Lemmings 2: The Tribes
From Sega Retro
Lemmings 2: The Tribes is a sequel to Lemmings, and was released, among other consoles, for the Sega Mega Drive in 1994.
Sega Master System and Game Gear versions were reportedly completed (and even reviewed), but never released. In 2014, the main programmer Matt Taylor released them both in the SMS Power! community boards.
Contents
Story
Unlike the prequel, Lemmings 2 has a story set on Lemming Island. The Great Darkness is soon to come and devour the island and all those who live on it according to a prophecy, and each of the tribes must carry their piece of the Talisman, which was split into pieces for safekeeping when the Lemmings first settled on the island, to the ark in the center of the island so that they may safely escape to a new home with the Talisman's guidance.
Gameplay
Gameplay is much the same as in its prequel in that the player must safely guide as many Lemmings as possible to the goal making sure they don't kill themselves in transit, however now Lemmings are split into 12 "tribes", each with their own special skills. There are over 120 levels and 50 different skills. In addition to skills, the player has access to a fan which can be used to blow around Lemmings who are using wind-based skills. It can be accessed by selecting its icon or pressing twice, then used by holding .
Each tribe has 10 levels to complete and 50 Lemmings to rescue, however only Lemmings that survive through each level can move on to the next one (e.g. if 5 Lemmings die in the first level, only 45 will be available in subsequent levels). Thus, if the player wishes to have more Lemmings available in later levels, they will need to replay earlier levels to rescue the Lemmings they lost. A bronze medal is awarded at the end of a level if only a few Lemmings survive, while a silver medal is awarded if only a few Lemmings are lost, and a gold medal if the maximum number of Lemmings have been saved. The medals earned will also affect the quality of the Talisman at the end of the game, with the Gold Talisman being the best possible result.
A practice mode is available that lets the player choose up to 8 of the skills in the game to get an idea of how each one works. There are four levels available in this mode and neither of them have exits, so the only way to quit is to use the Nuke button.
While undocumented in any instruction manual, a Six Button Control Pad can be used to easily switch between skills by pressing the and buttons. A Sega Mouse may also be used, replicating the control setup used in home computer versions of the game.
Tribes
Classic | |
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Beach | |
Cavelem | |
Circus | |
Egyptian | |
Highland | |
Medieval | |
Outdoor | |
Polar | |
Shadow | |
Space | |
Sports | |
Skills
As there are many different kinds of skills in the game, they have been grouped into multiple sub-sections below. Lemmings that have not been given a skill will be referred to as Walkers.
Moving skills
Runner | |
---|---|
Makes a Lemming run faster than a Walker. This is a permanent skill. | |
Roller | |
Makes a Lemming roll very quickly on the ground. This lasts until he's given another skill. | |
Jumper | |
Makes a Lemming jump once when clicked. If he is a Runner, he will have greater jumping distance. | |
Hopper | |
Makes a Lemming hop continuously on the ground until he hits an obstacle or is given another skill. He can only be given another skill when he's on the ground. | |
Pole Vaulter | |
Makes a Lemming do a short run, then lift himself into the air with a pole. This will fail if the pole touches any obstacles. | |
Skater | |
Allows a Lemming to skate across ice without slipping. This is a permanent skill. | |
Kayaker | |
Allows a Lemming to cross water in a kayak until he reaches land. He can only be given this skill when in water. | |
Swimmer | |
Allows a Lemming to swim through water and climb out of it. This is a permanent skill. | |
Diver | |
Allows a Lemming to survive long falls if they land into water. | |
Climber | |
Allows a Lemming to climb walls, but will fall if they reach an overhang. This is a permanent skill. | |
Rock Climber | |
Allows a Lemming to climb walls as well as overhangs up to 45 degrees. This is a permanent skill. | |
Slider | |
Allows a Lemming to slide down from an edge as long as it is a vertical surface. If a Slider drops off onto the ground, he will move the opposite way that he was facing originally. He will hang from drops for a second, giving the player a chance to change him into a Shimmier. This is a permanent skill. | |
Shimmier | |
Makes a Lemming jump into the air and attempt to grab a ceiling. If he succeeds, he will shimmy along the ceiling until he cannot go further, after which he will hang for a second before falling, giving the player a brief window to give him another skill. | |
Magno Boots | |
Allows a Lemming to walk on walls and upside-down along ceilings. He can only be given another skill when he is not on a wall or ceiling. |
Shooting skills
Archer | |
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Equips a Lemming with a bow and arrow, who will then aim for the player's cursor. Press again to make him fire the arrow, which will stick into the landscape. The distance from bow to cursor will determine the power of the shot. | |
Thrower | |
Makes a Lemming throw a rock which will stick to the landscape. If he is a Runner to begin with, his throwing distance will be greater. | |
Spearer | |
Makes a Lemming throw a spear which will stick into the landscape. If he is a Runner to begin with, his throwing distance will be greater. | |
Bazooker | |
Equips a Lemming with a bazooka, who will then fire a shell in an arc that will destroy part of the landscape. | |
Mortar | |
Equips a Lemming with a mortar cannon, who will then fire a shell into the air that will destroy part of the landscape. | |
Roper | |
Equips a Lemming with a grappling hook, who will then aim for the player's cursor. Press again to make him fire the grappling hook, which will stick into the landscape. The Lemmings can then walk on the line. |
Ground removing skills
Basher | |
---|---|
Makes a Lemming dig horizontally through any suitable terrain that's directly in front of him with his bare hands, and will continue to do so until there is no more suitable terrain to dig through or he is given another task. | |
Club Basher | |
Makes a Lemming dig horizontally through any suitable terrain that's directly in front of him with a club, and will continue to do so until there is no more suitable terrain to dig through or he is given another task. Club Bashers are slower than Bashers, but have greater coverage. | |
Miner | |
Makes a Lemming dig in a diagonally downward direction through any suitable terrain with a pickaxe, and will continue to do so until there is no more suitable terrain to dig through or he is given another task. | |
Scooper | |
Makes a Lemming dig in a diagonally downward direction through any suitable terrain with a spade, and will continue to do so until there is no more suitable terrain to dig through or he is given another task. The angle at which a Scooper will dig is steeper than that of a Miner. | |
Digger | |
Makes a Lemming dig straight down through any suitable terrain beneath him, and will continue to do so until there is no more suitable terrain to dig through or he is given another task. | |
Stomper | |
Makes a Lemming stomp straight down through any suitable terrain beneath him at a faster rate than Diggers, and will continue to do so until there is no more suitable terrain to stomp or he is given another task. | |
Fencer | |
Makes a Lemming dig in a diagonally upward direction through any suitable terrain with a spade, and will continue to do so until there is no more suitable terrain to dig through or he is given another task. | |
Laser Blaster | |
Makes a Lemming vaporise terrain that is directly above him until he is given another task. | |
Flame Thrower | |
Makes a Lemming destroy a chunk of the landscape in front of him with a flamethrower. He cannot be given another skill until he finishes. | |
Bomber | |
Makes a Lemming place a bomb where he is standing, which will explode and destroy part of the terrain. The explosion will send nearby Lemmings flying (including the user) and make them dizzy for a few seconds, but will not kill them. | |
Exploder | |
Makes a Lemming explode after 5 seconds, killing him and destroying part of the terrain around him in the process. The explosion will send nearby Lemmings flying and make them dizzy for a few seconds, but will not kill them. |
Ground adding skills
Builder | |
---|---|
Makes a Lemming build an upward bridge in front of him. He will lay down up to 12 bricks, after which he will shrug at the player before going back to being a Walker unless the player commands him to continue building. A Builder will stop prematurely if the bridge hits a solid object, he bumps his head on a ceiling or the player gives him another skill. | |
Platformer | |
Makes a Lemming build a horizontal bridge in front of him. He will lay down up to 12 bricks, after which he will shrug at the player before going back to being a Walker unless the player commands him to continue building. A Builder will stop prematurely if the bridge hits a solid object, he bumps his head on a ceiling or the player gives him another skill. | |
Stacker | |
Makes a Lemming build a wall where he is standing. He will lay down up to 12 bricks, then resume walking in the direction he was going in from the top of the wall. He can be given another skill while doing this. | |
Planter | |
Makes a Lemming grow a plant where he's standing, which will become part of the landscape when fully grown and can be walked on by other Lemmings. | |
Filler | |
Makes a Lemming pour cement onto the ground, which will follow the shape of the landscape as much as possible and harden when it comes to rest. A Filler cannot be given any other skill until he finishes. | |
Sand Pourer | |
Makes a Lemming pour a mound of sand where he's standing, which will become part of the landscape. A Sand Pourer cannot be given any other skill until he finishes. | |
Glue Pourer | |
Makes a Lemming pour glue onto the ground. Unlike the cement poured by Fillers, glue will continue to extend over holes, and will stop when it hits an obstacle. |
Wind skills
Ballooner | |
---|---|
Gives a Lemming a balloon that will make them rise and be susceptible to being blown about with the fan. Ballooners cannot be given other skills until the balloon bursts. | |
Magic Carpet | |
Gives a Lemming a magic carpet that will float above the ground and adjust its height to follow the terrain. If the carpet goes over the edge of a cliff, it will sink downwards until it settles again. The Lemming will get off the magic carpet when it hits an obstacle. | |
Jet Pack | |
Gives a Lemming a jet pack, which will make them float in the air and can only move with the aid of the fan. Jet Packs only have 10 seconds worth of fuel, after which the Lemmings will fall. | |
Twister | |
Makes a Lemming spin on the spot. The fan can then be used to push him around through the terrain, leaving a tunnel in his wake. He will stop being a Twister when blown off the ground. | |
Surfer | |
Gives a Lemming who is drowning or swimming in water a surfboard, and can only move with the aid of the fan. He will jump off his surfboard once he reaches land. | |
Parachuter | |
Allows a Lemming to survive long falls and can be pushed around horizontally using the fan. This is a permanent skill. | |
Hang Glider | |
Gives a Lemming a hang glider, who will then use it to sail downwards until he hits an angle and can't be given another skill until he finishes. His hang time and distance can be affected by the fan. | |
Icarus Wings | |
Gives a Lemming wings, who will then fly horizontally until he hits an obstacle. He can be blown in any direction with the fan while flying. |
Miscellaneous skills
Floater | |
---|---|
Allows a Lemming to use an umbrella to survive falls that would normally kill a Lemming. This is a permanent skill. | |
Blocker | |
Makes a Lemming stop moving and block other Lemmings from passing him. A Blocker cannot use any other skill (other than Exploder) unless the ground beneath him is destroyed, after which he will become a Walker again. | |
Attractor | |
Makes a Lemming play music, causing nearby Lemmings to stop and dance. He can be stopped by giving him another skill. | |
Super Lem | |
Makes a Lemming transform into a superhero, who will fly in the direction of the player's cursor. He will change back to normal if he hits the cursor or an obstacle. |
Production credits
- Sega Conversion: Digital Developments
- Program Code: Andrew Bond, Graeme Love, Tim Swan
- Sega Graphics: Lee Doyle, Andrew Bond
- Audio Soundtracks: Krysalis Software
- Original Game: DMA Design
- Quality Control: Mark O'Connor, Paul Evason, Stuart Allan
- Thanks To: Dave Jones, Mike Dailly, Russell Kay
- Project Manager: Tony Parkes
- (C)1994 Psygnosis
Magazine articles
- Main article: Lemmings 2: The Tribes/Magazine articles.
Promotional material
also published in:
- (US) #68: "March 1995" (1995-xx-xx)[4]
Physical scans
Mega Drive version
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83 | |
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Based on 26 reviews |
Technical information
- Main article: Lemmings 2: The Tribes/Technical information.
References
- ↑ File:DailyMirror UK 1994-10-28 Sup D.jpg
- ↑ 2.0 2.1 Computer & Video Games, "December 1994" (UK; 1994-11-15), page 80
- ↑ 3.0 3.1 Mega, "November 1994" (UK; 1994-10-27), page 58
- ↑ GamePro, "March 1995" (US; 1995-xx-xx), page 73
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 114
- ↑ Alaab Alcomputtar, "" (SA; 1995-xx-xx), page 24
- ↑ Consoles +, "Septembre 1994" (FR; 1994-0x-xx), page 130
- ↑ Cool Gamer, "9" (RU; 2002-10-13), page 114
- ↑ Computer + Video Giochi, "Dicembre 1994" (IT; 1994-xx-xx), page 122
- ↑ Entsiklopediya luchshikh igr Sega. Vypusk 1, "" (RU; 1999-xx-xx), page 325
- ↑ Entsiklopediya luchshikh igr Sega. Vypusk 4, "" (RU; 2001-xx-xx), page 234
- ↑ GamePro, "April 1995" (US; 1995-xx-xx), page 49
- ↑ Games World: The Magazine, "December 1994" (UK; 1994-10-28), page 18
- ↑ Joypad, "Octobre 1994" (FR; 1994-xx-xx), page 108
- ↑ MAN!AC, "12/94" (DE; 1994-11-09), page 42
- ↑ Mega Fun, "11/94" (DE; 1994-10-19), page 61
- ↑ Mean Machines Sega, "January 1995" (UK; 1994-11-30), page 108
- ↑ Next Generation, "May 1995" (US; 1995-04-18), page 101
- ↑ Player One, "Septembre 1994" (FR; 1994-0x-xx), page 100
- ↑ Play Time, "12/94" (DE; 1994-11-09), page 106
- ↑ Power Up!, "Saturday, November 12, 1994" (UK; 1994-11-12), page 1
- ↑ Sega Magazin, "Dezember 1994" (DE; 1994-11-17), page 30
- ↑ Sega Magazine, "December 1994" (UK; 1994-11-15), page 84
- ↑ Sega Power, "November 1994" (UK; 1994-09-29), page 39
- ↑ Sega Pro, "December 1994" (UK; 1994-11-03), page 74
- ↑ Super Juegos, "Enero 1995" (ES; 199x-xx-xx), page 114
- ↑ Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 18
- ↑ Video Games, "12/94" (DE; 1994-11-23), page 96
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