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- LEMMINGS 2: THE TRIBES
- DEMO DISK
-
- From DMA Design, 4nd November 1992
-
-
- ABOUT THE GAME
- --------------
- Lemmings 2 should be familiar to anybody who has seen the original
- Lemmings, that is, most of the population. In the interval between Lemmings
- and Lemmings 2, the Lemmings themselves have split into twelve tribes,
- each scattered across an Island. Now events are forcing them to make the
- treacherous journey to an Airship at the centre end of the Island. The path
- that each of the Tribes must take, goes through a series of Levels. The
- Player's job, as always, is to guide them.
-
- THE DEMO VERSION
- ----------------
- There are only three Levels in the Demo Game. It will not allow the player to
- select Tribes from the Map Screen or Levels from the Information Screen.
- The Demo must be played sequentially. In the complete game, the player
- can go back and select a Level to allow him to improve his score or to save
- more Lemmings. The Load and Save options are disabled for the Demo.
- The full game will feature an intro sequence and more skills.
-
- DIFFERENCES BETWEEN ORIGINAL LEMMINGS AND LEMMINGS 2
- ----------------------------------------------------
- Lemmings 2 is progressive. Each Tribe starts with a number of Lemmings.
- The number saved from a Level then go on to another Level until either no
- Lemmings are left or some of them have reached the Airship. Polar
- Lemmings, for example, will tackle the Polar Levels. If the player then selects
- a Circus Level, then the Circus Lemmings will tackle it. The objective is to
- save at least one Lemming from each Tribe to complete the game.
-
- INFORMATION SCREEN
- ------------------
- This screen displays the skills that are available, the number of Lemmings left
- in that Tribe and the Levels themselves. The number of Lemmings is
- represented by a row of Lemming at the bottom of the screen. A big
- Lemming is equal to ten and a smaller Lemming is equal to one. The time
- limit for the level is displayed.
-
- STARTING THE GAME
- -----------------
- Putting the disk in the disk drive is a good move...
-
- Amiga:
-
- Reset the Amiga and place the disk in drive df0: The disk will autoboot.
-
- PC:
-
- Must first be installed on a Hard Disk.
-
- HOW TO PLAY
- -----------
- Experienced player should have no problems getting to grips with Lemmings
- 2 as the controls are the same, click on a skill then click on a Lemming to give
- him that skill. Pause and Nuke both perform the same functions that they
- always have.
-
- Screen Scrolling. Simply moving the mouse cursor to the edge of the screen
- will scroll the playing area in that direction. Notice that Lemmings 2 scrolls
- four ways!
-
- One thing that won't be familiar is the Fan. This is controlled by clicking on
- the Fan button on the panel. The cursor then turns into a Fan shape.
- Holding down the left mouse button blows a stream of air, the longer the
- harder. This can be used to control Ballooners and anything that would be
- affected by wind.
-
- The other unfamiliar button on the panel is the Fast Forward button. This
- speeds things up when everything is set up perfectly and you only have to
- wait for all the Lemmings to reach the exit.
-
- A particularly special skill to watch out for is the User. The machinery or
- equipment that he uses can be adjusted by the player by clicking on the
- arrows that form part of the machine. For example, the cannon can be
- moved back and forward.
-
- LEMMINGS 2 DEMO SKILLS
- ----------------------
- The PC demo consists of Circus and Medieval levels. The Amiga version on
- the other hand consists of Circus and Polar levels.
-
- CIRCUS SKILLS
- -------------
-
- ARCHER
-
- The Archer fires arrows. One click will turn a Lemming into an archer
- who then aims at where the cursor is. Another click will fire off the
- arrow. Arrows can burst Balloons.
-
- BALLOONER
-
- This type of Lemming inflates a Balloon which carries him aloft. He
- floats straight up and even off the screen, if there's a gap. Luckily he
- can be controlled and directed by using the Fan.
-
- RUNNER
-
- A Lemming who happens to be a Runner will move twice as fast as a
- walker. This is useful in conjunction will certain other skills such as a
- Jumper.
-
- JUMPER
-
- When a Lemming is turned into a Jumper he will make a leap. If he
- was a normal walker to begin with then he will jump a short distance. If
- he was a Runner to begin with then he will jump a greater distance.
-
- STOMPER
-
- As a Stomper jumps up and down, he compresses the ground beneath
- him and gets lower and lower.
-
- STACKER
-
- A Stacker piles up blocks vertically and jumps onto the last block he
- placed down. As a result a wall is built with the Stacker on top of it.
-
- USER
-
- A User will automatically know how to use the next piece of machinery
- or equipment that he comes across.
-
- ATTRACTOR
-
- Choosing this skill for a Lemming will give him the ability to play
- compelling music so that other nearby Lemmings dance on the spot.
- Useful for halting a number of Lemmings at once. Each Lemming has
- a 'deafness' factor which is random, so a variable number will be
- affected.
-
- MEDIEVAL SKILLS
- ---------------
- Some of the skills used in this level are already described; Archer, Attractor
- and User. In addition, however, the following skills are available:
-
- FILLER
-
- A Filler will pour out a liquid. This liquid follows the shape of the
- ground and will fill in any holes before finally setting to form a surface
- that Lemmings can walk over.
-
- FENCER
-
- Using his sword, a Fencer cuts away at any ground directly in front of
- him. He doesn't move directly ahead, though, and will carve a path at
- a slight upward angle.
-
- PLATFORMER
-
- A Platformer lays blocks horizontally and crawls along them. This is
- good for bridging gaps.
-
- POLAR SKILLS
- ------------
- Attractor has already been described. In addition there are the following skills
- available on this Polar Level:
-
- SKIER
-
- A Skier will travel quickly over snow and can take off from suitable
- slopes when he builds up speed.
-
- SNOWBALL THROWER
-
- A Thrower will hurl a rock into the air. The rock will stick to whatever it
- hits. If the Lemming is moving more quickly than normal then the rock
- will travel further.
-
- SCOOPER
-
- A Scooper will dig diagonally downwards with his spade for as far as
- possible.
-