Also known as: Frogger: He's Back!
This game has unused areas.
Frogger. He's back. Woohoo. 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.
Get a revisional differences page up detailing differences between PSX and PC releases. Document the developer levels on the PSX version, unused graphics in VLO files, Debug features, Windows 95 Prototype, original menu mockups with 3d models, Snail Racing, and beta elements visible in game screenshots. Document regional differences in the Japanese PSX release. There are cut assets in the US PSX demo release, including 3d models, textures, and incomplete maps.
The content under this sub-page is not publicly verifiable.
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. After the Ruins Zone was cut, the jungle zone shows the credits instead of a normal level complete screen.
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.
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 The map is very unpolished, with lots of holes in the collision grid and outdated textures.
Hidden Developer Comment
In each map file, the description is:
Maybe this time it'll all work fine...
Out of Bounds Models
Retro Level 5:
A crocodile head similar to the used in Big Boulder Alley. It's possible this may have been used for reference while designing the Retro Level crocodile model. It could not have been the other way around because the desert maps were the first maps designed.
Boom Boom Barrel:
This box's purpose is unknown. It may have been used for to mark a location during development. It covers the teleport location for the barrels moving side to side, however it does not appear to be for functional purposes. It is also textured on all 6 sides.
Originally, several cheats were published on the Frogger website. However, 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.
Each version of the game has a build date at the very beginning of FROGPSX.MWD:
|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
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||Frogger • Frogger II: Threeedeep!|
|Mac OS Classic||Frogger|
|PlayStation||Frogger • Frogger 2: Swampy's Revenge|
|Windows||Frogger • Frogger 2: Swampy's Revenge|
|Game Boy (Color)||Frogger • Frogger 2: Swampy's Revenge|
|Nintendo 64||Frogger 2|
|Dreamcast||Frogger 2: Swampy's Revenge|
|Game Boy Advance||Frogger Advance: The Great Quest • Frogger's Adventures 2: The Lost Wand|