👀 Screen-Squint Syndrome! 👀

Yikes! It seems you're trying to launch this digital masterpiece on a device so tiny, ants are pitching it as prime real estate. That gadget's squeezing pixels tighter than jeans after Thanksgiving dinner. Here's a hot tip: trade in that digital breadcrumb for something with a bit more real estate. 📱➡️🖥️ Let's upscale from tickler to blockbuster, shall we? Bigger is better... at least for epic gaming and app adventures!

Guide the adorable Froggess from the gloomy forest back to her cosy little home. Standing in the way are several lanes of impatient traffic, a river that seems determined to drown anything green, turtles with questionable work ethics, and the occasional creature that would happily make a meal out of you. Some even hiding in her very lair.

Fortunately, Froggess is fearless. Unfortunately, you're in charge.

Engine versions:

My custom game engine ENGINE is made from following sub-modules:

ENGINE:
GRID:
MAZE:
IAM:
Prototype LIB:
WebGL:
MAP Tools:

Help:

KEYS:

LEFT ... move LEFT

RIGHT ... move RIGHT

UP ... move UP

DOWN ... you will never guess this one

F4 ... pause/resume game

About:
Frogger

Froggess is a rather shameless clone of the legendary Frogger (Sega, 1981). The Commodore 64 enjoyed several ports and clones of its own, the most notable being those from Sierra and Parker Brothers. This game tips its hat to all of them, while trying not to get flattened by a passing truck.

Back in the days when arcade heroes spent most of their time vaporizing aliens, invading planets, or generally committing enthusiastic acts of pixelated violence, Frogger stood out as a peaceful little masterpiece. Your only goal was to help a tiny frog cross a road and a river to get home. Admittedly, "peaceful" is a relative term when buses, crocodiles, snakes and drowning are involved.

So, after Haunting the Hauntessa and DownHeel, both fairly ambitious projects, why make a clone of a game whose entire design document could comfortably fit on a beer coaster?

Because simple games are often anything but simple to build. Frogger introduced a whole collection of technical challenges I hadn't tackled before: moving platforms carrying player, lane-based traffic, classic arcade timing, ... and gameplay that depends almost entirely on precision rather than complexity. In other words, it was the perfect excuse to teach my engine a few old-school 2D arcade tricks... and occasionally teach the frog that buses always have the right of way. Wait, I forgot to implement buses ... but there is always a truck that could play the part...

Also, the annoying repetitive music was left out.

Frogger

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