01: Bolemian Rhapsody: This was more or less fine, just a slightly more skill-efficient use than intended. I may have to make those one-way arrows at one place go down all the way to the bottom or place some steel there. You went under one of the one-way blocks by bashing through the archways.
02: Purple Rain: Classical case of the intended solution being so complex that it provides way too many Builders and Platformers - enough for you to just build over everything. I'm not sure how to fix this yet.
03: We can be heroes: You saved one Platformer, but that skill is optional anyway. This should also be fine.
04: Take me home, country roads: Well, I'm glad this one apparently gave you a slightly tougher nut to crack, given that you came to me first, attributing your troubles with solving this one to the Glider-Faller physics change.
Of course, I assume even my obscure way of phrasing how this was not actually down to said physics change was probably already enough to make someone as experienced as you immediately think of the correct solution: That the Glider has to be stoned while still floating in the air. If you allow him to land, he will do the oh-no animation, which will take too long, since you need to prevent any lemming from slipping past.
05: Hallelujah: Slightly more skill efficient than the intended one, but close enough to still be acceptable.
06: Lems in the sky with diamonds: The hidden lightning trap in the thunder cloud is a flavour thing, just like on "Thunderstruck", we've already discussed that. The solution itself was slightly more efficient than the intended one, but still fine.
07: Lemmingrad: You've got the main trick right on this one, and I'm hesitant about fixing the part where you used the shortcut - because the intended solution is very pixel-precise. Some thoughtfully-placed one-way arrows should be enough to enforce this... I'm just not sure I can do it with a clear conscience. But I probably should, given that this is the last main rank... and you still had a couple skills left over.
This same issue came up again on Legend 37.
08: Master of puppets: A very nice alternative solution!
That's the way I like it!
09: Eye of the tiger: Ah yeah, those god-damn horizontal one-way arrows that don't stop Diggers. So I guess additional steel is in order.
10: Wind of change: Again, the intended solution requires quite a few Platformers... which you could simply use to build over the long updraft instead of actually using it (and then platforming on the way back). Another one I'll have to wrap my head around for quite a while to see how I can fix this.
11: Living on a prayer: Mmh, it's pretty hard to make these thin tailor-made-for-blockers stripes of wood backroute-proof... They're too small to layer steel on top of them. Maybe I'll have to abuse upward arrows as steel again.
12: We will rock you: Perfectly acceptable alternative solution! I've found that severely limiting the number of destructive skills is often a good way to prevent any serious backroutes, because long shortcuts through large sections of terrain are simply not possible. You also got the main trick here, which was making the Basher go through without causing the crowd relying on those same constructive skills to splat. So it's not even as "alternative" a solution as some of the others.
Just not
exactly the intended one.
13: Nothing else matters: This started out as something looking like a really cool alternative solution, but then shaped up to something way too easy. Not sure how to fix it yet...
14: Can't get no satisfaction: Completely different than intended, but you still had to find creative ways of stalling the crowd, and you only spared 1 skill. This is fine by me.
15: Waterloo: By itself, the solution to this level isn't very complicated. Just deal with the opposing army (=zombies) somehow. To someone who played Paralems, having this level this high in the pack may look outright stupid. But given that there aren't a lot of zombie levels in LWT, a player who doesn't have too much experience with them might still face somewhat of a challenge with this.
16: Bridge over troubled water: Nice alternative solution! Especially the Stacker-Digger-Stacker part at the top to prevent the Climbers from going into the water. That poor Blocker though, you just let him stand there in the rain, making him one of the two that can die...
He was supposed to be freed by the last Climber going through him, who should have done so by digging.
17: Y. Lem C. A.: And another one where you went over the top. The C just needs some steel.
18: Comfortable numb: Very close to intended, this is fine.
19: Imagine: And here's one I expected you to backroute somehow, but you didn't.
This is pretty much the intended solution. Some things seemed a little different while just watching your replay (without directly comparing it to mine), but I can't quite put my finger on it.
20: Don't stop believin': A very clever alternative solution to another level I feared you would find a backroute to.
21: Kashmir: Nailed it, exactly as intended!
I was quite relieved to see this! The main trick is quite complex, I wasn't sure whether the level would sufficiently enforce it.
22: Blowing in the wind: This was a very nice solution overall, but you probably noticed that the zombie Climbers were just killing themselves without requiring any effort on your part. Looks like, while I made sure that all the levels which required
regular lemmings to bump the ceiling had solid terrain there, I forgot to do so for the few zombie levels. In this case, if the zombie Climbers don't go beyond the ceiling and die, they turn around, go over the smaller pillar, drop off the platform and start causing trouble for the crowd on the left, which you could just allow to drop into the pit with the exit. The zombie ceiling issue came up again on Legend 38.
23: Wish you were here: Close to intended, but it still seems a bit too easy. Let's see what I can do to make this slightly harder.
24: Let my Lems open the door: The first iteration of the level ("Clocks") you performed exactly as intended; this one, the rerun, was still close, but a little bit further off. I haven't quite decided yet whether this is a "problem" or not.
25: I will survive: More skill efficient than the intended solution (you're supposed to get past the lightning trap by cloning the faller, instead of just building over it - I thought I had made sure you need the Builder elsewhere). I like the way you used the basher to free the crowd on the right, though. This may or may not require fixing.
26: Time to say goodbye: Here you used all the skills - the solution just seemed way more straightforward than the intended one. Which makes me think it may have been too easy for you to find out?
It's weird, on many of these levels you spared a couple of skills, but I don't consider them backroutes... here on the other hand, we might have one of the few cases of "backroute despite using every skill". I usually just regard all-skill-using solutions as alternative ones, but I'm not quite sure here.
27: Thunderstruck: Now I see why you thought the teleporters were pointless.
They actually do play a slightly larger role in the intended solution. I'm not sure I can enforce that beyond what you did, though (the second half of the level was pretty much as intended). Also, yeah, we already talked about the lightning traps from the thunder clouds, see Legend 06.
28: Just a little bit: Similar issue to Y. Lem C. A., you could basically just go over the top, by repeatedly digging into the terrain and then building. So you basically did the same thing on every letter of the word "R.E.S.P.E.C.T.", which must have felt quite repetitive.
Digging into the terrain to get far enough below the ceiling and then building is part of the intended solution for some of the letters though - and one those where it shouldn't be done, I've placed steel right at the edge. I'll have to closely compare my intended to your solution to find out where exactly you went off the intended path.
29: Africa: Intended. I already had a feeling this one would be alright when it had just started.
30: Knocking on Heaven's door: It's funny that Gliders can push buttons while floating through updrafts. I don't even remember, that might actually also happen in my solution. The rest seemed strangely easy, though, and I can't quite figure out why.
31: Ganglem style: You didn't collect one of the Stoner pickups, but then you used every skill you had available. This seems like a reasonably close alternative solution.
32: A whiter shade of pale: This was the level I feared the most you would backroute. But again, you didn't.
This is exactly the intended solution.
That said, I had tried for quite a while to make some fiddling with the Stacker work, so that you could bash straight from below instead of sending a Climber up first. Because I couldn't make the backroute work myself, I was reasonably confident that nobody else would either.
33: Houze of the Rising Sun: This is an open-ended level and thus pretty much one that can't be backrouted, just solved in various levels of skill efficiency.
34: Purple Haze: Cheeky, you've found one small spot where you could place the Stoner in such a way that the Platformer would still reach the terrain on the left, but on the right side there would remain a gap to reach the exit. The intended solution requires the platform to seal everything off completely, so that you have to do some additional fiddling to make sure everyone drops down facing to the right. Let's see if I can re-adjust the terrain by a couple of pixels enough to break your solution, without simultaneously breaking mine...
35: Scarborough fair: This was an unexpected timing-based solution, but the way you temporarily isolated the crowd while making sure you had two worker lemmings was quite clever. Another one where I'm not sure if I want to break this solution or not.
36: The Phantom of the Opera: Yeah, this level never really turns out as challenging as I expected it to be. Using the Basher tunnel to turn one lemming around and make him platform was the main thing to do.
37: Breaking the law: This was supposed to be the hardest level on the main ranks. Similarly to "Nothing else matters", you started out with a good alternative solution, but it ultimately became too easy. Similarly to "Lemmingrad", you got one main trick right but used shortcuts on the rest. And similarly to "We will rock you", I thought limiting the destructive skills so drastically would be enough to make this level backroute-proof. In case of "We will rock you", it was. But here, even though I was very close to allowing this as an alternative solution, some carefully placed steel will be required to break this one. You used the protruding part of that square block to dig to the exit. The thing is, that protruding piece is indeed needed, but in order to start building from there. And the way to the exit should be carved by a Miner. Thus, I must be careful with the steel placement, otherwise the Miner won't be able to go through either.
Maybe some one-way arrows at an earlier stage, where you used the Basher and the Fencer, will already suffice, though - because that should disable the rest of your solution by means of exclusion.
38: Thriller: See "Blowing in the wind", the zombie Climbers at the exit kill themselves without any effort on the player's part. I really just thought about regular lemmings needing the ceiling. Because the zombies at the exit thus didn't cause additional trouble for you, you could use your resources more liberally to just build over all the earlier zombie crowds.
39: I will always love lemmings: Pretty much intended with some minor variations.
40: The time of my life: You joined the two crowds on the left right from the beginning, and you freed the middle crowd with a Miner where I think I used a Bomber. But apart from that, this was also pretty close to intended.