Frog - Amiga classic Superfrog goes Ultrawide in this unofficial re-release by Almost There Games

The classic 1993 Amiga platformer Superfrog has also unofficially arrived on Windows and Linux, bringing the complete and incredible Amiga game to modern gaming systems by Almost There Games. Originally released by Team 17, the acclaimed title was celebrated as a definitive mascot of the Amiga era. Not only was it incredibly enjoyable to play, but it had charming graphics and music reviving the tale of a frog-prince seeking to rescue his bride from a wicked witch.


New video soon ^ Ultrawide

Torque's playthrough

The update features all 24 original stages spanning six themed worlds, including the shoot-'em-up "Project F" level, along with high-definition, widescreen graphics that preserve the original artwork unlike the Superfrog HD remaster released in 2013. Players must navigate large, scrolling levels to collect coins, find hidden treasures, and use power-ups like Destructo-Spud to overcome enemies and traps. This version includes modern conveniences such as controller support, checkpoints, and save slots, while maintaining the classic, fast-paced gameplay and the original fruit-machine bonus round.

Features + Requirements : 
  • Complete campaign: 24 main levels across six worlds, Project F, and the final battle
  • Selectable Easy and Classic difficulty modes
  • Modern keyboard and controller support with remappable controls
  • Widescreen, high-resolution presentation at modern frame rates, with smooth movement while preserving the original artwork
  • Three save slots
  • Easy-mode checkpoints
  • Coins, fruit, hidden rooms, treasure, power-ups, destructible enemies, traps, and huge scrolling levels
  • The original fruit-machine bonus game
  • Animated story presentation, original music, and sound effects
  • High scores and ten in-game achievements
  • Fullscreen and windowed play with an optional CRT filter
  • Requires legally obtained original game disks. Place disk images beside the executable before the first launch (must be named Disk1.adf through Disk4.adf)



Game Development : 
  • What I can tell now is that it is an arithmetically exact C++ reimplementation from disassembled 68k machine code so it is basically fully precise, pixel perfect to a single tick. That's why these game play exactly like old ones, including all the quirks as well. There is no emulation of any kind. Assets are decoded and rebulit on the fly from original (or not really, I can't encourage people to use cracked ADFs on my game page so blatantly) disk images to a modern forms so png textures for atlasses and tiles etc.
  • All copper tricks, blitter tricks, sprite tricks, palette tricks are gone, it is all replaced with proper moder rendering techniques . That means I can render what i want at any resolution and zoom level, while game in a runtime is so light it could run on a potato (if it had a screen). That's basically the gist of it. And while there is no magic AI toolbox that does things on a single click, with each new game there is less and less that is really custom and patterns start to emerge so I can offload more and more to automated processes and agents, There are finite ways to do a game on Amiga and there are finite ways to store assets. After some time it's all same old, same old
  • Custom chip operations are rewritten by purpose. Copper lists, hardware sprites and colour-register writes are SDL texture draws and GPU effects so old calls are basically triggers of intent like „fade this screen to black in 50 ticks”. Paula channel writes become mixer commands (like music fade). CIA/beam-position reads used for timing become a fixed 50 Hz game tick to maintain correct game speed, joystick reads become normal input etc.
  • For widescreen, Original Superfrog maintains a small scrolling buffer and draws only newly exposed rows or columns. This version keeps the whole decoded level map available in memory, so a wider viewport can simply look up and draw every tile it covers. Coordinates, collision and integer movement remain unchanged. Objects also remain active in the wider view but behaviours based on the original screen distance still use an invisible rectangle that has size of original playfield and act as a proximity trigger. Like in Ruff n Tumble where enemies don’t chase me from across the super ultra wide screen. I won't tell how long it took to ship Frog as it would raise many eyebrows (and probably make some people upset)
Links 1) Source  2) Disks Included ( For main game updates, check the source and copy them over )

8 comments:

  1. Oh wow, were really being spoiled rotten with these recent releases. Also big thanks for keeping us updated with all these release IRN ✌️👌🙂

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    1. You're welcome matey :D :D - Hopefully the news stops now, as I just can't write anymore like this lol. Caffeine is running out!

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  2. Ah yes those shareware demo cd-rom collections is where I first played this. No it wasn’t Mario or Sonic but it was absolutely better than Bubsy! 😂 your welcome

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  3. Added development to the article which the developer added just recently :)

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  4. Is Eric Schwartz' Art all in there? :3 It's the best!

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  5. This is great news for PC owners

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  6. Amazing work. Now if we can just can get a Zool 2 widescreen next.

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