Croc Reviews (Game Boy Color)

Croc Game Boy Color Title Screen


Critic Score
100 point score based on reviews from various critics.
User Score
5 point score based on user ratings.

User Reviews

There are no reviews for this game.

Our Users Say

Category Description User Score
Gameplay How well the game mechanics work (player controls, game action, interface, etc.) 2.8
Graphics The quality of the art, or the quality/speed of the drawing routines 2.7
Personal Slant How much you personally like the game, regardless of other attributes 2.7
Sound / Music The quality of the sound effects and/or music composition 2.7
Story / Presentation The main creative ideas in the game and how well they're executed 3.0
Overall User Score (6 votes) 2.7

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
Total! (Germany) (Aug, 2000)
Als Einziges stört die Tatsache, dass dieses Spiel keine neuen Ideen mitbringt. Trotzdem ist Croc ein Jump&Run, das die Einsteiger unter euch sehr zufrieden stellen wird.
Despite the wonderful opportunity to make many fanciful plays on the title Croc, we must respectfully refrain. While it remains a workmanlike, almost plebian, member of the genus: platformer and species: cutesy amphibian, Croc offers players nothing they haven't seen before -- but does it in a moderately entertaining fashion. Users play Croc, a feisty crocodile who's been raised by cutesy little puffballs called Gobbos. The Gobbos, alas, have been sent into exile or captured by the no-good Baron Dante. Croc, of course, is the Gobbos' green and scaly savior. Possessing the ability to jump (this is one talented Croc), stomp and whip his tail thusly, our boy sets out to free the Gobbos, crush the foe and make the world safe for truth, democracy, yadda yadda yadda. It might be trite, but it's still fun.
Tja, nette Story, mäßiges Spiel. Obwohl man den Versuch der Programmierer, das Spiel durch einige Zwischensequenzen (wie dem Ritt auf einem fliegenden Teppich oder diversen Schwimmeinlagen) abwechslungsreich zu gestalten, schon erkennen kann, will der Spaß doch nicht so recht aufkommen. Denn zum einen geht es im Großen und Ganzen nur darum, in jedem einzelnen der Levels heil von links nach rechts zu kommen, zum anderen sorgen die tristen Levelstrukturen und die lieblos designten Gegner nicht gerade für Spannung. Auch Croc selbst ist nicht viel mehr als ein grüner Pixelhaufen und die Steuerung mit demselben Knopf für Rennen und Angriff nicht unbedingt nobelpreisverdächtig.
Video Games (Jul, 2000)
Als digitales Krokodil hat man es wirklich nicht leicht. Nur weil ein tragbares, farbiges Videospielesystem plötzlich wieder große Erfolge feiert, rauben neunmalkluge Designer einem den Polygon-Body und quetschen einen ohne zu fragen als 2D-Sprite hinter ein 160x140 Pixel großes Display. Ehrlich, wir haben Mitleid. Leider können wir nichts daran ändern, dass du oft wie von einer Wespe gestochen durch die 30 Level deines neuen GB-Spiels hoppelst. Zugegeben schwimmen, klettern oder auf einem Teppich fliegen kannst du, doch was hilft‘s, wenn du oft so schnell bist, dass man dich nicht mehr präzise steuern kann? Äußerlich erfreust du uns weiterhin, wenngleich man dich besser hätte animieren können. Mal sehen, wie man dich im Nachfolgespiel behandelt.
Croc lider av för lite variation och för tråkigt spelupplägg. Men det går redan rykten om att utvecklarna satsar på en total omgörning av konceptet till uppföljaren. Så det bästa är egentligen att vänta tills den kommer.
Croc features nothing you haven't done a million times before - jumping onto platforms, jumping on enemies, jumping over pools of lava, then jumping off a bridge in a fit of boredom-induced psychosis.
50 (UK) (Sep 15, 2000)
While other games require an audience of many hours, we went through Croc within a couple of afternoons. The level of interaction with your surroundings is minimal, the occupants of your game world seem to be dim-witted and incapable of calculated attacks, preferring instead to enlist the age-old tactic of walking very slowly towards the enemy, and the plodding, unexciting nature of the gameplay should have been left way behind at the beginning of the 90s where it was safe amidst the hordes. At present this be left well alone and forgotten about until the sequel, at which point we can deny all knowledge of it and welcome home a decent pocket incarnation of Croc from Argonaut, who are very good game designers and presumably just need a prod in the right direction. Consider this the aforementioned prod.
IGN (Jun 09, 2000)
To be kind, the game is fast. That makes it better by far than valueless games like The Muppets or Rugrats. Also, the environments are large, and there is some exploring beyond the left-to-right gameplay. But Croc simply isn't as sharp and enjoyable as it should have been, and it's fatally deficient of everything that made the 3D versions at least enjoyable. It's a very average game, and really not worth the time. Maybe this failed attempt is why THQ is going for a whole new engine and top-down design for the sequel.
GameSpot (Jun 14, 2000)
It's evident that the developers set out to deliver a solid title within the framework of existing standards. That in itself isn't a crime. Croc's characters are endearing, the level design is good, and the quest is both long and enjoyable. Unfortunately, the horrible control destroys the game's playability, making Croc for the Game Boy Color a different type of crock entirely.
Anyone looking for a good platform game? Look elsewhere. Pick up any title featuring Mario or Wario first. If you want an above-average platform game made by a company other than Nintendo, look up Konami's old Tiny Toon Adventures. The game is on the short side and it is monochrome-only, but at least it is enjoyable. With the Game Boy Color being a platform enthusiast's paradise, Croc doesn't register on the depth chart.