
Play Spy Muppets: License to Croak Online
Game Info
- Platform
- Game Boy Advance
- Genres
- Action
- Developers
- TDK Mediactive
- Publishers
- Vicarious Visions
- Release date
- December 1, 2003
Summary
Spy Muppets: License to Croak lands on the Game Boy Advance as a cheeky action romp that riffs on James Bond tropes while keeping the Muppets’ signature humor front and center. The game’s title itself is a playful nod to Licence to Kill, and the pixel‑art world feels like a miniature spy thriller built for a handheld audience.
You guide Kermit the Frog through a series of varied stages, each packed with platforming challenges, simple combat, and the occasional cameo that feels like a wink to longtime fans. The level design pushes you to use Kermit’s limited gadgetry to outwit the cartoonish villains, making the experience feel like a light‑hearted mission impossible.
Critics were split: while the concept and charm earned praise, many noted the game’s brevity, calling the overall length a disappointment for a title that promised a full‑blown spy adventure.
Storyline
In Spy Muppets: License to Croak, Kermit the Frog works as Agent Frog for the secret spy agency M.U.P.P.E.T., reporting to Agent Patriot (a Sam Eagle stand‑in for M). At the briefing, Patriot warns Frog about three rogue villains: King Prawn, leader of the S.H.E.L.L. (Secret Hidden Evil League of Lobsters); Piggy Galore, a former top agent turned rogue; and Dr. Nose, who plans to turn Earth into a giant egg from his frozen lair. Frog can chase the villains in any order, each mission beginning with a construction stage where he builds a boat, a convertible, or a snowmobile, then two travel levels filled with henchmen like mechanical lobster claws, pigs, and chickens, ending in a boss fight. If Frog’s health drops, he’s rescued by Agent Rat, Agent Argh, or Agent FFF, depending on the mission, who break doors or knock out the Swedish Chef to free him. After each victory, Frog delivers a stolen gadget to agents B and B, who later reveal themselves as Statler and Waldorf; they hijack a machine made from the three gadgets and kidnap Piggy Galore. Frog defeats Statler and Waldorf, rescues Piggy, who has lost her memory, and the game closes with Frog and Piggy sailing off toward the sunset as the credits roll.
Edited by Maya Carter




