Lemmings & Oh No! More Lemmings

Longplay Information

Author(s):
R
Reinc
System: Game Boy Color
Region:
Language:
Subtitle Language:
Additional Info: No information available
Publication Date: 02/04/2017
YouTube Release: 31/12/2029
Duration: 08:04:46
File Size: 619.34 MB (634200.41 KB)
Downloads: 306 downloads
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Screenshot

Player's Review

00:04:10 ? Lemmings
05:39:34 ? Oh No! More Lemmings

Lemmings is a puzzle video game originally developed by DMA Design and first published by Psygnosis for the Amiga, Atari ST and PC in 1991. The game was programmed by Mike Dailly and David Jones, and was inspired by a simple animation that Dailly created while experimenting with Deluxe Paint. The Game Boy Color port was released in 2000 and contains both the original game and the expansion Oh No! More Lemmings. The Japanese version of this game, called VS Lemmings, has an additional feature of multiplayer mode, available by connecting two GBCs together.

The objective of the game is to guide a group of anthropomorphic creatures called Lemmings through a number of obstacles to a designated exit. To save the required number of lemmings to win, one must determine how to assign a limited number of eight different skills to specific Lemmings that allow the selected Lemming to alter the landscape, to affect the behaviour of other Lemmings, or to clear obstacles to create a safe passage for the rest of the Lemmings.

Lemmings was one of the best-received video games of the early 1990s. It was the second highest rated game in the history of Amstrad Action. Lemmings is also one of the most widely ported video games, and is estimated to have sold over 15 million copies between its various ports.

This port is weird. The levels were badly compressed on the X axis, making some levels require different solutions. Due to poorly tested compression on the Y axis, Lemmings won?t die from a fall in some places where they are supposed to. Each difficulty in the Normal game has 27-29 levels instead of 30, and each difficulty in Oh, No! game has ten levels each instead of 20 like in the original. The maximum amount of Lemmings is 10, and their release rate is pretty low and never changes, which makes many levels much easier compared to the original, especially the ?We All Fall Down? levels. Some levels that are supposed to have fewer Lemmings have more, making them harder, the most noticeable here is Mayhem 27 (Mind the Step). Most traps are removed, and most of those those still present either are replaced with pits in terrain or they function like spikes. Just like in the Game Boy port, Lemmings in this version walk and fall slowly, yet the timer works the same, which leads to much tighter time limit. Also like in the Game Boy and Game Gear versions, Lemmings will get stuck in the ceiling if they walk into it up a slope. Cursor has no acceleration and moves slowly, forcing the player to use Pause button when multitasking. You can?t move cursor when changing tasks. That said, at least you can change tasks when paused. Also, you can assign a task to a falling/Floating Lemming, and it starts doing it as soon as it lands. This feature could be very useful in getting 100% rating on some levels in the original game. In some places, metal is destructible without using the metal glitch, yet in some other places regular terrain is indestructible like metal. When a Lemming hits indestructible terrain, it starts doing its task and then immediately stops, making you waste an ability, whereas in the original Lemming just doesn?t start a task it can?t complete.

Climbing is much faster; Floaters stop for a little while when they land; explosions are not round-shaped but horizontal oval, they spread slowly and can destroy metal; Builders cannot be ordered to bash after they?d built up to a wall because they turn away BEFORE they shrug; the ladders are huge, especially considering X axis compression of levels, but this makes building out of narrow spaces more difficult; Bashing is slower, even considering the compression; Bashed terrain disappears gradually at set periods of time, so you can Bash even through terrain that you can?t reach, because your Basher starts a terrain-destruction sequence, then floats in the air while playing Bashing animation, then checks if there is terrain under its feet; this also means Bashers ignore rough terrain like grass and web and just float over it until they find that their tunnel has completely merged with an empty space; Bashers do not stop Bashing if there is too little terrain in front of them ? they keep bashing as long as there is even one pixel in the path of their terrain-destruction sequence, which makes it easier to save Blockers by Bashing under them, especially because Basher turns away from a Blocker, but terrain under a Blocker still gets destroyed; Mining tunnels are steep (about 45 degrees), and Miners create some weird ripples in terrain if their task is interrupted by a fall; Miners also do not turn away when they hit indestructible terrain; Digging creates smaller holes, which have conical bottoms for some reason; like in the Game Gear version, Blocking can be used to cancel Digging.

Hatches and exit doors are bizarre in this port. Hatch doors are solid destructible walls. Hatch ceiling is destructible and can be walked on left to right but not right to left. Exit doors can?t be built trough or nearby (in the latter case, a Builder will turn away). Exit doors can be Dug, Mined, Bashed and Bombed through, but they don?t count as terrain.

I tried to save Lemmings whenever possible, but there probably are a few levels that could've been solved better. The name of Wicked 7 (Lemming Tendencies) was censored in this port: it is supposed to be Suicidal Tendencies. After beating the game, I show traps, hazards and Game Over screen.