(https://i.imgur.com/vxzdWMC.png?1)
(https://i.imgur.com/tHoTqH5.png?1)
(https://i.imgur.com/DmHrlIq.png)
(https://i.imgur.com/AApKNpT.png)
10 Levels at SUPERLEMMING SPEED!
Download (https://www.lemmingsforums.net/index.php?action=dlattach;topic=5252.0;attach=16180)
A Pause-free Playthrough Of The Entire Pack! (https://youtu.be/jKsQ0n7dJmw) :lemcat:
Challenge Rules:lemming: Do not press pause - Exception: you may pause the level at the beginning to plan your strat, but once play commences the pause button cannot be used for any reason
:lemming: You may use Direction Select and any of the other QOL tools that SuperLemmini offers, but bonus points are awarded for non-use of these
:lemming: Replays are not permitted at all - if the level restarts due to a failed attempt, play must also restart
Level List
1 - Brick - SUPERLEMMING Retuns - Beginner
2 - Bubble - THE BUBBLE RUN - Novice
3 - Rock - SUPERLEMMING vs. The Space Lizards - Novice
4 - Snow - IcE PoPs! - Expert
5 - Crystal - Cristiano Lemnaldo - Novice
6 - Dirt - The SUPERLEMMING Lovers - Expert
7 - Fire - Scary Poppins' Land - Master
8 - Marble - Mind The Soup(ERLEMMING) - Master
9 - Pillar - GERONIMO!!! - Hero
10 - (Bonus Level) - Re-Inroducing SUPERLEMMING
The pack includes::lemming: Levels
:lemming: Custom Cursor (https://www.lemmingsforums.net/index.php?topic=5276.msg88345#msg88345)
:lemming: Logo Graphic
See also WillLem's SUPERLEMMINAS (https://www.lemmingsforums.net/index.php?topic=5754.msg93578#msg93578)
These levels are intended to be played without using the pause button!
Please note that this pack was written for SuperLemmini. If playing in SuperLemminiToo, it is strongly recommended that you disable the Timed Bomber option!
(https://i.imgur.com/9cFVBho.png)
(https://i.imgur.com/LiBbeqQ.png?1)
10 Levels at SUPERLEMMING SPEED!
Download (https://www.lemmingsforums.net/index.php?action=dlattach;topic=5252.0;attach=18833)
A Pause-free Playthrough Of The Entire Pack! (https://youtu.be/VriEafTxx6Q) :lemcat:
Challenge Rules:lemming: Do not press pause - Exception: you may pause the level at the beginning to plan your strat, but once play commences the pause button cannot be used for any reason
:lemming: You may use Direction Select and any of the other QOL tools that SuperLemmini offers, but bonus points are awarded for non-use of these
:lemming: Replays are not permitted at all - if the level restarts due to a failed attempt, play must also restart
Level List
1 - Merry Christmas Mr. SUPERLEMMING - Beginner
2 - Dasher, Dancer, Prancer, BLITZEN!!! - Novice
3 - Clouds Of SUPERLEMMINGS - Novice
4 - Bashing Through The Snow - Expert
5 - Race Against The Race Against Cliches - Expert
6 - Cindyland III - Expert
7 - We All Fall Down - Novice
8 - Check Your SUPERHINTS!!!* - Novice
9 - Running Home For Christmas - Expert
10 - Ready, Set... SNOW!!! - Master
*This level contains hidden elements, please Check Your SUPERHINTS!!! before proceeding!
SUPERHINTS!!!
Scroll to the right to view the full image --->
(https://i.imgur.com/5ls4qhe.png?1)
Key:
The Correct Exit!
Steel Areas
Icicle Trap
False Terrain/Steel
The pack includes::lemming: Levels
:lemming: Music
:lemming: Mods (for Xmas Sprites)
:lemming: Custom Cursor (https://www.lemmingsforums.net/index.php?topic=5276.msg88345#msg88345)
:lemming: Logo Graphic
These levels are intended to be played without using the pause button!
Please note that this pack was written for SuperLemmini. If playing in SuperLemminiToo, it is strongly recommended that you disable the Timed Bomber option!
So, I'm working on a pack of 10 levels (one in each of the original styles) all featuring the SUPERLEMMING! Since SuperLemmini still supports this mode of play, it seems to make sense to do this as an engine-specific project.
I'm going to keep track of the levels here as and when they get made, as it's likely I'll work on these one at a time over the course of the next few weeks, depending on how much time I get to devote to wrestling with the 1.43 Editor!
O.o a Superlemmini pack! :thumbsup: I so am looking forward to this when it's done and released.
Hey Willem, Great to know you know now how to make packs. As before you were struggling with it. Although it would be nice if Tsyu would show up. Also using 1.43 is still not a very good editor.
I tried Jbuilder 1.76 but It alot of times has issues saving .inis. Many times the levels Styles are blank when trying to play it. So I won't even use it anymore. It would be awesome if as you posted in
New features for Superlemmini that Tsyu would put a built-in editor, but maybe that might be hard. Don't know. Also I think we all would like backwards step-framing. As Icho doesn't like Superlemmini either because when making 1 error, you have to start replay over up to the point of the error. I agree here. I'ts annoying. I had to replay many times over when getting the replays
for my conversion packs especially the difficult Reunion and Pimolems.
Challenge accepted. Level 5 pause free replay attached. Surprisingly came down to the wire on time, where I only had about 7 seconds remaining. A lot of the areas are very difficult to do pause free. Obviously if you did pause it would be very easy.
Thanks for taking on the challenge kaywhyn, you did well to play the whole level without pausing!
I couldn't resist doing this one myself, here's a video of my pause-free playthrough (https://youtu.be/pS7AWEkW5PI). It is possible to complete it well within the time limit :lemcat:
Hi WillLem
I like the idea of creating a level one for each level theme, like one rock, one snow. Also having just one lemming on it is actually not a bad idea and could be a fun one on its own.
Quote from: WillLem on December 01, 2020, 11:42:02 PM
I couldn't resist doing this one myself, here's a video of my pause-free playthrough (https://youtu.be/pS7AWEkW5PI). It is possible to complete it well within the time limit :lemcat:
Haha I don't doubt that it is very possible to finish with a lot of time leftover, even when playing pause free. I ended up making some things harder for myself in some areas while attempting a pause free playthrough. You also seem to have much faster and better reflexes than me ;) Also, I have recently played a NL level that had both the Superlemming and frenzy gimmicks enabled, although it's not quite the same thing since the save requirement was very relaxed so as to not cause a lot of frustration. In addition, there was a third gimmick enabled, karoshi, where the goal is to kill lemmings instead of save them. So, guess it's coincidence that your Superlemming pack you're working on for Superlemmini came at the right time :P
Cool Level, Keep up the good work with making SL Levels. Merged the 2 original lemmings levels into one. awesome.
So I had a few whacks at level 7 on Lemmini, and I'm really inclined to believe that we have a case where the level is possible on Superlemmini but not on Lemmini not because of the physics but because of the very strict timer and the way it works with the Superlemming gimmick. Here, you need to take into consideration that each bomber takes 5 seconds, and with all the bombers that are used to get through the extremely thick wall this uses up way too much time on the clock. Also the extremely long distance that the lemmings need to walk before they even reach the wall. Worse of all, the game clock is sped up along with the lemmings being sped up. In contrast, in SL the lemmings are sped up, but the game clock goes at the regular pace. Therefore, it is a complete waste of time to play the level on Lemmini as you're just wasting time on a level that isn't possible to finish on time. Obviously the only fix is to increase the timer, but then it also makes the SL version no longer as big of a challenge.
That reminds me. I do recall a snow level from Pimolems where the Superlemming gimmick is used, although I have recently been reminded of it from a few months ago. I have totally forgotten about it due to how much time has passed since I last played the pack on Lemmini. So yes, there's your confirmation that Lemmini does indeed support the gimmick.
note: I also forgot. The level had the problem again where the hatch and exit don't appear when loading in Lemmini, and so I had to resave the level in the editor. Also, unchecking the read only box allowed me to save the level under the name you gave the file ;)
Great level, what makes it easier is that last part with the gap.
Here is my replay for the level
OK, so... since it's apparently not possible to have one Xmas level in a pack (because the Xmas sprites have to be applied to the whole pack as a "mod"), I've instead decided to make a Bonus pack of 10 Christmas-themed levels!
It makes sense really, since it is Christmas and it means I get to re-use the Christmas music I made for last year's Xmas Lemmings 2019 (https://www.lemmingsforums.net/index.php?topic=4561) :lemcat:
Released today!
(https://i.imgur.com/TGwzhf7.png?1) (https://www.lemmingsforums.net/index.php?topic=5252.msg87888#msg87888)
(https://i.imgur.com/ZLx3Eiw.png?1) (https://www.lemmingsforums.net/index.php?topic=5252.msg87888#msg87888)
See OP for Download Links (https://www.lemmingsforums.net/index.php?topic=5252.msg87888#msg87888).
Click here to see a video Playthrough of WillLem's SUPERLEMMINGS. (https://youtu.be/jKsQ0n7dJmw)
Click here to see a video Playthrough of WillLem's Xmas SUPERLEMMINGS. (https://youtu.be/VriEafTxx6Q)
ENJOY!!! :lemcat:
awesome WillLem, Finally glad you know how to put the levels into packs as they now show up in the level list. Once you get the hang of how to make the packs(levelpack.ini), it's really not that difficult. Of course there are other tile sets you can use to make levels besides the original and ohno and holiday ones. Also there are Icho's and Zanzindorf's styles sets which I have in my 1.43 editor Superlemmini styles folder.
So I had a bit of trouble with level 2 The Bubble Run whilst filming the playthrough, which falsely gave me the impression that it's possibly too difficult to be level 2. However, in hindsight it's probably because I was going for the most direct route, which is more difficult than other possible routes, and I was doing so whilst filming, and talking to camera.
I had another few goes at it this morning and beat it first time every time. There is plenty of time and plenty of skills to take pretty much any route you feel comfortable with, and the ending isn't as difficult when you're concentrating on it fully.
So, I'm fairly happy now that it's in its rightful place as level 2 :lemcat:
For anyone who has downloaded or is thinking of downloading the SUPERLEMMINGS packs, please note that I have included a custom cursor graphic with both packs.
I've made it slightly thicker and a brighter green so that it's much easier to see; the thinner, darker default is sometimes quite difficult to quickly locate (even when you disable the "Classic Cursor" option), which is not what you want when playing at superlemming speed!
If you wish to use it (recommended), place the graphic in Resources/gfx/misc and it will override the default for as long as it's there. Want to switch back afterwards without moving or deleting the graphic? Simply rename it to something else (e.g. cursor2) and SL will ignore it, and revert to the default cursor.
It's also available here (https://www.lemmingsforums.net/index.php?topic=5276.msg88345#msg88345) if you need to download it again.
I wonder if anybody entered "Mind the (Soup)er Lemming" in the level contest for rule 1.
Played the first 3 Levels of Will-Lem' Superlemmings. I've attached replays, which were achieved without using pause etc..
Note that I'm used to builder queuing and all the other quality of life stuff like pause/frame stepping to put my opinion into perspective.
It is an interesting challenge but a frustrating one as well. Especially the standard slow edge scrolling got me into some problems, though I only now have realized that right clicking seems to make it faster. The levels look asthetically quite well and have a generous skill amount and time limit so far.
SUPERLEMMING Retuns/x.rpl
This level reminds very much of the original, seems well balanced apart from that the last part is the most difficult, which can get frustrating when one has to start over again.
THE BUBBLE RUN/x2.rpl
I wasn't so fond of this level though it had its moments.
The challenge of the first part is okay but repetitive without being particularly difficult. Messing up is still possible and then one has to start over doing the same over and over. Though the fast speed made it less annoying than it at the first glance seemed.
The pillars in the next part I liked the most, the last one is very tight but it felt good when gotten right.
The least liked part was the bubble triangle since it was barely manageable. By accident I sometimes bashed in the wrong direction, which had the positive side effect that it trapped the lemming as well. (The builder assignments within the triangle were pure accidents, I accidentally changed to the builder skill.)
The last part is hard to assess for me since I fumbled my way somehow through, it seemed an okay challenge though.
SUPERLEMMING vs. The Space Lizards/x3a.rpl, x3b.rpl
This level seemed easier than 2/the bubble one and seems to have a broad variation of solutions. I took two routes. I generally liked the level though it had the Oh No trolls like the barely visible carnivorous plants and was sometimes quite tight concerning bridging gaps. The hardest thing was to deal with the big tree.
x3a is an upper route, which seems more unusual. Only when rewatching my replay I realized that I had no builder left.
x3b seems like a more usual route.
Solved the further regular levels 4 to 9.
Generally the pack seems to be inspired strongly by the original levels, which entails imho sometimes the problems of the original designs as well. Sometimes the levels were a bit lenghty for the challenge for my taste but that was to some point made up by the fast speed, which means less waiting. It was nevertheless an interesting challenge as I mentioned before.
IcE PoPs! (40% save req.)/x4.rpl (45%), x4b.rpl (46%)
It was an okay level but I actually don't know why this level is meant to be played pause free. One has a generous time limit and save requirement as well as the lemmings are most of the time stalled. So there is a lot of time to think/readjust without pausing. The x4.rpl demonstrates that, in which I ponder for quite some time how to proceed, which stretches that replay. Admittedly I was lucky at the end that one lemming faced the other direction. This replay takes the long, regular route.
The x4b.rpl just uses the fast way down the side. I've realized in this level that there are invisible walls to the sides, so that the lemmings don't die at the edge.
Cristiano Lemnaldo/x5.rpl
This level felt like the most well rounded and was challenging. The grate in the end however feels luck based if one gets through in one swing, like in the replay, or not.
The SUPERLEMMING Lovers/x6.rpl
This level was tough but too much building for my taste. I was as well not so fond of the hidden stone trap near the end. I still don't know what an elegant route through the bear traps would be. The learning effect makes this level more manageable. In the end the replay gets messy due to panicking and the jumps were from clicking on the preview window to get faster to the other side.
Scary Poppins' Land(62% save req.)/x7.rpl (65%)
This level was okay and not too tough once I had an idea how to deal with it since it has a generous save requirement. I accidently lost my worker but maybe that saved the time limit in the end. It has gotten tighter than it had to be since I only realized late that I have still to build in the end.
Mind The Soup(ERLEMMING)/x8.rpl
In my view the hardest level, an amalgam of two hard original levels. The hardest part was getting through the first pillar. Thinking of assigning a floater was a learning process as well. The replay gets messy inbetween since I messed up one skill. Again too much building for my taste and this one is at points really harsh under the pack conditions.
GERONIMO!!!(60% save req.)/x9.rpl (61%)
This level was a nice challenge. It seemed chaotic where the lemmings spawned but I think there is some internal pattern to it. I had attempts with potential 57% and 59% before the replay attempt. I didn't like so much that the middle crowd had to be freed since it wouldn't be nice to mess that up, which is possible. Furthermore it interferes with directly seeing how much are saved.
Thanks for the replays @Forestidia86. I'll have a look at these soon and reply to your feedback :thumbsup:
Quote from: Forestidia86
Played ... Will-Lem' Superlemmings. I've attached replays, which were achieved without using pause etc
Well done! And thank you for adhering to the spirit of the challenge :lemcat:
Quote from: Forestidia86
Note that I'm used to builder queuing and all the other quality of life stuff like pause/frame stepping to put my opinion into perspective
...
It is an interesting challenge but a frustrating one as well.
Noted. And yes, I can imagine that this pack was something very different for you in that case!
Quote from: Forestidia86
the standard slow edge scrolling got me into some problems, though I only now have realized that right clicking seems to make it faster
Indeed, holding the RMB whilst scrolling doubles the scrolling speed. The ability to toggle this some other way would be good, I'm hoping that hotkeys become a thing in SL at some point (I toyed with the idea of learning Java to implement some of the ideas I had but it's proved to be somewhat elusive so far, I think I'd have far too many problems trying to do it without help).
Quote from: Forestidia86
can get frustrating when one has to start over again
I know what you mean, and it's certainly valid feedback. However, I'd suggest that the whole point of this challenge is that it's execution-based. So, part of the challenge is to overcome the frustration of restarts; as your skill with Superlemming mode increases, these happen less and less often.
Quote from: Forestidia86
By accident I sometimes bashed in the wrong direction
It's absolutely fine to use Direction Select for this challenge. The only "rule", as such, is not to use the pause button. To be honest I'm very impressed that you managed to beat these levels without using the Direction tool, so you get bonus stars for that! :thumbsup:
Quote from: Forestidia86
SUPERLEMMING vs. The Space Lizards/x3a.rpl, x3b.rpl
This level seemed easier than 2/the bubble one and seems to have a broad variation of solutions
One of the things I love about this (and the original) level is the number of routes that are possible to take, it's one of the main reasons I chose to remix it for this pack. I like both of your solutions, you did a good job of dealing with that pesky tree when taking the top route!
Quote from: Forestidia86
Generally the pack seems to be inspired strongly by the original levels, which entails imho sometimes the problems of the original designs as well
Fair comment, many of these levels are remixes of L1 levels. I'm generally one of people who like the original designs as they are, problems and all. Some of the imperfections are what make those levels so endearing, particularly since they have been solved and resolved many many times since their inception all those years ago. Even when remixing the levels, I often deliberately try to preserve and recreate some of those imperfection, although I usually just end up making imperfect levels of my own! :crylaugh:
Quote from: Forestidia86
IcE PoPs! (40% save req.)/x4.rpl (45%), x4b.rpl (46%)
I actually don't know why this level is meant to be played pause free
Pressing pause allows the player to stop-start the level, and give extra thinking time not just for planning a route but for making assignments which must be performed quickly. It's about more than just figuring out a strategy, the challenge is to then execute it at speed. However...
Quote from: Forestidia86
Spoiler
The x4b.rpl just uses the fast way down the side. I've realized in this level that there are invisible walls to the sides, so that the lemmings don't die at the edge.
This is a heck of a backroute!!! :forehead: I'm leaving it in there, see if anyone else spots it. Nicely done! :thumbsup:
Quote from: Forestidia86
The SUPERLEMMING Lovers/x6.rpl
The learning effect makes this level more manageable
I appreciate this comment; I took time to make sure that the levels increased in difficulty as gradually as possible, even with some breather levels in between some of the harder ones.
Quote from: Forestidia86
Mind The Soup(ERLEMMING)/x8.rpl
In my view the hardest level, an amalgam of two hard original levels
I would probably agree with this, although the one I struggled with most during my playthrough was actually level 2
The Bubble Run! Something about that end section kept catching me out and I had to keep restarting over and over, it was a real pain! Every time I've played it since then though I can usually beat it on the first attempt, so maybe it was because it was filming day or something, that's my excuse anyway ;P
But yes,
Mind The Soup(ERLEMMING) is absolutely meant to be a difficult climax level, certainly the most difficult of the single-lemming levels. The Floater makes it somewhat easier though, I think. Also, the Climber can be used to enter the end section with the bowl of soup, so it's a bit less of a Builderfest ;)
Quote from: Forestidia86
GERONIMO!!!(60% save req.)/x9.rpl (61%)
This level was a nice challenge ... I didn't like so much that the middle crowd had to be freed since it wouldn't be nice to mess that up, which is possible. Furthermore it interferes with directly seeing how much are saved.
I see what you mean and I can sympathise; this level caused me considerable stress whilst filming the playthrough (I managed to catch 80% with Floaters and then messed up the final Builder! I had to take some time to calm down before I carried on! >:( :crylaugh:)
However, since the pack is intended to be execution-based rather than pure strategy, the middle crowd setup in this level is absolutely
meant to cause these problems. Admittedly, releasing the crowd at the end requires at least a certain amount of luck, but that adds to the build-and-release atmosphere of the level and gives it an edge it otherwise wouldn't have in a more strategy-based environment. Whilst playing it can be a nightmare, beating it brings on the good feels! ;P
Ultimately, I'm really glad that you have taken the time to play through this pack, it's great to have some feedback on it and to watch others' playthroughs of it. Thank you for this, and I hope you enjoy the next one! :thumbsup:
Quote from: WillLem on October 13, 2021, 02:34:45 AM
Pressing pause allows the player to stop-start the level, and give extra thinking time not just for planning a route but for making assignments which must be performed quickly. It's about more than just figuring out a strategy, the challenge is to then execute it at speed. However...
Actually I paused once per level at the beginning to get an overview of the level (no assignments), but restarted then after having a look for the actual attempts, which were done without pause. I didn't see it against the spirit of the challenge or as pausing in this sense since one has the small preview picture before the start of the level anyways and no assignments were made with pause. For SUPERLEMMINAS I only used the preview picture for planning and didn't pause at all.
One point which could be unclear with the rules of the challenge: I assumed that using replays of previous attempts is not allowed though you don't state it explicitly. So I always started freshly over from the beginning after a failed attempt.
Thanks for the feedback.
Quote from: Forestidia86
Actually I paused once per level at the beginning to get an overview of the level (no assignments)
Of course, this is fine :thumbsup:
Quote from: Forestidia86
One point which could be unclear with the rules of the challenge: I assumed that using replays of previous attempts is not allowed though you don't state it explicitly
Good shout. I've made the challenge rules a bit more clear.
Solved the Xmas pack without using pause etc.. Used no directional select for consistency with the other pack solutions.
I think this is the easiest of the three current packs though it had tough levels as well. Again strongly inspired by the original levels. The animated snowmans etc. gave me at first the impression they were traps since in Lix animation generally means trap. I remember as well being fearful of the snowman as a child since I thought it will squish you.
Spoiler
The pack had a lot of the barely visible icicle traps. Most of the time it was visible when closely looked. Didn't bother me as much as in Superlemminas but still not a fan of it.
Merry Christmas Mr. SUPERLEMMING/y1.rpl
This level works well as Superlemming level. This would be a good beginner level imho.
Dasher, Dancer, Prancer, BLITZEN!!!/y2.rpl
Was an okay level. Hard to free the crowd without directional select, build stairs for safety concerning fall height. Solution seems a bit fiddly and needed a bit of thinking. The exploder was unusable. It took me more time to solve this than it should.
Clouds Of SUPERLEMMINGS (save req. 66%)/y3.rpl (90%)
A building oriented level, was generally okay. Replay is full of mess-ups.
Bashing Through The Snow/y4.rpl
This level hit my weakness, was very tough for me, had to stall the other two lemmings. Else it was an okay level.
Race Against The Race Against Cliches/x5.rpl
I liked this level, it fits the challenge well. The upper lemming was stalled at some later point, which made it easier. (The original level this is inspired from stuck to my mind since I played the original level in Winlemm with action replay and probably due to the density of climber assignments the replay often desynched that a climber skill was used up but not assigned.)
Cindyland III (save req. 80%)/y6.rpl (80%)
This level was tough. The right side was imho much harder than the left although the replay contains a lot of mess-ups on the left side. The ice balls made it quite fiddly.
We All Fall Down/y7.rpl
This remake was easier than the pipe level despite having more lemmings since one could assign every second lemming and it worked out. The hidden trap there is odd.
Check Your SUPERHINTS!!!* (sav req. 50%)/y8.rpl (93%)
Not sure what to say about this level. I looked at the Superhints but forgot things when playing.
Running Home For Christmas/y9.rpl
The two parts were a bit too disjoint for my taste. Though what I really liked was that one could climb and float one full hatch which made the right side much easier and was some kind of interaction since one couldn't use the skills for the other side then. In the replay while still assigning floaters I thought ahead to change to builder but didn't stop assigning which led to quite some unneccessary assignments.
Ready, Set... SNOW!!! (save req. 60%)/y10.rpl (60%)
I actually only clicked wildly around from a certain point on but it somehow worked out. I took it, was very late as I played it.
Important update for Xmas SUPERLEMMINGSQuote from: Forestidia86 on October 15, 2021, 09:09:25 PM
Dasher, Dancer, Prancer, BLITZEN!!!
The exploder was unusable
This is a genuine mistake. The save requirement is supposed to be 3 out of 4 lems; thankfully, the level
is 100%able (as you've managed - well played!)
Here (https://www.lemmingsforums.net/index.php?action=dlattach;topic=5252.0;attach=18832) is the fixed level. I've also updated the pack (https://www.lemmingsforums.net/index.php?action=dlattach;topic=5252.0;attach=18833) to include this fix.
Hello WillLem,
I accepted your pause free challenge for SUPERLEMMINGS and after plenty of struggling with the no pause rule, I managed success on all 10 levels in a little under 2 hours. My replays are attached. Note that the first 7 of these replays are solutions that are different than the ones you see in my LP, because I forgot to save the replays as I went along. It was only when I got to the 7th level was where I realized I haven't been manually saving them.
You can also see my live LP where I followed the rule of no pause so that you know that I didn't violate anything. I use Charles' SuperlemminiToo. I initially tried the pack with timed bombers, but after a while to prevent the video from dragging out, as well as to reduce frustration, I proceeded to turn them off. You got to give me props for at least trying with timed bombers while under the no pause rule :P
Link to my LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJsgJA7NR4SwAaeYKP0IKwlZ (https://www.youtube.com/playlist?list=PLbp2m4KlFpJsgJA7NR4SwAaeYKP0IKwlZ) Enjoy! :P
General FeedbackWillLem's SUPERLEMMINGS pack is a pack for Superlemmini where the challenge is to complete all levels without using pause. That being said, with pause all these levels are very easy due to extremely generous skillsets on all levels. Therefore, there's generally no worry that you'll run out of skills at any time while attempting the pause free challenge, although I think the only time the skillset would be a problem is on the very first level, but even then there's still some spare if you manage to misplace/misassign a skill or two.
Most of the levels in this pack are remixes of OL and ONML levels. I certainly don't mind them at all, especially if they manage to do more than just be a mere repeat in terms of level layout. At the same time, it's generally WillLem's style when it comes to level designing, as he's huge on remixes. Every level designer has his/her preferences, and there's nothing wrong with doing the occasional remix pack, where the content is mostly or completely all remixes.
I got to say I really enjoyed this challenge! It should be clear that my natural reflexes aren't as quick as they used to be (I'm an old man, although perhaps I shouldn't be saying that as I'm still not as old as some others, but I'm definitely up there with them :8():), but it's still a lot of fun to at least challenge oneself and satisfy certain goals while playing. It's also a very short pack, 10 levels just like the various 10-level Dos packs for Custlemm.
Of these levels, I would have to say that both SUPERLEMMINGS 2 and SUPERLEMMINGS 6 both gave me a lot of problems. However, I am in agreement that the former is quite a challenge when attempting the level pause free. In the latter, the part in the middle with the bear traps was pretty difficult to do, although that's because I avoided mining and then simply bashing for a while and instead attempted to simply build over the triggers.
Also, for SUPERLMMINGS 7 it's not so bad once you 're able to do the start successfully, but the very thick wall to bomb through is way too repetitive for my liking. I guess the same can be said about SUPERLEMMINGS 4, but that's just me, as I personally am not a fan of levels where you have to repeatedly spam the same skill in a very short amount of time. That doesn't mean those levels are bad. Quite the contrary. Rather, levels with excessive and repetitive skill assignments tend to be quite dull and boring for me.
1 - SUPERLEMMING Returns
Nice and easy level to start off the pack. I like the throwback to Wicked 2 here.
2 - The Bubble Run
I'm in complete agreement with both you and Forestidia about this level being challenging when doing it pause free. Indeed, I had the most trouble with the big blue triangular structure. The end part can also be a bit scary, but if you build high enough then it won't be a problem at all.
3 - SUPERLEMMING vs. The Space Lizards
Nice remix of Wicked 11 but with more lizard traps besides the one on the tree. Back to easy with this level, but I can definitely get behind your reason for putting the harder level before this one, as you mentioned in your playthrough that after you get past that the rest of the pack flows more naturally.
4 - IcE PoPs!
Initially tried it with timed bombers, but gave up after a while and so I switched it off so as to not drag out the video. Hey, got to commend me for at least trying with timed bombers! :laugh: I might just upload an off-camera attempt of it later on if I do end up being successful.
I knew something should had been up when there wasn't an exit in sight. Indeed, the fact there's more of the level vertically escaped me completely even though I should had realized it from the level preview image itself :XD: I'm not used to vertical levels on Superlemmini, so this caught me off completely. Good level, although as I mentioned the bombing is too excessive for my liking.
5 - Cristiano Lemnaldo
Already played this before as can be seen in the previous pages of the thread, but I decided to play it fresh again as if I never played it before. End part can also be scary, but I made things easier simply by digging down the final pillar before the exit.
6 - The SUPERLEMMING Lovers
As can be seen in my LP, I while struggled here. A lot of misclicks, as well as the part with the bear traps was hard. Hidden retractable boulder trap took me by complete surprise, although I think one could had kind of figure out there's one as that area does look suspicious. However, I was more focused on the Superlemming speed and so that distracted me before I realized it. Even then, as I said I don't mind the occasional hidden trap, so I'm kind of like you and grams88 in that regard. Definitely good for a laugh, I got to admit. It must be emphasized that for me it's "at first." Too many of them in a short amount of time, then I will mind and it will annoy me.
7 - Scary Poppins Land
Scary indeed. At least the beginning. Once again, I might put up an off-camera attempt with timed bombers later on if I'm successful, but for the most part it seems that it's nearly borderline impossible due to the very thick wall at the end, as well as the very start, where it's absolutely vital that you build after assigning the bomber, as he will explode past the steel and prevent containing the crowd otherwise.
8 - Mind The Soup(ERLEMMING
Scariest part is at the start after bashing through the first pillar. Here, I quickly assigned a digger before building to make things easier. I also screwed up the part where I build up in order to bash to get to the masher trap. I guess that part can be scary to, especially if you bash too early by cutting off the staircase and the lone lemming falls to his doom. I like how you combined both "Mind the Step" and "Pea Soup" in one level! :thumbsup:
9 - GERONIMO!!!
Here, I wonder whether you got the idea by combining "Floater Frenzy" from namida's Lemmings Plus, as well as a level from Lemmings Revolution where pause is completely disabled on it. The biggest difference is that this level doesn't require 100%, which is a huge relief considering the Superlemming gimmick. Even the floater frenzy levels didn't have save all requirements, although I can't remember if they also had Superlemming enabled too in addition to pause being completely disabled.
I definitely worried about not placing the builder correctly and hence forcing a complete restart, but luckily I got it right on my first try.
Bonus 1 - Re-Inroducing SUPERLEMMING
Once again, nice repeat of Wicked 2, where this level uses its layout, except with one difference: The upper part near the exit is blocked completely by steel plates, thus enforcing the solution of going through the bottom and climbing up the wall to the right of the exit. This is probably the intended solution to Wicked 2, but both solutions are available on it. I believe it also just barely finishes on time on those ports where the clock is also sped up. This level wasn't that bad, but I kept screwing up the end part :laugh:
Thank you for this pack WillLem, and next up will be your SUPERLEMMINAS pack! :)
Hello WillLem,
I have also solved all of Xmas SUPERLEMMINGS pause free, so here are my replays/feedback. Also, the link to the LP is in the previous post, as like you I decided to stick all of the LP of the SUPERLEMMINGS packs in the same playlist ;)
General FeedbackMost of these levels are either from the Holiday Lemmings games or from WillLem's Neolemmix pack FestiveLems. The major difference being that you are playing the levels with the Superlemming speed gimmick on at all times, even with FF not engaged. I think I will have to agree with Forestidia on this one possibly being your easiest of your SUPERLEMMINGS packs. The levels I really struggled with here were levels 4 and 9. They really got my heart racing while making sure I don't press pause at any time. Of course, the WAFD can be too, but if you know the trick behind it it can really make your life much easier :P
3 - Clouds of SUPERLEMMINGS
Straightforward builder level. Very easy to save everyone too. Seems to be inspired from Clouds of Lemmings, which I believe is exclusive to the Amiga version of the Xmas pack? Other ports have "Vacation in Gemland" instead.
8 - Check Your SUPERHINTS!!!
Good level minus how there's deceptive terrain in addition to the fake exits! That was very bizarre seeing the lemmings falling through terrain when there doesn't appear any gaps or openings, as well as invisible steel on solid terrain. Sorry, not a fan of any of that! To be fair, this is the only level that can pretty much be downright trolling, but hey, at least it's the only level of its kind in the pack. Luckily, you also have a lot of skills that you can easily recover and a very generous save requirement. The frustration will just come from not knowing what's solid terrain and where the gaps are, such as where the steel is when the lemmings suddenly just fell through.
9 - Running Home For Christmas
Based on what Forestidia said, it seems that I made things much harder on myself than I needed to. For example, I completely failed to realize there being enough floaters for one hatch and enough climbers for the other. Or you could even give all of both skills to just one entrance, although that would be making things harder than they need to be. As a result, this level definitely had my heart racing, just like level 4. As can be seen in the replay, I really struggled with freeing the blocker on the far left :laugh:
10 - Ready, Set, SNOW!!!
Another Floater Frenzy level to finish off the pack, except that's the only thing you have to do. There's nothing else besides assigning floaters here, which definitely makes it more straightforward than the other two pack finishers. I managed 89% here, though like Forestidia I eventually just wildly clicked everywhere :P
Thanks for this pack as well! :)