to begin with, and they certainly hadn't pushed the concept all the way yet when this came out, plus the market was quite saturated with B-grade 3D platformers at the time, so it's a wonder why they thought this would be a game-selling concept. Of course, that also is assuming the ugly art style that is evident from the front cover wasn't enough to turn you away to begin with.



** Many of the [=NPCs=] are real eyesores to look at, having wide eyes with shoddy textures that make them appear like a wooden doll. The fairies especially, with the females suffering from the same problems as the humans, and one of the males looking more like an evil imp/goblin you're ''suppose'' to be disgusted with.

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** Many of the [=NPCs=] are real eyesores to look at, having wide eyes with shoddy textures that make them appear like a wooden doll. The fairies especially, with the females suffering from the same problems as the humans, and one of the males looking more like an evil imp/goblin you're ''suppose'' ''supposed'' to be disgusted with.
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* CriticalDissonance: 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).

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* CriticalDissonance: 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).
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* ThatOneBoss: The boss for the fire world in ''Frogger Beyond''. This three phase fight suffers CheckpointStarvation, relies on a randomized order to hit switches in across the four corners of the map, has moving platforms that force you to stop and wait when you may potentially be on the run from the deadly fire, and the third phase has an incredibly bad case of GuideDangIt with respect to the attack pattern -- unlike the first two phases where running away was enough to avoid it, here you have to perform a ViolationOfCommonSense and stand ''perfectly still'', wait for the attack, and hop one space away immediately after, something that runs completely contrary to everything the player has learned so far. When you're a OneHitPointWonder, this is a pretty fatal design choice.
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[[folder:Frogger's Adventures series]]
* ThatOneLevel: The first snow level in ''Frogger Beyond'' is atrocious. The level begins with usual platforming, but a minute into the level it undergoes an UnexpectedGameplayChange in the form of MinecartMadness. The section goes on for an eternity, the minecart has extremely touchy and inconsistent speeding up and slowing down that makes jumps extremely annoying to time, the timing of them requires extreme precision, and you remain a OneHitPointWonder despite the section clearly not being designed around that at all. This section of the game was so bad that it caused WebVideo/NitroRad to undergo SanitySlippage.
[[/folder]]

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* UncannyValley: Just about everything, really. The game is notorious for having an absolutely hideous art style, with it being the only contributing factor to why the enemies might scare you, as they otherwise pose little to no threat. Many of the [=NPCs=] are also ugly, especially the fairies.

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* UncannyValley: Just about everything, really. The game is notorious for having an absolutely hideous art style, with it being the only contributing factor to why the enemies might scare you, as they otherwise pose little to no threat. threat.
** Frogger was made to be more human-like... a little ''too'' human-like, his non-frog teeth being a contributing factor.
**
Many of the [=NPCs=] are also ugly, especially real eyesores to look at, having wide eyes with shoddy textures that make them appear like a wooden doll. The fairies especially, with the fairies.females suffering from the same problems as the humans, and one of the males looking more like an evil imp/goblin you're ''suppose'' to be disgusted with.
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-->'''Frogger:''' "I wish I may, I wish I must, to find a princess before I bust!"

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-->'''Frogger:''' "I I wish I may, I wish I must, to find a princess before I bust!"bust!



* NightmareFuel: Aside from the models of some of the NPCs that give off an [[AccidentalNightmareFuel unintentional form of this]], plenty of the enemies are rather freaky in design, largely due to the UncannyValley art style.

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* NightmareFuel: Aside from the models of some of the NPCs [=NPCs=] that give off an [[AccidentalNightmareFuel unintentional form of this]], plenty of the enemies are rather freaky in design, largely due to the UncannyValley art style.

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* AccidentalInnuendo: You'd almost be convinced every line was intended to be taken a different way considering how frequently it happens, but probably the most ridiculous example is "I wish I may, I wish I must, to find a princess before I bust!".

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* AccidentalInnuendo: You'd almost be convinced every line was intended to be taken a different way considering how frequently it happens, but probably the most ridiculous example is in the intro cutscene:
-->'''Frogger:'''
"I wish I may, I wish I must, to find a princess before I bust!".bust!"
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* NightmareFuel: Aside from the models of some of the NPCs that give off an [[UnintentionalNightmareFuel unintentional form of this]], plenty of the enemies are rather freaky in design, largely due to the UncannyValley art style.

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* NightmareFuel: Aside from the models of some of the NPCs that give off an [[UnintentionalNightmareFuel [[AccidentalNightmareFuel unintentional form of this]], plenty of the enemies are rather freaky in design, largely due to the UncannyValley art style.
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* NightmareFuel: Aside from the models of some of the NPCs that give off an [[UnintentionalNightmareFuel unintentional form of this]], plenty of the enemies are rather freaky in design, largely due to the UncannyValley art style.
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Frogger isn't a licenced property based on another medium.


* TheProblemWithLicensedGames: Clearly only bearing the ''Frogger'' name for recognition, this game is basically every way ''not'' to cash in on a classic arcade game. It's a borderline InNameOnly adaptation that is plagued with terrible controls, awful level design, ugly visuals, and little to no challenge.

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* AccidentalInnuendo: You'd almost be convinced every line was intended to be taken a different way considering how frequently it happens, but probably the most ridiculous example is "I wish I may, I wish I must, to find a princess before I bust."

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* AccidentalInnuendo: You'd almost be convinced every line was intended to be taken a different way considering how frequently it happens, but probably the most ridiculous example is "I wish I may, I wish I must, to find a princess before I bust."bust!".
* BigLippedAlligatorMoment: The fight against [[TheGrimReaper Mr. D]] ends with him being revealed to be another Frogger, in a rather out-of-place and bizarre ''Film/TheEmpireStrikesBack'' reference.



* SoBadItsGood: Despite being regarded as one of the worst ''Frogger'' games, a lot of people have found plenty of ironic enjoyment with the game, such as WebVideo/NitroRad. Between the hilariously terrible voice acting and the writing that frequently borders on AccidentalInnuendo, the obnoxious sound design, the poor level layouts, and everything in between, it's a game that has to be seen to be believed.

to:

* SoBadItsGood: Despite being regarded as one of the worst ''Frogger'' games, a lot of people have found plenty of ironic enjoyment with the game, such as WebVideo/NitroRad.WebVideo/NitroRad and [[WebVideo/WayneRadioTV Scorpy]]. Between the hilariously terrible voice acting and the writing that frequently borders on AccidentalInnuendo, the obnoxious sound design, the poor level layouts, and everything in between, it's a game that has to be seen to be believed.
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[[folder:Frogger: The Great Quest]]
* AccidentalInnuendo: You'd almost be convinced every line was intended to be taken a different way considering how frequently it happens, but probably the most ridiculous example is "I wish I may, I wish I must, to find a princess before I bust."
* ItsEasySoItSucks: A common criticism, since enemies slice off little to no health and DeathIsASlapOnTheWrist.
* TheProblemWithLicensedGames: Clearly only bearing the ''Frogger'' name for recognition, this game is basically every way ''not'' to cash in on a classic arcade game. It's a borderline InNameOnly adaptation that is plagued with terrible controls, awful level design, ugly visuals, and little to no challenge.
* SoBadItsGood: Despite being regarded as one of the worst ''Frogger'' games, a lot of people have found plenty of ironic enjoyment with the game, such as WebVideo/NitroRad. Between the hilariously terrible voice acting and the writing that frequently borders on AccidentalInnuendo, the obnoxious sound design, the poor level layouts, and everything in between, it's a game that has to be seen to be believed.
* UncannyValley: Just about everything, really. The game is notorious for having an absolutely hideous art style, with it being the only contributing factor to why the enemies might scare you, as they otherwise pose little to no threat. Many of the [=NPCs=] are also ugly, especially the fairies.
[[/folder]]
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%%* SugarWiki/AwesomeMusic: The [[https://www.youtube.com/watch?v=rfpNUEqd4Cs Gold Mines theme]].

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%%* SugarWiki/AwesomeMusic: The [[https://www.youtube.com/watch?v=rfpNUEqd4Cs Gold Mines theme]]. However, similar to the first game, the PC version sometimes doesn't play the music, though it's much easier to fix here than in the first game.



* 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 game.

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* 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 game. This might be why they were removed from the PC version.
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* 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?

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* 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 you get a very short and basic level that only offers a merely decent challenge. To make this worse, they remove a lot of once you complete the obstacles after level once, nearly everything is removed from the level when you visit it again, replay it, including roughly every hazard and you don't have to get all of the baby frogs either.frogs. 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?
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** Frogger Goes Skiing is a level 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.

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** Frogger Goes Skiing is a level 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 green frog, the one furthest away from the starting point 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 and don't respawn after dying or collecting a baby frog.



* 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.

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* UnderusedGameMechanic: Many of the flies that don't simply increase your score, your time, your lives, or replenish your visibility in cave levels (Auto-Hop, Quick Hop, and Super Tongue) 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.

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