Wicked 1 -
Fortress 13 Hard level to start off the rank. It was not easy to figure out at all. The hardest was figuring out how to get everyone down safely from the starting platform, as well as releasing blockers so that you will save enough. I also now know that fallers too turn in midair by a blocker in Superlemmini, just like NL and I believe Dos too. I'm going to guess yes in Lemmini as well. I love how this is a builderless level!
Wicked 2 -
The Crystal Coves Played the NL version in Mike's Lemmings. I've attempted this level back when you first posted it in the Superlemmini topic, but I had no success in getting it solved due to not containing the crowd at the start efficiently. In any version, the start is the hardest, as it's not easy to figure out the minimum amount of builders needed. It's also hard to figure out how to make sure just one lemming goes on ahead too. It's even worse on Superlemmini due to the execution not being eased by any means.
Wicked 3 -
Need I re-MINED you? One of Clam's challenge solutions to Tame 3 of ONML. Easiest level thus far in the rank, as with miners only it shouldn't take too long to figure out, if you're aware of miners being able to take out terrain behind him too. This is certainly a behavior that I'm very well aware of from Dos and Lemmini. I think at one point I would like to take on CST, although so far I've only solved Tame 1. Tame 2 should be similar to this level, so I think it might had been a matter of me giving up too quickly on it due to the execution on Lemmix.
Wicked 4 -
The Isle of Skye Somewhat hard but nice level by Gronkling here. It took a while to spot that going through the tree is possible in order to set up the builder/miner combo. This level showcases being able to cancel out both the miner and basher at the same time when they're both going in opposite directions. I have to suspect it's possible to solve the level without it, although I haven't tried. I think all of his packs are for Lemmini, although I've only played his two most recent ones. I've solved all of the latest one, and only have two left in the pack before it.
Wicked 5 -
More 'No Builder Problems' Very nice builderless level!
I've already played several levels like this, and so this level wasn't a problem at all. It took sometime due to missing a skill assignment or the wrong timing, but I know the general solution from playing plenty of levels like this already.
Wicked 6 -
Stroke At Retirement Age Hard one but a backroute as you already told me. I will see this in RotL, and as you also stated the way I used the digger in the solution won't work there, so I'll have to find a different way to solve it. I might forget the "intended" solution in 6 months, but well, we'll see
Wicked 7 -
Rush Hour It wasn't too hard of a level, I just didn't realize that the OWW at the bottom left plays an important part in the solution because it's possible to cancel both a miner and basher when going in the same direction as well in Superlemmini. It's natural to assume it isn't due to it being impossible in NL, but at the same time, the design of the level and skillset should eventually lead to the conclusion that it must be possible. Another level that I needed to solve off camera after one video attempt.
Wicked 8 -
Trading and Cooperating I would probably consider this the hardest of the rank, although I can see how Wicked 10 can be very hard too. There's so many dead ends here, and the route is very non-obvious and well hidden. Yet another level I needed to solve off-camera. Good thing, because it would had taken me a very long time. It's a really good solution, but there is a timing heavy element required in the solution, as well as a lot of pixel precision. It never occurred to me to send the climber up through the pillar on the left rather than the right side of the level. The digger/basher and blockers were also very hard to see. The level does a very good job of making you think certain skills go in certain places because of how very appealing they appear. For example, the builder I kept thinking either goes on the top right or right where the single pixel small brick is so that a lemming can cross over back to the left. Overall, a very nice level by geo once I managed to figure out the level!
Wicked 9 -
Oh No, Not Again! Already played this in RotL for Lemmini. I think I remember the solution being a bit tight on finishing the building to the exit. I also remember watching namida's LP of this level and it just barely finished.
Wicked 10 -
From the Brink Already played the level when I LPed Clammings near the end of 2020. I think Crane suggested this to be the final level of RotL instead of the previous one for the Lemmini version, although I think what ended up happening for one of the NL versions is that "Duality" by Yawg was the final level. Just like Clammings, I remember being a bit frustrated of rescuing the floaters in time before their nuke timers go off. It's harder on Superlemmini due to how lemmings will "un-exit" if their timers expire before the exit animation finishes and hence they aren't safe anymore. This was why I had a very hard time converting the penultimate level of Deceit's Lemmings for Superlemmini. I ended up just changing the skillset so that you can still save the original percentage.