Remember the sequence
Get the frog safely to shore
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.
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.
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.
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.