top of page

Superfrog - Review

(Team 17, Commodore Amiga Game, 1993)

 

In the 90s there were really only two platform games. There was Mario, or there was Sonic. Opinion was divided as to which was the best, but it was rare to find someone in both camps. Me? I was a Mario man, preferring the challenge of the slower pace, picking your way through a level carefully, over the manic, ‘charge through as fast as possible’ methods, normally employed by those who preferred their gaming characters to be blue and pointy.

                                

As both were exclusives to Nintendo and Sega respectively, Amiga owners didn’t get to play with either. There were endless platform games released for the ‘mig over the years, but none really came close to recreating the magic that Mario and Sonic could provide, except, maybe, this one.

 

I realise that may be controversial. Upon reading that rather bold assertion there will be those proclaiming the virtues of the likes of Gods, Assassin, Zool, Robocod and more. But while all solid games in their own right, none captured the cartoony feel, gameplay and the consistency of level offered by Superfrog.

 

Superfrog, in case you hadn’t already guessed, is a 2-D platform game. It was released in 1993 by Team 17, who at this time could do little wrong, riding the wave of successful games such as Alien Breed, Project X and Alien Breed 2. The hero is a prince who has been turned into a frog, on a mission to save his princess, who has been kidnapped by a witch. Ok, so no prizes for originality and in truth that is a theme for the whole game. You have seen it all before. It’s just this time it is all done very, very well.

 

At the start of the game the frog is turned into a caped ‘Superfrog’ after drinking Lucozade (yes I know, it was an early commercial tie in, and I didn’t like it either). You work your way through different lands: Forest, Castle, Circus, Ancient Egypt, Ice Caverns and the Interstellar Base, with four levels within each to negotiate. Your frog can run and jump, the jump being nicely controllable even in mid-air. You have a friend; ‘spud’ the potato, who you can fire at some enemies to dispose of them, and you can pick up ‘frog wings’ allowing you to flap your way to previously unreachable parts of a level. You have four hit points, a brush with an enemy will deplete one, while landing in a spiked pit will result in the instant loss of a life. Periodically you will find bottles of Lucozade (Nnngh – product placement again!) which will top up your health, and that’s about it. You work your way through each level, avoiding or killing the bad guys and collecting fruit and gold coins, a certain number of which are required to open the exit to the level. Pretty standard platform fare, so why is it special?

 

Well, for a start it looks phenomenal. Team 17 games always look good and this is no exception. It is quite beautifully drawn with each land having its own distinctive but spectacular appearance. The animation is pixel smooth, aesthetically significantly head and shoulders above most other Amiga games at the time. When you compare it with its rival titles it genuinely has the look of something running on a more advanced platform. It sounds great too, with nice sound effects and really catchy music that you will be humming hours after playing.

 

Each level contains hidden areas which contain lots of bonus items, including coins and fruit (of course). The more you collect the more spins you get on a slot machine which is accessed between levels. Prizes include points, extra lives and level codes. The gameplay is hard but in general is scrupulously fair; this is a game that takes dedication and plenty of hours’ commitment to make significant progress. The levels offer the opportunity to explore vertically as well as horizontally, as opposed to the Mario and Sonic games of the time which were predominantly linear left-to-right affairs. The level design is very good and it is rare that you won’t know where you are supposed to be going. Of its two rivals, I would consider it much closer to Mario than Sonic. Rushing through the game will only result in a premature demise. For the most part, care is needed. There are occasions where a ‘speed-up’ pill will allow you to hit the turbos and zoom along impressively, but a ‘slow-down’ equivalent will always appear a short while later before the next danger looms.

​

One thing I really don't like in platform games is the use of random landscapes and platforms floating in mid-air for no apparent reason (Zool really irked me by doing this). Superfrog doesn't fall into this trap, every level is well thought out and the routes you follow are all in sync with the land you are exploring, the pathways and platforms logically forming part of the area.  

​

Rather amusingly, to make it to the final Interstellar base level, you enter a ‘Project F’ section where you fly through space using a jetpack and armed with a blaster, in a nice nod towards Project X, Team 17’s ‘shoot-‘em-up’ offering from the year before.  

 

Now, for balance, I need to list some negatives and in truth that isn't easy. I suppose the instant spike death can be frustrating and there are a few secret holes which can open beneath you without warning, dropping you to a point much earlier in the level which is undoubtedly irritating, especially when you are caught out for a second and third time.

 

But that’s about it. I’m really struggling to think of anything negative to say. Make no mistake, this is a fabulous game. It is finely crafted platform fun which looks stunning and plays exceptionally well. I personally rate it as the best platform game on the Amiga with only Gods coming close. In my humble opinion it buries the likes of Zool, Robocod and Assassin, by having real character and identity, something that was lacking in those titles despite their efforts to stand out.

 

Is it a Sonic or Mario beater? Well no of course not, but it comes much closer than some may have expected. Highly recommended.

 

Graphics - 93%

It looks gorgeous, detailed, colourful and clean with each world having its own distinctive theme. 

​

Sounds - 88%

A catchy theme and the in-game effects do their job just fine. 

​

Grab-Factor - 90%

There is nothing here that you haven't seen before, so it is very easy to get on with. Simple to pick up with loads of replay value. 

​

Playability - 90%

Wonderfully playable, lovely precise controls and well-constructed levels with lots of secret areas to find and explore.  

​

Verdict - 90%

​

​

AG 25/05/2018

​

© Words and pictures copyright grapeswriting.com

Deliverance

Deliverance - Review

(21st Century Entertainment, Commodore Amiga Game, 1992)

Another Gods clone... but does this one deliver?

​

 It does feel at the moment as if I am on a mission to review all platform games that have taken inspiration from Gods. After my look at Deep Core in the last edition, this month I have been playing Deliverance; an extremely attractive platformer which at first glance does share more than a few similarities with the Bitmap Bros’ classic...

​

So why could it be perceived as a Gods clone? Well, for starters, your protagonist has been cast from the muscular, leather-clad Viking type mould. Then there is the gameplay, which sees us guiding our hero through a series of levels, climbing ladders, jumping between platforms, collecting keys to open doors, throwing axes to dispose of his foes and facing off with unfeasibly large and destructive bosses. It is all very familiar. And the first level in particular with its gothic/castle theme does invoke memories of the opening world of the Bitmap Bros’ platform gem.

​

However, credit where it’s due – it has to be said that visually at least, Deliverance is special. The artwork is fabulous and the play area that you have to navigate looks absolutely brilliant. The monsters that you encounter look pretty impressive too.

 

Keeping busy

At first glance there seems to be plenty to do. You are presented with a complicated first level to explore, and along the way you have to locate and collect fairies. There are coins to find too, and to hinder your progression you are attacked from every which way by bad guys who have to be eliminated with some frenetic axe wielding or throwing. On top of this you will periodically encounter wardrobes which, when opened, will contain a fairy, a key or some monsters. There is no real puzzle-solving to speak of though, bar some elementary find the key to open the next door stuff going on.

 

Seen it all before

However, it doesn’t take long to work out that there really isn’t much variety within what are some very long levels. As an example there are only three types of monster to be found in the first level (unless we count an extremely weird and out of place Monty Python-type fist that periodically lurches out of the floor or ceiling at you), and none of them are difficult to kill or avoid. It should also be said that while the monsters initially look great on screen, they are less impressive in action, with limited frames of animation making their movement a bit jerky.

​

Also, while it is true that the visuals are spectacular; the backgrounds are frequently repeated, so it can often be difficult to know exactly where you are, especially since the bad guys constantly re-spawn (Nnnngh). You have some opal markers that you can drop for reference, but they all look the same too, so I am not sure that this feature adds a great deal. However, while within the levels the design and graphics can feel repetitious, mention should be given to the variety between the levels. Each of the four does have a specific and quite different theme, and all are visually magnificent.

​

I must also highlight the length of each level. Even if you know your route, it takes nearly 20 minutes to reach the first boss, and there are no sub-levels. This is an extremely long time to be working through the initial stage of a platform game, and there is an inevitable and distinct feeling of déjà-vu navigating what are essentially the same backgrounds, platforms, doors and ladders, with little changing aesthetically to break it all up.

 

Jumping for joy

Control feels imprecise to start with but you do gradually get used to it. You have to be almost pixel accurate for some of the jumps though, especially from the ladders, which is annoying. The controls can be a little confusing too; while there aren’t that many to learn, some aren’t particularly intuitive, and you would do well to consult the manual before starting (as an example, to collect a key from a wardrobe, you must press up to face the wardrobe, then up again to open it, then up again (yes really!) to collect the key). One thing I liked however was that if you fall from a platform or ladder you don’t lose any health, unlike other games... (Ed – “Did someone mention Gods again?!”).

 

Rest up and heal

And speaking of health, I must praise the energy system in play. There is a face on the status bar at the bottom of the screen and, as you take damage, it gradually morphs from being human looking to resemble a skull. When you reach the full skull, a life is lost. The change is subtle and is extremely well implemented. You can restore your health by collecting gold coins, or (and I liked this, a lot!) you can recharge by simply standing still for a couple of minutes.

 

Clues are your friend

As you play, you will encounter clever little clues that aren't immediately obvious. For example, in the first level there are sections of floor that attack you, apparently without warning. At first I found this extremely irritating; I thought that it was a classic case of an impossible to foresee attack – something that programmers used to throw in to increase the difficulty but in reality just made a game feel unfair. But after a while you work out that when this happens there is a slightly deformed brick in the wall behind, giving the player the necessary hint to be careful. Subtle, but nice.

​

Then there are sections where arrows are fired at you unexpectedly from off screen, giving you little chance to avoid them. Again, at first this seems like a completely unpredictable attack, until you notice that the eyes of two large demons in the background give a warning flash just before the arrows are fired. Little details like this remind you that, despite its flaws, a lot of love has gone into this game.

 

Against the odds

So despite the issues highlighted here, after some time playing what initially appeared to be a bit of a clunky and uninspired affair, it actually turned out to be quite fun.

​

It’s not a premier division title and there is quite a lot that can be faulted if you want to be picky. The lack of variety within what are exceptionally long levels, the sketchy control, the shallow gameplay, and the low frame rate of the bad guys – none of this will endear the game to you. But, played as a straightforward walk-and-slash arcade-exploration affair, a lot of fun can still be had. 

 

Deliverance is a bit of a mixed bag then. To complete the comparison; no, it is not nearly as polished as Gods, which is a far more rounded and intelligent platform/puzzler. But it is fun in its own right, once you forgive its limitations. Yes - it’s a little shallow and mindless, but despite the flaws there is still an enjoyable game to be found here.

 

​

Graphics - 92%

Visually it is beautiful, although while the monsters look fantastic, their frame rate is a little low.

​

Sounds - 74%

There is only menu music with none in-game, but there are some meaty sounding effects when you wield your axe.

​

Grab-Factor - 73%

​First impressions aren’t great, however as you get more comfortable with the controls, things start to make sense and everything becomes more enjoyable.

​

​Playability - 83%

​It isn’t Gods, but despite first impressions it isn’t really trying to be; forgive its faults and play it as an arcade slasher and there is plenty of fun to be had.

​

​Verdict - 81%

​

​

​

​

​

​

​

​

​

​

​

AG - January 2024

​

Featured in Amiga Addict magazine, issue tbc

​

© Words and pictures copyright grapeswriting.com

​

​

Things I liked...

It looks brilliant.

The four levels have very contrasting themes.

The energy meter is genius.

Clever little details / clues.

Stand still to recharge energy is a great feature.

It’s not too difficult.

Despite some issues it’s still fun to play.

No penalty for falling from a platform/ladder.

Things I didn’t like...

Initially it does feel like a bad Gods clone.

Little variety within each level makes it easy to get lost.

Shallow and repetitious gameplay.

Extremely long levels, with no sub-levels.

Low frame rate of the bad guys.

Re-spawning monsters.

Sketchy controls.

Some jumps from the ladders have to be very precise.

bottom of page