

Lemmings 2 on SNES takes the original’s chaos and cranks it up—way up. Instead of one generic horde, you’ve got 12 tribes, each with their own weird little quirks. Highland lemmings in kilts, Egyptian ones with pyramids, circus clowns… it’s a mess, but a fun one. The goal’s the same: get these little idiots to the exit without them walking off cliffs or drowning themselves, but now there’s a ton of new skills to figure out.
Some make sense—like the pole-vaulter, which is just hilarious to watch—but others? The "sand pourer" had me scratching my head for way too long. Good thing there are trainer levels to mess around in, because half the skills feel like trial-and-error at first. And unlike the first game, you actually get rewarded for saving more lemmings instead of just scraping by. Gold medals are brutal to pull off, but that’s the kind of nonsense that keeps you replaying levels at 2 AM.
If you’re new, stick with the Classic tribe—it’s basically the original game’s skills. But once you’re comfortable, the other tribes get wild. Just don’t blame me when your circus lemmings start juggling instead of building bridges.
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