His fists were bloodied but still he rhythmically pounded them against the
rock face. He had no choice, he was quite literally in hell and the only to
escape this damnation was to break through a huge rock using just his bare
hands. Worse still the fate of the friends behind him also rested on his
torturous ordeal. Finally his bare hands broke through, fresh air streamed into
the tight tunnel he had painstakingly dug but his relief was short lived. To
his horror the freshly dug escape tunnel that he had pinned all his hopes on
didn't open onto a gradual incline, instead in front of him was a drop a dozen
times greater than his own height. Momentum carried the brave soul forward and
despite grabbing for anything that would prevent his fall, it was too late.
Down he plummeted. If only he had an umbrella perhaps the rate of his decent
could have been decreased. If only someone had blocked him from starting to dig
that pointless tunnel, if only a builder had constructed a platform below him,
perhaps then, this wouldn't be the end.
Watching this horrendous scene was my pacifist Mother and she could predict how
this would play out. She sighed, she knew what needed to be done and double
clicked on the button marked with an atomic bomb mushroom cloud.
My mum moved the pointer over to the retry button. "Well" she chucked to herself, " I know not to bash through there next time".
It's strange to imagine that a game that features genocide, torture and satanic imagery would find a place on a Nintendo console considering the importance the company places on maintaining a family friendly image. Of course any objectionable content is disguised by charm and whimsy but the reason it is on a Nintendo machine is because it has been phenomenally successful on other platforms first.
Production costs according to Super Play Magazine. |
It is from this crucible of creativity that 'Lemmings' emerged.
Developed by DMA Design (who amazingly would become Rockstar North of 'Grand
Theft Auto' fame) the game is an odd fusion of the puzzle and strategy
genres. The basic objective of the game is to guide a group of green
haired blue suited fellows through a number of obstacles to a designated
exit. In order to pass a level and progress to the next, a set number must be
saved and to achieve this a player must assign eight different skills to
specific lemmings. Once given a designated task a lemming will alter the
landscape, or affect the behaviour of other lemmings. By doing this the player
will hopefully create a safe route to the exit. Some of the mindless fools will
have to be sacrificed but hopefully if the right skills are given to the right
lemmings at the right time, most of the herd will survive. It wasn’t a
game that was easily grasped by everyone. In a review of the original game
Total! Magazine said “there’s a lot of forward thinking required, [it] is a bit
like learning to juggle – it’s infuriating, it takes ages to learn and requires
lot of co-ordination.”
It has been said the original idea for the game resulted from an
argument about how many pixels needed to be used to create an animated
character. DMA Design were at the time making an Amiga game called 'Walker' that
featured lots of small men running in fear from a bipedal tank. 16 pixels was
proving too big but designer Mike Dailly was convinced he could halve their
height. To prove it he created an animation of smaller characters walking and
dying in a range of shocking disturbing ways and that became the inspiration
for 'Lemmings'.
The
'Lemmings' games were
some of the best-received home computer games of the early 1990s and amongst my
favourite Amiga games as a child. They were games that transcended any gaming
barriers that existed in my house, appealing to my parents as much as my brother
and I. We weren't alone in our love of these little 8 pixel high guys with
their distinctive green hair, charming manner and penchant for jumping off
cliffs and exploding. Amiga Format believed that 'Lemmings' was an
"incredibly original concept and a great game", while sister magazine
Amiga Power believed the game to be "one of the most original games on the
Amiga, one of the best puzzle games of all time, and almost undoubtedly one of
the biggest selling Amiga titles " at that time. In fact the
popularity of the original game and its sequel was so big that they were ported
to any systems that could handle them. It may have been an unusual weird series
of games but public demand meant that the original and its sequel found their
way onto the Super Nintendo. Though the port was handled by an external team,
the original designer Mike Dailly at DMA design approved. "It was very
well done [and] did impress us" he recalled. However his former colleague
Gary Timmonds suggested that the strength of the port depended on one thing -
using the Snes mouse to play the game. "The game was designed to be
played with a mouse, it wasn't as easy to quickly select a lemming using the
joypad" he once said to Retro Gamer magazine.
For me the original 'Lemmings' game was great in theory but several
flaws made it a bit or a chore to play. A level could be sometimes solved in
minutes but you would then have to wait twice as long for the lemming flock to
walk along the safe route you have prepared for them. Also, if a level proved
too hard enough to finish, the game essentially ground to a halt as each level
was only opened once you had passed the previous one. It was something designer
Mike Dailly was very much aware of. “The problem with ‘Lemmings’” he recalls,
“was that if you got stuck on one level you pretty much got stuck on the entire
game”.
There was the also fundamental problem of monotony. Yes the levels may
have been cleverly designed but you quickly could predict which of the eight
skills you had to use where just by looking at the map at the bottom of the
screen. Once you had played a dozen or so levels it feels like you simply go
through the motions, with little variation between what you need to do. The
stages may have looked different and got harder as the game progressed but
there was only so many times you could construct a bridge with a builder, or
destroy a bolder with a basher before it all felt a bit repetitive. At the time
Puzzle games didn't have story lines, the motivation to complete a level was
the thrill of feeling clever. The problem is when your only reward for
completing a really torturous stage is another, slightly harder stage it’s hard
to stay enthusiastic about playing through the hundred or so levels.
Every one of these flaws though is addressed in the sequel 'Lemmings 2:
The Tribes' and this rather than the original is the game to go back to should
you want to experience the series at its best. Simple things like the
implementation of a fast forward button mean the game is less tedious and more
action packed. But the biggest change is an increase in the number of abilities
the player can give a lemming. Where is in the original game you just had
eight abilities to choose from, in the sequel you have 51. On paper this sounds
daunting but in practice it is much more varied and exciting with a lot more to
discover. There's a lot of fun to be had just seeing what each skill does and
how it affects the other lemmings or the environment. Admittedly some of these
new skills are really just minor tweaks on the original abilities, but others
such as The Super Lem or The Attractor are additions that make the game so much
more amusing, varied and enjoyable.
Much needed variety is achieved in this sequel owing to the division of
the levels into twelve different tribes; from Spy to Egyptian , Highland to Medieval
and Polar to Beach. Each tribe will typically have its own style of traps (for
example, Space lemmings can be killed by an open airlock, while Outdoor
lemmings must avoid being eaten by a frog), and levels are designed in a way
that complements the tribe. Each has
their own skin and clothing colours, even their own style of dancing.
All 10 levels of each tribe must be finished to complete the game but
the player doesn’t have to do them in sequence. At any time, it is possible to switch between the tribes
and have a go at getting a different one a little bit further on if you’re
having trouble with your first choice. This means you have to be completely stumped
in 12 separate levels before you’re completely stuck and unable to progress in
the game.
With the tribes comes a plot, which Stuart Campbell calls “the biggest
single factor making ‘Lemmings 2’ such a better game that its parent.” It’s an
epic story of survival against the odds, and this goal means you’ve always got
something to aim for. As a result ‘Lemmings 2’ is a much more coherent game
thanit’s prequel, yet is also amazingly a more varied one.
Visually 'Lemmings 2' is comparable to 'Lemmings' in that it's cute but
functional. Super Play’s reviewing pointed out that owing to the nature of the
game there simply isn’t the possibility within the framework of the game to
push the Super Nintendo. “There’s no opportunity for all those Snes-only
touches which [give] so much pleasure. No Screen wide bosses, no twirly Mode
7”. After all, minimal detail is needed
considering the number of lemmings on screen at once and even striped to a
basic aesthetic the Super Nintendo struggles slowing down on most stages. Obviously tiny sprites and a screen crowded
with characters are keys to the game play but both of these design choices can
be irritating to a player that is trying to select specific individual
lemmings. Anyone who has played a 'Lemmings' game will know the frustrations of
a mining lemming borrowing down in the wrong direction simply because you
couldn't tell which direction he was facing when you clicked on him. A nearly
completed level sometimes has to be abandoned because one click was one pixel
off and this is never fun. It was such a significant failing in the early
‘Lemmings’ game that Amiga Power magazine even had a term for it; “the old
huge-mass-of-lemmings-making-it-impossible-to-select – the-right-one problem”. In
later games they solved this fundamental fault by giving the player the ability
to zoom in to better pinpoint specific lemming but in 'Lemmings 2' this isn't
possible and the game is damaged as a result.
Essentially, the same faults that exist on the Amiga are unfixed on the
Super Nintendo. But likewise the reverse is true. As Tony Mott once said, “A
great Amiga game makes a great SNES game too”.
I think he could have gone a stage further and said “without the great Amiga
game there never would have been this great Snes game”. The home consoles were
the proving ground for so many games and Super Nintendo gamers the world over
benefited as a result. Many of the genre
traits and game-play styles we see in games today have their routes in the
Snes, but it is thanks to the Amiga that publishers knew that mass slaughtering
of an entire tribe of lemmings can be enjoyable. Some games on Snes were trend
setters, some evolved genres and some were masterpieces. However, others were
simply (like the lemmings themselves) following where the brave Amiga led.
This week marks the end of a very
successful Kick Starter campaign by Sam and the team at Bitmap Books. Sam
wanted a modest £25,000 to make his dream of an Amiga Compendium a reality, and
at the time of writing (with a few days to go on the campaign) he has passed
£111,000. It shows that there is a lot of love for that off white home computer
and the quirky games it spawned.
When I asked him what Snes conversion of an Amiga game I should write about he picked ‘Lemmings 2: The Tribes’ and I’m glad he did. As Tony Mott said in his review, it is “not exactly a Snes title” and he is right of course. If you want to play the game, you really should dig out the Amiga original, but often it’s easier to play older games on consoles. The Snes version with a mouse is excellent, and when I wanted to rebuild the games from my youth a ‘Lemmings’ game had to be included. In my youth they were the games my whole family played, which is why my mother and brother both wanted to get ‘Lemmings 2’ for me for my birthday. When I eventually get to see Sam’s book I know which pages I will get teary over and they will be covered with little blue guys with green hair being tortured.
No comments:
Post a Comment
Note: only a member of this blog may post a comment.