While the majority of the levels in the Sega Master System version vary somewhat
from those of other versions, these are the 12 most unique levels, converted to
be playable on Lemmix - or even the DOS games if you want!

Note that I have not included Fun 22, Tricky 14, Taxing 15 or Mayhem 22. These
already exist in Lemmix format, as they were in the budget Amiga version of the
game and have been ripped from it. Of course they're not identical to the ones
in the Master System version - but aside from the skillsets being tighter on
Amiga (especially for Taxing 15! O_O), they're about as close as any other level
is in its Master System incarnation.

The levels included here are:
>    Fun 20   "SEGA One"
>    Fun 26   "SEGA Two"
> Tricky 21   "Sixes Not!"
> Tricky 25   "SEGA Three"
> Taxing 21   "SEGA Four"
> Taxing 30   "SEGA Five"
> Mayhem 09   "SEGA One"             (Repeat)
> Mayhem 12   "SEGA Two"             (Repeat)
> Mayhem 13   "SEGA Three"           (Repeat)
> Mayhem 17   "Stepping Stones"      (No relation to the same-titled DOS level)
> Mayhem 18   "SEGA Four"            (Repeat)
> Mayhem 29   "SEGA Five"            (Repeat)

Apart from Mayhem 17, these levels require special files to play. The SEGA levels
all use a single custom graphic set (the included GROUND19O.DAT / VGAGR19.DAT),
while Tricky 21 uses an extended graphic set (the included VGASPEC8.DAT) in
combination with the Fire set from the original Lemmings game (nothing special
here, just the normal version of the Fire set that you probably already have).

Mayhem 17 is not rebuilt from scratch; in the Master System version, Mayhem 21 is
the same level as Taxing 21 on the PC version; and instead, Tricky 12's repeat is
Mayhem 17; however this version is somewhat different from that of the PC version.
So, I used the PC version level (well technically, I actually used the Amiga one),
and applied the stats and skillset from Master System's Mayhem 17.

You can play these levels with pretty much any engine (though if you want to play
it with Lemmini, you're on your own for converting the style). Note that if you're
using DOS CustLemm, you should rename the files to GROUNDCO.DAT and VGAGRC.DAT (trust
me, it works). However, I would reccomend using either CustLemmix or NeoCustLemmix
for the SEGA levels; the SEGA graphics set requires a larger palette than the older
engines allow for. Although the graphic set is made in such a way that it will work
fine on older engines, the graphics won't look nearly as good. CustLemmix, whether
traditional or Neo version, can make use of the full palette and display them more
or less identical to how it looked on the actual Master System version. You'll also
have to pack the levels into a DAT file yourself if you want to use DOS CustLemm.

The levels may not be 100% pixel-perfect accurate, but they're *very* close. You
probably won't notice the differences unless you're intentionally looking for them.

One thing to note: SEGA Three has too much steel for the DOS format to handle, so
                   the steel blocks in the top-left of the level are not actually
                   marked as steel. There's nothing really I can do about that; but
                   generally you're not going to go near them while playing the
                   level anyway, so they were the least harmful ones to leave as
                   plain terrain. However, if you use NeoCustLemmix, you can edit
                   the level to turn on the "Ignore Level Steel" and "Enable
                   AutoSteel" options; the SEGA style *does* have autosteel data,
                   and there is no limit to how much steel autosteel can handle,
                   so it will mark all of it correctly.

These versions of the levels are designed to work under traditional engines. Of
course, they will work fine under NeoLemmix, but they don't take advantage of any
non-purely-graphical capabilites of NeoLemmix. Dedicated NeoLemmix versions will
be coming at a later date; those will be able to be even more accurate to the
original versions of the levels as they won't have to work around DOS limitations.

And of course, feel free to use the SEGA style file (and if you really see a use
for it, the Sixes Not! VGASPEC) for your own levels. :) In fact, I wouldn't mind
seeing some new SEGA levels. :P

(And yeah, I know that these levels are pretty easy. In general, the Master System
version was a pretty easy port of the game, Mayhem 26 and 28 aside which became
a pain under Master System's mechanics.)