Like the original game, the objective is to explore the map for five small colored frogs: green, orange, purple, blue and red.
[3] Each frog must be collected within a certain amount of time or the player will lose a life, and on top of this, there are various obstacles, traps and enemies which must be avoided and usually are unique to a certain zone.
Frogger's new abilities include being able to eat flies of various types, croak, and jump upwards onto ledges to take advantage of the 3D perspective.
Flies and croaking tend to add to the player's score, though select insects allow Frogger to speed up, lengthen his tongue, or earn an extra life.
[10] In the United States, Frogger's jewel case version for computers sold 510,000 copies and earned $4.3 million by August 2006, after its release in October 2000.
Stephen Poole of GameSpot argued that Hasbro retained too many old video game conventions in his review of the PC version.
The game's tendency to bring the player back to the starting point of the level once a frog is collected (as in the original) Poole complained "turned challenges into frustrations" as players must repeatedly complete the same difficult sections, and ultimately concluded that "the 'new and improved' Frogger probably won't convert anyone who didn't care for the old one.
"[15] Kelly Rickards of Electronic Gaming Monthly (EGM) likewise found that the new levels, which seem to invite exploration, are made frustrating and excessively difficult by the time limits.
[16] GamePro commented that the reduced field of vision makes the multiplayer frustratingly difficult, and found that apart from the Retro Stages, the level designs are "stale, silly, and repetitious."
[22] Next Generation found that the poor sense of depth and lack of a map make it impossible to figure out where one can safely go except by trail and error, resulting in an "infuriating" experience.
"[18] Poole however argued that "compared with what you'll find in other current releases [the graphics] are not what you'd call inspiring," and "often they don't convey a true sense of three-dimensionality".