Maso 1 -
Like a Ski Slope ! Another nice rank opener. My only critique here is the very precise miner placement. Also, I honestly don't remember using all builders to turn around on the Lemmini version, though once again I simply could be remembering things wrong.
Maso 2 -
In the Lemming's Cold A bit harder than the previous level but still nothing too difficult. My solution is probably harder than it needs to be, especially as I chose a really pixel precise placement for the first miner so that the next Lemming barely avoids the trap trigger. Perhaps the spare miners I had could be used to make things easier
Not sure.
Maso 3 -
Half Stone, Half Metal Nice level. I especially like how the second climber needs to finish up the rest of the mining at the top first before mining the others free. Nice solution needing to go through the outside first before turning back towards the huge wall.
Maso 4 -
I Am A.T. II Ok, I definitely didn't remember Dodochacalo having any I Am A.T type levels, let alone two in the pack. I don't know if I made the basher placements more precise than they needed to be, though.
Maso 5 -
Mined the Step ! Ah, seems to be a recreation of Martin Zurlinden's level from Mazulems.
Maso 6 -
A Kind of Camel Nice level, though wasn't there a similar level from Mazulems? I really like how there's two workers here.
Maso 7 -
Twisting Road Another repeat, but this time building up like I did in the original is impossible. This version looks quite daunting but it's really not that hard, though it still might not be obvious how to get up to the exit even with the several miners and very limited builders in the skillset.
Maso 8 -
A Z That Stands For Zemmings Ah, I'll never forget rtw's rant on this level, though it's definitely way more frustrating on Lemmini since there's no rewinding and one screw-up causes a complete restart. Even with NL's convenience features it can still be frustrating on the execution. The concept in the level is nice, but yea, I can sympathize with others who had similar frustrations with this one. I guess in a way this is Maso 5 but with builders instead of natural terrain to keep the miner going.
Maso 9 -
Live From the Pentagon Getting down is certainly the hardest part. Other than that, it can also be difficult to determine when to release the crowd so you don't run out of time.
Maso 10 -
Two in One Solution is easy, but executing it can also be very difficult. Luckily, you just need to adjust when to build for the Lemmings to hit their heads to turn around, as the optimal RR is pretty much already set for you and hence you don't need to worry about it. The multi-tasking is what bumps up the difficulty and therefore the level is worthy of the Maso ranking.
Maso 11 -
A Hard Nut Level Ok, this was probably the hardest level for me in the entire pack. There were so many things I tried and kept coming up a skill short or I wouldn't be able to save the climber in the end. Also building to get back up the right side was frustrating. I'm very curious what's intended here. Something tells me that because of the arrows going in both directions that it's intended to bomb there. Here, I needed to rely on some really good timing so that I could get back up with just 1 builder. I probably spent a good hour or so on this level alone!
Maso 12 -
Connect 4 Good and somewhat easy level. Back to the old bouncing a miner twice with two blockers but definitely easier due to the terrain!
Maso 13 -
A Search for Treasure Looks quite intimidating but another level where I really like how the solution all comes together. It can all be figured out with some logic. My mistake was thinking that the far left ones needed to build to catch the ones from the right, when in fact it's just bashing to the left and the building to the left. Nice use of the digger to delay the one that got the builder pickup, but that was certainly the hardest to see how to use on this level.
Maso 14 -
Windy Coast Another nice level where the start is the hardest but once you're successful in figuring out how to not lose anyone the rest is easy. It honestly didn't look like there's enough time to build and bash to be able to finish off the second gap before the others arrive while they are temporarily contained in the digger pit, but it's the only way to do the level without using up the other skills which are necessary elsewhere.
Maso 15 -
Tunnel under Channel Another great level where the timing all works out when the miner and builder meet at the right time and one where again you don't need to worry about the RR because the default is a maxed out 99.
Maso 16 -
Complete Autarky This one I kind of remember. Another great level, though honestly I don't remember doing what I did at the very end on Lemmini. I'll find out when I go through that version again. Other than the end part looking pretty hackish, this solution does seem intended
Maso 17 -
The Crossing (Part III) Hmm, I wonder where the other two such levels are. I honestly can't recall right now. Anyway, I had to adjust the builder placements several times with the first climber and floater before it all works out. It doesn't matter if the floater turns around, but it's crucial the climber doesn't. Even if he doesn't go to his death after that, I'm not sure if there's enough time for him to make a return trip back to the left exit. So really, another level with a solution that isn't difficult but its execution is, especially with making sure the bridges cross and not either one getting interrupted midway.
Maso 18 -
Take a Step Ahead ! Repeat of Devilish 2 but builders only this time. To compensate for the lack of a blocker, you have more builders available and also the Lemming count is less. It's not that much harder than the original, though you just need to know how to delay the others long enough to give the worker enough time to make the path to the exit.
Maso 19 -
Quarry of Jewels I honestly didn't remember there being an extending a basher with builders level from Dodochacalo, but luckily there's some extras in case you need them to make the setup correct. There's a Fire level from PimoLems that requires this same trick, so you can really see the inspiration they got from one another for their separate packs.
Maso 20 -
The Hatch I vaguely remember this one but it's a pretty good one and one of my favorites. You just need to realize that the work on the left side needs to be done first before crossing over to the right side with the floater to prepare the rest of the way. As a result, the digger needs to be placed precisely to allow him to climb over.
Maso 21 -
Be the One ! Definitely a somewhat harder recreation of Havoc 2, as I couldn't remember how to solve this one for a while. Getting the others down is the hardest part IMO. Just like many levels with a lot of builders, don't be fooled, as they run out much faster than expected! Decent level.
Maso 22 -
The Horizontal Barbarous Bars Ah, Pieuw has a similarly titled level in the Hurricane rank from his pack with more or less the same concept as this one. Not a hard one, just can be a bit hard on the execution since you need to place the bombers correctly to allow the bottom worker to connect to each floor with just one builder.
Maso 23 -
The Motor Show Nice level which is definitely far more interesting than the original from the Plain rank. The hardest part is figuring out how to isolate a worker, but here you just need two separate two digger pits, the left one which needs one Lemming with the digger. I like how there are workers doing the path in separate parts of the level.
Maso 24 -
Smash Your Button ! Way too repetitive for my liking and one in which it can get very frustrating since you need to place the diggers correctly or you won't get the worker to finish the tasks on time. As such, it's much harder to execute on Lemmini. In NL it's better, but it still gets annoying since you can really skip ahead here.
Maso 25 -
I am A.T. III Miners version of this type of level with the time limit being a huge problem here as in contrast to the diggers and bashers the miner is the slowest of them. I'm sure I could had made the time less tight by maxing the RR sooner. The ripoffs of this type of level aren't necessarily my favorites TBH.
Maso 26 -
Sharin' the Fuel Except for the part where I just delay a Lemming with a climber and I make the second Lemming joint build with the first one, this looks intended.
Maso 27 -
The Spring Can be difficult but it's a pretty good one. I initially thought to release the crowd at a time so that one of the last non-climbers can do the digging and release the blockers on the right side, but I ran into the problem that he wouldn't be able to reach the exit later. Seems that you can simply just use the climber who did all the building to the exit to save the blockers too. For some reason I didn't think it would work, but it does, you just need to keep in mind that they can simply all climb out the right side to reach the exit. Care must be taken to how you do the digging, though.
Maso 28 -
Imposing Block Ah, definitely not one of my favorites because of the repeated bombing and how very frustrating it is on Lemmini because you need to place all the diggers precisely. Seems that it's not that much better on NL, though luckily there's still rewinding/framestepping available.
Maso 29 -
All Turns Around the Time Nice level and except the part where I use a builder to turn a climber around, this looks intended.
Maso 30 -
Gliding in Labyrinth Zone The only level of the pack that has a NL skill due to how this is the closest you can get to reproducing the miner behavior on Lemmini where if you assign it at the very edge it will jump forward a pixel and therefore land on the other side instead of dropping in the pit with the others. Since all glitches in NL are eliminated, this is the best one can do to replicate it. Of course, one could avoid NL skills by simply giving a climber instead, but the solution wouldn't be as interesting and some changes would be needed in the next area after the first gap. A really nice level to finish off the main pack!