There can be a big difference between "It's expected in terms of how internally NL physics work" and "from the outside the normal user expects it".
Hmm, that's a problem, then. Surely the two should be as harmonious as possible.
The shimmier (and slider in the other case) is visually completely outside the level. Every user would expect a lemming who is visually completely outside the level to die as that's a basic rule in NL.
I'll concede this. Looking again at Armani's gif, I can see that it is indeed actually only the "highlighted lem" arrow that remains visible, and the lemming completely disappears. Given the shape of the terrain as well, it's expectable that the lemming should continue walking off the edge as opposed to turn and slide down.
The Shimmier case presents more of a grey area since they are clinging onto the terrain as they descend, but I suppose that this is analogous to a walker dying if it ascends above the level area, which is consistent to NL's physics and so should be fixed.
Maybe this is why level edges aren't deadly in original Lemmings (this is just a thought, and not a suggestion that they ought not to be); perhaps it raised too many physics questions.
And here you got your error!
The terrain is at the level border. No 1px away from the side cases is present in the slider/shimmier case. It is at the side!
Yes, I see that now. The 1px border is in Armani's gif, not the level itself. I guess I should have spotted this due to the shape of the terrain, but I was tired when I first saw the post
WillLem: To arrive at your position (that the sliding is acceptable), did you see that there is no air between abyss and wall?
No, tbf I thought it was black. On much closer inspection I can see that it is dark grey and therefore not part of the level area.
probably it's a misinterpretation of the gif.
Yes, it is. My bad!
I'm sure there will be other popcorn opportunities as the NL deadline date closes in; at least, I
hope there will be, even if only for the fun of it!