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Video Game / Lemmings 3D

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Lemmings 3D was a video game launched in 1995 by Clockwork Games, aimed at rebooting the Lemmings franchise.

The plot of the game is that the Lemmings have broken out of the computer and become 3-dimensional, and are Walking the Earth.

They visit several settings including Ancient Egypt.


Tropes found in Lemmings 3D:

  • Antepiece: Bubbling yellow mud in circus levels is insignifcant at first, but becoees more important later.
  • Border Patrol: Your Lemmings will get hit by a lightning bolt from a raincloud if they try to cross beyond certain points.
  • Camera Screw: The multiple In-Universe cameras can make it difficult to play at times.
  • Continuity Reboot: The first one for the Lemmings franchise since Lemmings 2: The Tribes of 1993. Previous Lemmings canon was discarded to start from a clean slate.
  • Cut and Paste Environments: Certain medieval and circus levels re-use parts of earlier levels' designs.
  • Game-Breaking Bug: In certain levels, you can bash through the exit or metal, due to problems with the programming.
  • Game-Favored Gender: Averted. The lemmings seem to have no biological gender In-Universe.
  • Grimy Water: Mainly seen in the circus and Egyptian levels, and it will kill the Lemmings.
  • Locked Door: In Level 10, "Castle Lemmalot", a medieval-themed level, the doors are locked, and should not try to be opened, according to game walkthroughs.
  • Model Dissonance: Depending on the action the lemmings take and the camera view, it can come across as this, due to the nature of the sprites used for the 3D Lemmings.
  • No Antagonist: There isn't really a villainous character, the only opposing forces are either nature (slippery ice, mud) or artificial (bear traps, spikes). Even the snowman in winter levels isn't an antagonist, but the twig he has does kill lemmings. It's all about trying to get the lemmings home.
  • No-Gear Level: Some of the levels have no blockers, bashers, miners, bombers or floaters available, relying on you using only the turner skill (where the lemmings turn 90 degrees left or right).
  • Suicidal Lemmings: Just like the first game, it's whole idea is about lemmings jumping off of cliffs.
  • Time Trial: Due to the Myth Arc throughout the Lemmings franchise, every game has one of these. The first level, Take A Dive gives you 8 minutes to save 79 lemmings. Most levels have 10 minutes as the maximum timespan.
  • Training Stage: There are 20 "training mode" levels, for the purpose of learning a skill, but the lemmings will still die in these levels, despite their training status.
  • Video Game Geography: This is particularly prevalent in the Medieval, Maze, Golf and Circus-themed levels. "Which Exit?" and "The M-A-Z-E" highlight the problems of this.
  • Violation of Common Sense: The springs bouncing them to higher platforms and the teleporters show good examples of this trope in action. However, these haven't been tested in the real-world... yet.

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