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Frog Fractions Twinbeard Studios Release October 25, 2012 Mode(s) Frog Fractions is a 2012 developed by Twinbeard Studios, a company composed primarily of founder Jim Crawford. The game, released on October 25, 2012, has been described as a spoof of the game genre. In the game, the player begins by controlling a frog to eat bugs and defend fruit. Later on, the player may spend points on upgrades to improve their frog's abilities.
The game does not actually teach the player about fractions; the player's score is given in fractions, but no knowledge of them is necessary to play. Its sequel, announced by a in 2014, was released in December 2016 after players successfully completed a multi-segmented assembled by Crawford.
The game's first level. The player controls the frog, which rides a flying dragon, and must dodge the projectiles fired by attacking insects.
Frog Fractions begins with a sitting on a lily pad. The player controls the frog, and must use its tongue to attack insects, while collecting and protecting fruit.
The game later introduces upgrades that the player may purchase, including lock-on targeting, a cybernetic brain, and a flying dragon. When the player collects enough fruit, they can buy a, which lets them ride their dragon through an to Bug Mars, where the player then battles an alien robot squid.
The player is then sent to Bug Court, where they sign their. The player then travels under the water below Bug Mars, while listening to a narrated history of the creation of.
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At the end of the maze, the player activates a spaceship, and must complete a game to return to Bug Mars, where the game appears to end (actually fake credits). Upon returning, the player runs for president in a music simulator game. Regardless of how well they perform, they succeed in being elected president, and must complete a business simulator manufacturing bug pornography to unlock further upgrades. Once all required upgrades are collected the game concludes. The game takes about one hour to complete.
Development Crawford originally created Frog Fractions to entertain his friends, and to see their reactions when they first played it. Later on, he felt that with the taking off, Frog Fractions was taken more seriously among gamers. Crawford noted that although critics often described the game as a satire on old educational games, he never intentionally developed Frog Fractions with that in mind. Instead, Crawford explained that Frog Fractions had an educational theme because of the name's alliteration, and because he considered educational games a part of his youth. Originally, Frog Fractions included tutorials to teach the player how to progress through the game. However, after Crawford asked his friend Tim Ambrogi to play test the game, Ambrogi stated that he did not want to read any of the informational popups that appeared throughout the game because he was too busy focusing on the gameplay.
Crawford added transitions that made the game feel like a 'dream-like progression', which he believed would better appeal to players. For transitions in the game's latter half, Crawford wanted the transitions to entertain players more, rather than attempt to make any sense of the game's story. Complimented Frog Fractions for using the transitions to draw connections between each scene to add a feeling of consistency, despite the often strange transitions that take place. In order to make money from Frog Fractions, Crawford first sold the game's soundtrack, with part of the proceeds going to the game's music team. He later decided to sell T-shirts containing jokes from the game in order to benefit its art team.
While developing Frog Fractions, Crawford said that he came up with a lot of other video game ideas, but he then realized that he could implement them immediately into Frog Fractions rather than start a new project, due to the game's unpredictable nature. Release Crawford released Frog Fractions earlier than he wanted, when he sent an incomplete version to the 2013 as a 'Main Competition Entrant' but was told that he needed to increase the game's popularity before it would be accepted. Subsequently, he let editor and popular user play the game, who enjoyed it so much that he shared it with his more than 3,000 Twitter followers. Within a day, tens of thousands of people had played the game. After the game's release, players began requesting new features, such as more updates, a version for tablets and smartphones, and a sequel. Crawford was interested in developing a high definition version in which he could include some leftover ideas, but admitted that he was unsure if this would ever materialize.
He noted that he created Frog Fractions to gain visibility for himself rather than to profit from it. Frog Fractions was described as being possibly the 'greatest game of all time' by, who credited the wild range of gameplay mechanics. It was also called 'the most deranged thing you'll play this year' by, and 'either the best or worst piece of math edu-tainment in history' by the Gameological Society.
The game won 's 'URL of the Year' award for 2012. In March 2014, Twinbeard launched a campaign to crowdfund the development of a sequel entitled. Main article: Crawford announced his plans for a sequel, via a campaign in March 2014, with a planned release in 2015. The campaign included a number of elements that pointed players towards a larger (ARG) that incorporated a number of web sites, social media accounts, real-life locations, and around two dozen independent video games. The ARG was solved by players around December 2016, discovering a physical box that triggered the release of Frog Fractions 2, hidden within the content of the video game Glittermitten Grove. References.
^ Prell, Sophie (2013-01-28). The Penny Arcade Report.
Archived from on 2013-12-26. Retrieved 2013-01-27. ^ Crawford, Jim (2012-10-25). Retrieved 2013-01-03. ^ Matulef, Jeffrey (2012-10-26). Retrieved 2013-01-03. ^ Grayson, Nathan (2012-10-25).
Rock Paper Shotgun. Retrieved 2013-01-03.
^ Toal, Drew. Retrieved 2013-01-03. ^ Daw, David (2012-11-02).
Retrieved 2013-01-03. Independent Games Festival.
Retrieved 2013-01-03. Retrieved 2013-01-05. ^ Samit Sarkar (2014-03-10). Retrieved 2014-03-10. Klepek, Patrick (December 26, 2016).
Retrieved December 26, 2016. D'Anastasio, Cecilia (December 26, 2016). Retrieved December 26, 2016. External links.
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World 2: 'Spooky Castle' The objective of the game is to find and defeat a witch, thus rescuing a princess, whilst achieving smaller objectives throughout the game, such as finding a golden or escaping from captivity in a. There are 24 regular, divided into six differently-themed worlds. The goal of each level is to collect a set number of coins, and then reach the exit, which will only open if Superfrog has collected enough coins. Extra factors of gameplay include a timer countdown and a number of health points, both of which can be restored by finding bottles of among the levels.
Depending on the number of coins and fruit collected, and on how fast the player finishes the level, a number of credits (up to a maximum of 15) are awarded at the end of each level. The player can then choose to either collect the credits for a or gamble them in a -style for more bonuses.
The most important function of the slot machine minigame is the chance to win a, enabling the player to restart the game from the beginning of the next level at a later time. An extra level between world 5 and 6 takes the form of a side-scrolling called Project-F in homage to Team 17's own (even going as far as using a remixed version of the original game's theme tune). Rather than collecting coins, the objective of this stage is to survive to the end. This level was omitted from the PC conversion of the game. After completing all six worlds, the game ends with a small against the witch in a castle setting. Plot The story, present in the game's manual but mostly conveyed through the introductory animation by, concerns an unnamed, who is turned into a frog by a jealous, in homage to the fairy tale.
His girlfriend is then abducted by the same witch. Subsequently, sulking by the 'River O' Despair', the prince chances upon a floating bottle of, which confers upon him super powers. Development Superfrog was developed in 1993 and released for the in the same year by, acting simultaneously as developer and publisher. The release was popular enough to spawn an version, which could also be played on some Amiga computers fitted with a CD drive.
Due to its enduring popularity, it was then converted for the by Bubball Systems in 1994, running as an program. The Amiga version was re-released by Islona Software in 1999, with slightly different box art. In 2012, Superfrog was, along with other games by Team17, released as a legitimate digital from GoodOldGames.com, this version being the first compatible with.
Reception and legacy Team17's earlier games became relatively obscure after the release of the hugely popular series, though many gamers remember Superfrog fondly for its solid gameplay, smooth scrolling, cartoon-quality graphics, and upbeat by composer. Although a relatively small release by the standards of blockbuster platformers like, it was very well received and has retained a fan base which considers it a technically perfect example of the genre. The titular character - the frog himself - makes cameo appearances in more Team17 games, notably and. Superfrog HD Superfrog HD /, Release Mode(s) Over the years, rumours circulated about potential revivals of the game and, on occasion, a sequel to the original. Martyn 'Spadge' Brown, Creative Director at Team17, was later quoted as saying this was 'just a concept'. On 13 February 2013, Team17 announced they would be reviving Superfrog for its 20th anniversary, and releasing a HD version of the game on PSN.
This remastered version was co-developed by both Team17 and, formerly Bubball Systems, the company initially responsible for the port of Superfrog in 1994. Superfrog HD was released in 2013 for the and, later making a transition to via, and. In terms of plot and concept, Superfrog HD follows the original closely; the game itself contains different level designs and artwork, but it is possible to unlock HD revisions of the original level designs via the bonus slot machine game. As of October 2017, the iOS version no longer works on 64bit iOS devices due to lack of 32bit app support. References.
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