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#11
Lemmings Main / Re: The Lemmings Iceberg
Last post by Kapus - August 24, 2026, 12:30:50 PM
The most obscure thing on the iceberg that I recognize is the japanese lemming nudity, which isn't nearly as scandalous as it sounds!

I don't recognize anything past the 6 layer. I'm really curious what so many of these could be referring to.
#12
Lemmings Main / Re: PICO-8 Lemmings - Full Gam...
Last post by Kapus - August 24, 2026, 12:20:25 PM
Thank you for the reply! I'm less familiar with PICO-8 so I wasn't aware (though I have friends who are big nerds about it).

I'll definitely take my time running through the levels in this port. Good food for my Lemmings cravings, lol.
#13
Lemmings Main / Re: PICO-8 Lemmings - Full Gam...
Last post by Buzzard - August 24, 2026, 12:13:32 PM
Thanks so much for the kind words! Really fun to read your comments and see what stood out to you :)
As for the player 2 controls: those are basically the built-in PICO-8 keyboard controls itself, so there isn't any extra meaning behind them in this case.
#14
Lemmings Main / Re: PICO-8 Lemmings - Full Gam...
Last post by Kapus - August 24, 2026, 12:07:42 PM
This is such a cute project! Giving it a try myself, I see some of the level solutions have been altered a bit (tried my favorite level, It's Hero Time, and was caught off guard by things being different), but it's fun and refreshing. I also see a lot of levels I don't quite recognize, but considering a lot of the lemmings ports have unique levels, I assume that these levels are from ports I'm unfamiliar with. If they're fully original, then that's super cool!

Speaking of ports, I see that this project takes a lot of cues from the SNES port of lemmings. I grew up playing that a lot, so that put a big smile on my face. The music conversions are all very cute and the minimalistic pixel art works real nice. I also appreciate the way the game tracks your progress while on the level select, it's very effective while taking up very little UI space. Well done!

Not being able to select or assign skills while paused also makes this very hard--you really have to act fast!


I noticed that there are both player 1 and player 2 controls in this release, yet no 2 player levels. What's the purpose of player 2?
#15
Lemmini / Re: [DISC] Rewind button?
Last post by Kapus - August 24, 2026, 11:48:18 AM
I don't personally find it very necessary. The replay feature already lightens the weight of most execution-based mistakes. It's really slow on longer levels, yeah, but I'd rather have a faster speed up button than a rewind.

#16
Other Projects / Re: [RELEASE] Lemmings: a PICO...
Last post by Buzzard - August 24, 2026, 11:03:31 AM
I've put a full longplay of my PICO-8 version of Lemmings online, showing all 100 levels and their solutions.
I'd still encourage everyone to try figuring the levels out themselves first, or just move on to another level and come back later if you get stuck. But since I've had quite a few questions from people who got stuck, or even wondered whether certain levels were possible, I thought it would be useful to have a complete longplay available.


Have fun, and good luck saving those lemmings! :thumbsup:
#17
Lemmings Main / PICO-8 Lemmings - Full Game Lo...
Last post by Buzzard - August 24, 2026, 11:02:04 AM
Hi all! 👋
I've put a full longplay of my PICO-8 version of Lemmings online, showing all 100 levels and their solutions.
I'd still encourage everyone to try figuring the levels out themselves first, or just move on to another level and come back later if you get stuck. But since I've had quite a few questions from people who got stuck, or even wondered whether certain levels were possible, I thought it would be useful to have a complete longplay available.


If you haven't tried the game yet, you can find it here on itch :
https://buzzard1337.itch.io/lemmings

Have fun, and good luck saving those lemmings! :thumbsup:
#18
Lix Main / Re: Winning looks like losing ...
Last post by Flopsy - August 24, 2026, 07:46:37 AM
Good job you had viewers watching your stream to say "actually you had to save 20/20"  :lix-evil:

IIRC isn't there a jingle that plays in level when you reach the goal save requirement? Shouldn't that suffice?
#19
Lemmini / Re: [DISC] Rewind button?
Last post by Proxima - August 24, 2026, 03:49:18 AM
Quote from: WillLem on August 24, 2026, 02:27:44 AMDid I miss something? We're not talking about timed bombers here, we're talking about framestepping. The original point stands: a lot of L1 levels feature challenges related to general timing and crowd control, which are rendered trivial by the ability to framestep.

Right. I mentioned timed bombers specifically because those are the clearest example where the entire level is trivialised. Other than that, I can think of specific activities in levels that become not an issue any more (such as precisely placing a miner so that it outputs where the crowd can climb into the tunnel), but those levels still have puzzle aspects. I guess there are levels like "The Crossroads" that are are entirely an execution challenge, but still a small minority of the levels in the game.
#20
Lemmini / Re: [DISC] Rewind button?
Last post by WillLem - August 24, 2026, 02:27:44 AM
Quote from: Proxima on August 24, 2026, 02:06:39 AMThere is no such thing as cheating in a single-player game

Fair enough. A better way to put it is probably "it undermines a big part of the game's challenge", which - in the case of L1/L2/L3 - was to solve the levels in real-time as much as possible as well as solve the puzzles.

Quote from: Proxima on August 24, 2026, 02:06:39 AM
QuoteWe all agree that the ability to framestep backwards immediately renders most of the original levels (which is what many players come to the Forums looking for) obsolete.

Out of 120 levels, there are five timed bomber levels in the entire game. ONML has only two out of 100.

Did I miss something? We're not talking about timed bombers here, we're talking about framestepping. The original point stands: a lot of L1 levels feature challenges related to general timing and crowd control, which are rendered trivial by the ability to framestep.

Quote from: Proxima on August 24, 2026, 02:06:39 AMIt's true that the original game didn't have any kind of replay system ... if it had had replays from the beginning, I can't see that anything I liked about the game would have been changed or diminished.
...
And then UU got added, nothing really changed, and it was still the same game, just easier to play.

Fair enough. There's a very good chance that adding the ability to jump backwards a bit (possibly via savestate loading) won't ruin RetroLemmini's general gameplay and will just save the player time, which is an important consideration and the reason for this topic in the first place.

Any Rewind feature will no doubt be a balancing act between making the game better to play, and retaining as much of the old school 'charm' as possible.

Quote from: Proxima on August 24, 2026, 02:06:39 AMI know that maybe it's not my place to say these things ... I'm mostly contributing because I hope this discussion can help you reason out the decision

This is much appreciated. All feedback is good, all opinions are valid and helpful to the outcome one way or another. Thank you for taking the time to contribute your thoughts! :)