Saturday, January 28, 2023

Frogger II: Threeedeep (1984)


 

Frogger II: Threeedeep! is an American home sequel, published by Parker Brothers, to Konami's original. Mobygames credits Matt Lintlop and Henry Spragens for the game, with this Atari computer version credited to Larry Gelberg, sole credits for all.

The Threeedeep subtitle refers to how the frogs now need to cross and find homes in three screens of action instead of just one. The first screen is underwater and the frogs have to avoid predatory fish (but can safely cross over non-toothy fish) to get inside floating logs while the current pulls at them a little. Screen two is similar to the water portion of the original game, in which the frogs have to hop across stuff on the surface of the water and snag ahold of a life preserver being dragged by a boat. Screen 3 takes place in the sky and the frogs need to hitch rides with birds to find homes in the clouds.

Underwater


In the clouds

An interesting design choice is that navigating all the way to the end of one of the screens and getting the frogs in their berths doesn't trigger a transition to the next screen. Instead the player needs to figure out how to get to the next screen and manually go there and a major consideration is in what order the screens should be tackled. It might make more sense to go for the clouds first and get the farthest destinations settled before handling things closer to home. To get to screen 2, you simply need to hop onto one of the logs at the end of the first. Screen 3 can be accessed by hopping onto the back of a mother goose looking over her babies as they swim across screen 2. 

The graphics are quite nice, the music is jaunty, and the game feels in most ways like a proper sequel to the original, keeping the basic concept and controls the same but expanding on it in reasonable ways. But I do feel a sense of tedium that sets in while having to go through all three screens with each life. If you die on screen 3, you're forced to run through the first and second screens to get back there again. The first screen in particular gets really tiring to redo whenever you lose a life.

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