I'm torn on this, do love the graphics, the update to the classic retro game etc. The controls are a bit annoying. Cant seem to easily 'forward jump', Using the onscreen controller i thought up/jump would work but he just seems to jump in the air. Swipe controls i'm never keen on but they do work better on this. I thought it would be linear, perhaps later levels might be a bit different but i havent got a problem with that as Frogger was just one way which was up and linear. Need to keep playing it more as i've only had a few goes but really enjoying it so far. Just WISH Konami would re-release other old arcade hits (and same for other companies). Must be 'easy'-ish to create a 'wrapper' just to hold an arcade rom in and publish it ? Surely easy money to be made ? But hopefully more 30th anniversarys soon for many of these other games
BUG? I switched to to the joystick, that I prefer. But it is buggy. On the first level when I get to the flag. I move then left to fetch the flies and then the controls switched to inverse .... I click down and it goes up! Could it be?
You want GTA: Lily Pond, petition Rockstar. Frogger to me is all about getting from A to B without a lot of meandering. I don't want to collect a heap of side items, go on a quest to muster up some ladybugs, perform drive-by lickings, go on a stomping rampage or take lady frogs out on the pond. Though that WOULD be a cool game if Rockstar was to do it
I didnt think it was a bug. I thought there was a 'toadstool' and if you 'hit it' or try to go in that direction then the controls are reversed, sure there was a little icon like frogger with his tongue out sick. Once that goes the controls went back to normal I liked this touch, seen this happen on a few games in the 80's where if you get the wrong object your character appears 'drunk' where basically the controls reverse
169 on the charts so far. Guess all that's left to do is for Konami to promote. (Edit 139 now. Made New and Noteworthy list). Small nitpick: boy is it aggravating not to be able to turn in place. Everytime you press a direction, Frogger automatically jumps in that direction, so if you're facing forward, and there's a ledge immediately to your right with some hovering flies, you can't simply turn right or you'll fall off. You have to go left first then turn back right again. I know that's old school, but I grew up after that era, and to me it's like controlling a 3rd person game without dual sticks for the camera.
What about using the tongue to gather flies? It will turn Frogger automatically. We tried our best to make sure player won't need additional buttons for turning the character as it would overcomplicate the controls (need to turn Frogger manually in 90 degrees increments is what irritated us most in previous installments - that was really old school )
This game is the most disappointing game that I bought this week. Played it for a few minutes and I had enough. Controls really make it unplayable.
The controls left/right/up/down arent bad, to me it really feels like the original Frogger, its just the jumps dont seem to work too well and are pretty fiddley which ruins it for me. Has tons of potential but they need to work on the jumps
I'm not having any problem at all with the controls... and the frog moving automatically to whichever direction you need him to when you tap on right side of the screen to get the bugs is great. No problems with the jumping, or swipe jumping, or swiping to move... it does feel like the original Frogger on iOS in terms of movement... the added controls for jumping and catching bugs feels fine... Me and my wife stayed up for a couple hours last night playing this, and had a blast! =oD
Yeah must admit i'm getting more used to it, still find the jumps a bit fiddley but the basic movement of the frog is great, obviously a throwback to the original. Must be a fair few anniversaries of classic games coming up. Hope to get more like this. But they should put the original in with it (Eg Rally-X).
How do you do the super jump or the one that you have to tap tap tap - the tutorial is on the bottom and clearly I don't understand it since it won't go away. It's the one to jump high to get stack of flies. Add: Thanks to S'Void for helping me out on this one - the left side of the screen was key!
I'm really loving this game, it's a perfect combo of old school Frogger and a new school revision. Frogger even turns into an original pixel version of himself at least once during the game. It's nice to see Frogger out on a real adventure too, finally freed of the single screen life he's lived for decades... Yet the adventure stays true to classic Frogger, crossing roads, avoiding cars, jumping on Lilly pads, etc, all redone in new and creative ways. The game is almost a puzzler too, as certain scenes require moving around blocks or other psychics- based gameplay elements to proceed. It's pretty difficult, but not too hard - a good challenge. The graphics are sweet, sharp retina, with excellent artwork and good music and sounds. I also think the controls work great. It takes a minute to get used to them, especially since they keep introducing new control elements as you go along, but once you get the hang of them it works very nicely. All this game's missing is an endless mode. Overall, this is an awesome new Frogger game.
Bonjour guys! Checking in from Froggyland (France not Froggers home), and been reading your posts with much interest. To clarify couple things... - controls work 100%, but we are packing a lot of moves in with no buttons so pay close attn to the tutorials and you'll be golden - with practice. - Traditional DPad and A B buttons accessible via settings. - Tutorials can be revisited via the "?" button at right of screen. - Experiment with the camera for a different perspective- it really changes the 'feel' - Lastly if they reverse its because you were awarded a reverse controls token on reaching a checkpoint. These occur randomly some are good a couple are negative. They add to the fun but we'll make it more obvious when this has been awarded in an update. - iCade and a forever mode are always a possibility Thanks for everyone's interest and support. We're delighted with the overall response.
Bonjour! iCade? Wow! If so I’ll surely purchase the game! That’ll be simply perfect!! Thank you for considering and please give us some news about it when it’s possible. PS: I just bought the game to support it and hoping for an iCade update.
Used to the controls now and loving it. Would like to know the next game! Sure you won't tell us but can you tell us if it's another retro game being redone? Wish konami would do jailbreak or an updated nemesis/gradius
I honestly find the pad really like the arcade version and if I could get my hands on an icade I would love it to support it as well!!! Game is awesome. The bonus thingie is nice, just make the changing circle a bit bigger. I only noticed because I though it was a bug!! Never ending mode would be great!!!
Bought it and gave it a good spin. before I jump into my personal criticism, I'd just like to say that besides these issues I was quite enjoying myself. The look is bright and cheerful but not nauseatingly cute. The level design is straightforward but I'd rather see it as streamlined. I don't play Frogger to go down secondary paths; the game rightfully acknowledges its ties to no-nonsense classic arcade design. Controls are generally acceptable, if a bit arcane, except for the occasional misfire between swipe and light tap. My swipe gestures are swift and brief. The game unfortunately has a limit as to the brevity of the swipe maneuver it will recognize. If you just lightly swipe it will register it as a jump. Very disconcerting. If it's a hardware limit, I understand. Else wise I would recommend a more generous swipe recognition. I just resumed a previous game and could not for the life of me find Frogger anywhere on the screen: a green frog, standing on green grass, behind a green hill. A visual cue for finding our amphibian friend when resuming a game would be appreciated. The upper screen camera controls gave me horrible flashbacks of late 90's PSX games where you have to babysit their helpless camera. Revolt, a recent game for iOS, had the same issue : the developer "sub-contracted" the camera handling strictly to the player. Peeking behind hills is an unpleasant and irritating action in a retro-inspired arcade game IMO. I'd rather concentrate on the actual navigating of the level rather than sightseeing it. If the default view is inadequate, the game itself should acknowledge and compensate. That's all I have for now. (Heureux d'apprendre que vous êtes français! Glad to know you're french!) EDIT: Collision detection is pretty harsh. If the square you're jumping to isn't completely solid, on the back of a shifting body for example, the game will register it as a failure. To me this seems like a discrepancy between the game's rules and what we understand from our reality's laws of physics. I would expect if the zone was 75% solid to be good enough for landing, but it doesn't seem to be adequate in this game. It leads to a feeling of discomfort and even injustice, for not following common knowledge. EDIT2: Boy those piranha plants are consistently making mince meat of my frog. Difficulty seems a bit high for those early levels but I'm not complaining too loudly yet. I simply wasn't expecting a good fight from such an innocent-looking game.