3 - Lemmtris. It's fun to have a more olden-style level among the game. It's also notable for being the only non-training level where 100% can be acheived, yet is not required.
5 - Stilt Walkers. I don't know why, but this level is just annoying to me. Not to mention the huge backroute.
Gosh, I'm surprised you didn't put Tightrope City on the list of the sloppiest levels of all time.I've always felt that the puzzle (at least when you first encounter it) redeems the lack of background graphics. And it does suit the title.
2: Flow Control: Too easy for the Havoc rating.
Simple, unique and brilliant - a remarkable contrast to most other levels in ONML.
Maybe you didn't play DOS lemmings or play Lemmix. They cut out Wicked 2 on Windows version as well.
2: Classic 4 - Very cruel to make you jump 12 individual lemmings, in a tight space, so early in the level set.
5) Taxing 29 (forgot name) -- So the Taxing set is hard, right? Then this level pops up and it's like easier than some Fun levels. Why? This is such a lazy level.
3: Space 8 - Odyssey
Chain through the wall? How the heck am I supposed to figure that out?
You might want to take another look at that level [L3 Classic 4], because there is a better way to do it. Consider it a challenge to complete the level without a single jumper.
Have a look at the solution given by the Lemmings Encyclopedia. The picture clearly shows a lemming going into the wall while holding on to the chain, and the solution description says that this is indeed what you have to do. This is the sort of thing that belongs in a custom level (the typical "seemingly impossible" challenge that turns out to have a clever and unexpected solution), not the original game.
The SNES version had a much simpler solution.
This is the sort of thing that belongs in a custom level (the typical "seemingly impossible" challenge that turns out to have a clever and unexpected solution), not the original game.
Perhaps, but there are a few levels even in original Lemmings that keyed on unusual tricks, like the blocker-turns-builder technique in Mayhem 5, or the miner-frees-blocker technique in Mayhem 20. Neither tricks have precedents in previous levels (well ignoring Taxing 22 anyway), and so ultimately it would behoove the player to experiment with the given skills to discover the technique for themselves. Seems to me the chain trick here is in the same spirit. It's there after all, so it behooves the player to try doing stuff with it.
- a shimmier is also a jumper (should be apparent based on how the lemming acts when you assign him a shimmier while he's walking)
- like builders, if you use stackers at the right places, you get the side effect of turning around the lemming in addition to the usual stacker functions (eg. block off other lemmings)
- for a lemming that possesses climbing ability, if you jump him into a wall, he will climb up that wall
First lemming on the left entrance will stack once he's past the left edge of the steel block on the ground right before the teleporter. At that position, he will bump into the ceiling (and stop stacking and start walking) facing left, as desired.
Exactly one lemming will leak past the stacker. This lemming will serve as the worker lemming for the remainder of the solution. Once he got through the teleporter and drop into the pit, have him stomp through it while still facing right. Also assign him a climber.
The worker can make through the "maze" onto the teleporter at the level's bottom right. There are two places where you need to make the worker jump so he can continue on towards the long-winded path to the teleporter, should be obvious where the two jump spots are located.
Once he's gotten through that teleporter, he can now use the laser to free the lemmings from the left entrance. After he finishes lasering, use the shimmier as a jumper to jump across the drop, so that he doesn't continue left onto the exit like the crowd. Instead, he will end up heading right, towards the area below where the right-entrance lemmings are trapped at (remember, your worker can climb).
Have your worker stack at the right edge of the square block of the "V" below the area with the lemmings. This will turn your worker left, as well as blocking the crowd from heading right. Now use your remaining laser to release the remaining lemmings. There's enough time for them (and your worker) to make it to the exit.
(Wow, what is it about the number 14? Actually, I dislike Fun 14 as well, because it's too long and samey.)
And here's my solution:
...the only Level 14s which I consider to be good are Tricky 14 on the Sega Master System version...
True, Havoc 14 isn't exactly long, but it's still pretty lame.
Maybe you didn't play DOS lemmings or play Lemmix.
Okay, I've played Space 8 on the DOS version of Lemmings 2 and I have confirmed that you can save all the lemmings without ever using the chain. Here are some hints:
So, it seems the ONML Level 14s overall are a better bunch than the originals....
Worst
5) “Tanks a lot”: Due to some glitchy behavior, sometimes a few of the lemmings in the tank fall too far at the start, ruining the attempt right away.
What about the Holiday Lemmings 14s? Let's see...
5-1 is cooming
Rank | Love | Hate |
1. | Go for it! | Heaven can wait (WE HOPE!!!!) |
2. | Lemming Lament | Hunt the Nessy |
3. | Have a nice day! | Origins and Lemmings |
4. | The Art Gallery | You need bashers this time |
5. | The Far Side | Down, along, up - in that order |
Havoc 19: Looks a Bit Nippy Out There – Difficult in a good way; very satisfying to complete, because the exact way of getting the lemmings into the right place isn't immediately apparent and took me a while to work out.
Hail 15: Steel Block Party – I like this one because I found a nifty solution to it. It's a different one from the one on TLE, though – you bash, and then use the right mouse button to select a few diggers at the same point as the basher, so that the basher goes down a few pixels and dodges the metal. I think the level's a good design in that it makes you think about how to do it with only one basher.
By the way, what's "Blitz"?
the easy backroute here (catch the lemmings at the start, and bash to the exit). I did try once (briefly) to find the "intended" solution, but didn't find one.Given that I couldn't find another solution either, I think that's the one. I found it hard to get lemmings out of the pit, though, even doing the catch-them-in-the-pit-and-bash-to-the-left solution. I saw that there was a gap in the metal on the left implying that you should be able to bash through and then climb up, but I couldn't get any solution to work after doing that.
5. Wicked 2: Inroducing SUPERLEMMING – [snip] Also, I think there's a backroute near the end where on some versions you can just build over the final gap to get to the exit. That's always how I used to do it, anyway, although it's difficult to pull off. Took me ages to realise what that chamber on the right is for.
On a side note, my 1st copy of Lemmings was PC Windows 1995 single CD bundle with the original + ONML and I didn't have to use the diggers to pass these levels
02. LoTs moRe wHeRe TheY caMe fRom (Wicked 18) - Title REALLY bugs me, the cave is evil, and I usually run out of miners by the time I get near the water. I've tried the backroute via the top of the cave and I could never pass the level that wayFrom the way some of the slopes on the top seem to be aligned, I don't think it is a backroute; I reckon it's either the intended solution (with the route through the cave, therefore, a backroute) or possibly a deliberate attempt at a level with a high road/low road solution. I'm sure I managed to get it to work at one point, although usually when I go back to it I've basically forgotten how, and end up giving up and just going through the cave...
On a side note, my 1st copy of Lemmings was PC Windows 1995 single CD bundle with the original + ONML and I didn't have to use the diggers to pass these levels
I saw this mentioned somewhere else as well. I have the copy of Windows Lemmings (also bundled with Oh no!etc.) that comes with Lemmings Paintball. And the incorrect fall height glitch in 'We All Fall down' is not present in this version. On all 4 versions of the level, the lemmings always die when the hit the ground. So I never experienced this.
So did they fix this glitch on this version of WinLem? On my label it says 1996 so it's possible.
holy crap... your post solves a riddle of mine from 20 years ago...
I had that. I had the Covox lemmings but I lost the disc. "Covox Lemmings" came up on my DOS screen and many times I tried to play it and it never worked right & I couldn't understand why. [I was young and DOS doesn't say things like "you need another disc".
Covox was a type of audio system at the time that I guess they were trying to advertise (that has since gone nowhere I guess):
http://en.wikipedia.org/wiki/Covox
You can download Covox lemmings from (I think) the Lemmings Universe website (so yeah, we know about it!). And yeah, Covox was a company. From the same website you can get the Official Companion Demo, which I think was released along with a guidebook, and has the 'Prima Publishing level' after the name of the publishing company that released it. However, unlike the Covox level, which actually looks nice, this is a three-colour bashfest and is really boring.
I played it about a year ago; I think IceTown was my favourite, because it's actually challenging and looks artistic (ie, like a town!). Some of the rest are really boring levels with just a few brick blocks or something like that.
4- No Problemming!
-stupid, a waste of design work and time imo
Shoot, I'm not that good of a player, but I'd say this:
TOP 5:
1. Heaven Can Wait (We Hope!!!) (Must be the Christianity that comes out in me.)
2. Poles Apart (Not really backroutable, at least from my perspective.)
3. The Crankshaft (As someone said earlier, the lack of bashers makes the level more interesting)
4. It's Hero Time! (One of everything, pretty tough and pretty fun!)
5. Feel the Heat (Short and simple, not a build-a-thon)
BOTTOM 5:
5. Walk the Web Rope (Long and tedious)
4. The Ascending Pillar Scenario (Long and tedious again...)
3. Hunt the Nessy (Long and tedious AGAIN!)
2. All or Nothing (If you know the trick, or have one of those newer versions, this level's a dud.)
1. Tightrope City (Just BLAND and boring.)
, I love the unique gimmick in this level and it left a good impression for me. I like Lost Something and Surprise Package for the same reason (but not Superlemming, as I mentioned at the start - some gimmicks are better than others )
The downside of course is that the gimmick is only good once, so replayability is limited unless the level provides good challenges (Lost Something delivers there too ).
1 Konbanwa Lemming-san - my favourite level to go back to and find different solutions for. Its generous skillset allows multiple possible set-ups and self-challenges, and it balances complexity and simplicity to a sublime degree which is unmatched elsewhere in the game. It's also one of my favourite levels to remix.
1 LeMming ToMato KetchUp fAcilitY - this is another one that had me stumped for a while, but I was determined to beat it and when I eventually figured it out it felt great. It's also one I'd love to get 100% on one day... not sure if it's even possible!