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#11
NeoLemmix Levels / Re: Integral Lemmings
Last post by Guigui - May 02, 2026, 06:29:00 PM
And now I have cleared the whole pack, with the talismans.

As everyone said before me, this is a very hard and excellent pack ! All levels are carefully designed, solutions are always clever and have a lot of variety, and the high difficulty makes it very satisfying to finally be able to solve levels.
The levels in the first Alpha rank are all open-ended, but it does not mean they are very easy, at all ! And the talismans attached to almost all of them make them very hard  :evil:

My way to approach talismans now is not to look at their requirements in the 1st place. So I play and clear the level normally to get the general idea of it. Then I look at the talisman and play the level again to try to get it if possible. This is why you'll see 2 replays for each level with talisman.

Also, being a math teacher, I appreciated the numerous references to maths and science in general in that pack, and in its creator's username  8-)

Incredible job on -ln(cos(x)) for his first level pack  :thumbsup:

I'm giving some thoughts on individual levels, the ones that struck me the most.

Spoiler
Alpha 2 : first clear I went for killing all Zombies with the trap up there. It was satisfying to watch them get squished :D
Talisman took much more time, hard to imagine a way to trap the zombies and escape at the same time !

Alpha 4 : I could do the clean compression required fo the talisman without using the RR. I guess with the given miners and how you can adjust them, you can just create a compression pit which has the correct width for them to compress cleanly. The walker and empty bashers skills allowed to perfect the compression and loose only 1 lemming to the trap.

Alpha 5 : how hard is this one ! Normal clear is manageable, but talisman requires to not loose a single lemming and this is another story.
In the end I used the "take it as it comes" approach. Meaning I did not make many plans ahead, but just used "optimal" methods when they were needed to progress through the level.
Twice I used the platform bricks that go through terrain when the platformer gets stopped by a very thin wall. This reminded of some Armani's levels which used that too, crazy.
In the end I did not have that much trouble getting a close enough crowd to trap them with the last platformer.
This level certainly taught me a lot about sliders, jumpers, platformers. Thank you !

Alpha 6 : what a nice level ! It took me some time to understand what needed to be done, and much more time to do it in under 1m30s for the talisman. "Quick Sort" is definitely the correct name for this talisman ; can you imagine a "Bubble Sort" level tan x dx ?
As everyone, the hardest part was to sort out the floaters from the swimmers. I did it using very close compression, plus the very small delay given to floaters when they open their umbrella.
In the end I think I have a somehow clean talisman solution. Then I looked at Ichotolot's solution to compare and say proudly (no pun intended Icho  ;) ) : your solution is a total mess ! Mine is cleaner  :lix-evil:

Alpha 8 : I love this level ! I also learned a lot about laserers here, and could do a save all.

Alpha 9 : kind of easier than the previous level to me, same mechanics used.

Alpha 10 : now this is a masterpiece ! First clear I killed the leftmost zombies, and avoided the right ones. It looked natural but used a lot of resources.
Second clear for the talisman gave a real awe moment :  realization that I could extend that basher all the way through to free both the right and left crowd !
But then putting that extension in place was really tough because so many things have to be taken into account : platform all the way through at the correct height, leave a zombie alive somewhere so that the basher turns into one and does not enter the exit, make sure you have enough resources to free all 3 crowds at the end.
My solution works, and use all resources.
Then I watched Icho's solution for the talisman, it is mainly the same one but is more insane with the basher going down some bridges, and the flow of builders in a hurry at the end to build the necessary bridges. Crazy !
Congratulations for this brilliant level.

Espilon 2 The problem is quite clear after some tries : if you build from the platform then the lems splat before the exir. If you build from the floor lower, the splatform is not high enough. So what to do ??
I love this solution :D

Espilon 3 I found this one very hard, mainly the part when one needs to avoid the splat by tweaking the diggers. Maybe there is an easier solution.

Espilon 5 Yes, the worker can do everything. I'd think this solution is backrtoute, since it is a very straightforward level this way.

Espilon 6 An occurence of "trigger the thing that will unblock the blockers, before the blockers are even set". Nicely done.

Espilon 7 Roadblock for some days to me. Dolly Dimple bridge on the left side is ok. But the blocker freed by the bomber on this thin floor of the bridges eluded me for a long time. Hard to execute !

Espilon 8 Favorite of kaywhyn, and hard talisman. Discussion above.

Espilon 9 The solution appears quite quick here, but the timer is the issue.
And now appears a very rare case : timed level where if you free the crowd too early, you'll actually loose to time ! Great design !

Espilon 10 Very good finisher for the rank. I love how it is called "what have we learned so far ?" and indeed uses many techniques already seen : Dolly Dimple bridge, mid-air bomber. Plus a blocker used as a waiter, I love them. Brilliant level.

Delta 1 The first level I actually played from the pack, due to my weird habit of playing the ranks backward. And that was a tough start ! I finally got that needed half-turn by having 2 very close lemmings : when one of them becomes a stoner mid-air, the second one gets trapped in the stone and turns. Wow !

Delta 4 Another case of basher extension with platformer. Same method that I used in Alpha 10, but way easier to set up here than in Alpha.

Delta 6 Intimidating at first due to the lack of constructive. Thoug as Icho said, once you see how to do it, it is not that hard to execute. Taught me a lot about stackers too, nice.

Delta 9 Tough one. If like me you want to keep a builder to get above the trap and be able to get over the last gap with an isolated worker, you'll have a very hard time !
Just bomb the trap, and accept to build the last gap while some lems are drowning looks easier.
For some tries I ended up a lemming short of requirement, then I had to willingly cut the shrugger animations in some builder to save some frames and reach the required number.

Delta 10 Not my favorite level I must say. This is the kind of level in which you have to experiement to see what does work and what does not. No real puzzle involved, just trial and error.
After many tries I thought I was about to give up, when I finally could go up that last step with a mid-air stoner triggered right before a builder. This allowed to go higher than the builder itself, and that was done ! I was relieved.
#12
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Hallo...
Last post by JawaJuice - May 02, 2026, 03:22:03 PM
Hopefully better late than never! This was a pack I attempted many moons ago but gave up on because I was stumped by the very first level :crylaugh: Having thoroughly enjoyed playing through RayLems a while back, I thought I'd give it another crack!

This is quite a difficult pack and it starts like it means to go on! The first level still gave me a bit of trouble, though I figured it out rather more quickly this time around and that set the tone - I was able to get onto Ryemanni's wavelength and the rest of the pack, while challenging, didn't pose any massive obstacles to completion. That said, I needed more than one visit for levels 6 (Level Under Construction), 12 (Pocket Hell), 17 (Roadkill) and 20 (The Belly of the Beast).

At least from my perspective, these are the hardest levels in the pack. This is subjective though of course; reading the feedback above now, it seems no-one else struggled as much with Level 6 as I did! For whatever reason, it just took me the longest time to see a solution and I'm still not convinced I did it as intended, despite using all the skills. Level 12 is literally tiny but that doesn't make it a cinch, by any means! Only being able to lose one lemming is the challenge - if you could utilize two stoners, it would be fairly trivial. In the end, I managed to solve it without any RR fiddling. Again though, not sure if intended. Level 17 isn't so much hard as just incredibly frustrating - I'd go as far as to say rage bait - I hate these kind of levels where the opportunity for logical problem-solving is minimal (sorry Ryemanni!).

Spoiler
Level 20 is hard for one major reason: it's very difficult to accept that the gap between steel blocks is going to be passable, and all too easy to just completely discount it as a possible route, as I did for a long time - when all else failed though, which it did, it was the only option! I kinda lucked into containing the crowd as I was just thinking I had to utilize a bomber to clear enough terrain and fortunately, that also created a high enough barrier to contain the crowd. I can't say that was planned at all but it worked out :P

I really enjoyed the majority of levels in this pack, but faves were 10 (The Box of Pain) and 11 (The Catacombs): I love levels that are not quick solves at all, but which you gradually work through logically. Also a fan of the Spooky tileset that's used in quite a few levels, in keeping with the theme! Good pack overall and recommended. Don't be put off by the immediate (relative) difficulty of the first level, as I was originally!  ;)

Replays attached.  :thumbsup:

#13
In Development / Re: Revenge of the Lemmings - ...
Last post by mobius - May 02, 2026, 12:33:30 AM
Made a slight change to Lemming sold separately to fix Kaywhyn's backroute, which uses some tricky timing to get a lemming to sneak past a blocker. This saves the basher. From the layout of the level, imo it's pretty clear (once you figure it out) what the intended is here.

Could this win the award for the least visually noticeable backroute fix ever? :D

tangent comment: Grentiie's levelpack has lots of good ones. We should take a closer look to see if there's anymore we might want to use, if we need more.
#14
Lemmini / Re: [RetroLemmini] NepsterLems
Last post by WillLem - May 01, 2026, 11:04:10 PM
Version 1.8 Uploaded

One level has been updated for general platform compatibility.

:lemming: Black Hole 21 Final Frustration
• Moved terrain to left of entrance inwards by 8px to make it easier for Builder bridges to connect
• Increased skill count from 20 to 21 of each
• Reduced save requirement from 100 to 90 so that the player can use up to 10 Bombers

2 replays are included, a save-95 and a save-100. This level is still extremely difficult to solve and execute, but it's now much more compatible with RetroLemmini. Since the level has been ported over from NeoLemmix, where it's possible to solve it using backwards framestepping, skill shadows, and various other player assists not present in RetroLemmini, it seems right to make these changes.

Get the latest version of NepsterLems for RetroLemmini here.
#15
Lemmini / Re: [RetroLemmini] GigaLems
Last post by hrb264 - May 01, 2026, 07:46:56 AM
Quote from: ericderkovits on April 30, 2026, 08:04:24 AM@hrb264

You are using Willlem's most current OG styles from RL 2.96, and Retrolemmini 2.96.right? I compared the level and replay in the OP and it matches mine. I even replayed the level again and it works fine.

I think so although i may have to refresh the styles. I'll try again though :)
#16
Lemmini / Re: [RetroLemmini] GigaLems
Last post by kaywhyn - May 01, 2026, 07:24:15 AM
Part 4 of the GigaLems music
#17
Lemmini / Re: [RetroLemmini] GigaLems
Last post by kaywhyn - May 01, 2026, 07:23:37 AM
Part 3 of the GigaLems music
#18
Lemmini / Re: [RetroLemmini] GigaLems
Last post by kaywhyn - May 01, 2026, 07:22:08 AM
Part 2 of the GigaLems music
#19
Lemmini / Re: [RetroLemmini] GigaLems
Last post by kaywhyn - May 01, 2026, 07:20:18 AM
Ok good news, I was able to extract the music from the music pack GigaLem used for the Very Old Formats NL version of GigaLems. I'm attaching them in case you want to use these as was intended. Since they're too big to put in one post, I'll attach them in four separate posts.

Here's part 1
#20
Lemmini / Re: [RELEASE] RetroLemmini 3.0
Last post by WillLem - May 01, 2026, 04:36:06 AM
Version 3.0 update

We're on the home stretch! :lemcat: I'm very happy with RetroLemmini as it is now and will most likely enter a period of maintenance-only development for the forseeable future.

3.0 is a major update, as there are significant updates to the physics this time around which may affect replays and levels. There are also a few UI updates and bugfixes.

Here's what's new:

:lemming: Physics

• Left-facing Builders now place bricks identically opposite to right-facing Builders. In practice, this means that the bricks are 3px further to the left than previously. This is a significant physics update which will affect most replays involving left-facing Builders, and could even affect levels which rely on pixel-precise left-facing Builders (hopefully there aren't too many of these!)

• To account for the update to left-facing Builders, all left-facing sprites have been updated so that the sprite position relative to the actual position of the lemming now mirrors right-facing lemmings more accurately. This doesn't affect physics, but does affect how the lemmings appear to the player when they're facing to the left.

• Miners now check sooner for steel collision during the 'swing' phase (fixes this bug). This may affect levels or replays which involve turning a Miner using a OWW.

• Gadget priority is now hard-coded by general type rather than by individual gadget, meaning that wherever they overlap, the highest-indexed gadget in each type is the one that takes effect in-level (see this topic for more details). This should fix any levels that were broken by the previous hard-coded gadget priority. Meanwhile, Exits continue to override everything else wherever a trigger overlap occurs.

• Only the top-most visible pixel interacts with one-way-arrow objects. This prevents "Allow One Way" flags on hidden, invisible, or eraser terrain/steel from affecting OWW trigger areas. Levels and replays involving complex OWW/terrain setups may be affected by this.

:lemming: UI

• Music & Sound volume control is now logarithmic rather than linear, meaning that it's easier to make fine adjustments to the volume at lower levels.

• Visual SFX images are cleared at the start of the level, preventing them from continuing to be displayed when restarting a level.

:lemming: Styles

• Added Up/Down OWWs to SEGA.
• Added several pieces to Special.
• Added half-size water to Bubble.
• Updated Up/Down OWWs in Pillar to look more like the Left/Right counterparts.
• Added white OWWs to Brick.

:lemming: Editor

• RL Editor version 1.6 is included with the download. See the Editor's "About" dialog for update info.

A reminder of what's new as of 2.9.


Get the latest version here.