
Frog
A downloadable game for Windows and Linux
A wicked witch has turned a prince into a frog and carried off his bride-to-be. After a mysterious bottle (wink wink) gives him super powers, he sets out to break the spell, rescue his beloved, and teach the witch a lesson.
The original Superfrog, developed and published by Team17 in 1993, was one of the Amiga's most memorable platformers and de-facto Amiga mascot as believed by many. This reimplementation brings the complete campaign to modern systems. Hop through 24 large stages across the Magic Woods, Spooky Castle, Fun Park, Ancient Level, Ice World, and Space Station, take to the skies in Project F, and face the witch in the final battle.
Collect the required number of coins to open each exit before Super Energy runs out. Gather fruit and hidden treasure for a bigger score, search for secret areas, squash enemies, dodge traps, take flight with wings, and send Destructo-Spud after anything that refuses to move out of the way.
Features
- 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
IMPORTANT
This release requires game disks which you must obtain by yourself. Place disk images beside the executable before the first launch (must be named Disk1.adf through Disk4.adf)
| Status | Released |
| Platforms | Windows, Linux |
| Release date | 46 days ago |
| Rating | Rated 5.0 out of 5 stars (5 total ratings) |
| Author | Almost There Games |
| Genre | Platformer |
| Made with | SDL |
| Tags | 2D, Amiga, Cartoon, Cute, Fantasy, Frogs, Pixel Art, Retro, Singleplayer |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Gamepad (any) |
| AI Disclosure | AI Assisted, Code |
Download
Click download now to get access to the following files:
Development log
- Update 1.2.1 - the virus one35 days ago
- Choices, choices...41 days ago
- Update 1.2.043 days ago
- 1.0.1 hotfix45 days ago
- Why frog?46 days ago





Comments
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Awesome job, anyone know if there are cheats, like unlimited energy?
Thanks!
Any chance on Android?
Hi,
I run Makerstown, a small channel/project focused on retro emulation and native ports on ESP32 microcontrollers. I've published an Amiga 500 emulator for the ESP32-S3 and I'm currently working on an Atari ST core, plus an arcade package for the ESP32-P4.
I played your Ruff 'n' Tumble and Superfrog reimplementations and they're outstanding work. Which brings me to why I'm writing.
I want to bring these games to bare-metal microcontrollers — first the ESP32-S3 (240 MHz, 8 MB PSRAM, 16 MB flash), then the ESP32-P4. Not as full A500 emulation, which is too heavy for these games, but as a hybrid: the original 68k code running on a Musashi core, with the Amiga chipset (Blitter, Copper, Paula, CIA) reimplemented natively in C rather than cycle-emulated, and a virtual filesystem serving the game's own data files. The idea is that the framebuffer stays 8-bit indexed at 320x200, which fits entirely in the MCU's internal SRAM — that's what makes the whole thing viable at all.
What I'd like to ask you:
1. Would you be open to collaborating on this? I'm not asking you to hand over your source publicly. Even a private conversation about what you learned during the reverse engineering would save me months. Credit and visibility go entirely to you — I'd present it as an ESP32 branch of your work, not as my own.
2. Failing that: would you object to me using your asset exporter output as ground truth for validating my own extractor? I'd write my own ADF/HUNK/RNC parsers from scratch and hash my output against yours to prove correctness. Nothing of yours would ship — the end user generates everything from ADFs they legally own, exactly as with your releases.
3. A couple of technical questions either way. For Superfrog: how much of the AmigaOS surface does the original executable actually touch after startup — is it exec/dos only for loading, or does it keep calling into graphics.library during gameplay? And for Ruff 'n' Tumble: is chipcode.bin a separate blob the trackloader relocates, or is it copied to chip RAM at a fixed address?
Whatever your answer, thanks for these fantastic releases.
Max — Makerstown
In our opinion, one of the best Amiga games of all time. We’ve also created a detailed longplay of it (English subtitles are available, too). Feel free to subscribe to our YouTube and Twitch channels. 🙂
I have the original disk images in the copy-protected IPF format, and there are actually supposed to be only 3 disks instead of 4. However, the game doesn't run with the 4-disk ADF version by "Crystal" either - at least not the version with the trainer. Which version exactly is required here?
non-trainer crystal is fine
It's because the second disk. There were a few differences between the "Planet E" version and mine. Well done!
Just use the 4 versión disk from Crustal, the clean versión, not trainer, if you use the disk with trainer this will pomp up an error in the principe music.
Unfortunately I can't download anymore, it detects viruses...let's try to fix this please
same here! TROJAN DETECTED
My antivirus bitdefender makes me impossible to use frog and ruff because the .exe is infected (???) by a tojan called "Gen:Variant.Ulise.604470"
Can you fix it please?
Made a first impressions video on YouTube. Keep up the good work!
Please at some point release disassemblies and C/C++ source codes in whatever ugly or nice state they would be. :)
Great work! It seems I wasn't using the correct .adf file. Just one request, if possible: Can the CRT filter also be included in the version without the oval shape, just as a layer on top, without that rounded edge effect? It distorts the image so much that I had to remove it, which is a shame because the filter itself is good; it's just that the oval shape is unsightly. Thank you, you can or not!
If possible to do that for both this one and Ruff 'n tumble ? That would be great as I'm not fan either of this oval shape but like the scanlines effect :-)
I'm incredibly grateful to you; I hope there will be more Amiga games like this—like *Alien Breed*.☺️
As with your enhanced Ruff 'n' Tumble, this is excellent. Takes what I've always considered to be a decent game and makes it so much more enjoyable (largely thanks to the zoomed out view). Adding achievements to these remasters (as I like to think of them) is just the icing on the cake.
Very much looking forward to Zeewolf, and would like suggest James Pond 2 (and 3, which I love despite its flaws) as a potential future candidate for the same treatment.
Thank you once again!
I'm trying to download and getting the following error, "Frog.rar" Failed - Virus detected
Same, wacatac or something.. Auto deletes it :p
same here with bitdefender, ruff and frog can't be used... Can you fix please?
Same here! Trojan DETECTED
Frog v1.2.0 does fix the verical line glitch for me. Many thanks
The game come out just when start the music of principe. Ruff Works great.
This is awesome. Any chance of a Mac port too?
Playing Superfrog at 5120x1440, that's awesome! Thank you, that's my favorite game!
Hi! I like this, a lot. Thanks for this! I've played the first few levels and it feels different then what I'm used to. But it might be that the Amiga version itself feels different then the MS-DOS port that I grew up with. So yes, it's also good to see the intro animation, since on the PC we were just thinking this was a frog with a cape, not a prince!
In my gaming community the usage of AI or AI-assistance sometimes devides us. Personally I don't always mind, but to clearify - what was the influence of AI on this project? Just wondering.
Here's my gameplay videos (posting one per day, not fully sure if I complete the full game, but who knows!)
And I was wondering, what are the chances CoolSpot gets the same treatment from you? :D
yup, thats a bug which surfaces for some people, cause is identified and will be fixed in a next patch
Great, Thanks for the reply
Possible enhancements: add an extra anim when bouncing over baddies/springs. Always found ugly the original rebounce minimal effect (same sprite with stiff, straight feet, without a proper bounce anim and just a so and so vertical movement over bounced objects...)
Hello. i made a short video about your game. See here: Frog Video
Greetings from GER,
Torque
Hey, many thanks - Just like Ruff 'N' Tumble, i did a video here:
Ehm but original Amiga version had olny Story disk + 2 game disks and PC version had even only two disks...
I think we all know what I meant
no trollling but I dont know .. Speccy guy, never owned Amiga.
I still hope that you consider Gods at some point. This classic is in desperate need of technical improvements. Smooth scrolling, better controls, more animation phases etc.
I sure do, no game is out of the question, it's the order that is unknown and not really driven by the urgency based on technical state of original game. It's not like these games are going anywhere, right? :)
Of course. It's your preference. But a quick question. Do you have now an AI assisted toolbox that helps you to put out this "recompilation" so fast after Ruff'n Tumble. We were all a bit surprised. Or was is a parallel developement over the years?
I will write a devblog post about the process one day for sure. 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
Ah, nice. Thank you for the detailed explanation.
this is a great process (for a great result). How much time does it take to port a game like this? How are you handling the custom chip read/writes? And how can you do widescreen when the scrolling of those games is super-optimized not to have a lot of data on screen? I suppose you have to throw all the code away except for the high-level logic, which takes a lot of RE time.
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)
Well this is a surprise :D
Zeewolf is still happening :)
https://www.indieretronews.com/2026/08/frog-amiga-classic-superfrog-goes.html ;) Done ( needs a video )!! After Zeewolf, can you take a look at Flink for a future idea. No rush as you have so many to choose from, going by your list lol :D
Thanks! Also I am definitely putting Flink on my pile of games to "almost there-ize"
Nice one bud! Thank you
source code? :)
or want to cooperate on moving these to ios or andriod, its my specialty.. :)