Good job on Mayhem 10!
I may actually need to look at the level for DOS again, I know the variation you used to setup sliding is possible but have not yet explored it in detail for DOS, looks like it may also help improve the record for DOS, or at least provide improvements to one of the other DOS challenges for this level.
Taxing 4 might my next progress. I look those miners working very well and also goal bug so if we can perform slide glitch 13 skills might are very possible on SNES. Here is still much troubles, because lemmings coming very different vs DOS and SNES. I personally not managed that slide completely on SNES, but its might requires more looking.
I have attached a tweaked version of the level for Lemmix that works a little closer to SNES, and also a 13-skill solution replay for that version that incorporated the execution improvements mentioned in a previous post. To view the replay using the tweaked version of level instead of DOS original, download the 0304.lvl file into same folder as the LemmixPlayer.exe, then in the main menu, press F4 and then use the "3" key on the keyboard to toggle the "look for LVL files" settings to ON (and then press ESC to go back to main menu). This would tell LemmixPlayer to load 0304.lvl for Taxing 4 instead of the original version. I've added an animated flag to the tweaked version of level, on the right outside of the main area of level; you can look for that flag to confirm it is the tweaked version of level that was loaded into Lemmix.
The main differences addressed by tweak version of level is to move the entrances slightly so the lemmings come out exactly same places as on SNES (otherwise they come out a pixel further right on SNES as compared to DOS), and also to fix the order in which lemmings come out so that it is SNES's left-right-left-right, instead of DOS's left-right-right-left. It cannot account for the SNES basher reaching one pixel further, so on actual SNES you need to compensate for that, by making the lemming that digs and bashes start digging one pixel further left than depicted in Lemmix replay.
The release rate changes is to change to 54 after 8th lemming comes out, and then to 56 after 32nd lemming comes out. (Around the time of 32nd lemming out is also when you soon needed to assign builder to 30th lemming, so you can use that as a reference for when to change to 56.) The 30th lemming that comes out will end up doing the building that eventually triggers sliding glitch, and 34th lemming out will get slid up. You must use that 30th lemming to ensure correct timing; track it by eye as soon as it comes out so you can tell it is that lemming (and not someone else) when it reaches the exact spot it needs to build from. Almost all of the builders used in the solution must be placed pixel-perfect locations, including where you assign builder to 30th lemming (which may be a little hard to see in the replay since it's so close to the basher at that moment).
While this method avoids the problems with the hangman trap, there are still two small timing elements to be aware of:
1) On the left at the start where you turn the digger to a basher, you should assign the basher more on the late side, after lemming has dug down 9 times but before the 10th time. This slight delay in making the assignment plays out later when you assign the 30th lemming out the builder, near where the basher also is at that time. The goal is for the basher's stroke to take out parts of the bridge started by that 30th lemming, so that other lemmings will go under the bridge instead of on it. That way they can actually reach the step that they can do sliding from. If basher is assigned too early, not enough of the first brick of the bridge will be taken out, and other lemmings would just end up walking on top of the bridge, and cannot do sliding.
It is unfortunate this timing remains, but it should be slightly more forgiving compared to original DOS replay using the blocker, where the timing of the basher assignment also directly affects the timing of successfully sliding up 34th lemming out and would need to be frame-perfect.
2) Although you no longer have the danger of the hangman trap, near the end where you build up to the ceiling slope created by miner, if you have bad timing, some lemmings may get stuck at the moment the last build brick is laid down that touches the lower boundary of the ceiling there. This is a much smaller time window of danger compared with building over the hangman trap like in the original DOS solution, but it means you still have to be a little careful in when you assign that builder, to avoid hitting the bad timing.
About mayhem 6 9 skills could be probably theory possible on SNES, but its fact you can´t releaserated sharp like DOS. So this will be really hard progress.
BTW im also interested see just a minute levels replays. At least Just a minute part one. DOS 2 skills vs SNES 4 skills. I think 2 is definitely impossible on SNES, but how about 3 skills?
After some more analysis with Mayhem 6, my tentative conclusion is that the release rate changes in DOS solution are essential. It is what creates enough distance between the digger and the crowd, so that the crowd doesn't overtake the digger before he has dug down far enough (and he has to do that digging further right than usual so that the steel [metal] can stop the digging). Since those sharp release rate changes are not doable on SNES, you may instead be forced to leave the release rate pretty low throughout the solution, in which case you may end up running out of time (and then you may still have problem creating enough distance for the digger, now that you are much more restricted in what release rate values you could be using). So at the moment I suspect it will be impossible to adapt DOS solution for Mayhem 6 to SNES. If there is a 9-skill solution on SNES, it would likely look quite different from the current DOS one.
As for Just a Minute parts 1 and 2, looks like the Lemmix replay attachments were lost so I've added them here. I'm pretty sure they cannot work on SNES. The SNES timer runs down faster such that when on DOS/Lemmix it still says about 7 seconds left, on SNES you are already out of time. The DOS solutions all have only maybe 1-3 seconds left on the timer if I recall correctly. Also their sharp release rate changes are pretty essential I think. I haven't analyzed thoroughly but I think those solutions implicitly rely on leaving the release rate mostly at 99, so that all the lemmings can come out well before the basher has gotten far enough to the right. On SNES you can change release rate to 99 okay, but then you can't change it back down sharply to a lower number at those strategic times like you see in the DOS solutions, that are done specifically to avoid bad timings observed for specific lemmings.