I wonder why there haven’t been any modern sequels or mobile ports of Lemmings..
I wonder why there haven’t been any modern sequels or mobile ports of Lemmings..
That was '98. Still wondering why I haven't seen anything like that anymore. I vaguely recall one dude working on a super-detailed engine, down to individual blades of grass and such, but not sure how's the damage model there (that's possibly related to this, but probably not: https://www.youtube.com/watch?v=00gAbgBu8R4). There's also the ‘Teardown’ game: https://www.youtube.com/watch?v=Wc_QC25RM44, and a search for ‘voxel graphics’ on YouTube suggests a few others in this vein. Still not quite the same.
As for mobile Lemmings, the Play store tried to sell them to me just yesterday.
Notably, the terrain is optionally permanently destructible, but you could switch it to temporary if the machine didn't have too much ram (by the standards of '98). In practice, having a sizeable fraction of the world(s) destroyed, as a side effect of normal business, did hamper the vibe, so having the damage be temporary was just saner.
Isn't that a feature of several 'modern' games, like Space Engineers, Stationeers, Astroneer and maybe more?
From: https://en.wikipedia.org/wiki/Lemmings_(video_game)#Legacy
In 2010, it was announced that Lemmings would be ported to the iOS operating system by developer Mobile 1UP. On 29 June 2010, Mobile 1UP reported that Sony Computer Entertainment Europe had presented them with a cease-and-desist letter, forcing them to halt development of the port. In April 2011, Mobile 1UP has released a re-worked version of the work done in 2010 with a prehistoric setting (new artwork, sfx, music, levels) under the name Caveman, available for the iOS and webOS platforms. Brutal Deluxe, the developer who did the porting of the Apple IIgs version of Lemmings, has released the games' source code.
Also: https://en.wikipedia.org/wiki/Lemmings_(video_game)#Ports_an...
Unfortunately it’s a typical free-to-play mobile game where you buy gold to keep playing.
Drilling through was not just a gimmick but actually part of the game, e.g instead of finding a key à la Doom/Descent, you'd have to detonate a rocket, a mine, or a grenade at walls near locked doors to create holes big enough to go around them (took me a surprisingly long time the first time to figure I was supposed to do that, especially as the level is intentionally deceptive as you have door with buttons/keys before).
There were also actual boring machines to help you drill through big time. You could make bridges fall into a chasm by blasting both ends. In enemy-crowded open areas you'd have to create your own cover by carving holes in walls or in the ground.
Trivia: Red Faction was initially due to be Descent 4 (as a prequel to Descent), but turned into a on-foot FPS in a different universe.
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+|- ... original hall/room
# ... tunnel
I was really impressed at that time and frankly I still am. Good times.EDIT: The level was called glasshouse. This video might be useful: https://www.youtube.com/watch?v=o8KeFgzqsPQ
It can be considered a roguelite,though personally I'd just say it is a platformer with permadeath.