first level of the game, may be thrown across gaps to other humans, used to jump chasms, thrown to kill dinosaurs or other enemies, or brandished to hold off dinosaurs temporarily. Certain levels also feature NPCs like the pterodactylus that can be ridden in order to reach otherwise unreachable platforms, that cannot be controlled, but can be used to the player's advantage. Several forms of enemy appear and can range from dinosaurs that eat a human if he is unarmed and within its walking range to spear-wielding members of enemy tribes. There can be up to eight controllable humans in a level, though some levels only allow as few as three. Though there is a preset number of humans allowed per level, there is no limit to how many humans are in the player's tribe. If a human dies, he is replaced by one from the tribe as long as there are humans there to replace him. During the course of the game, the player is given chances to rescue other humans and add them to their tribe. If there are fewer humans in the player's tribe than the minimum required number for any given level, the game is over. Each level, however, has a password that can be used to jump to that particular level from the beginning of the game. Development The Humans was the creation of former Imagitec Design designer Rodney Humble during his time working at the company in Dewsbury who, inspired by Psygnosis Lemmings and its puzzle elements, created and drew his ideas on storyboards before transferring his work to the Imagitec programmers, developing them further into a trilogy based upon the human evolution. Coding on the project started in December 1991, with Suspicious Cargo programmer David Lincoln being responsible for the Amiga version, although design work originally started on the Atari Lynx under the working titles Dino Dudes and Dino World. Atari Corporation reportedly liked the game and commissioned Imagitec with two additional conversions for their Atari Falcon and Atari Jaguar platforms respectively. The Humans creation process was overseen by co-producers Martin Hooley and Simon Golding, the latter of which oversaw all versions of the game. Golding stated that the production was inspired by Lemmings instead of being "a rip-off" but focusing towards "bigger graphics", a cartoon-esque feeling reminiscent of short films like Tom and Jerry, more varied levels, among other features. Lincoln employed