Tool-assisted game movies
When human skills are just not enough

Submission #4318: CaneofPacci's PSX Frogger: He's Back! "100%" in 47:55.88

Console: Sony PlayStation
Game name: Frogger: He's Back!
Game version: USA
ROM filename: Frogger [SLUS-00506]
Branch: 100%
Emulator: PSXjin v2.0.2 svn0
Movie length: 47:55.88
FrameCount: 172553
Re-record count: 17616
Author's real name:
Author's nickname: CaneofPacci
Submitter: CaneofPacci
Submitted at: 2014-05-24 01:53:00
Text last edited at: 2014-05-28 02:15:58
Text last edited by: Spikestuff
Download: Download (66838 bytes)
Status: published
Click to view the actual publication
Submission instructions
Discuss this submission (also rating / voting)
List all submissions by this submitter
List pages on this site that refer to this submission
View submission text history
Back to the submission list
Author's comments and explanations:

(Link to video)

So this was the first 3D Frogger game and it was release for both PC and PSX. It's grid based with minimal RNG. The objective of each level is to collect 5 frogs in order to proceed to the next level. New zones are unlocked by obtaining a gold frog. There is one gold frog in each zone. You complete the game by obtaining the gold frog in the last zone. There is an alternate ending if you obtain all gold frogs.

The goal of this run was to obtain all the frogs as fast as possible (100%).  Often times in levels, you are limited in how fast you can complete the level by certain driving cycles.  In order to make the run more interesting I made a secondary goal to reduce in game time as much as possible.  At points where I had to waist time in the level I did random hoping, croaking, or ate stuff.


The same level can be completed in the same amount of real time while having a large variation in in-game time. Essentially, you can sack time on the score screen after each frog to simulate the level without counting in game time. Some cycles do not simulate on the score screen which in some instances made it possible to save both real and in game time by sacking time. This also meant in some places I had to waist time with the in game clock running, so in some levels, specifically Lily Islands and Spinning Lilies, I had to waist time at the beginning of the level waiting for log cycles because it was necessary for a certain bird cycle to line up.

Unfortunately the music is kind of broke so I couldn't do anything fun with that.

There is minimal RNG in this game which was convenient. The two things that are random are: 1) The gator that appears on frogs in the first zone. 2) Dogs tripping, both which dog and for how long, which is in the second zone.

No warps, passwords, damage abuses, or deaths were used in this run.

There are a few power-ups you can get by eating specific bugs:
1) Super hop - hop twice a fast
2) Auto hop - the game automatically hops for you by holding down a direction (1 frame faster than manual hopping)
3) Super tongue - extends your tongue's reach
4) Light bug - turns the brightness all the way up to the max (its in a cave level)
Super hop and auto hop can be obtained in one level at the same time. They don't make the TAS any faster but it wasn't slower to grab them both. Auto hop and super hop both make you go faster so they were obtained strategically where possible. The other two where just obtained because they were there.

feos: Accepting to Moons.

Spikestuff: Publishing... Now what to do with that audio. Considering I've attempted all methods for this game in the past for the audio (longplays) there is no proper way to fix it. So, looping music will be done.

Similar submissions (by title and categories where applicable):