Author Topic: Un-ID'd Lemmings port  (Read 3554 times)

0 Members and 1 Guest are viewing this topic.

Offline DoubleU

  • Posts: 101
    • View Profile
Un-ID'd Lemmings port
« on: January 26, 2017, 10:57:19 PM »
Hi, there's a Lemmings port I can't identify, which has a max of one entrance and exit per level and several "special" levels available to buy, and new levels with both Easy and Hard modes. Some are renamed, like "Triple Trouble" becomes "Squeeze".

What port is it?

Offline ccexplore

  • Posts: 5311
    • View Profile
Re: Un-ID'd Lemmings port
« Reply #1 on: January 27, 2017, 02:41:48 AM »
Is there some sort of youtube video or web article you can linked to?  Some people may not have played the whole game or even then remember specific level titles, but may nevertheless be able to quickly recognize a port based on the graphics or other such details.

Any chance it might be Lemmings Touch?  That PS Vita port called the Fun and Mayhem ratings "Easy" and "Hard" respectively, and you did mention something about "easy and hard modes".  Though I don't know if it's limited in terms of number of entrances and exits.

There's always the possibility of a homebrew game as well, like the DHTML Lemmings that was floating around the web a decade or so ago.

Offline DoubleU

  • Posts: 101
    • View Profile
Re: Un-ID'd Lemmings port
« Reply #2 on: January 28, 2017, 10:47:08 PM »
Nope, it wasn't that. It looked like the normal Amiga/PC version, and the Fun, Tricky, Taxing, and Mayhem levels had one mode each, with exclusive levels having two modes, easy and hard.

Offline DoubleU

  • Posts: 101
    • View Profile

Offline GigaLem

  • The Dog That Brought Lemmings to Avalice
  • Posts: 1417
    • View Profile
Re: Un-ID'd Lemmings port
« Reply #4 on: October 16, 2017, 05:31:42 AM »
I wouldn't mind seeing these salvaged for neolemmix

Offline ccexplore

  • Posts: 5311
    • View Profile
Re: Un-ID'd Lemmings port
« Reply #5 on: October 16, 2017, 07:55:49 AM »
Ha, didn't even remember that device existed until now. ;P Also love those PC-game-like pricings for each single(!) rating of levels.  Not sure if anyone would pay that amount even back then, but definitely in today's mobile platforms it would almost certainly never fly.

Online Proxima

  • Posts: 4570
    • View Profile
Re: Un-ID'd Lemmings port
« Reply #6 on: October 16, 2017, 10:32:28 AM »
Fascinating. From the looks of it, this port has a smaller level area, only one hatch per level, fixed spawn interval (probably the same across all levels), and a maximum of 50 lemmings. Given those limitations, most of the original levels are ported faithfully with adjustments made where necessary, e.g. If at first you don't succeed can only fit two of the pillars, so it has only one basher. However, some of the changes made suggest that the developers weren't confident about solving all the original levels :P I've gone through and noted all the levels with noteworthy differences:

From the boundary line adds a blocker, and requires 48/50. Simon (in IRC) thinks this improves the level. It probably makes it possible to save 100%, using the I have a cunning plan no-builders trick.

Rainbow Island drops all the traps, save one in the middle. The skillset is one blocker, five bashers, nothing else. It looks solvable by doing absolutely nothing, but perhaps given the smaller level size, the top arch hits the ceiling and you have to bash through. Still rather trivial :P

Compression Method 1 has a skillset of ten builders, two miners (and keeps only the third hatch). I wonder if the intention was to build over all the trap triggers....

Upsidedown World is horizontally flipped but otherwise the same. Presumably this is because (like namida) the developers didn't like the lemmings heading the wrong way at the start.

What an AWESOME level has 10 builders, 20 of everything else, and requires 100%.

X Marks the Spot is renamed X Marked the Spot because the smaller level size loses the hidden exit.

Walk the web rope also requires 100%. Evidently the developers weren't happy with the original game's difficulty curve.

Come on over to my place requires 100% and has only 5 builders (everything else unchanged).

As DoubleU mentioned, Triple Trouble is renamed Squeeze because there's only one hatch now (lower-right).

It's hero time has this skillset: 1-1-5-0-1-0-0-1 and requires 28/30.

Down, along, up, in that order has seven builders, enough to reach the exit from ground level. At least it requires 100% now.

One way or another has eight builders, one basher, nothing else. The far right terrain blob is brought closer, so there isn't a gap just below it. Since the basher is for knocking a hole in a bridge to contain the crowd, and you need one builder to repair it, you have just enough resources to take the right route, but are one builder short for the left route.

Poles Apart has ten bashers. :lem-shocked:

Last one out is a rotten egg adds a basher, and Curse of the Pharaohs has 30 builders.

The Far Side gives a whopping seven and a half minutes.

The Great Lemming Caper has no floor, due to the smaller level size. This prevents some of the well-known solutions.

Just a Minute has... three minutes. Just a Minute Part 2 has two builders, two bashers, one miner and one digger, two minutes, and keeps the ledge that's removed on Amiga JAM2.

And then there were four is named And then there was one, keeps the lower-left hatch, and has steel to the left of the exit so you have to take a long way round.

With a twist of lemming please allows one death, but has only five floaters. Presumably, because of the smaller level size, the initial fall becomes safe after building once; so the developers must have noticed that one of the four builders in the standard solution to With a twist is unnecessary. Rather impressive, considering some of the changes to earlier levels :P

The Steel Mines of Kessel only allows five deaths, but with a lot of the terrain missing, this looks pretty easy.

And finally, Rendezvous at the Mountain keeps only the right half of the original level, but flipped.

Offline ccexplore

  • Posts: 5311
    • View Profile
Re: Un-ID'd Lemmings port
« Reply #7 on: October 19, 2017, 04:07:35 AM »
I wouldn't mind seeing these salvaged for neolemmix

A relatively low-effort way to port them over is to take advantage of the screenshots, to basically recreate all the levels as vgaspec-style levels (ie. a single giant "terrain piece" in the new NL format).   You have to do that anyhow for at least the "Calendar" set.

Offline GigaLem

  • The Dog That Brought Lemmings to Avalice
  • Posts: 1417
    • View Profile
Re: Un-ID'd Lemmings port
« Reply #8 on: October 19, 2017, 04:16:53 AM »
I wouldn't mind seeing these salvaged for neolemmix

A relatively low-effort way to port them over is to take advantage of the screenshots, to basically recreate all the levels as vgaspec-style levels (ie. a single giant "terrain piece" in the new NL format).   You have to do that anyhow for at least the "Calendar" set.
But with with levels made with the actual graphic sets we'd need to Recreate them piece for piece
It'll be a nice addition to the "Extra" pack