A trackball is essentially an upside down mouse, and since Lemmings was originally
controled via a mouse, it was the idea Arcade solution.
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Level1 on the Arcade
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The Arcade version had some odd bugs, one of which was that if you managed to place
a lemming on top of the level, they could walk right over the top of it!.
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Original Drawings
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Gary drew these to show Psygnosis what the lemmings might actually look like.
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The Complete History of
Lemmings
By
Mike Dailly
(Part 4)
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The Arcade version of Lemmings
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When the Arcade machine was being written, the CEO of Data
East apparently wouldn't start a meeting without challenging the person to a 2
player version of lemmings (according to Dave that is).
I've never been quite sure why no one has ever done a proper
multiplayer Lemmings game since, and these days with and internet connection,
it would be a great game to play.
The arcade version is also where the fast forward of Lemmings
2 came from, once we saw it in the Arcade version, we realised we just had
to have it. It's now very hard to play the original Lemmings without the fast
forward.
The arcade version was controlled with the joystick or a
trackball and was still in the very early stages when it was canceled. I still
have the original prototype here, rescued from the skip when DMA moved from
Dundee to Edinburgh.
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Lemmings book
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Another little known fact, was that Psygnosis also did a book of solutions,
written by Mark Tsai (current owner of Lemmings.com), and A.J.
Aranyosi, it included 16 new levels from the "oh no, More lemmings" level set.
This book is now well out of print, but is ISBN:1-55958-188-3 in case
you want to look for it.
It was printed in black and white pages, and gave detailed
descriptions on how to complete each level from Lemmings and the new
bonus levels.
The Lemmings front end was also going to look very different
initially. We came up with the idea of lemmings holding up cards, like in
stadiums to spell stuff out. The rest of the lemmings were going to be doing
lots of other funny amins.
So I set about doing this. I had a screen full of lemmings,
all animating differently, and some holding up cards. This was neat, but
confusing... so it was eventually
dropped.
The official drawings were done by Gary, however they were
done well after the game was underway. They had to be drawn since Psygnosis kept
asking us what they really looked like for boxes and adverts, and we couldn't tell
them. So Gary knocked
up these sketches to give them the basic idea.
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All the 6's.....
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We also recieved various comments back from the public, one of which sent our
eyes rolling! The level 666 was recieved very badly
in places, since many thought this was a direct effort to put the devil over as
being "cool" or whatever.
However, it all started out as me trying to get a level full
of "fives", but while I could get 55 of each skill, 5min, 55 seconds for the
timer, I couldn't get 55% of lemmings to save; only 66% (it has since been pointed out that if I'd change
the number of lemmings, I could have easily gotten 55%). So it changed to 6.
Then since it was in the hell level, I though of 666.
I never thought it would cause quite the stir it did, although I still say your helping them escaping from hell it to a far better land!
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Arcade Into
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While the arcade version appeared to have fewer colours, it had stacks of hardware
sprites so there was no danger of it slowing down like some versions.
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Old Loading screen
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This was the original loading picture Scott drew, but it was only ever used on the editor
disks.
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