REVIEW: Superfrog (1993, Amiga)

Hey, kids! Wanna play a game about a frog with superpowers? No? WELL TOO FRIGGIN’ BAD, ‘CAUSE WE MADE IT ANYWAY!!


Released in 1993 for the Amiga and developed by Team17 (who are most known for the Worms series), this obscure little title revolves around the titular character as he goes on an epic quest to save his beloved from an evil witch, with the help of his sidekick Spud the Potato. As you can see from my avatar, I like this game quite a bit. So, let’s stop wasting time and get to why I like it!

THE LOOKS – To be fair, the game doesn’t really stand out in terms of level themes. There’s the grass level, the haunted castle level, the carnival level, and so forth. But with that said, the graphics themselves are actually pretty good! Of course, being a mascot game, the visuals are bright and detailed, and the character sprites have a cartoonish, but appealing look to them. Also, one thing I would like to point out is how the levels would often throw in some visual gags. However, they don’t overdo it and or try to force it in like say, Boogerman. While not the greatest in terms of looks, the graphics are still nicely pulled off.

THE SOUND – A lot of computer games back in the day tend to have good music, and this is no exception. Even if it’s not the greatest soundtrack ever compared to other platformers at the time like Rocket Knight Adventures or Sonic, it’s still pretty neat for what it is. Each track has a simple, but pleasant melody to it, and fits each world nicely. As for the sound effects, though…yeah, they’re nothing spectacular. They’re really just stock cartoon sound effects, and even though they’re not irritating, they’re still not very interesting.


Superfrog, making his way through the Magic Woods.

THE GAMEPLAY – It’s pretty clear that this game is trying to ride off the success of Sonic, and this is evident by the fact that the main character is fast. However, Superfrog isn’t “so fast to the point you can’t see what’s coming in front of you” like Bubsy. This in turn results in his speed being quite manageable, making platforming easy as pie. The level design on the other hand, is a different story altogether. Unlike the Sonic or Mario games, where you can just go through the level and get to the sign/flag, Superfrog’s is much more like a maze or a scavenger hunt. In order to get to the end of each level, you must collect a certain amount of coins by searching throughout the level. Once you have all the coins you need, you just need to get to the end of the level. The level design itself is very well-designed, with each world having distinct patterns and various obstacles. And of course, it wouldn’t be a platform game without your attacks and power-ups! For the attacks, you can just jump on your enemies like any other video game character at the time, or throw Spud at enemies that are higher than you. With the power-ups, you can restore your health and extend your time by drinking Lucozade, with all the others being your typical invincibility and extra life power-ups. If there is one problem I have with the gameplay, it’s that the hit detection can be a bit spotty at times. But compared to some of the other disasters that I’ve reviewed, it’s not really much of a problem.

THE BOTTOM LINE – While not setting new ground by any means, Superfrog is still a fun and challenging platformer that offers a decent alternative to the games that it was inspired by. Platform game fans and Amiga fans will probably like it, and for the others…well, I guess it’s a matter of taste.


Also, be sure to post comments and leave feedback!


3 thoughts on “REVIEW: Superfrog (1993, Amiga)

  1. Pingback: REVIEW: Oscar (1996, SNES) | retr0pia
  2. Pingback: REVIEW: Bubsy in Claws Encounters of the Furred Kind (1993, SNES) | retr0pia

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