[comp.sys.amiga.games] Lemmings - a tutorial Part V

farren@well.sf.ca.us (Mike Farren) (03/24/91)

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Level 4 - DON'T FENCE ME IN

The last three installments have talked about Lemmings from the point
of view of memory use, code size and speed, and its relationship with
multitasking.  This installment, which should be the last one, will
look at Lemmings from the point of view of its overall friendliness to
the system.  Someone, either the designers or Psygnosis, made several
decisions which directly affect the usability of the game, such as the
customized disk format and the lack of installability on hard drives.
The question is, were these decisions necessary?  My answer is no, and
in this installment I try and explain why.

Let's start with disk usage.  The developer of Lemmings has stated in
a message that appeared in comp.sys.amiga.games that the custom disk
driver and disk format they use allows them to cram 980K on a disk.
Since one can presume that they actually use all of that space, this
becomes one justification for NOT providing standard Amiga format
diskettes.  Or does it?  I say no.  In the first place, a huge amount
of the space used on disk one is devoted to the silly animated
Lemmings introduction.  While this is very cute, if it came down to a
choice between an 880K Amiga diskette and such a large-scale animated
display, there was no *need* to choose the animation, just a desire to
do so.  Surely a less ambitious display could have been made, fitting
in 100K less disk space.

On disk two, the situation is a bit different.  This disk contains the
Lemming levels, and if it is full, I will presume that that's
necessary for containing all of that data.  I call your attention,
however, to two distinct levels: A Beast of a Level, and An Awesome
Level.  I would be willing to bet that these two levels alone account
for an enormous amount of the disk space used.  Each of them is unique
in their graphics; they share none of the graphic elements of any
other level.  More to the point, each of them is unique in their
sound, and thus require significant additional disk space just to
store their data.  While the idea of having levels which are
replications of other Psygnosis games is amusing, again it comes down
to a matter of choice - they didn't *need* to include those levels,
whimsical as they may be.

(By the way - there's one implication that putting all of the level
data on disk two brings up: additional level disks.  Psygnosis, are
you listening?  DO IT!)

Part of the goal of Psygnosis was, I am sure, to keep the game down to
two disks.  Each additional disk in a distribution adds significant
costs to the game's production.  I do not cavil with that - I just
believe that with a judicious eye towards the reality of the game,
and, perhaps, some reorganization and packing of the data, those two
disks could easily have been standard AmigaDos disks.  The question of
copy protection is hereby ignored - I don't want to get into that one.

As for hard drive installation, the Lemmings developer has already
stated that it could be done, and that Psygnosis will sell such a
version.

Now, let's look at the question of memory usage.  Specifically, the
use of expansion memory.  Oh, I know that there's a nice looking
display at the beginning that says "Expansion Memory Detected and
Utilized".  What I would like to know, though, is simply this:
utilized for *what*?  If you have expansion memory, you've got enough
memory to allow multiple levels to be loaded at once, thus avoiding
any disk access delays, and speeding the game up significantly.  Get
clever about it, and you can even do things like loading the next
levels during the idle time between the levels, making the whole
process even more friendly.  If you have expansion memory, you have
the room to keep two copies of the background in memory
simultaneously, allowing you to restart a level in seconds, rather
than the tens of seconds it takes now (I, for one, am tired of seeing
that cute sleeping lemming sprite!).  Lemmings, as it stands, does
none of those things, even in the presence of multi-megabytes of
unused memory.  And of course, there's the final benefit of expanded
memory - you can multitask.

Level 5 - TH-TH-TH-TH-TH-TH-THAT'S ALL, FOLKS

I hope that these postings have been useful fuel for thought.  I hope
even more that any fledgling game developers reading this will think,
the next time they do a game, about how simple it can be to have both
a good game and an Amiga-friendly game.  You don't have to give up
much of anything, and you gain the respect and admiration of those who
like to use their computers to their fullest, while not losing the
respect of those who don't care.  It seems to me that this is the
classic "Win-Win" situation, and shouldn't we all be going for that
when we can?