Mysteries
and Errors?
Herewith a collection of mysteries, bugs, glitches and
all sorts of odds and ends about the game that make it
a fascinating piece of software by all accounts!
~ * ~
Idiotic Enemies
You can notice that in some levels… in many cases,
levels in World 2… the enemies (usually floating enemies, like ghosts) will
actually float into walls and get stuck, leaving Superfrog free to just
walk past. This is particularly prominent in the cracked version of the PC port.
Tight tunnels are generally bugbears for this, as there’s
not a lot of space for sprites to manoeuvre, except for into background
tiles... which they then can’t get out of!
~ * ~
Flying Not-So-High
On the Amiga version, the Frog Wings will actually
allow you to fly for a (short) time upon pressing the action/fire button. On
the PC version, you need to press the action/fire button (CTRL) at exactly the
right rhythm in order to fly (usually gamepad users with autofire find this a lot easier!). Without doing so,
Superfrog can only manage an extended jump. This can be a pain, especially
considering the huge expanse of spikes in World 6-4. I myself initially played Superfrog using a joystick, so I never
managed to finish the PC version as,
at the most, I managed two flaps with every jump!
~ * ~
Ghost Frog
Thanks to Michael Walsh for this one:
When playing I jumped
across a pit of spikes and just caught the restore point before falling to my
death. I was then restored, but not where the point
was, I was slightly to the right. This was where I was upon collection, so I
thought, “damn, I'm going to fall again to my death.” To my surprise this never
happened, rather I fell through the spikes, through the floor and started a
little lower.
~ * ~
Programming Bug… Run!
My first encounter with being mystified
with an aspect of Superfrog was a
small programming “bug”. It was very rare, and seized up the game, turning it
into an orange screen with black bars all over the place.
The most prominent example of this happened
in Level 4-4. I worked my way through the level as normal until collecting the
fourth Restart Pill (situated underneath a section of withdrawing platforms).
Continuing up the platforms, I collected all the Coins and Fruit, and ducked
the Ghost as you go onwards.
Then I got killed. The game put me back to
the position of the Restart Pill, and this (usually, not always) activated the
bug, seizing up the game. I have yet to encounter this bug more than twice or
three times, but I doubt it’s an error unique to my copy of the game!
~ * ~
A Nicer Bug
Not all bad news, though: here’s a bug Leo discovered which allows
you to collect all the coins you want! (This is probably unique to the PC
Version, however, as Troels Jacobsen reports that it doesn’t
work for him on the Amiga.)
~ * ~
Slipping and Sliding…
Here is another situation which will get you stuck. On
the Ice World (World 5), there are small "dips" in the landscape,
which you can slide in and out of. It's pretty amazing, sure, but what if you
don't have control of your body? Once I ran into an enemy and, still in the hit
loss sequence, slid down a slope and into a dip, in and out of the dip, in and
out, in and out… I do not doubt it would have lasted until my Lucozade had run out.
~ * ~
No-Top-World
Thanks to Alessio for this one:
“In the “witch’s castle” (world 2) level 4 there is an
area. If you jump above this area, you can't touch the roof. Bug discovered by
me!”
~ * ~
God's on your Side
This tip you can actually work to your advantage.
Invisibility Pills are everywhere in the last few worlds. They will SAVE YOUR
LIFE.
For an example, go back to Level 4-4. Not long after
the situation described above, with the programming bug, there is a platform
contraption. It has spikes on it, and just underneath it is an Invisibility
Pill. Leap over the spikes just before the platform and into the spikes
on the platform. Just in the middle of the dying sequence, Superfrog will
collect the Pill and turn invincible, causing you not to lose a life after all!
This can be very handy, especially in the instance above where contact with the
spikes could cause you to face the wrath of the programming bug!
~ * ~
Out of the Page
While researching… uh, okay, playing Superfrog one
day, I stumbled across a secret passage in Level 5-4 which led me to
something... strange. I walked along the passage, and suddenly I found the
ice-caves ripped away, as if I had run off the piece of paper. I was also
blocked by a large pencil, which prevented me from going any further. Well... I
never thought that I was going to get out of the game!
(Thanks to Leo for screenshot)
Michael Walsh says: “I think the pencil AND the white paper beyond it are both walls, I have no proof but it makes
sense. I also think the secret area is just a wall, but I was not able to get
there using any of my methods.”
Additionally: clocks. And a can of Lucozade. I wonder about those and I’ve thought of
two possible solutions:
a)
They’re abandoned items which were meant to be in the game and then cut
b)
They’re not real items and Team17 put them there as a teaser
If solution a) is the case, then I wonder what they
would actually do. My guess is that clocks would either stop the timer
temporarily, or stop all the enemies on the play screen. The can of Lucozade might restore all of SF’s hits, or give him some
more time (half as much as a usual bottle would). However, as the most likely
possibility is solution b), let’s not worry about that…
~ * ~
Secret Secrets?
You can notice that there are loads of items in the
bottom left corner of the screenshot. However, 5-4 is not the only level to
have tantalising items. Level 6-4 has items placed underneath the scenery very
near the end. Several different people have come up with several different
solutions to this…
Penny Wyatt claims that they're not actually there (in the Amiga
version) - they're just painted onto the backdrop; Troels Jacobsen states the same, and
says that all the spikes there are genuine. However:
Leo claims the reverse; certain spikes won’t harm SF, and
you can also get him to the area using cheat mode (hold down the right mouse
button) and collect everything except the extra lives (which are painted).
"bias" has reported that on the
PC version, you can fly down (as indicated) and collect all the items (except
the extra lives). You will need to die to get back. Kas also sent me a
screenshot of it, taken from the PC version.
Apparently it seems that this trick is true. However,
I myself have tested this – both versions – and I always die when falling on
said spikes. Maybe it just doesn't work for me, or the game doesn't like me. Or
I’m not very good at Superfrog. Hmmm.
Michael Walsh sent in this cheat for getting to the area if,
like me, you have problems doing so:
·
To do this, first
download Cheat
Engine 5.2
·
Collect the wings, and
get to the general area (I used the platform that if you drop from causes you
to land near the opening).
·
Then run Cheat Engine.
·
Click top left icon ->
Window list -> Select the Superfrog window -> Attach to process.
·
Then click enable speed
hack. And lower the speed to 0.1.
·
Finally drop from the
edge, hold left, and when you get to the passage hit CTRL. You will fly under
the gap a little, then you can release CTRL and
collect the goodies.
~ * ~
Super Spud!
Here’s a neat little trick… some things in
Superfrog are ‘coin loops’ (you know what I mean, hit them from below and they
throw out a coin), like some of the pictures in World 2, and the tops of doors
in World 4 – and so on and so on – well, you don’t need to jump into them to
get the coins – you can hurl Spud right at them, and that’ll do the trick just
fine!
Incidentally, this only works on the Amiga
and CD32 versions (and in the demos). In the PC version, Spud will bounce off
the loops, and you’ll need to get SF to touch them if you want to get the
coins.
~ * ~
Totally Unfair
Michael Walsh says that on the PC version, after you finish
the last level and face the Witch, if you don't have Spud you need to die to
get him!
Leo has pointed out that this is a difference between the
Amiga and PC versions: you only start the fight with Spud if you’ve finished
6-4 with Spud in your possession. If you don’t have Spud (and considering the
spikes in 6-4 you probably won’t), you will need to die to collect him.
Thankfully, however, the level gives you Spud automatically when you die, so
you can actually kill the Witch.
On the Amiga version, you start the level with Spud
whether or not you had him in 6-4.
~ * ~
No Frogs Allowed
Michael also found an area SF is able to stand on, to the
extreme left of the last level, using his Cheat Engine. This is actually the
edge of the play field; Team17 didn’t finish the artwork directly below this
screenshot (see the map of the level for details), but SF can
still stand on this platform.
~ * ~
Spelling Mistakes
Just because I’m a perfectionist (and an
English teacher, in fact)…
·
World 2 Loading Screen: “The witches castle…” – should read “witch’s castle”.
·
World 4 Ending Screen: “Whacky” should read “wacky”. Also, “froggie”. Strictly speaking, as
an adjective this should read “froggy”. Yes, yes, I know I’m
nitpicking!
·
World 5 Loading Screen: “Icey”? What the hell is that? It should be “icy”. People have been
hanged for less!
·
World 6 Loading Screen: “Witches” again. It’s “witch’s”, with a possessive
apostrophe. There isn’t more than one witch.
~ * ~
Early Builds Catch the Worm!
I
was playing the Amiga Demo (the one available on the
downloads page) – don’t ask me why, but I was. I collected Spud, and hit
fire. Nothing. So I tried again. I’ve got Spud, I hit
fire. Nothing happened, again. No Spud. I assumed he wasn’t in the demo.
I
soldiered on, and collected the wings. Jumped, hit fire. Ah ha. Superfrog started
flapping. I hammered fire really fast and he stayed in the air. I hammered it
faster and he actually ascended. Very good. So I
decided to try and fly around the level without touching the floor.
Unfortunately,
I flew into a Ghost. Superfrog stopped. I mean stopped. He paused in the
middle of the hit loss sequence. And just hung in the air.
The arrow keys wouldn’t work. It was like he was in a state of suspended
animation. In desperation, I hit fire.
Spud
came out.
Leo has reported that in the
demo, you need to hold down fire and then press the direction in which you want
Spud to shoot.
~ * ~
Spring Is Here
What's this all about?
“I
went and eventually got in,” says Michael Walsh, “seems you can’t get out (well without certain
location cheats).”
“Then
there’s some springs higher up that I couldn't for the life of me figure how to
get to. Again a little cheating revealed they are impossible to get to as well,
in fact (as I guessed from the screen size). Once you are in there, you can not move from one spring to the next.”
~ * ~
Glitches Rock!
The
game can be kind to you sometimes, in the case of disappearing enemy sprites,
or deadly traps that simply don’t work!
~ * ~
CD³² Demo Version Glitch
Thanks
to S-2K of Dream17 for pointing
this out:
A demo version of Superfrog was included with some CD³² titles, namely
Ultimate Body Blows & Project X and some release versions of Arcade Pool,
which included the Circus World of the game in its entirety. However, a glitch
with the Demo allows you to play the Forest World. Simply go to the Options
screen and enter anything as a Password. This prompts the game to start from
the Forest World - as it would on the Full Version.
Once you complete World 1, the game
attempts to load World 2 but fails, as the Demo doesn't include it. So you end
up stuck in a limbo world constructed from glitched-out
Forest World sprites, complete with enemies in random positions.
~ * ~
Floating Frog
If you are in a tunnel or on a platform or something
which is above ground level, you can run off the side and hammer the action
button (as you would to fly) without jumping. Superfrog will then float off the
side of the platform, but you won’t see the flapping wings animation; he will
appear as if he is standing in mid-air. Similarly, some random objects in the
game will produce an effect which makes it look as if SF is standing in mid-air
(thanks to Leo for the castle
screenshots).
~ * ~
Spud the Spy
If you fire Spud at a secret passage, before it’s been
opened, he’ll travel through the landscape. This is quite handy for
revealing secret passages before going for them!
~ * ~
B is for Balloon!
The balloon platform was featured in ‘The One’ demo.
Jump on the weight, and the balloon will carry SF upwards. Alas, it didn’t
appear in the final cut of Superfrog, although a similar idea’s present
in Super Princess Peach!
~ * ~
Harmless Fish
Check
this one out – it’s from a secret tunnel in the Circus World. There’s no way
for the fish to touch SF (they can’t jump that high), so they are – in fact –
harmless! (At least they are in the PC Version; on the Amiga, according to Troels Jacobsen, they can and will attack you!)
~ * ~
Ending Errors
Thanks, once again, to Leo for sending me screenshots of another irritancy. These are from the end sequence. In the
first instance, SF’s cape is the wrong colour. In the second, the screen has
had its top and bottom cut off!
Also from the ending, this is the code you get after
the last level, which does absolutely nothing.