Also known as: Frogger: He's Back! (NA cover)
This game has unused animations.
This game has a prototype article
This game has a prerelease article
Frogger, he's back! Also pretty much the last classic-style Frogger game until Frogger Returns and Frogger: Hyper Arcade Edition (and either the best or worst depending on who you ask). It is also absolutely brutal in difficulty, especially when compared to its immediate sequel.
Document unused code / debug features. Further explore prototype differences. Document the differences between _WIN95 and normal. (Assets and gameplay other things like menus) Document the raccoon's unused animations, and the fact that it uses the walk animation underwater. Document the prototype demo keypress differences. (Also check out assets. Talk about Environment Polys (Green Balloon) Document version differences further. Explore the Japanese PSX demo, it has a bunch of unique changes. (Discord: 6/28/2021, #frogger-general)
- 1 Sub-Pages
- 2 Unused Music
- 3 Version Differences
- 4 Unused Palette Files
- 5 Unused Graphics
- 6 Unused Demos
- 7 Unused Sounds
- 8 Unused Models
- 9 Unused Animations
- 10 Developer Levels
- 11 Out of Bounds Models
- 12 Unpublished Cheats
- 13 Build Date
- 14 Debug Text (PlayStation (US))
This track has no identified name, but the game's source code suggests it was for the cut Ruins Zone.
This track originally was meant to play when the jungle zone was completed. Because the credits play when you complete the jungle zone, this track goes unused.
There are quite a few differences between the different versions.
- The Japanese PSX release has a setting option where you could start the game with their selected lives (3, 5, 7).
- The Japanese PSX release uses a different font for the text and the menu selection was wider. and it also swapped the button icons to "O" and "X"
- In the Japanese PSX version, the Music and Sound volume were located in the sound options menu, as well as the save and load option and high scores are located in the respective options menus.
- It also has a difficulty selection (easy, hard). Easy mode disables timeout deaths.
- The PC version starts the player with 5 lives, while all of the other PS1 versions start the player with 3 lives.
- The US PSX version runs at 30FPS, but all other known versions of the game (besides the prototype) run at 25FPS, including the PC version.
- Playstation versions have a short drum beat which plays when loading a map, but this doesn't play on the PC version.
- Various sounds are pitched differently on PC than they are on PSX. It might be due to the framerate differing, but this has not been confirmed.
- Bugs have a slight glow around them in the PSX versions, however on the PC version there's a "bubble" sprite.
Unused Palette Files
The PC version contains a .PAL (Color Palette) file for each level, along with a palette named "OPTIONS.PAL". These files are believed to be unused because if they are corrupted, there are no visible changes.
Tropical Trouble and Frogger Goes Skiing have some unused demos. They can be seen in the video.
Is technically used for the entity of the same name. See here.
This file was found in the PSX build. It was created by developer Tim Closs, it was used to test many different things.
One of the main things it was used to test was movement and slopes.
It contains a mud-pit which causes the player to bounce. This behavior is not seen in the retail game.
The map is very unpolished, with lots of holes in the collision grid and outdated textures.
This odd unused map is likely designed and named after QBert.
The map has no textures, only vertex coloring.
Words cannot describe how strange this map is.
Hidden Developer Comment
In each map file, the comment is:
Maybe this time it'll all work fine...
Out of Bounds Models
Retro Level 5
This model matches the crocodile head model used as an enemy in this zone. However, this is part of the level geometry.
Honey Bee Hollow
The entity that blocks the line of sight of bee swarms, FOR_STAT_TREESTUMP, uses this single-polygon model, which goes otherwise unseen due to these entities being placed underneath the level geometry.
Bang Bang Barrel
This flag looks identical to the flags used in the multiplayer stages as checkpoints. However, it is part of the level geometry, and not animated.
Boom Boom Barrel
This box model was accidentally put into the map instead of the entity it represents. The entity that was supposed to be placed here would kill Frogger when he touched it, and not display in-game. However, the 3D model was placed there instead.
Originally, several cheats were published on the Frogger website. Additionally, there is an extra cheat which was not published.
PC: NO MORE TIMEOUT DEATHS PLEASE
When the timer reaches 0, it will remain at zero, but the player will continue playing as normal instead of dying.
It is unknown why this cheat-code was not published.
FROGPSX.MWD contains all game files, along with its build date.
|PlayStation (US)||Creation Date: Tuesday, 23rd September 1997
Creation Time: 13:03:52
|PlayStation (EU)||Creation Date: Sunday, 28th September 1997
Creation Time: 13:05:47
|PlayStation (JP)||Creation Date: Tuesday, 7th April 1998
Creation Time: 09:22:34
|PlayStation Demo (Official U.S. PlayStation Magazine Demo Disc 04)||Creation Date: Wednesday, 3rd September 1997
Creation Time: 14:04:22
|PlayStation Demo (Euro Demo 28)||Creation Date: Monday, 15th September 1997
Creation Time: 13:22:10
|PC (Build v1.0)||Creation Date: Saturday, 15th November 1997
Creation Time: 20:19:27
|PC (Build v3.0)||Creation Date: Wednesday, 19th November 1997
Creation Time: 18:07:31
|PC Demo (Australian PC User March 1998)||Creation Date: Wednesday, 17th December 1997
Creation Time: 15:18:30
|Playstation Gold Disc Build 50b||Creation Date: Thursday, 4th September 1997
Creation Time: 11:23:19
|Windows 95 Prototype (#1)||Creation Date: Wednesday, 3rd September 1997
Creation Time: 16:32:42
Debug Text (PlayStation (US))
The file SLUS_005.06 on the PlayStation (US) version of the game contains debug text..
... ... ... [ "----------------\n" "%jcFROGGER" "%jcCOMPILED: 13:01" "%jcBUILD: 71" "%jc23/09/97" "----------------\n" ]; This build information changed during development, and this was shown upon booting the game on debug builds. Unsure what %jc stood for. One guess is that it centered the text and added a newline character. [ "----------------\n" "Heap: %ld Kb\n" " Bss: %ld Kb\n" "Data: %ld Kb\n" "Code: %ld Kb\n" "Version: 59\n" "----------------\n" ]; While technically, used, the user will never see this. After initialization, the PSX version calls printf with this text. Stream_next_frame: Size change - ABORT ; An error message for trying to play an invalid STR file. Stream_sync: Timeout in decoding ; An error message for failing to play a STR. Stream_open_file: Find Failure: %s ; An error message for failing to find the STR file specified. Stream_open_file: Seek Failure:%s ; An error message saying the CD blocking control method failed. %jcRECORDING DEMO ; This flashes on the screen while the user is recording a demo. Potentially in the future we'll be able to get a video of this. GAME_MULTI_COMPLETE ; If memory allocation for multiplayer completion data fails, this message will be displayed on-screen in debug mode. Game outro data ; Allocation failure message for "JUN_OUTRO_DATA" struct. game over multiplayer ; Allocation failure message for "GAME_OVER_MULTIPLAYER" struct. (Contains data showing results / who won.) ENTITY ROOT Water wibble vertices buffer Water wibble vertices Water wibble distances Map poly groups Map poly nodes SKY LAND VERTICES SKY LAND QUADS POLY_GROUP_PRIMS LIVE ENTITY ENTITY SPECIALS FROG POLY PIECE POP CHKPOINT PTR FROG POLY PIECE POP PATH RUNNER HUD score background polys HUD TIMER BAR POLYS HUD CHECKPOINT 2DSPRITE SHADOW EFFECT SIGHTS EFFECT TRAIL EFFECT TONGUE EFFECT TRA_TRIS POLY PIECES LEVELMOFS Select BG polys FROG ANIM HEADER CONSTRUCTION HS water points ; HS stands for high-score. HS riverbed points HS water prims HS riverbed prims HS matrices 4 HS matrices 3 FROG POLY PIECE POP LS matrices ; LS stands for level select. ; The above chunk are all further examples of allocation failure messages. MRAllocMem(%ld, '%s') failed ; This takes the above messages, and displays them. Retry file: %s ; XA Audio File lookup failed. File: %s (%d bytes) ; XA Audio File was found, and has a particular length. Start = %d, End = %d ; Reading audio from the given offsets. %jcTOO MANY POLYGONS ; This message would display if there were too many polygons to render. %jcCHECKPOINTS COLLECTED ; Removed developer cheat to complete the level. %jcGOLDFROG COLLECTED ; Removed developer cheat to capture the golden frog of the level. [ "%jc3.DMA 1:11 32345678" "%jc2.DMA 1:11 22345678" "%jc1.DMA 0000000000:00s" ]; Dummy level high-score data. Overriden / shown when a level is chosen from the stack. Internal API Version 1.40 (c)1997 SCEE ; Information about Millenium Interactive's Engine. The PC version is running 1.43. MR_MFIXDMRInitialiseResources: No filename information available in .MWI; Used if there was a need for file names, but this was the PSX build, which doesn't include file names in the MWI. (File names were included in the PC version because it made it possible for map designers to load maps directly from disk instead of having to build a new game archive to test every change.) Failure to load PC file: %s ; If opening a file on disc fails (A debug-only feature), this message will be used. Failure to save PC file: %s ; Part of the debug-only file-saving method. This is the message used if the file-system fails to create a file for whatever reason. ... ... ...
The Frogger series
|Atari 5200, Atari 8-bit family||Frogger • Threeedeep!|
|Mac OS Classic||Frogger|
|PlayStation||Frogger • Swampy's Revenge|
|Windows||Frogger (Prototype) • Swampy's Revenge • The Great Quest • Beyond|
|Game Boy Color||Frogger • Swampy's Revenge|
|Nintendo 64||Frogger 2|
|Game Boy Advance||The Great Quest • The Lost Wand|
|PlayStation 2||The Great Quest • Beyond|
|Nintendo DS||Helmet Chaos • Toy Trials|