
Needless to say, I've subverted it here! 
In particular, Oh Yes! has a Rainbow Island remix, while Oh No! has an ohno_5 remix 
Quote from: Simon on June 21, 2026, 10:44:28 PMkaywhy's Oh Yes! A Hardcore Molten Problem: We conjecture that our solution is a backroute.
Would love it if you can fix it though. I tend to get very worked up when people make a typo of it despite it being a nickname I'm using for my online accounts 
Quote from: JawaJuice on May 27, 2026, 11:13:56 AM'kaywhyn's Organic National Park' gave them a good run for their money though; had me stumped for ages, that one!
The intended solution requires way more precision than ever, but here you can thank Crane for that!
He kept backrouting the level so much and hence why it looks and feels pretty hackish with all the changes I made!
Bugfix - Past replays (those created pre-3.1) involving Bombers no longer crash the game
Added a Special Thanks section to the 'About' window to credit anyone who's helped make RetroLemmini what it is today 
Quote from: namida on June 24, 2026, 01:44:03 AMif you have "many" talismans on a levelThree talismans.


Quote from: UGO on June 23, 2026, 08:46:30 PMIt's a good idea but this is not the solution for my level... There are many talismans and the player needs all solve-skills from the beginning.
Quote from: Guigui on June 23, 2026, 02:21:26 PMThe more usual way to do this is to place that pickup skill where you want the lems to go, then make the use of that skill mandatory to solve the level. Like put the exit behind a wall, dont give a basher skill at first, and put a basher pickup where you want the lemmings to go.It's a good idea but this is not the solution for my level... There are many talismans and the player needs all solve-skills from the beginning.
Quote from: Proxima on June 23, 2026, 04:54:06 PMI still believe that the methods I suggested could work or could be made to work, for pretty much any level. In case it's not clear, I'll go over the steps more carefully:Good idea. This could be a solution.
* Choose a skill that is not currently used, for example, digger.
* Add a section, enclosed from the rest of the level, with a pre-placed lemming and a separate exit. Set up this new section so the lemming can only be saved with a digger.
* Add a digger skill pickup.
* Now, if for example there are 20 lemmings in the main level, you can have a talisman for saving 21. This requires getting the pickup skill.
Quote from: Simon on June 23, 2026, 06:50:38 PMI'll wager that it's reasonable to use buttons. Post your level and we'll look at it together how to do it with buttons!I prefer to decide if I use buttons. Maybe this could work for one talisman.
When you use buttons, you have immediate support. And buttons will be easy to understand for your players. Many players will even expect your design problem to be solved with buttons, and would find skill-spamming strange.
Quote from: WillLem on June 23, 2026, 06:11:32 PMUGO: I'll let you know when this is done, and we can try the feature out in SuperLemmix first before putting it forward again for NeoLemmix. If we can provide tangible examples of levels for which the talisman is the best possible way to enforce a particular solution, it's much more likely to be accepted.Ok. What are the differences between SuperLemmix and NeoLemmix ? For my part I am going to finish my level.
Quote from: Proxima on June 22, 2026, 01:25:22 AM* Buttons that unlock an exit. (If you want the buttons to be optional, for a talisman rather than for passing the level, you can have an open exit in the main part of the level, and a closed-off part with a locked exit, then have a talisman for saving all the lemmings in the closed-off part.)
Quote from: UGO on June 22, 2026, 03:15:21 PMthese solutions are not satisfactory for my level.
Quote from: Guigui on June 23, 2026, 02:21:26 PMThe more usual way to do this is to place that pickup skill where you want the lems to go, then make the use of that skill mandatory to solve the level.