Frog Jump
Frog Jump
Remember the sequence
Get the frog safely to shore
Remember the sequence
Get the frog safely to shore
Game description
In brief
Learning objective
When playing “Frog Jump”, the players train their memory by trying to remember as long a picture sequence as possible. To give themselves the best chances to win the game, the players will need to work closely together and make a realistic assessment of their own memory skills.
Game objective
The objective of the game is to provide the frog with enough water lilies on which the frog can jump to make it to shore. The longer the sequence of pictures that the players remember correctly, the more water lilies will appear for the frog to jump on.
Attributes
Age 3+
5 Minutes
Memory
Collaborative
Detailed description
Gameplay
The game consists of two parts: Memorising images and getting the frog to safety. How well the players perform in the first part of the game will form the basis for the second part. Every image that the players remember correctly will turn that square into a water lily on which the frog can jump. The more water lilies for the frog to jump on, the better the chance of guiding the frog safely to shore which is the goal of the game.
Memorising images
Firstly, each of the participating players needs to press one of the “join” buttons at the bottom of the screen, so the game knows how many players are taking part. Up to six players can play simultaneously. Once a player has announced their participation in the game, one of the pieces on the playing board will be turned and reveal this player’s first image that they have to remember. When the player is ready to see the second image, they just need to tab the first image and the game will then reveal the second image of the player’s memory sequence. This continues until the player feels that his/her memory limit has been reached. When that happens, the player simply presses the “done” button that has appeared next to the player’s “join” button. Once all players have pressed “done”, each player individually has to remember the images they were shown earlier. If a player picks a wrong image, this player is not able to pick any more images.
Getting the frog to safety
To win the game, the players need to guide the frog to one of the shores that are located at both sides of the screen. Based on the players’ performance in the memory round, the frog will be surrounded by a number of water lilies on which it can jump if the distance between the water lily and the frog is not too big (i.e. bigger than two squares). A green frame around a water lily indicates that the frog is close enough to jump onto it. If the players want the frog to jump to a water lily, they just need to tab the water lily and the frog will jump onto it unless the water lily is too far away. If the players successfully manage to guide the frog to one of the shores, the game is won. To celebrate the players’ victory, the game ends with a screen of fireworks. The harder the level that the players have completed, the more fireworks on the screen.
Rockets
When reproducing the picture sequence, any correct square may contain a rocket. For each rocket found, the frog will at the end of the game be able to make an extra-long jump. Usually, the length of the jump that the frog is able to make is only two squares long, but for each rocket found during the memory round the players can get the frog to jump onto a water lily or to the shore even though the distance should be three squares long. The players should use this advantage wisely, though. Once they have used a rocket for an extra long jump, the rocket is gone.
Detailed description
Settings
Size of the playing board
Before each game, the players can change the size of the playing board. Increasing the size of the playing board will add more cards and images to the game which will raise the level of difficulty. In total, there are 15 different levels to choose from.
Sequence vs. No order
When “Sequence” is chosen, the players are – after determining the length of the memory sequence – only shown the images that were part of the sequence and nothing else. The players will then have to remember the exact order that these images appeared in and tab the images accordingly. With “No order” selected, the players are – after determining the length of the memory sequence – shown all the images of the entire playing board simultaneously. The players will now, in no particular order, have to remember which images were part of their memory sequence.
Player order
Playing with the setting “Concurrent”, the players can play their memory sequences simultaneously and do not have to wait for the other players before making their next move. Playing with the setting “Turn-taking”, however, will force the players to wait for their turn until the game allows them to make their next move. Hence, in this mode, the players’ patience will also be put to the test.
Game hints
The players can play the game without hints, relying entirely on their memory skills. They can also choose to enable hints if they want to make the game a little easier. By enabling this setting, the players will after a short or longer period of time (depending on the choice between “Slow”, “Normal”, “Fast” or “Instant”) without making a move be given a hint from the game as to which image is next in their memory sequence.
Image selector
The players have the opportunity to choose which type of images should be used for the game. All images in the entire database are divided into these eight categories: Animals, Food & Beverages, Means of transport, Buildings, Nature, Pictograms, Icons and Clip-art. The players can visit all eight categories and handpick exactly the images they want to use for the game, simply by scrolling through them and tabbing the ones that they want. All selected images are marked with a green checkmark. The players can deselect a selected image simply by pressing it a second time, or by pressing the garbage can icon which will deselect all selected images within the category. The players can only select as many images as the number of cards on the playing board. How many images the players have selected and the maximum of images they can select for their game is visible in the bottom right corner. If the players do not select enough images to reach the limit, the game will randomly pick images from the database to fill in all the spaces on the playing board. Once the players are done with selecting pictures and are ready to start the game, they simply need to press the arrow icon in the bottom left corner which will return them to the Picture Category screen and then press the exit icon in the bottom right corner and the game will begin.