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Lemmings Boards => Tech & Research => Topic started by: mobius on April 12, 2012, 12:38:27 AM

Title: Version Differences
Post by: mobius on April 12, 2012, 12:38:27 AM
[I realize something like this has already been done on other sites but I didn't see anything like it here and I wanted to go into more detail. Obviously; this is not finished.]

here's where you can compile information on the differences between all the many, many versions of Lemmings games. In this first post I will have only Lemmings 1, the original.
feel free to contribute or make corrections.
I'll do other games later if there's enough information on them
============

Amiga
-intro with balloon and mountains and music
-cursor is unique and waiting cursor is a lemming sleeping.
-menu screens are greenish/black
-background color is navy.
-you can scroll the screen at different speeds
-selecting a skill or changing the RR while paused; NOT possible.
-many levels have liquid across all or most of the bottom of the level
-max # Lemmings 100
-two player mode. One of the few version to support two mice.
-right click to invert worker/walker selection priority
-no directional priority
-brown skill bar
-when you change the RR the pitch goes up like a bottle filling up with water
-first version with a voice for the lemmings (as heard in the video in a link posted here http://www.lemmingsforums.com/index.php?topic=456.0, the original voice of the Lemmings was one of the creator's mother. (this is the only version with this voice maybe not.)
-lemmings make a sound when they fall off the bottom of the screen
-At the end of game there is a congratulations screen with DMA design team applauding sounds and portraits.


DOS
-title screen is changed
-no intro movie
-no custom cursor
-menu screens are brownish/black
-background color is black for the rest: unless mentioned background color is black
-screen only scrolls at constant speed (somewhat faster than Amiga's slowest speed)
-Max # of Lemmings reduced to 80
-music is different and re-arranged
-lemmings walk slightly (very slightly) slower
-Levels which have liquid across all or most of the bottom of the level have the liquid removed.
-sound effects changed. Lemmings don't have a voice, just SFX.
(on a side note: the sound of lemmings splatting was very similar to the sound of the drums in some songs, making it confusing to tell if lemmings were or were not dying somewhere in the level. And the song 'little doggy in the window' sounds like fart sounds)
--lemmings make NO sound when they fall off the bottom of the screen
-slight graphics changes (e.g. directional arrows in Marble are red instead of blue which they are in most other versions)
-the skills bar is green
-some new glitches present (see Lemmings glitches thread)
-no two player mode (all the rest unless noted also removed 2 player mode)
-several levels have reduced save requirements: Fun 15, Taxing 22, Mayhem 4, Mayhem 15, Mayhem 26 
-some levels have a change of skills *Proxima^
-no directional priority
-no sound for changing the RR
-no DMA congratulations screen with pictures at end game. Just a message.


Atari ST
-menus are similar to Amiga
-max # Lemmings 100
-graphics very close to Amiga (the closest of any version)
-music and sound effects are remixed, yet again. (the sound of lemmings going home sounds a lot like Mario jumping!)
-changing the RR makes noise but doesn't change pitch
-title screen similar to Amiga
-brown skill bar
-uses a different set of passwords for levels
-you had to use a joystick for player 2 in the two player game
*contributed by finlay
-game speed is slightly faster [needs verifying]
-intro same as Amiga but with no sound
- Mouse cursor is only the "Zzz" bubble of the Amiga version's cursor when something is loading.
- You can scroll the screen at different speeds too.
- You can change skills while paused by using the Z and X keys. I don't know if it's the same thing for the Amiga, but I think it is. However, you cannot change the release rate while paused and it may be painful. You also cannot pause the game using the keyboard.
- Right-click for worker/walker priority
- Lemmings are silent when they fall off the screen.
- Background colour is navy.
- At the end of game there is a congratulations screen with DMA design team applauding sounds and portraits.
*contributed by DragonsLover


ZX Spectrum
-The graphics are ridiculously insane!
see: http://www.youtube.com/watch?v=n0g1tv1gXvk
-the graphic sets are completely different and basically an approximated attempt to resemble the originals.
-there are some major changes in level design. The last level looks like a shortened/altered version of 'Watch out! Traps about'. Many levels have alterations to make them smaller and sometimes more interesting.
-there's only 60 levels. And the levels are re-arranged.
-there's no mini-map
-there's no steel
-there are no animated traps (except water).
-Sound effects are different as well as music. In the video above the same song plays throughout  the entire game, Idk if this is intentional or not.
-game play is much slower
--some embarrassing glitches caused because of the graphics (see Origins and Lemmings in that video). If that is a even a glitch at all.
-when a basher starts bashing a large chunk of terrain can be removed behind him.



Sega Master System

-Max# of Lemmings 20
-Major graphic changes. Graphics are arranged in a large grid making some levels difficult thus, they weren't included; "Save Me" is an example.
-major music/sound changes
-some level design changes mostly due to difference in graphics.
-game speed is slower



Sega Genesis
-slight graphics changes
-max # Lemmings: 100
-the overall screen size is shortened a great deal
-many levels are drastically changed due to ^
-many levels are removed and replaced with new ones and a few remakes of Oh no More Lemmings [only levels from Crazy]
-two totally new categories with mostly all new levels except one OONL remake
-game play is slightly faster
-deadly fall height difference (is it higher or lower?)
-steel works different; even more glitchy than previous versions.
http://www.youtube.com/watch?v=iipvDLK0pOU&feature=relmfu
-has two player mode
-two "hidden" test levels (see this thread http://www.lemmingsforums.com/index.php?topic=547.0



Commodore 64
coming soon!


Super Nintendo
[according to Lemmings Encyclopedia the NES version came out AFTER the Super Nintendo version ???]
-max # Lemmings 100
-Level arrangement same as PC with a few exceptions. An extra rating is at the end of the game with # levels from the Genesis version.
-game lags when many lemmings present on level.
-new glitches present (possible weird builder/digger/blocker behavior)
http://www.youtube.com/watch?v=QNWt2IB8MsY

Nintendo
-Max # lemmings: 14


Phillips CD-I
http://www.youtube.com/watch?NR=1&v=0Goami6ie_E&feature=fvwp

-A CD-I like cartoon intro (familiar if you’ve seen the similar intros to games like Mario and Zelda series on CD-I)
-similar to Amiga version in music line up, graphics, skill bar etc…
-Atari ST cursor (Zzz but no sleeping lemming)
-remixed music
-by a strange coincidence; this version actually seems to have a pause in between song loop, which I mentioned incorrectly about Atari ST. And takes a while for the song to start (at least it's present in the first level the only available place to see in that video unfortunately)
-RR makes noise but doesn’t change pitch
-lemmings have a voice. I wanna say the voice is the mother from Amiga It sounds close.
-messages after completing the level are different. [e.g. “WOW, you saved every lemming. TOTALLY EXCELLENT!”]
^this is something I haven’t looked at, at all on other versions.
-codes look the same as Amiga and DOS.
-game goes slightly slower.
-Surprisingly, aside from the standard bad Phillips controller, the game doesn’t appear to suffer from the gross butcher job they did with Mario and Zelda. If I had a Phillips CD-I I would definitely get Lemmings. (Probably the only game I would get :P)
no info yet on controls such as directional selection and such


Sega Game Gear


Gameboy


Mac
- High-res graphics (with occasional large effects on gameplay, e.g. Mayhem 26)
- Max # of Lemmings reduced to 80
- music is very similar to Amiga *finlay
- Tricky 21 replaced with "Going Their Separate Ways" (by the way, if you have the original levels for Lix, this one is in the Genesis Tricky folder)
- fast forward
- clock runs slower, making Mayhem 16 and 27 really easy
- steel is detected more easily, with noticeable effects on some challenges (e.g. Taxing 6 100% is impossible; Crazy 1 100% is much easier)
-select skills and RR while paused
- The scrolling text on the menu has elements of humorous self-deprecation (it talks about the 'elevator music'!)
contributed by Proxima
-the design of the hell exit is different *Guy Perfect



Acorn Archimedes

- Logo splash-screens for Psygnosis and Krisalis Software (the company that made the port).
- The scrolling text on the menu has elements of humourous self-deprecation (it talks about the 'elevator music'!)
- Remixed music, including a few unique tracks.  Of the four special levels, only the music for MENACING resembles the original.
- Lemmings make a sound when they fall off the screen.
- Changing the release rate causes the pitch of its sound effect to also change, like in the Amiga version.
- Animation seems to be extremely smooth in comparison to other versions.
- Many levels have large expanses of water at the bottom, like the Amiga version.
- No two-player mode.
- No directional select.
- Background is dark blue with (mostly) white text.
- Passwords are meaningful and easier to remember (e.g. "DOUBLEDUCK" is Fun 22, and "LEMMGFINAL" is Mayhem 30).
- Release rate behaves differently (notably, a release rate of 1 spaces the lemmings out nearly twice as far compared to other versions).
- Levels closely resemble their original Amiga counterparts (e.g. "The Fast Food Kitchen" has a time limit of 2 minutes).

On an extra note, the Archimedes version of Oh No! More Lemmings has a very large array of music tracks: 26, compared to the Amiga's 6.
contributed by Crane



Windows 95
-ONML included
-no intro
-Max # Lemmings: 80
-remix of music and sound effects. songs in MIDI format.
-includes Oh No More Lemmings!.
-the same music from the Original levels is used for the ONML levels. The ONML songs are not included.
-graphics and some other general things seem to indicate it was modeled after the DOS version. (e.g. no water across the bottom of levels)
-this might be the first version with a "yippee" instead of the boing sound upon entering home.
-added "action phrases" like CLANK appear above lemmings in game
-some graphics changes (they gave it some kind of goodie-goodie treatment, removed the horns from the exit on the hell set. I'm sure this also accounts for all the 6's)
-some songs removed (March of Days, 'little doggie in the window' and songs that go with the special levels)
-some levels removed: all the 6's, all of the 'special terrain' levels, We all Fall Down Part 1
-deadly fall height lowered. Most notable on levels We all Fall Down and Steel Works. (We all fall down can be completed by doing absolutely nothing!)
   **on the version that was bundled with Lemmings Paintball, this glitch is fixed on "We All Fall down" but curiously, not on "Steel Works".
-a fast forward button
-ability to select level manually in tree system (no more codes)
-miner tunnels looks different ('steps' are more pronounced)
-direction priority selection
-no worker/walker priority selection
-some glitches are fixed and some new present (see glitches thread)
-select skills and RR while paused
-the entire screen is slightly larger than the original levels, making a small gap at the end visible in a level where terrain covers the whole level.



Play Station (1)
-unique opening animation
-graphics and music similar to Windows
-ONML included
-The music was like the Windows version but rendered in high quality and recorded as CD tracks instead of being kept as MIDI files.
*finlay


PSP
-scenic background on every level
-graphics very different. Much higher resolution/better looking and more detailed. Below is a list of a more proper name for them:
pillar - egyptian
marble - roman
crystal - chemical plant? (open to suggestion)
dirt - dirt
hellfire - hellfire
-removes some levels while adding some new ones
-lemmings walk slower
-many levels have more time to compensate for ^
-new voices for lemmings and new phrases. (e.g. lemmings say something every time I skill is assigned)

=======user made games=======

Lemmix


Lemmini
-fall height difference (lower than original?)
-fixed most of steel glitches
-
Title: Re: Version Differences
Post by: Proxima on April 12, 2012, 01:14:39 AM
Mac
- High-res graphics (with occasional large effects on gameplay, e.g. Mayhem 26)
- Max # of Lemmings reduced to 80
- I haven't played DOS Lemmings to compare, but I believe the musics are in a different order?
- Tricky 21 replaced with "Going Their Separate Ways" (by the way, if you have the original levels for Lix, this one is in the Genesis Tricky folder)
- fast forward
- ability to select only walkers
- clock runs slower, making Mayhem 16 and 27 really easy
- steel is detected more easily, with noticeable effects on some challenges (e.g. Taxing 6 100% is impossible; Crazy 1 100% is much easier)

Which versions have the ability to change RR while paused? I only know that the Mac does and the Genesis doesn't.

Another thing to mention for the DOS version is that several levels have reduced save requirements: Fun 15, Taxing 22, Mayhem 4, Mayhem 15, Mayhem 26 (and that one also gives 20 builders instead of 10). The Mac version keeps them as they were on the Amiga.
Title: Re: Version Differences
Post by: mobius on April 12, 2012, 03:03:14 AM
updated. thanx for the info :)

that's a good question about RR. I'll have to look into it. U can on win95 too.

I'll also look into the save requirements

Do you know when the Mac version was released? I didn't put them in exact order but I wanted kind of a general order.
Title: Re: Version Differences
Post by: GuyPerfect on April 12, 2012, 03:40:53 AM
While it probably falls under the category of graphics changes, I recall the Mac version of Lemmings had a bit of an embarrassing design for the hell exits.
Title: Re: Version Differences
Post by: ccexplore on April 12, 2012, 12:48:30 PM
Amiga
I'm wasn't going to put anything here since this is the original version which we'll compare all the others to. But I might just mention all the features of this since some people (including me) didn't know this was even the original version of the game)

Technically I believe the Amiga, DOS, and Atari ST versions were developed in parallel, although it did turn out that the Amiga version was released a few months before DOS, IIRC.

- ability to select only walkers

If you're talking about priority inversion, that is actually available in quite a few versions, even some of the console ones.  As you are probably aware, DOS has it by holding down right mouse button.  I seem to recall Amiga supports the same but I should double-check.  I think even SNES has it by holding down one of the buttons (don't remember which one), although Sega Genesis (aka Megadrive) does not.

Which versions have the ability to change RR while paused? I only know that the Mac does and the Genesis doesn't.

I know DOS and Mac does, and maybe Windows.  Amiga, SNES and Genesis does not.  Don't remember the rest, although I'd guess that most don't support RR changes while paused.
Title: Re: Version Differences
Post by: finlay on April 18, 2012, 12:25:49 PM
Mac
- High-res graphics (with occasional large effects on gameplay, e.g. Mayhem 26)
- Max # of Lemmings reduced to 80
- I haven't played DOS Lemmings to compare, but I believe the musics are in a different order?
The music on the Mac sounds almost indistinguishable from the Amiga version (there are a couple of minor changes that I only notice because I've played it a million times), and they're in the same order. DOS lemmings is the one with a different order.

ccx also mentioned the Atari ST version; as far as I know, this is the most similar to the Amiga version out of any of them, and the biggest difference is that a) it used a different set of passwords for levels and b) you had to use a joystick for player 2 in the two player game. The Amiga is still the only system I know of that's ever supported dual mouse control in this way (if you attach two mice to a modern PC they can only control the one cursor), and I believe that's part of the reason the two player game was never ported for other PC systems like DOS, Mac or Windows (the other being memory constraints, probably, since a two player level could support up to 160 lemmings, 80 for each player). Now we accomplish two player games by networking multiple PCs together.

There's also the PS1 version, which was very similar to the Windows version and was a single game consisting of L1 and ONML together. The main differences were obviously using a controller (although the box said you could get a 'playstation mouse', whatever that was) to select things, and the fact that you're using a TV screen to view it on. The music was like the Windows version but rendered in high quality and recorded as CD tracks instead of being kept as MIDI files. There was an opening animation in which some Lemmings dancing the Can-Can in a theatre accidentally hit a level and fall through a trapdoor. As for the graphics, they always felt stretched out compared to other versions. Also, I don't know if this happened in Windows too, but there were a few odd behaviours thrown up concerning certain skills, builders especially; particularly, it was always incredibly difficult to get them to build up to a wall and bash through without turning around, and usually you had to somehow get him to finish the bridge - he wouldn't turn around immediately if he was finishing. And if you built too near the ceiling (but further away than other versions), your step would be deleted and the lemming would transition to walker; this becomes a problem on Taxing 5, where you need to stretch your bridge - but because you're viewing it on a blurry TV, it's more difficult to stretch the bridge. As for blockers and bombers, there was some issue in which exploding bombers acted like blockers, or something; unexpected behaviour. Phrases like CLANK or YIPPEE never appeared above their heads, incidentally.
Title: Re: Version Differences
Post by: mobius on April 18, 2012, 10:17:55 PM
Also, I don't know if this happened in Windows too, but there were a few odd behaviours thrown up concerning certain skills, builders especially; particularly, it was always incredibly difficult to get them to build up to a wall and bash through without turning around, and usually you had to somehow get him to finish the bridge - he wouldn't turn around immediately if he was finishing. And if you built too near the ceiling (but further away than other versions), your step would be deleted and the lemming would transition to walker; this becomes a problem on Taxing 5, where you need to stretch your bridge - but because you're viewing it on a blurry TV, it's more difficult to stretch the bridge. As for blockers and bombers, there was some issue in which exploding bombers acted like blockers, or something; unexpected behaviour. Phrases like CLANK or YIPPEE never appeared above their heads, incidentally.

the glitch y-ness with builders and bashing did in fact happen on Windows. This could have something to do with the glitch that is; all lemmings in this version are to be not where they appear to be at times. (I haven't totally tested this out yet so I will have to do that) check the glitches thread.
However I've never experienced the thing with ceiling.
the bombers thing was something present on Windows as well. "Oh noer's" act like blockers. Idk if the blocker 'field' and all it's tricks can be applied to that. (that's something I just thought about...)

Title: Re: Version Differences
Post by: Crane on September 06, 2012, 01:28:43 AM
Been a while since I played this version - this one seems to get neglected a lot because the system was exclusive to Britain if I recall correctly.

Acorn Archimedes

- Logo splash-screens for Psygnosis and Krisalis Software (the company that made the port).
- The scrolling text on the menu has elements of humourous self-deprecation (it talks about the 'elevator music'!)
- Remixed music, including a few unique tracks.  Of the four special levels, only the music for MENACING resembles the original.
- Lemmings make a sound when they fall off the screen.
- Changing the release rate causes the pitch of its sound effect to also change, like in the Amiga version.
- Animation seems to be extremely smooth in comparison to other versions.
- Many levels have large expanses of water at the bottom, like the Amiga version.
- No two-player mode.
- No directional select.
- Background is dark blue with (mostly) white text.
- Passwords are meaningful and easier to remember (e.g. "DOUBLEDUCK" is Fun 22, and "LEMMGFINAL" is Mayhem 30).
- Release rate behaves differently (notably, a release rate of 1 spaces the lemmings out nearly twice as far compared to other versions).
- Levels closely resemble their original Amiga counterparts (e.g. "The Fast Food Kitchen" has a time limit of 2 minutes).

On an extra note, the Archimedes version of Oh No! More Lemmings has a very large array of music tracks: 26, compared to the Amiga's 6.
Title: Re: Version Differences
Post by: Proxima on September 06, 2012, 01:58:54 AM
- The scrolling text on the menu has elements of humourous self-deprecation (it talks about the 'elevator music'!)

The Mac version has that too.

I remember the Archimedes version... one oddity was that when you solved Mayhem 30, you would get the same level again, but now its rating was "1 Blue"!
Title: Re: Version Differences
Post by: Crane on September 06, 2012, 11:13:35 AM
Strange, when I completed it, I got a congratulatory message telling me that I was one of the élite.  Mind you, after that I quit the game, not seeing what happened if I played another level... I assumed it would just be Fun 1.
Title: Re: Version Differences
Post by: mobius on September 06, 2012, 10:45:20 PM
 :thumbsup: I never heard of that version.
It sounds like a very nice version. 26 songs! and smooth graphics  :-\

that's one thing I didn't care for about ONML in other versions; only 6 songs.
That reminds me to update the Windows version: It used the same Original music for the ONML levels
Title: Re: Version Differences
Post by: Crane on September 15, 2012, 05:55:36 PM
:thumbsup: I never heard of that version.
It sounds like a very nice version. 26 songs! and smooth graphics  :-\

that's one thing I didn't care for about ONML in other versions; only 6 songs.
That reminds me to update the Windows version: It used the same Original music for the ONML levels
It is a very nice version.  They even have (I think) a unique song for "Inroducing SUPERLEMMING!" [sic], a very fitting remix of Yakety Sax! www.youtube.com/watch?v=62rHL1vHXwU
Title: Re: Version Differences
Post by: DragonsLover on September 25, 2012, 05:07:17 AM
Quote
Atari ST
-no intro but main screen is similar to Amiga
-menus are similar to Amiga
-max # Lemmings 100
-graphics very close to Amiga (the closest of any version)
-music and sound effects are remixed, yet again. (the sound of lemmings going home sounds a lot like Mario jumping!)
-large silence gap at the end of the songs
-changing the RR makes noise but doesn't change pitch
-title screen similar to Amiga
-brown skill bar
-uses a different set of passwords for levels
-you had to use a joystick for player 2 in the two player game
*contributed by finlay

- Err... Atari ST version does have an intro sequence. It's the same as Amiga, but silent.
- There's no silence gap at the end of the songs. I think you said the opposite. It should be: "There's no large silence gap at the beginning of the songs." The reason is simply because there's no "Let's go" sound effect in that version, causing the music to start immediately. They are present in "Oh no! More Lemmings" though.
- I think you can also use 2 mice for the multiplayer. I'm not sure since I never tested it, but I'm pretty sure it's possible.
- Mouse cursor is only the "Zzz" bubble of the Amiga version's cursor when something is loading.
- You can scroll the screen at different speeds too.
- You can change skills while paused by using the Z and X keys. I don't know if it's the same thing for the Amiga, but I think it is. However, you cannot change the release rate while paused and it may be painful. You also cannot pause the game using the keyboard.
- For the liquids, this is because Amiga and ST versions have more memory while PC-Dos had less. That's also the reason why they have 100 lemmings instead of 80. But of course, you all knew that already.
- Right-click priority thing is also there.
- Lemmings are silent when they fall off the screen.
- Background colour is navy for St and Amiga while it's black under Dos.
- Amiga and ST versions have a congratulations screen with DMA design team applauding sounds and portraits. Under Dos, it's not the case. You only have an ending message.

And for Dos, a few levels have different screen starting coordinates. Also, Dos version has a cheat code and a version number code.
Title: Re: Version Differences
Post by: mobius on October 06, 2012, 05:55:58 PM
When I said there's a large gap at end of songs I meant, there's a gap between when the song ends and starts (loops) instead of looping smoothly. Due to this video:
http://www.youtube.com/watch?v=4UIWPtmDHdw&list=UUzbdP4ABmGTgC2FCDz2kWKQ&index=1&feature=plcp

Of course, this is an emulator and for various other reasons it could be wrong so I’m not saying that’s right or not. I don’t have an Atari ST. It could also be just that song, If memory serves that particular songs does that on every version doesn't it? While every other songs loops seamlessly.

Another annoying things is that many of the YouTube videos I found to get information from for this are now gone. Two videos I found of the ST that I can’t find now seemed to have differences from these here.

According to this video below (I’m more inclined to say this is a real Atari ST) lemmings appear to walk slightly faster, and the clock goes down quicker. (I should say) the game speed is slightly faster than DOS. But I’m not sure on that.
http://www.youtube.com/watch?v=4KaN-6toFU0

According to most sources I'm seeing; using two mice isn't possible on Amiga. [Sources being; here and a few unreliable short game description sites]

I also wanna say the messages on the marquee on the menu screen are different from DOS at least  :D
-------------
I didn't know DOS had a "cheat" code? How exactly does that work? Unless you just mean the level select code?
Title: Re: Version Differences
Post by: Clam on October 06, 2012, 11:22:32 PM
I didn't know DOS had a "cheat" code? How exactly does that work? Unless you just mean the level select code?

Lemmings and Oh No More Lemmings have special level skip codes:
When the cheat is active, press 5 on the numpad (the other '5' key won't work) during play to end the level with 100% saved.
Title: Re: Version Differences
Post by: ccexplore on October 07, 2012, 02:33:06 AM
According to most sources I'm seeing; using two mice isn't possible on Amiga. [Sources being; here and a few unreliable short game description sites]

 ??? I think you mean Atari ST not Amiga above.  I'm pretty sure even Wikipedia has the info sourced directly from Mike Dailly that they took advantage of Amiga's 2-mice support for 2-player mode, while on DOS Lemmings the support does not exist and so there's no 2-player mode there.
Title: Re: Version Differences
Post by: mobius on October 07, 2012, 04:15:35 AM
According to most sources I'm seeing; using two mice isn't possible on Amiga. [Sources being; here and a few unreliable short game description sites]

 ??? I think you mean Atari ST not Amiga above.  I'm pretty sure even Wikipedia has the info sourced directly from Mike Dailly that they took advantage of Amiga's 2-mice support for 2-player mode, while on DOS Lemmings the support does not exist and so there's no 2-player mode there.

oh yeah I meant Atari ST.

According to most sources they say Amiga is the only or one of the few consoles that supported two mice. [not two players]. On the ST you had to use a joystick? according to finlay.
The first post should say all that now.
-----------
I just tried using two mice with my computer now, to my surprise it worked; of course they both control one cursor.
------------
the thread is getting pretty big, thanks for contributing everybody. :)
Other sites I've seen like Lemmings encyclopedia has a table which sounds nice at first, but a lot of these differences aren't things easily displayed in a table.
Title: Re: Version Differences
Post by: ccexplore on October 07, 2012, 04:51:59 AM
I just tried using two mice with my computer now, to my surprise it worked; of course they both control one cursor.

Keep in mind we're talking about DOS Lemmings, not Windows 7 Lemmings. ;P  Back then USB doesn't even exist.  I would actually wonder if the DOS machines back then even had more than one connector for mice.
Title: Re: Version Differences
Post by: DragonsLover on October 08, 2012, 04:57:44 AM
Quote from: möbius
When I said there's a large gap at end of songs I meant, there's a gap between when the song ends and starts (loops) instead of looping smoothly. Due to this video:
http://www.youtube.com/watch?v=4UIWPtmDHdw&list=UUzbdP4ABmGTgC2FCDz2kWKQ&index=1&feature=plcp

Of course, this is an emulator and for various other reasons it could be wrong so I’m not saying that’s right or not. I don’t have an Atari ST. It could also be just that song, If memory serves that particular songs does that on every version doesn't it? While every other songs loops seamlessly.

Yes, it is only that song. It's intended in that single song only. All of the other songs are looping perfectly and I can record them using WinJam (ST music player for Windows) for you if you want. You said you don't have a ST. I did got one. It's on this machine I played the game for the very first time.

Quote from: möbius
According to this video below (I’m more inclined to say this is a real Atari ST) lemmings appear to walk slightly faster, and the clock goes down quicker. (I should say) the game speed is slightly faster than DOS. But I’m not sure on that.
http://www.youtube.com/watch?v=4KaN-6toFU0

It's indeed a bit fast. Perhaps the playfrequency of the song is higher (60Hz instead of 50Hz). I can reproduce the same thing into WinJam.

Quote from: möbius
I didn't know DOS had a "cheat" code? How exactly does that work? Unless you just mean the level select code?

Simple. Instead of entering a level code, type in "BILLANDTED" and validates. You can either get a "Incorrect Code" or "Cheat mode activated" message depending on the lemmings version you're playing, but it should work anyway. During a level, press 5 on the keypad at the right of the keyboard and you will instantly win the level with 100% lemmings saved. If it doesn't work, then the game doesn't have the cheat mode.
There's also "VERSIONNUM" that gives the version number of the game and also works under some Oh no! More Lemmings, Holiday Lemmings and Customized Lemmings versions.
Under Oh no! More Lemmings, the cheat code is "SLAMRACING". Doesn't work with all versions (I tried on mine and it doesn't).
Under some Holiday Lemmings versions (91 and 92 especially), the cheat code is "SNOWFLAKES".
Under Customized Lemmings, the cheat code is "SKIPLEVELS" and is provided in the LemEdit manual if I remember right.
Title: Re: Version Differences
Post by: Luis on January 19, 2014, 08:54:46 AM
I know DOS and Mac does, and maybe Windows.  Amiga, SNES and Genesis does not.  Don't remember the rest, although I'd guess that most don't support RR changes while paused.
The PSP lets you change the RR and skills while paused.

PSP
-scenic background on every level
-graphics very different. Much higher resolution/better looking and more detailed. Below is a list of a more proper name for them:
pillar - egyptian
marble - roman
crystal - chemical plant? (open to suggestion)
dirt - dirt
hellfire - hellfire
-removes some levels while adding some new ones
-lemmings walk slower
-many levels have more time to compensate for ^
-new voices for lemmings and new phrases. (e.g. lemmings say something every time I skill is assigned)
1. Dirt is Earth
2. Hellfire is only called Hell.
3. Only those Sunsoft levels are missing, but I can just build them in the editor.
4. Giving more time on the majority of levels, just because the Lemmings walk slower was pointless. Almost all the levels can still be beaten under the original Amiga's level times. "Just A Minute" is too easy now because it has two minutes.
5. Actually the Lemmings don't say anything when you give them a skill. All you hear is some sort of equip sound.

These are the ones that I would add to the PSP list:

1.Builders makes longer stairs.
2.You can assign a skill to a Lemming while the game is paused. When you unpause the game, the Lemmings will have the skill.
3.Miners cover more terrains.
4.Some levels have terrains with small pixels that helps Lemmings survive falls, where they are suppose to die, making the level easier.
5.Special levels such as "A Beast of a Level", What an AWESOME Level" now uses the Dirt theme. "MENACING !!" and A Beast 2 of a Level use the Hell theme.
6.The face in "Hunt the Nessy" now has an angry expression.
7.A lot of outside terrains were removed in order for the level to fit within the side limit of the background. This is why Mayhem 30 is missing the two big terrains with the bridge between them, because the level is too long.
8. The one-way arrow in Mayhem 30 is missing and so is the terrain that was on top of the two trees.
9. Walk the web rope and What an AWESOME level doesn't have stars and those pointy things on those monsters.
10.Curved Pillars are not in this version.
11.The green terrain in Tricky 4 and Taxing 7 near the edge of the steel terrain is removed. The orange terrain is now moved to the left, so the Lemmings can land on it.
12.The gray part of the flamethrower doesn't harm you and you can go through it. This makes "Feel the heat!" easier.
13.You can beat Mayhem 7 by just using dig and bash through all the poles.
14.Mayhem 3 has the wrong RR. It starts at 50 and Mayhem 24 starts at 10.
15. The third exit in Taxing 17 is not there, because the level will be too long for the background.
16. Tightrope City has terrains below the horizontal terrain, which makes it ok to use the bomber.
17.Lemmings can walk on the ceiling.
18.Fun 25 has 100 Lemmings while Mayhem 4 has 50.
19. Trick 19 has a grass terrain on the pillar that blocks the climber from climbing the entire pillar, making it unnecessary to use floater.
20.Mayhem 21 has 20 Lemmings.

That's it for now.
Title: Re: Version Differences
Post by: namida on January 19, 2014, 09:30:24 AM
Under Customized Lemmings, the cheat code is "SKIPLEVELS" and is provided in the LemEdit manual if I remember right.

Not sure if it was the LemEdit manual, but it was definitely mentioned somewhere between LemEdit's manual, CustLemm's readme and the VTM website. I knew about it back in the days before I was aware of any online Lemmings content outside of Kallex.de and VTM's site.

Also, for Lemmix:
All EricLang's or ccexplore's versions: CHEATCODES (same for Revenge of the Lemmings too)
Lemmings Plus DOS Project: NIGERFAGOT
Lemmings Plus II: NGGYUNGLYD

Note that with Lemmix (except LPII) you don't need to enter the code to press 5 to skip levels, and also, you push it on the normal numbers rather than the keypad. You only have to enter it in LPII, or if you want to use the level select.
Title: Re: Version Differences
Post by: namida on January 28, 2014, 11:41:07 PM
Quote
Super Nintendo
[according to Lemmings Encyclopedia the NES version came out AFTER the Super Nintendo version ???]
-max # Lemmings 80
-Level arrangement same as Genesis
-game play is slightly faster (similar to Genesis)
-new glitches present (possible weird builder/digger/blocker behavior)
http://www.youtube.com/watch?v=QNWt2IB8MsY

I've recently been having a look at this version. At least on the ROM I've got, the maximum number of lemmings is 100, and it has the same levels as the PC version, not the Genesis one. I also haven't noticed any weird glitches, although the selection priority does appear to work a bit differently from the PC. The digger appears to work the same way as the PC version too, though it might just be I'm not pulling the trick off correctly.

The clock also seems to be faster relative to the lemmings - my usual solution to Mayhem 3 falls short by about 5 seconds, on PC it has about that much to spare.
Title: Re: Version Differences
Post by: ccexplore on January 29, 2014, 01:46:08 AM
I've recently been having a look at this version. At least on the ROM I've got, the maximum number of lemmings is 100, and it has the same levels as the PC version, not the Genesis one. I also haven't noticed any weird glitches, although the selection priority does appear to work a bit differently from the PC. The digger appears to work the same way as the PC version too, though it might just be I'm not pulling the trick off correctly.

The clock also seems to be faster relative to the lemmings - my usual solution to Mayhem 3 falls short by about 5 seconds, on PC it has about that much to spare.

Yeah, I think there were some typos/incorrectly relayed information when Mobius first typed that up.  I noticed he made edits today to the original post to correct.

"All the 6s" is replaced by "Ohayo Lemmings San", and there are 5 extra levels past the Mayhem rating, all 5 of which I think are also found in Genesis' SunSoft rating as well, IIRC.  It would be more accurate to say same levels as Amiga version rather than PC, as the PC version has known differences in level stats, like 20 instead of 10 of skills in Mayhem 26, more lenient save/time requirements on a few levels like The Fast Food Kitchen, etc.  (Oh right, and the many instances of removal of water/acid/lava.)

The digger should not be working like the PC version--the "2-3 diggers to save everyone" trick should work on SNES, maybe you aren't doing it right.  If I have time I'll try to see if I can create a movie off an emulator (maybe I already have one for all I know).  There are also one or two miscellaneous game-mechanics differences, none of which I'd necessarily say is a "glitch" but differences nonetheless (and you know how even changing one pixel can make a huge difference in outcome sometimes, especially in challenges).  One fairly noticeable one for example is how the miner moves and as a result, how the staircase of the slope is slightly different than normal.  This is AFAIK unique and not present in other versions including Amiga.  But otherwise yes, there are a pretty large family of known glitches that should work identically across SNES, Amiga, PC and Genesis (and likely Mac).  [quick edit: probably Atari ST too, but I never have a chance to try that version out myself.  And I expect many other ports that aren't too new or radically different from the original ports to share similar glitches.]

The clock difference is also well known, and actually in this case, I think the SNES clock runs at the same rate as Amiga and Genesis, which I think is 16 frames per game second (or maybe 15, I don't remember for sure).  PC (DOS) Lemmings is 17 frames per game second.

================

I'm not aware of differences with selection priority but it's possible there were some things I just never tested thoroughly.  What specifically is the difference you see?
Title: Re: Version Differences
Post by: ccexplore on January 29, 2014, 01:58:43 AM
I just realize there is a youtube link for the "unique SNES glitch" in mobius' original post.

Yep, the self-turning blocker.  I think that one actually is also present on the Amiga version as well, please check and let me know.  I knew about it a while back (first when I tested out some Mayhem 29 stuff involving digging away the steel edge of one of the blocks above the exit).  It was surprising but to this day I'm still not 100% sure of the exact conditions and effects, and since it is absent on PC version I soon forgotten about it.  Based on that video, it would seem like it is as simple as simply blocking anywhere while standing on thin air.  Not sure whether the exact x/y position of the lemming (modulo 4) or its facing direction may matter or not.  It will take some disassembling of code from those versions to figure out what exactly is happening.
Title: Re: Version Differences
Post by: namida on January 29, 2014, 04:16:57 AM
Apart from the water at the bottom of levels, the only difference in level design I've noticed from the PC version (on SNES) is the 100% requirement on Mayhem 4. Not that I've played the original game in-depth for quite a long time now. I've only played the first half of Fun and about the first third of Mayhem so far, though.
Title: Re: Version Differences
Post by: Proxima on January 29, 2014, 05:33:09 PM
The levels where the Amiga and PC versions differ are Fun 15, Taxing 22, Mayhem 4 and 26 (save %), Mayhem 15 (time limit) and Mayhem 26 (number of skills). If the SNES version has 100% on Mayhem 4, I'd guess it follows the Amiga version on all of these?

The SNES version's SUNSOFT rating consists of five levels, all of which are shared with the Genesis version: Two heads are better (SUNSOFT 27), I am A.T. (SUNSOFT 29), Final impediment (Present 30), Private room available (Present 29), Lemmings' Ark (Mayhem 30). The SNES version lacks a steel piece on Two heads are better, allowing a backroute that saves 2/4.
Title: Re: Version Differences
Post by: ccexplore on January 30, 2014, 12:14:25 AM
The levels where the Amiga and PC versions differ are Fun 15, Taxing 22, Mayhem 4 and 26 (save %), Mayhem 15 (time limit) and Mayhem 26 (number of skills). If the SNES version has 100% on Mayhem 4, I'd guess it follows the Amiga version on all of these?

From what I could remember I would say yes, although I don't remember SNES Fun 15 specifically off top of my head (truth be told, I'm not even aware that level has a difference until you pointed it out).  Also note that the save % is also lower on PC for Mayhem 15 and Mayhem 26 as well.
Title: Re: Version Differences
Post by: DragonsLover on February 07, 2014, 11:48:32 PM
Yep, the self-turning blocker. I think that one actually is also present on the Amiga version as well, please check and let me know. I knew about it a while back (first when I tested out some Mayhem 29 stuff involving digging away the steel edge of one of the blocks above the exit). It was surprising but to this day I'm still not 100% sure of the exact conditions and effects, and since it is absent on PC version I soon forgotten about it. Based on that video, it would seem like it is as simple as simply blocking anywhere while standing on thin air. Not sure whether the exact x/y position of the lemming (modulo 4) or its facing direction may matter or not. It will take some disassembling of code from those versions to figure out what exactly is happening.

Tested on the Atari ST and it indeed works: the lemming turns around. But on both the ST and Amiga versions, you cannot pause the game using the keyboard (unless I miss something) and it's impossible to assign another skill quickly straight after assigning another one unless you're fast, REEEEAALLY fast.
Title: Re: Version Differences
Post by: ccexplore on February 08, 2014, 12:31:39 AM
But on both the ST and Amiga versions, you cannot pause the game using the keyboard (unless I miss something)

Hmm, "P" doesn't work on the Amiga for pausing?  I could swear it is possible to pause with keyboard on the Amiga, but to be fair I'm not 100% sure since it has been some time since I last played, and I've played around with enough systems that I could conceivably have things mixed up in my memory.
Title: Re: Version Differences
Post by: DragonsLover on February 08, 2014, 03:39:07 AM
I just tried and P works for pausing under Amiga, but not under ST. :o This is painful for ST players. Strangely, the manual states that it should work on both ST and Amiga, but doesn't. Weird.

And I tried the self-turning blocker trick under Amiga and it works the same: the lemming turns around in mid-air after climbing.

EDIT:
Quote from: möbius
According to most sources they say Amiga is the only or one of the few consoles that supported two mice. [not two players]. On the ST you had to use a joystick?
I checked the Lemmings manual, and the ST doesn't support two mice, it must be with a joystick or the keyboard.
Title: Re: Version Differences
Post by: grams88 on February 08, 2014, 11:15:35 AM
That was something I investigated to see if you can use two mice but I don't think that will work as the mouse will probably conflict with the other one. I could be wrong but I think the ST version of the level save me has less time than other versions. I found that level tricky back in the day.

I was testing by pressing P when playing lemmings on the ST emulator and it works okay on that one. (strange sometimes) It must depend on what emulator you use as I'm using the Steam St one.
Title: Re: Version Differences
Post by: DragonsLover on February 09, 2014, 06:36:53 AM
I'm also using Steem STE emulator and P doesn't work in single player but DOES in two-players mode. Tried 2 roms, one being the original STX floppy image. If you can manage to make the P key to work in single player, then please tell me how.
Title: Re: Version Differences
Post by: Simon on February 09, 2014, 07:27:42 AM
On Windows, use Autohotkey to remap keys whenever a certain program is active. :-] I advise the spacebar for pause.

-- Simon
Title: Re: Version Differences
Post by: grams88 on February 09, 2014, 11:35:12 AM
Oh wait DragonsLover is right, I was playing the two player version with my dad last night which the P key works okay but I tested it in single player and it doesn't work. I assumed it worked in the single player but I was wrong.  ???

I never really noticed that one before, I guess only way you can pause it on the ST one is to click the paws button,

Hmmm maybe the only reason it works in the two player version is because in the two version there isn't a paws button so they had make another way of pausing the game by clicking P during the two player. I'm assuming the developers thought that there would be no point in making the P key pause in single player because there already is a paws button.

Thanks for pointing that one out DragonsLover.

Interesting

 
Title: Re: Version Differences
Post by: DragonsLover on February 09, 2014, 08:52:09 PM
On Windows, use Autohotkey to remap keys whenever a certain program is active. :-] I advise the spacebar for pause.

-- Simon

Even with autohotkey, the P key doesn't work at all. I know, I tried. ;P

Quote from: grams88
Hmmm maybe the only reason it works in the two player version is because in the two version there isn't a paws button so they had make another way of pausing the game by clicking P during the two player. I'm assuming the developers thought that there would be no point in making the P key pause in single player because there already is a paws button.

But why does it work under Amiga then? Shame on DMA Design for forgetting about that! >:( (Just kidding)
Title: Re: Version Differences
Post by: Luis on February 11, 2014, 02:21:50 AM
Wow, I never knew this. In the PSP, you can hold the square button to lock the cursor on one Lemming. :o This makes it easier to pick what direction you want the Lemmings to bash and build stairs. I wish I would had known this earlier. The only time I used the square button was to make the terrains and objects in the editor move one pixel at a time.

PSP Lemmings dig slower than DOS.
Title: Re: Version Differences
Post by: ccexplore on February 11, 2014, 03:00:08 AM
Searching the web for official manuals, it would appear that P for pause was supposed to work on both Amiga and Atari, for both 1- and 2-player levels.   At least there was nothing in the manuals that suggested there should be any difference between keyboard control on Amiga vs Atari, nor any difference between 1-player and 2-player modes (at least for pause).  I tend to suspect the inability to pause via keyboard in 1-player Atari is more likely an unintentional bug than anything else.

Granted, not every means of control is mentioned in the manual, for example the "hold right button and left-click to select walkers" ability is nowhere mentioned in the manual as far as I can see.  So I can't rule out the (highly unlikely) possibility that there are some other keys that work for pause on Atari ST 1-player.

It would be interesting to see what happens with later Lemmings-1 based games on the Atari.  For example, if there is a Atari ST version of ONML, does it still have the same problem or might it have been fixed by then?

Other things to try (which probably won't help, but you never know) if you haven't already:
    - What happens if you first go into a 2 player level, then finish/abort it, and then go to a 1-player level?
    - I assume you already configured the emulator to have both the mouse and joystick plugged in when starting the 1-player level?
Title: Re: Version Differences
Post by: DragonsLover on February 12, 2014, 12:23:09 AM
There's a ST version of ONML. Again, you can't pause the game using P in single player mode, only in two players mode.
Playing a two players game, aborting it and returning to a one player game changes nothing. You still can't pause the game using P. Same in ONML.
Configuring the joysticks doesn't seem to affect anything.

EDIT: Something special and unique in the ST version of ONML: the timer doesn't start until the first lemming drops unlike the other versions. Also, the second music track (the one in the second level) has a little problem in one of the channels when the song loops. It slightly shifts each time, resulting of something ugly when you play the level for a long time.
Title: Re: Version Differences
Post by: ssybesma on December 14, 2022, 05:01:54 AM
The BILLANDTED skip code only works on the 1991 version of the original Lemmings. There is a later version of the original Lemmings dated 1995 where BILLANDTED does not work. The skip code for that 1995 version is unknown.
Title: Re: Version Differences
Post by: The Tomato Watcher on December 14, 2022, 08:46:45 AM
I feel that this is relevant to put here: just a little table of stats for all unique official versions of the game. Yes, there are other tables out there like it but all the ones I've seen are generally pretty inaccurate and/or are missing versions. This one should only be a little bit inaccurate. ;)

I played through quite a lot of most of these versions (that aren't either almost lost to time like the J3100 version or extremely close to the Amiga/DOS/whatever versions, anyway) because I am at least a little bit insane. I checked every single non-trivial version for mouse support, I pressed every button on the keyboard for some of the computer versions (and found some surprising things), and more. So witness the result of a long-running hyperfixation and lots of unjustified motivation. :P

There are definitely more things I could have put on here that aren't as straightforward to check. Maybe I'll investigate that someday.