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#11
Lemmini / [RetroLemmini] Lemminas Origin...
Last post by WillLem - July 23, 2026, 07:08:17 PM

The original Lemmings game, but with Lemminas sprites!


More than 5 years in the making, this pack features my favourite levels from the debut DMA Lemmings game we all know and love, some presented as they were originally and others remixed slightly, plus a handful of levels that I've been working on since I first became active on the Forums back in 2019!

The levels all feature the Lemminas sprite set that we're all familiar with by now - female Lemmings with their hair in a swish, ready-for-action ponytail.

With its familiar vibes and focus on classic Lemmings gameplay style, this pack is ideal for your RetroLemmini packs collection!

So... with all of that said, let's take a look at Lemminas Origins... :lemcat:



Levels

For the most part, the levels themselves are identical to the originals, however some of them have modified skillsets, whilst others have had their layouts remixed.

:lemming: Some of the levels have had subtle layout changes:


Tricky 9 All The 9s


Taxing 4 Compression Method 2

:lemming: Whilst others have been more extensively re-shaped:


Tricky 15 Lost Something?


Taxing 11 X Marks The Spot

:lemming: And Tightrope City has been given a bit of visual TLC:


Tricky 17 Tightrope City

:lemming: Backroutes have been fixed where appropriate:


Taxing 1 If At First You Don't Succeed...


Taxing 14 Take A Running Jump.....

:lemming: There are also a number of brand new levels, made exclusively for this pack:


Mayhem 22 Nothing is Impossible


Mayhem 26 What The...?


Taxing 26 As Complicated As It Looks

I hope you enjoy this pack! Feel free to use the Lemminas sprites and music for your own levels, but be sure to credit me if you do so. Thank you!



Music Credits

Included with this pack is 10 star-gazing, head-bopping, toe-tapping tunes, arranged and produced especially for the Lemminas style :lemcat: All tracks have been arranged and produced by me using Logic Pro X, composer credits as follows:

Music composition credits
Lemminas I - My own composition
The Strange Boutique - My own composition
Dance Heaven - My own composition
Nellie Jam - Based on Traditional Nursery Rhymes The Ants Go Marching In and Nellie The Elephant
Nothing is Impossible - My own composition
Lemminas II - My own composition
Island Vibes - The first part is my own composition (contains a sample from Nintendo Black Crisis outro theme by Espen Olsen), the second part is based on Maple Leaf Rag by Scott Joplin
Danse Macabre Supermix - A medley with elements from Danse Macabre by Camille Saint-Saƫns, Pontins Crocodile Club Theme by Captain Croc, Moon Chavs by Jay Foreman, plus a few of my own themes
Rach 3 Jam - The first part is based on Piano Concerto #3 by Sergei Rachmaninov, the second part is based on Dance of the Sugar Plum Fairy by Pyotr Tchaikovsky
Skyward Lemminas - My own composition



To install, simply unzip the folder to your RetroLemmini directory; it contains everything you need to run the game:

:lemming: levels - the levels themselves, plus the menu cards and skill panel graphics
:lemming: mods - the Lemminas mod, with all the required sprites and icons
:lemming: music - the 10 new music tracks (see above for credits)
:lemming: replays - a full set of replays generated during playtesting



It is strongly recommended that you play this pack with the latest version of RetroLemmini, and with the 5-second Timed Bomber option toggled on! 8-)

#12
Contests / Re: LOTY 2025 Results (Winner:...
Last post by 92Dexter11 - July 23, 2026, 03:45:55 PM
Wow! :o Thank you so much everyone for voting and congratulations to my co-winner Kaywhyn!

All of the nominated levels this year were genuinely incredible and I feel humbled to have won joint first place! :thumbsup:
#13
Contests / Re: LOTY 2025 Results (Winner:...
Last post by Mobiethian - July 23, 2026, 03:05:40 PM
Way to go, you two! :thumbsup: All levels are well done.
#14
Game Bugs & Suggestions / Re: [+][SUG][PL/ED] Keep playt...
Last post by Guigui - July 23, 2026, 03:05:20 PM
Your method of implementations sounds good.

I would add : delete temporary replay file when the editor is closed, or when a new level is loaded within the editor.
This way you always create a single temp replay file which vanishes when you end your work session with the current level.

With this method, you do not have a replay auto-loaded when you start working on another level. But this is not a problem imo, because then you do not have your intended solution (or close) autoloaded when you start working on this level, instead you have a fresh start and this helps tracking backroutes.
#15
Contests / Re: LOTY 2025 Results (Winner:...
Last post by Guigui - July 23, 2026, 02:33:18 PM
Congratulations to the winners !

This was nice competing with you and watching Simon streams.
Hope to meet you again next year.
#16
Contests / LOTY 2025 Results (Winner: "It...
Last post by IchoTolot - July 23, 2026, 02:29:47 PM
LOTY 2025 has finally ended and the winners are:

kaywhyn's "It's Crazy Sports Day!"

&

92Dexter11's "Epilogue"

Congratulations to kaywhyn and 92Dexter11! I will contact you soon regarding the price of 10 USD.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Third place goes to: IchoTolot's "Industrial Incident"

See you soon in LOTY 2026!
#17
Game Bugs & Suggestions / Re: [DISC] Make 'Replay Mode' ...
Last post by IchoTolot - July 23, 2026, 02:21:14 PM
QuoteWould you mind always having to airclick to cancel the replay? (i.e. the proposed 'single replay mode' would no longer cut the global future on lem assigments or RR changes).

Note that airclick-to-cancel is staying, and will be default behaviour (just to be clear).

That is a very though question that I cannot answer with certainty.

I am used to also canceling the replay by assigning stuff and use it automatically by now as an LMB alternatve. I can see me adapting, but do not know the final impact and if it gets on my nerves.

The biggest problem I see is conveying the information better on that you are in replay mode and how to get out of it.
It existed before, but the issue was smaller as a result due to more ways of exiting it.

On the "advance gameplay by 1 frame whilst paused" side: I use the LMB for that frequently and mostly only switch to the dedicated key when I am frame stepping inside the red "R".
I never had the LMB clash negatively impacted my gameplay so far.

#18
Other Projects / [RELEASE] Lemmings: a PICO-8 D...
Last post by Buzzard - July 23, 2026, 10:20:50 AM
What I naively started over a year ago is finally finished.  :thumbsup:
I just released my PICO-8 demake of Lemmings, recreating all 100 levels from the NES version!
A huge thanks to Eric Billingsley for the amazing soundtrack, and to MissMouse for the incredible CANVAS and PAKRAT libraries that made this project possible.
You can play it directly in your browser or download it from itch-io Pico-8 Lemmings.
or check it out on the Pico-8 Lexaloffle BBS Pico-8 Lemmings.

Hope you enjoy it! Would love to hear what you think!

#19
Editor Bugs & Suggestions / Re: [?][SUG][ED] Auto theme
Last post by WillLem - July 23, 2026, 06:03:06 AM
Quote from: namida on July 23, 2026, 05:41:05 AMIf the editor can determine a fallback, it may as well just handle the entire auto-selection logic.

Agreed, the Editor should handle it, and it should be as visible as possible to the user.

With that in mind, if the theme is set to 'Auto', could it still change even after the level has been saved for the first time? Is there any point at which the Editor decides 'this is the theme for this level' and then stops assessing for an Auto-theme, or is it an ongoing process?

There is also the following scenario to consider:

User places 10 pieces from l2_sports (a style with a relatively bright blue background) into a level for which the theme is 'orig_dirt' (or some other default with a black background). They place fewer than 10 pieces from other styles, leaving l2_sports as the most likely 'Auto' candidate.

They then save the level, at which point the Auto-theme is applied. Suddenly, the level has a bright blue background and the user doesn't necessarily know why.

Or, if we set the theme on a per-piece-placement basis, the background colour keeps changing as users place pieces from different styles. Granted, this one is a fairly unlikely scenario, but it could happen.

I'm thinking the best way to handle the problem of 'user never set the theme during level creation' is simply to prompt for it when saving. A custom dialog with options to always use the chosen style as a default, etc, could suffice. It's also fairly easy to grab the colour values from the .nxtm and preview them in the dialog for the user to see.

Another idea would be to explode 'Theme' out into its own tab. This tab has the dropdown, plus some panels showing the theme's main colour scheme (background, masks, etc), maybe other information like whether it has custom sprites, etc. This wouldn't be too difficult to do and would certainly make it stand out as 'this is important, don't forget to set it'.

Should the user not want to have to worry about theme, let them choose a default, and let the default default be as universal as possible.
#20
Editor Bugs & Suggestions / Re: [?][SUG][ED] Auto theme
Last post by namida - July 23, 2026, 05:41:05 AM
The issue with letting the game handle it is that the editor would still need to set a fallback for 12.14 compatibility. If the editor can determine a fallback, it may as well just handle the entire auto-selection logic.

My thought - the main use case for this would be "user does not need to manually select it, they just start placing pieces in their preferred style and the theme is assigned automatically". As such - I would say, invoke the automatic decision when a level:
- does not have a manually assigned theme (when loading a level, it could in practice just be assumed the theme was manually assigned)
- and does not currently contain any pieces from a style with an associated theme
- and the user places a piece in it that comes from a style that does have an associated theme

In the event of a copy-paste causing pieces from multiple eligible styles to be pasted at once, I would say determine it by whichever such style has the highest number of non eraser pieces, and break any ties with an arbitrary factor such as alphabetical order or which one has the first (relevant) piece in the raw data. Keep in mind that this is a convenience feature, not a critical one.

Alternatively, it could be invoked when first saving the level if it doesn't yet have a theme assigned. In this case, determine it based on which style has the highest proportion of non-erase pieces.