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#11
NeoLemmix Levels / Re: MASTER-88 (Amiga Classic) ...
Last post by Guigui - April 09, 2026, 04:48:59 PM
The Amiga Classic Levels pack by Master-88 has been cleared ! I am quite happy about it, this was definitely a nice and hard trip through those already know levels.

Now that I am done with a (small) pack by Master-88, I can say that he definitely deserves his username of Master, as one needs to master many tricks and skills from the game to clear those levels. Good job on creating those remix levels Master-88 !

As it seems I am the first one to report having cleared the pack, I'll go through the ritual level-per-level thoughts from my solutions.
Also one must note that some levels in this pack fall under the category of "solution is easy to spot, but hard to execute", namely levels number 7, 9, 10, 16, 21, 23, 26, 28.
I know some people tend to not like much those levels, I personnally do not mind them up to a certain point and will mention the few ones that bothered me the most in the spoiler below.

Spoiler
1 : the pack starts hard ! Very well know level with what seems an impossible skill set at firts. Though the very few number of skills given does not leave many choices, and once the digger spot is found, the rest is ok.

2 : nice little puzzle. Walker is strong as usual, and I am left with climber/floater pair, old style Lemmings !

3 : first roadblock to me, I was trying to go the bottom route. I created a half turn with a single pixel digger, I guess this is intended.

4 : I learned the half-turn with stackers here, thank you !

5 : I could save all Lemmings with many digger cancelling in the rightmost pillar. Maybe not intended ? Did not try the Talismans, especially the timed one.

6 : Just dig at the correct place, kind of easy.

7 : Two builders only. I made the first bridge so that the builder turns around and only the last lemming goes up. This saves a lot of time for the second builder. This is one of the level where solution is hard to execute, and pixel perfect.

8 : I love this one ! Solved it by using the fact that a miner removes a bit of terrain above his head, so a single miner can both free the crowd and open the way to exit, nice ! I guess one can also extend the miner with bridges on the right side.

9 : As compicated is it looks ! Awful turn around tricks everywhere, I must say I do not like this one very much, but I got the talismans nonetheless.

10 : Also hard to execute, no real thinking involved I guess. I managed the talisman by going the counter-intuitive right route.

11 : Really clever puzzle ! I spent about 4 days thinking about it to solve, it took me some much time to find how to control the crowd and use this extra basher. When you look at the solution, it looks obvious though, the mark of great levels !

12 : This one was also very hard to me, both because of time limit and crowd control. Hint : the stairs are not the same between the pillars...

13 : Nice puzzle and easier than the previous one in my opinion. Or maybe the previous one served as a training for this one ?

14 : I think I backrouted this one with basher-blocker trick. I end up with lots of skills left.

15 : Long and exhausting level, this Super Lemmings is really strong ! I did not try the talismans as I was kind of worn after the clear, sorry.

16 : Awful Group Control ! Achieving compression with walkers only is definitely hard. And the hidden Cameleon at the end is pure evil !

17 : Really nice puzzle, pure Lemmings style. One of my favorite in the pack, congrats.

18 : This one was really hard to me too, until I let the pionneer escape to the left instead of the right. This remains a very good level, builderless and need to control that zombie correctly.
I can maybe see how to solve faster for the timed talisman, but have absolutely not idea on how to solve with a single jumper and all the destructive skills though ! I'd be curious to see a solution for this talisman is someone has one.

19 : I think I have another backroute here since I saved 25/23 with many skills left. I used basher cancelled by shimmier to gain height and save many builder I guess.

20 : Interesting level with 99RR, so all happens at the beginning. Maybe another backroute as I save many skills again ?

21  : Once again hard to execute. I did not try the talisman as I do not like the miner-cancels-miner trick. Though this level definitely teaches you how to do this correctly !

22 : I found this one easy with all those super powerfull skills like cloners and walkers. Another backroute ?

23 : Hard to execute, so much that I ended up making a little paper frame showing a cloned laserer. Then I put the frame on my screen at many different place to see how I could save 2 or more blockers at once. In the end the 1.15 time limit is not that hard.

24 : Tough one, but satisfying when you pull it out. I did not use the blocker, and I think its presence made me loose much time. I'd say my solution not using it is more straightforward.

25 : Good puzzle, hard to spot what to do with this crowd.

26 : Tough one, the chains are not symmetrical ! Once you spot this, it becomes easier. I could not get the timed talisman though, I can not prevent my worker to make an unwanted back and forth way...

27 : Definitely a favorite of mine ! Straight lemmings puzzle solvable with not that muck tricks. All skills used to their full extent, especially all those miners that seem useless at first in this setting. Great level.

28 : Hard to execute zig-zag builder with blockers, freeing lemmings at the correct timing is tough.

29 : Favorite of mine too ! The original level was hard too, but this one is climax. I love it, thank you.

30 : Many skills given, but managing time is the hardest here. I'm not sure I could save 5 more seconds for the talisman.



Thanks to Master-88 for this pack, it gave me quite many things to think about and taught me new tricks in the game. Good job  :thumbsup:
#12
Lemmini / Re: [RetroLemmini] NepsterLems...
Last post by WillLem - April 09, 2026, 03:57:05 PM
Added the logo to the 1.7 download. It's also attached here for anyone who already has the pack.
#13
Lemmini / Re: [RetroLemmini] PimoLems
Last post by WillLem - April 09, 2026, 03:33:19 PM
PimoLems for RetroLemmini is now available!

Get the latest version of PimoLems here.
#14
Lemmini / Re: [RetroLemmini] MazuLems
Last post by hrb264 - April 09, 2026, 06:46:12 AM
Quote from: WillLem on April 09, 2026, 12:38:25 AM
Quote from: hrb264 on April 08, 2026, 07:57:23 AMI'm playing through this now and finding 16 very difficult, I think because of the basher checks meaning it always hits the one way arrow really early :(

Send me a replay, I'll take a look at it.

EDIT: Eric has now uploaded a fixed version of this level. Re-download the pack from the OP and that should sort the problem out.
thanks! :)
#15
Tech & Research / Stage play-like development an...
Last post by Baldem1990 - April 09, 2026, 02:42:18 AM
Before I made this topic, I realized that Mark Tsai is a British-Chinese person. We're moving into the stage play-like development of the Windows 95 games "Lemmings and Oh No! More Lemmings" and "Lemmings Paintball".

Here is Lemmings for Windows 95's credits with vague stage play-like information (off several manuals and the help file).
Windows 95 production and design: Visual Sciences
Original game design: DMA Design
Screenplay: Russell Kay and David Lees
Costumes: Mark Ireland and Geoff Gunning
Animation: Geoff Gunning
Stunt dog: Ben (pet dog to unknown developer)
Original music: Tim Wright (Amiga), Tony Williams (IBM PC)
Music conversion: PC Music off Yamaha XG soundchip
Key grip (movie manager): David Cowan
Catering (foodmaking and foodplanning): Clark Brittas and Sheilla Brittas
Best boy (assistant to chief electrician): Richard Swinfen
Foley artist (sound importer): Brian Marshall
Producers: Bill Allen and Richard Baxter
Product managers: David Dyett and Laura McLeod
Windows .hlp help file authoring: Michael J. Farren, Bill Allen, and Richard Baxter
Trained assassins (Lemmings professionals): Paul Charlesly, Craig Duddle, Paul Evason, Chris Rowley, and Lol Scragg
Public relations: Dana Oertell and Mark Day
Quality assurance: Stuart Allen, Paul Evason, Nevin Gaston, Lee O'Connor, Pat Russell, John Walsh, and Jonathon Wild
General dogsbody (junior with slow work that others avoid): Andrew Parsons
Windows 95 manual author: Damon Fairclough (Remixed from Mark Tsai's and Alexander Aranyosi's version)
Packaging design: Anthony Roberts
Boom operator (long boom mic without shadows): Booming Jack McBoom
In house dancers: Wobbly Albert and his Axnious People, Duncan Charles and his Mellow Boys, Ian A Grieve, and Kirstie Beamish

This concludes the credits. This is a fake notice of computer lemmings being euthanized:
"Psygnosis would like to clarify that this product has not
been tested on live animals in anyway, although we did
massacre thousands of computer Lemmings in the
process, in the course of which several hundred Lemmings
actually survived, but ended up suffering ruptured spleans
and other miscellaneouse medical catastrophes.
The appropriate authorities have been informed but have
ruled that maltreatment of computer animals, even
Lemmings, do not come under their jurisdiction."

More information will come tommorrow.
#16
SuperLemmix Bugs & Suggestions / Re: [?][BUG][ED] "Could not re...
Last post by WillLem - April 09, 2026, 02:00:21 AM
Quote from: roltemurto on April 08, 2026, 11:09:50 PMThe settings reader ReadSettingsFromFile() should suppress checkbox event handlers while loading, to prevent UI events from firing before the form is ready. Standard WinForms pattern:

chk_Lvl_AutoStart...

Your investigation helped pin down the cause. ReadSettingsFromFile() shouldn't touch form controls (checkboxes or otherwise), but this particular setting (UseAutoStart) was being directly written to / read from the checkbox state rather than an actual Setting object, hence the null object reference (my bad, it was one of the first things I did when I began work on the Editor and I didn't have the experience to realise that this might be an issue).

I've now fixed this!

Fixed in SLXEditor commit 6106fd8.
#17
Lemmini / Re: [RetroLemmini] MazuLems
Last post by WillLem - April 09, 2026, 12:38:25 AM
Quote from: hrb264 on April 08, 2026, 07:57:23 AMI'm playing through this now and finding 16 very difficult, I think because of the basher checks meaning it always hits the one way arrow really early :(

Send me a replay, I'll take a look at it.

EDIT: Eric has now uploaded a fixed version of this level. Re-download the pack from the OP and that should sort the problem out.
#18
Hello again WillLem,

BAD NEWS: I can confirm the "Could not read editor options" error has returned, even with RC version that I'm using right now.
GOOD NEWS: I think I found what causes it and may have a possible solution.

I believe it may be related to crashed exits and it is most probably connected to the monitor-off crash I reported in the other topic (BUG: Editor crashes when monitor turned off).

Here is my new error log entry, translated to English:

System.NullReferenceException: Object reference not set to an instance of an object.
  at SLXEditor.SLXEditForm.ReadLevelInfoFromForm(Boolean allowWriteBack)
  at SLXEditor.SLXEditForm.CommitLevelChanges()
  at SLXEditor.SLXEditForm.textbox_Leave(Object sender, EventArgs e)
  at SLXEditor.SLXEditForm.chk_Lvl_AutoStart_Leave(Object sender, EventArgs e)
  at System.Windows.Forms.CheckBox.OnCheckedChanged(EventArgs e)
  at System.Windows.Forms.CheckBox.set_CheckState(CheckState value)
  at System.Windows.Forms.CheckBox.set_Checked(Boolean value)
  at SLXEditor.Settings.ReadSettingsFromFile()

The previous crash (Bitmap region already locked / form resize on monitor wake-up) was an abnormal termination. The editor was killed mid-operation without going through its normal shutdown sequence, which means the settings file was almost certainly either left incomplete or not updated at all with the session's final state.

When I launched the editor first time since that crash, ReadSettingsFromFile() attempted to load that potentially corrupt or incomplete SLXEditorSettings.ini. I suspect that when it hits the UseAutostart = True line, it sets chk_Lvl_AutoStart.Checked = true, which fires the OnCheckedChanged > chk_Lvl_AutoStart_Leave > textbox_Leave > ReadLevelInfoFromForm event chain at a point where the form is not yet fully initialized, causing the NullReferenceException.

While the origin of the initial error may still have ties to the "İ" problem, the error seems intermittent because it manifested again after an abnormal shutdown leaves the settings file in a bad state.
So far, under normal operation (clean close and reopen), the settings load fine.

You already solved the other topic by implementing a proper lock guard so the editor does not die mid-operation and leave files in an inconsistent state.
But any future abnormal termination (power cut, OS crash, etc.) can still trigger the same settings-read failure.

So perhaps you may wanna take a look at this;
  • The settings reader ReadSettingsFromFile() should suppress checkbox event handlers while loading, to prevent UI events from firing before the form is ready. Standard WinForms pattern:

chk_Lvl_AutoStart.CheckedChanged -= chk_Lvl_AutoStart_Leave;
chk_Lvl_AutoStart.Checked = value;
chk_Lvl_AutoStart.CheckedChanged += chk_Lvl_AutoStart_Leave;

Hope this helps narrow it down. Happy to provide any further info.
#19
Lemmini / Re: [RetroLemmini] MazuLems
Last post by hrb264 - April 08, 2026, 07:57:23 AM
I'm playing through this now and finding 16 very difficult, I think because of the basher checks meaning it always hits the one way arrow really early :(
#20
In Development / Re: Cheapo Copycat Lemmings (N...
Last post by kaywhyn - April 08, 2026, 04:01:30 AM
Level images of the Cheapo Copycat Lemmings extracted which you might find use for while remaking the levels for NL for the project ;)

edit April 10, 2026 - Reattached with better level images which show all objects, including OWAs! :thumbsup: Therefore removed small images from the zip files.