Deluxe Paint was the art package that everyone used
on the Amiga. It did everything, and did it well. So well,
that DPaint was bundled with the Amiga for years. Even now, theres
little to compare with it for doing small bitmap animations. ProMotion
has since emulated the interface on the PC to try and recapture this lost
market.
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Lemmingology
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A typical Gary level was sparse to the point of being empty! Only when Dave
told him to make it pretty did Gary go throught all his level and fill in the
blanks.
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TheFastFoodKitchen
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I loved making levels that forced the player to dart back and forth between
many tasks, and The Fast Food Kitchen was one of my
favorites.
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The Complete History of
Lemmings
By
Mike Dailly
(Part 2)
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The Lemmings Editor
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The level editor was built around the Deluxe Paint interface; a program
everyone at DMA was very familiar with. It was incredibly easy to use, and
being built directly into the game it allowed for a very quick turn around
on level creation.Gary, myself and Scot were the ones that did the bulk of the
levels, But Dave did manage to sneek a couple in as well; although it was
probably because he told us too and we couldn't really argue with him.
Having said that, it did take him ages to get any that were
even worth while considering! He used to try and beat us, and after proudly
stabbing a finger at the screen and saying "There! Beat that!", we'd calmly
point out a totally new way of getting around all his traps, and doing it in a
much simpler method. "Oh...", he'd mutter, and scramble off to try and fix it.
Of course, this was the beauty of Lemmings; there were so many
ways of completing a level. I can't remember if anyone else managed to get
levels into the final game, Steve tried hard - since there was money to be had!
But just couldn't get to grips with it.
We all actually had great fun doing levels, and were always
trying to beat each other by doing the most fiendish deisgn we could. This
never happened of course, and by the end of Lemmings we were all so good at the
game, it would only be a matter of seconds before we figured out how to
complete a new level.
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Its Hero Time!
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We did manage to fox Psygnosis now and then, and I can lay claim that it took
John White an hour to figure out "Its hero time". When ever psygnosis
did some testing, we'd get back a fax with the level name, time taken to
complete, and some comments and a difficulty rating. These were usually aound
3-6 minutes, and some general coments on how they found it.
Every now and again though, the fax would be covered in
scribbles with the time and comment's crossed out again and again; this is
what we were striving for while we were designing the levels, and it gave
us all a warm fuzzy feeling inside.
You could always tell the levels Gary did, as they were very
"minimal", a few blocks and that was about it. My own (and Scott's to some
degree) tended to look like pictures, or at the very least pretty. Scott's
levels tended to be packed together better than mine, but I liked drawing huge
levels; "Hunt the Nessy" and "The Steel Mines of Kessel"
were mine for example.
I also loved making the user do multiple things at once. "The
Fast Food Kitchen" was one of mine, and required the player to
jump back and forth to complete the level.
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The Art Gallery
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After I created the "The Art Gallery" Dave
did in fact tell Gary to go and make them a bit more pretty, as he could now
see what was possible, and couldn't imagine people paying for bland
looking levels, and 3 blocks on screen was just that. So Gary went off and put
lots of fluff around the edges to make them more appealing, but
nothing that interfered with the playing of his level.
You can see examples of this in levels like " Lemmingology"
, "We all fall down" and "All or Nothing".
All of these have very simple play areas, while the
surrounding detail is meaning-less to the level itself. Still, it didn't stop
Gary from producing some great levels.
I also liked to give small clue's in the name( "It's Hero
Time" refering to a single Lemming going 'over the top'
as it were), while Gary used to try and make clever refrences to things ("I
have a cunning plan" - Black Adder), where as Scott
just tended to make up nice sounding names. Of course we all did a bit of
everything, my "The Island of the Wicker people" being
a refrence to a line from Batman.
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The Last Level!
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There was fierce competition for the honour of the last level, but in the end
Scott won with his monster "Rendezvous at the Mountain".
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Hunt the Nessy!
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A typical level from me would be something that looked like a picture in the
preview screen.
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Another Gary Level
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Gary always concentrated on the actual puzzel, and not what it looked like; an
odd thing for an artist to do.
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