Author Topic: Lemmings 2: The Tribes - Level Reviews  (Read 12966 times)

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Offline GuyPerfect

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Lemmings 2: The Tribes - Level Reviews
« on: September 12, 2009, 12:10:54 AM »
Quick! Help me jump on the bandwagon!

Level snapshots are here, and I'll be uploading more as I play through them all again. (-: But we should have enough for now, so let's have at it.

The order I'm listing the levels on that page start with Classic and move clockwise around the island. I suggest we keep it organized that way.

Unless otherwise noted, we'll be doing the Amiga/DOS levels in this thread. The Game Boy version has many a different level, so I'll have to go make a second pass through all the tribes in order to "properly" review them all if we really really feel like it.

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Classic 1: Do You Remember?



Time: 5:00
Skills: 20 of each of the "classic eight"

Good: A simple level for starting off the game with. Gives several of each ability to play around with and find different ways to the exit. Is also single-screen so you don't have to scroll your way to glory.

Bad:  Stage is cramped and requires the Builder. For a first-time Lemmings player, this level might be a bit confusing.

Offline Dullstar

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #1 on: September 12, 2009, 12:37:33 AM »
Thanks for starting this, GuyPerfect.  I wish I had more time to review, but...

Offline Clam

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #2 on: September 12, 2009, 01:10:57 AM »
I think we should add the score required for Gold to each review. Can anyone verify that the numbers given on the Lemmings Encyclopedia are correct here?



Classic 2 - Mr Lemmy Lives Next Door

Time: 5 minutes
Skills: 1-10-2-2-6-1-1-1 (Classic skills)
Gold: 100% (Note: use "Lose x" format when 100% is not required)

Good: Clever solution, hard to spot at first. Attempts at the "direct route" prove futile - as they should.

Bad: One lemming does everything. Solution has a few awkward parts - making sure the bridge connects with the steel when you reach the left side, mining down without over/undershooting, and preventing the climber getting stuck in an "infinite loop" around the outside.

Offline GuyPerfect

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #3 on: September 12, 2009, 01:30:51 AM »
The medals you get after every stage depend on how many Lemmings you started with and how many you saved. If you start with 1 Lemming and complete the stage, you'll get a gold medal. At the end of the tribe, the color of the piece of the talisman depends on how many of the original 60 Lemmings you ended up saving in the last level.

A gold talisman piece for Classic requires 53 Lemmings.

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Classic 3 - LEMTRIS



Time: 4:00
Skills: 4 of each of the "classic eight"

Good: With only 4 Bashers, the player needs to improvise to break through all the tetriminoes.

Bad: A lot of walking. I've found myself cutting off routes back to the right in order to save on waiting later. Lemmings that traverse the entire distance multiple times might not make it to the exit before time runs out.

Offline Clam

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #4 on: September 12, 2009, 01:57:03 AM »
The medals you get after every stage depend on how many Lemmings you started with and how many you saved.

Isn't it just based on how many lemmings you lose in the level? Or do you end up with a situation where if you start with only a handful of lemmings, you have to save more than is possible on some levels where lemmings have to be sacrificed? (Which would be the inevitable result of any other formula)

Offline GuyPerfect

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #5 on: September 12, 2009, 02:38:58 AM »
It's probably a "lose x" formula, though it doesn't matter in the long run since you'll always get gold medals on every level if you end up saving the required amount for the entire tribe.

Offline LemSteven

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #6 on: September 12, 2009, 03:37:33 AM »
I haven't tested this out, but my guess is that the Talisman color you get at the end of the tribe depends on your performance on each individual level.  For example, if you fininish a tribe with 9 gold medals and one silver, you will end up with a silver Talisman.

I do know that if you lose a lemming on Classic 9 (which requires 100%), you will get a silver medal for that level, even if you took more than 54 lemmings into it.
___________________________________________________________

Classic 4 -- Tension Sheet, Good Idea


Time: 5 minutes
Skills:  2 | 2 | 10 | 10 | 3 | 1 | 3 | 1 (Classic skills)
Gold:  Lose 1

Good:  A quite challenging level that requires you to take the "floor route" because you don't have enough builders to go "over the top."  Also, 100% is possible, but...

Bad:  ...it is very annoying to pull off.  Also, it gets boring waiting for the basher to create the tunnel in the end, although this is helped somewhat by the fast forward feature.

Offline Minim

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #7 on: September 12, 2009, 07:31:40 AM »

Classic 5 - The Magnificent Severn


Time: 5 minutes
Skills:  1 | 5 | 1 | 1 | 2 | 5 | 1 | 2 (Classic skills)
Gold: Lose 1

Good: I like the last part of the solution, which is to create a rescue bridge, time can be a challenge.
Bad: Can be annoying waiting for the last basher to finish.

Question: I haven't played this level yet, but if anyone has, is there a trap situated on the lower platform?
Level Solving Contest creator. Anybody bored and looking for a different challenge? Try these levels!

Neolemmix: #1 #4 #5 #6
Lix: #2  #7
Both Engines: #3

Offline GuyPerfect

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #8 on: September 12, 2009, 06:29:00 PM »
There are no traps in The Magnificent Severn, and time isn't much of an issue.

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Classic 6: The Starry Threshold



Time: 6:00
Skills: 4 Climber, 5 Builder, 10 Digger, 2 of the rest of the "classic eight"

Good: Pretty name! (-: That's about it, though.

Bad: Lengthy hero level. *Snore*

Note: This level lends itself well for a 100% run by allowing for some alternative methods to planting Blockers and blowing them up.

Offline LemSteven

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #9 on: September 14, 2009, 03:06:31 AM »
Classic 7:  So close but so far away



Time:  8:00
Skills:  4 | 4 | 4 | 2 | 8 | 2 | 1 | 1 (Classic skills)
Gold:  Lose 4

Good:  Requires a lot of thought because at first it seems like you don't have enough skills; has a backroute that makes 100% possible.

Bad:  The standard route is extremely long and tedius, and it loses more lemmings than any other level.  Plus, the left side of the level looks like it was choppily cut off.

Offline ccexplore

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #10 on: September 14, 2009, 08:18:38 PM »
has a backroute that makes 100% possible.

Are you sure it's 100% and not lose 1?

Offline geoo

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #11 on: September 14, 2009, 09:29:00 PM »
I happen to have the screenshots of my solution still on my computer, so here they are:
1 2 3 4

You don't need a blocker to push the lemmings into the wall (which is the lose-1 solution, iirc), as having a 1-pixel gap already makes the lemmings climb up in the Lemmings 2 mechanics.

Offline ccexplore

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #12 on: September 14, 2009, 09:34:21 PM »
Oh okay.  I'm definitely a lot less versed in the details of Lemmings 2 mechanics; that's good to know.

Offline GuyPerfect

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #13 on: September 15, 2009, 02:16:04 AM »
Classic 8 - The Secret of LEMH



Time: 5:00
Skills: 10 Climber, 2 Basher, 20 Digger, 1 each of the rest of the "classic eight"

Good: Makes the player think about how to get through all the obstacles with the available digging tools.

Bad: Relatively easy level this late in the game, and is a typical hero exercise.

Offline LemSteven

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #14 on: September 17, 2009, 11:32:14 PM »
Classic 9:  Flying the Mad Pursuit



Time:  5:00
Skills:  1 | 10 | 10 | 10 | 10 | 1 | 2 | 10 (Classic skills)

Good:  Not too long; presents itself as a decent puzzle.

Bad:  Crowd control is far too difficult, especially considering the way Lemmings 2 handles assigning skills (you can't assign a skill if there is another lemming performing the same skill inside your cursor).

Offline GuyPerfect

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #15 on: September 21, 2009, 09:53:00 PM »
Classic 10 - What's it Like Up There?



Time: 5:00
Skills: 2 Climber, 10 Floater, 20 Exploder, 20 Blocker, 2 Builder, 10 Basher, 2 Miner, 1 Digger

Good: Makes use of two hero Lemmings instead of just one. Multitasking for the win!

Bad: Crowded Lemmings makes either getting a Basher in the right direction difficult, or getting a Digger in the right spot difficult. The stage is also a bit easy for a final level. Classic 9 is arguably more difficult.

Offline LemSteven

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #16 on: September 22, 2009, 04:14:36 AM »
Medieval 1:  LEMMING OF NOTTINGHAM



Time:  6:00
Skills:  10 Scoopers, 20 Jumpers, 20 Sand Pourers, 10 Jet Packs, 10 Icarus Wings, 10 Parachuters, 10 Stackers

Good:  A fairly easy level to start off the set; there are several combinations of skills you can use to do it, plus it gives you an opportunity to experiment some with the skills.

Bad:  Too much straight walking.

Offline Dullstar

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #17 on: September 22, 2009, 04:37:06 AM »
Is the hand just decorative?  Does it, at any point in the game, actually do something?

Offline Clam

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #18 on: September 22, 2009, 04:48:55 AM »
No, it's just for decoration. However, it has been established that this is a terrain piece and not a trap. (Contrary to what it says on the Lemmings Encyclopedia :D)


Medieval 2: SIR! I KID YE NOT


Time: 6 minutes
Skills: 8 twisters, 5 club bashers, 5 flamethrowers, 8 fillers, 8 stompers, 10 sand pourers, 5 platformers

Good: Nice variety of skills, another level that lets you test out the cool new abilities. The "back and forth" setup is good as it reduces the need to scroll across.

Bad: Too many twisters, which means you can use these to clear most of the level and you're not forced to be creative with skill use. The wall at the end is much wider than is really necessary. (Thankfully we don't have to wait for a slow basher to get through here)

Offline LemSteven

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #19 on: September 24, 2009, 08:50:34 PM »
Medieval 3:  ALL IN A KNIGHTS WORK!!



Time:  3:00
Skills:  1 Exploder, 1 Stacker, 2 Stompers, 10 Jumpers, 2 Platformers, 1 Roper

Good:  A nice little puzzle; just about the right amount of difficulty for this part of the tribe.  I like how you use the catapult to clear the water.

Bad:  A backroute allows you to avoid the left side completely, but this isn't all bad, because it allows for 100%.  Also, the level is much larger than it needs to be -- the far left side and bottom of the level are completely unused.

Offline Clam

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #20 on: September 26, 2009, 05:17:40 AM »
Medieval 4 - WATCH THAT LAST STEP!


Time: 7 minutes
Skills: 1 club basher, 1 surfer, 2 sand pourers, 4 stackers, 2 glue pourers

Good: Very nice method of holding back lemmings 2 and 3 so they don't overtake the first one.

Bad: The rest of the level is fairly dull, and the time limit is way too generous. Could be made more compact to reduce walking time.

Offline GuyPerfect

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #21 on: September 26, 2009, 08:00:39 AM »
Medieval 5 - King Arthur's Lemmings



Time: 6:00
Skills: 3 Bomber, 2 Builder, 1 Club Basher, 1 Attractor, 2 Jumper

Good: Acquaints the player with some of the mechanics of the game, such as how to make the Club Basher get through the trees without stopping and using the Attractor correctly.

Bad: Seems to be extensive wasted real estate, but you could chalk that up to artisticness. The drop from that metal block with the torch is too far to fall as-is, but you can remove terrain on that block to make a safe landing. This threw me for a loop the first time through, as I figured it was just as solid as normal steel.

Offline Clam

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #22 on: September 26, 2009, 08:52:39 AM »
Yep, I thought that was steel too. Heck, it looks even more "steel-like" than the actual steel blocks - they look more like shirt buttons. (Square buttons with 9 holes. They look like plastic anyway...)

Aha, they both have the same name at the same position, Not! This is Medieval 4: Watch that last step!
Fixed.  :)

Offline ccexplore

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #23 on: September 26, 2009, 09:04:04 AM »
Sorry to interrupt, but I've just noticed that the graphics for the medieval levels as shown on the Lemmings Encyclopedia are noticeably different from the ones in your screenshots (yours are a lot nicer IMO).  I don't really know though whether the screenshots in LE are truly from the Amiga version; which version did you get your screenshots from?  Just curious.

Offline Pooty

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #24 on: September 26, 2009, 10:40:21 AM »
The Lemmings Encyclopedia level maps are from the Amiga version, but all of the backgrounds have been blackened (especially noticeable in Shadow). The screenshots we are using for these reviews are from the DOS version.
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

Offline Clam

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Re: Lemmings 2: The Tribes - Level Reviews
« Reply #25 on: November 20, 2009, 09:27:57 AM »
Just this one left to bump...


Medieval 6 - Let's play twister!


Time: 4 minutes
Skills: 5 Twisters, 1 Platformer, 5 Jumpers, 5 Runners, 5 Rock Climbers, 5 Sliders

Good: Fun twister level - not too demanding, but not just a single twister to the exit either. No wasted space on the map, despite its huge size.

Bad: The combination of permanent skills is a tad confusing - the Runner/Slider pairing especially, since you don't know just what will happen when it reaches an edge. (Until you've tried and failed, that is - not cool IMHO.)