While we're on the subject of levelcodes and such, and of custom levelpaks, I want to throw in the following obvious observation:
When it comes to custom levelpaks, such as the numerous ones being discussed in the thread "CustLemm level list game", it's obvious that most people don't really try to solve the levels strictly sequentially. A0;At some point they inevitably ends up skipping a level or more, for various reasons.
Unlike later Lemmings game such as the Tribes, levels in Lemmings/ONML are independent of each other. A0;The ordering generally attempts to form some sort of a difficulty curve (often not a particularly successful one--just count the debates about level ordering in the original games alone...). A0;And since the original game introduced the concept of repeating a level later as a more difficult version, ordering is also needed there. A0;Other than that, there isn't much compelling reason for the level ordering, much less enforcing them on the player.
With that in mind, I propose that a more flexible system be in place in Lemmini. A0;At a minimum, it should support the case of a levelpak where the player can go to any level in the pak they want (like in Cheapo, and in CustLemm using levelcodes), and support the current system where, in lieu of obtaining the levelcodes via other means, you have to solve the levels in a levelpak/rating sequentially.
To introduce more flexibility, levelpaks can specify "unlock conditions". A0;A simple but useful form of an unlock condition could be something like:
levels A thru B is unlocked when levels C thru D are solved, or when levelcode Y is entered.
Then you can have things like, "you can solve the first 10 levels in any order, but you must solve them all before having the levelcode (and access) to the next 10 levels".
No doubt this is more complex, but if we are serious about supporting custom levelpaks, I think having this flexibility is better than the extreme of complete sequentiality or total open access.