Lemmings 2: The Tribes - Level Reviews

Started by GuyPerfect, September 12, 2009, 12:10:54 AM

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GuyPerfect

Classic 10 - What's it Like Up There?

http://perfectkiosk.net/lemmings/levels/l2/Classic10.png" alt="" class="bbc_img" />

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.

LemSteven

Medieval 1:  LEMMING OF NOTTINGHAM

http://perfectkiosk.net/lemmings/levels/l2/Medieval01.png" alt="" class="bbc_img" />

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.

Dullstar

Is the hand just decorative?  Does it, at any point in the game, actually do something?

Clam

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 http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />)


Medieval 2: SIR! I KID YE NOT
http://perfectkiosk.net/lemmings/levels/l2/Medieval02.png" alt="" class="bbc_img" />

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)

LemSteven

Medieval 3:  ALL IN A KNIGHTS WORK!!

http://perfectkiosk.net/lemmings/levels/l2/Medieval03.png" alt="" class="bbc_img" />

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.

Clam

Medieval 4 - WATCH THAT LAST STEP!
http://perfectkiosk.net/lemmings/levels/l2/Medieval04.png" alt="" class="bbc_img" />

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.

GuyPerfect

Medieval 5 - King Arthur's Lemmings

http://perfectkiosk.net/lemmings/levels/l2/Medieval05.png" alt="" class="bbc_img" />

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.

Clam

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...)

http://www.lemmingsforums.com/index.php?topic=169.msg5587#msg5587">Quote from: minimac on 2009-09-26 01:42:40
Aha, they both have the same name at the same position, Not! This is Medieval 4: Watch that last step!
Fixed.  http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

ccexplore

Sorry to interrupt, but I've just noticed that the graphics for the medieval levels as shown on the http://tle.vaarties.nl/lemmings2/solutions/amiga/medieval/1/10/" class="bbc_link" target="_blank">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.

Pooty

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]

Clam

Just this one left to bump...


Medieval 6 - Let's play twister!
http://perfectkiosk.net/lemmings/levels/l2/Medieval06.png" alt="" class="bbc_img" />

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.)