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NeoLemmix => NeoLemmix Levels => Topic started by: Flopsy on September 16, 2021, 11:04:12 PM

Title: Lemmings presents GOTTA GO FAST!!! v2.00 [Difficulty: Medium - Very Hard]
Post by: Flopsy on September 16, 2021, 11:04:12 PM
20/9/26: Gotta Go Fast v2.00 is out.

A long awaited fix to Chilli Dog 5 "Whodunnit?" which has remained unfixed for nearly 5 years.

past versions
4/4/23: It is now ok to video LP this pack again, the ban has been lifted.

4/5/22: Gotta Go Fast v1.56 is out.

Yes, you've guessed it, another back route fix for Chilli Dog 19....

30/4/22: Gotta Go Fast v1.55 is out.

yet another fix to Chilli Dog 19 to fix yet another major back route.

27/4/22: Gotta Go Fast v1.54 is out.

a further fix to Chilli Dog 19 to fix another major back route.

26/4/22: Gotta Go Fast v1.53 is out.

a further fix to Chilli Dog 19 to fix a major back route.

25/4/22: Gotta Go Fast v1.52 is out.

more back route fixes courtesy of IchoTolot on
Sneaker 8 and 21
Chilli Dog 1 and 19

Removed Talisman on Super Sonic 6

23/4/22: Gotta Go Fast v1.51 is out, just some further fixes to stuff I overlooked in Rose 20 and Shield 7 (talisman now removed).

18/4/22: Gotta Go Fast v1.5 is out, with back route fixes on IchoTolot's posted solutions and more added talismans.

Spoiler
back route fixes on
Rose 6, 20
Shield 7
Ring 19
Sneaker 4, 8, 21
Emerald 8
SSonic 1, 5, 15
Chilli Dog 1, 10, 14, 16, 19
Encore 15

New Solution on Sneaker 20

Talismans added on
Shield 8, 10
Ring 14
Sneaker 11
Emerald 9
SSonic 6
Chilli Dog 3, 15, 21
Encore 12
Toolkit 7




02/11/21: Gotta Go Fast v1.4 is out
Spoiler
v1.4 The 4th Armani update

back route fixes on
Sneaker 9
SuperSonic 11
Toolkit 12

25/10/21: Gotta Go Fast v1.3 is out

Spoiler
v1.3 The third Armani update

back route fixes on
Sneaker 2, 9
Emerald 17
SSonic 5, 11
Encore 11
Toolkit 12

Sneaker 2 has had to be completely reworked.

talisman added on
Chilli 14,17

18/10/21 v1.2 is out! More back route fixes and talismans added.

Spoiler
v1.2 The second Armani update

back route fixes on
Sneaker 2, 6, 7, 9
Emerald 17
SSonic 5, 11, 18
Chilli 7, 8, 12, 14, 17
Encore 8, 11
Toolkit 11, 12

talismans added on
Sneaker 20
Emerald 7, 14
SSonic 1
Toolkit 16, 17

28/09/21
v1.1 released - a ton of back route fixes courtesy of Armani and josh's replays, thanks both for playing the pack very early on :thumbsup:
Spoiler
v1.1 The Armani and josh update

added post level texts

back route fixes on
Rose 17
Shield 18, 21
Ring 4, 7, 17
Sneaker 2, 3, 6, 9, 11, 12, 16, 17, 20
Emerald 7, 10, 14, 17
Super Sonic 1, 2, 5, 10, 11, 12, 18
Chilli Dog 3, 7, 8, 10, 12, 14, 17
Encore 6, 8, 10, 11, 18
Toolkit 11, 12, 16, 17

talismans added on
Rose 8, 12, 13, 16, 17, 19
Shield 7, 8, 12, 15
Ring 1, 8, 12
Sneaker 8, 14
Emerald 8, 15, 16
Super Sonic 6, 8, 9, 14, 16, 19, 20
Chilli Dog 2, 6, 13, 15
Encore 3, 4, 5, 17
Toolkit 5, 7, 20, 21

Original Post
4 years ago today I released a pack called SEB Lems after making 175 levels in a little over 18 months with a lot of help from Wafflem.
Now I present to you after 4 whole years since SEB Lems.

(https://i.imgur.com/XhEPY9i.png)

To celebrate the 30th Anniversary of Sonic the Hedgehog, I am releasing a Lemmings pack entirely made of Sonic the Hedgehog tilesets.
Help guide the Sonic Lemmings to the exits in 189 levels across 9 ranks!
Help Sonic overcome Eggman's plans to take control of these mindless Sonic Lemmings and use them for his evil plans.
(https://i.imgur.com/220UdIn.png)


DISCLAIMERS (PLEASE READ):
1. This pack uses a lot of custom animations, and uses no effect trigger objects. These have been added for nostalgia purposes for the sake of trying to make the tilesets look as much like a Sonic game as possible. If you don't like this, please disable the background images in the config menu.
2. Most levels have 10 minute time limits by default, I discussed this with a few people before deciding on whether to implement this or not and I got all kinds of responses to this so my gut feeling was to just implement this feature. I am not going to have this pack topic descend into discussion about the time limits being unnecessary, this was also added for nostalgic purposes (Sonic would die if the time limit reached 10:00 on most Sonic games). I have added this to the levels where it is possible to solve the level significantly under the time limit (ie. you have at least 3 mins left) so I have added these time limits appropriately and not just to every single level.

This pack is deemed to be mostly on par with the difficulty of SEB Lems, however some testers have said that this pack is a little harder than SEB Lems even.

This pack is made up of 9 ranks, the first 7 of which are the main difficulty ranks and the last 2 are bonus ranks.
The pack also features custom sprites made to look like Sonic (thanks to Nessy for making these).
Each rank contains 21 levels, the final level in each rank is a boss stage and features a unique music track.
The first 7 ranks contain one level from each of the 21 main tilesets used in the pack.

With Special Thanks to
Nessy - for being the sole tester for this entire 4 year development cycle, helping me with making backgrounds and the lemming sprites. Such a great person to work with, always willing to help!
Also for providing the Hydrocity tileset for the pack.
Wafflem - "We've finally done it, the pack is finished. I wish you could be here to see it finished, please come back soon". For being a second tester when he was not away and being the pure inspiration behind this pack.
Lucia - Love Always xxxx
WillLem - for testing/improvements on the 1st rank and providing an animation for the Scrap Brain buzzsaw, it looks great!
GigaLem - for the work you have done on making the Sonic tilesets look great.
Plom - for the Metro, Studiopolis and Press Garden tilesets
and anyone else who has been supportive of this pack over the years!

(https://i.imgur.com/d3vyxmQ.png)
ROSE - Named after the stalker Amy Rose, this rank starts out with nice X of everything levels and a few other kinds of levels designed to ease you into the pack.

(https://i.imgur.com/gN4k7U6.png)
SHIELD - The 2nd rank, named after the Shield power up that Sonic collects on his travels. Still X of everythings in this rank but the difficulty is higher.

(https://i.imgur.com/a815Uvo.png)
RING - The 3rd rank, named after those golden rings which Sonic collects on his travels. We now shift towards Puzzle style levels and the X of everything levels become much less common, unless X=1 of course :P.

(https://i.imgur.com/pVKlTqw.png)
SNEAKER - The 4th rank, named after Sonic's very speed shoes. The speed is largely getting up to running speed by this point, we are truely into the meat of the pack now and the difficulty is ramping up.

(https://i.imgur.com/1WE0vbG.png)
EMERALD - The 5th rank, named after those collectable jewels in the bonus stages of Sonic. Now we are truely heading into the harder levels in the pack, they are hard just like collecting the emeralds in the Sonic games!

(https://i.imgur.com/rDtfWwj.png)
SUPER SONIC - The 6th rank, named after Sonic's powerful form after collecting all the emeralds. Now the levels are getting larger and much more complex, a lot more abstract thinking required here.

(https://i.imgur.com/VeNuu45.png)
CHILLI DOG - The 7th and final difficulty rank. Here we are, the last hurrah! The pack doesn't get any harder than this! Can you get to the coveted Chilli Dog at the end of the pack?

(https://i.imgur.com/4dDbdum.png)
ENCORE - An overflow rank of levels which didn't fit into the main ranks but were still awesome enough to include in the pack. Including a few collabs with other level creators!

(https://i.imgur.com/LtmunW8.png)
TOOLKIT - This rank is a certain type of level which I felt belonged in its own rank so that if you don't want to play these types, just stay out of this rank. These are levels with large skillsets and require a large amount of thinking and resources to solve. I know some people don't like this level type so I chose to separate them out (That's not to say the rest of the pack is entirely free of these "toolkit" type levels though!).


Now onto the tilesets by Flopsy.
Scrap Brain (Sonic 1) - the old favourite, remastered for GGF. Special thanks to WillLem for helping with the buzzsaw animation.

(https://i.imgur.com/yN8NhHv.png)
Happy Hour (Shield 10)

Star Light (Sonic 1) - remastered for GGF, now with added lighting effects.

(https://i.imgur.com/WHDa1xo.png)
Do You Believe in Magic? (Super Sonic 10)

Marble Garden (Sonic 3) - remastered for GGF with improved water animations.

(https://i.imgur.com/dueMqwo.png)
Harden The Paint (Emerald 8)

Casino Night (Sonic 2) -  remastered for GGF with significant light effect improvements.

(https://i.imgur.com/5wqPgdt.png)
Casino is the Night (Ring 1)

Sandopolis (Sonic & Knuckles) - remastered for GGF with improved updraft symbolising.

(https://i.imgur.com/YVgOTjR.png)
Pedalpusher (Chilli Dog 8)

Mystic Cave (Sonic 2) - remastered for GGF with improved trap visibility

(https://i.imgur.com/ndmnFIj.png)
Shining Light (Sneaker 16)

Death Egg (Sonic & Knuckles) - remastered for GGF with improved animations

(https://i.imgur.com/toE7z7x.png)
Death and Destruction (Emerald 14)

Labyrinth (Sonic 1) (in collab with GigaLem) - the water labyrinth of Sonic 1, possibly everyone's nightmare when playing Sonic. This tileset will feature water related Swimmer puzzles in most cases.

(https://i.imgur.com/L3XGvfU.png)
Let's Ride (Ring 21)

Chemical Plant (Sonic 2) (in collab with GigaLem) - the Chemical Plant from Sonic 2, featuring teleporter tubes and plenty of megamac to swim around in!

(https://i.imgur.com/qcloAgj.png)
Lems at Work (Ring 20)

Lava Reef (NEW) (Sonic & Knuckles) - a new tileset, a cave filled with glorious lava. There is also a colder variant for where the lava has cooled (like Act 2). Needless to say the Lava will kill.

(https://i.imgur.com/hkFOxEh.png)
It's Tea and Biscuits Time! (Chilli Dog 19)

Oil Ocean (NEW) (Sonic 2) - the classic zone from Sonic 2 (which recently made an appearance in Sonic Mania, this tileset is based on the Sonic 2 classic zone. A tileset based on pipes and an oil water (can swim in). Similar to Sandopolis, oil slopes act as one way fields.

(https://i.imgur.com/NCIw70t.png)
Past the Point of Delirium (Super Sonic 4)

Spring Yard (NEW) (Sonic 1) - the original pinball zone from Sonic 1, this tileset has a mesh similar to the crystal tileset in standard Lemmings which the Lemmings will be able to traverse.

(https://i.imgur.com/IzRpbhA.png)
Whodunnit? (Chilli Dog 5)

Hill Top (NEW) (Sonic 2) - a high altitude zone from Sonic 2, this zone has some grass terrain and even underground terrain. This tileset also features Lava, be very careful.

(https://i.imgur.com/bMjOncI.png)
Down the Hillside (Emerald 16)

Marble Zone (NEW) (Sonic 1) - the original lava zone from Sonic 1, has some resemblances to Marble Garden Zone with the grass however this tileset features Lava, a pillar trap and ruins.

(https://i.imgur.com/4hQ3hUf.png)
The Big Fat Greek Level (Super Sonic 18)

Metropolis (NEW) (Sonic 2) - the Scrap Brain of Sonic 2, this tileset features conveyor belts, molten lava and teleporters.

(https://i.imgur.com/XgbMvJB.png)
This is Lemmings! (Shield 21)

Ice Cap (NEW) (Sonic 3) - the last tileset to be made for the pack, felt like an ice tileset was what the pack needed to round out the variety of environments. Bears some resemblance to L2 Polar and ONML Snow but the crystal lattice pattern brings some uniqueness to this tileset.

(https://i.imgur.com/HObCSMX.png)
The Last Blocker (Ring 11)


Guest Tilesets by other authors

Green Hill Zone (Sonic 1) (by GigaLem) - the original GHZ tileset by GigaLem, a must for a Sonic pack.

(https://i.imgur.com/GnbXfhV.png)
69 and OUT! (Sneaker 3)

Launch Base (Sonic 3) (by timfoxxy and GigaLem) - the final zone from Sonic 3, where Eggman originally planned to launch the Death Egg into space.

(https://i.imgur.com/sCWVbAX.png)
Geronimo! (Sneaker 15)

Studiopolis (Sonic Mania) (by Plom) - A newer Sonic Mania zone reimagined by Plom, a bit of a studio based zone.

(https://i.imgur.com/eJ2Oy8R.png)
The Cascade Swimathon (Sneaker 14)

Press Garden (Sonic Mania) (by Plom) - A newer Sonic Mania zone reimagined by Plom, a newspaper press mixed with Japanese cultured terrain.

(https://i.imgur.com/tdNw6sZ.png)
Dawn Treader (by Flopsy/Wafflem) (Sneaker 21)

Hydrocity (Sonic 3) (by Nessy) (NEW) - the water zone from Sonic 3, reimagined by Nessy, a bit of a water rollercoaster!

(https://i.imgur.com/53CqpBm.png)
Detonator (Chilli Dog 12)

plus more special guests!

These styles were all submitted to the styles manager earlier this week and namida has updated all these tilesets so you can either download them from within NeoLemmix's styles manager or alternately, the styles are included in the download anyway.

Download the music pack for Gotta Go Fast here
https://www.dropbox.com/s/ip0arwol1n0vnxy/lemmings_presents_ggf_musicpack.zip?dl=1
(71 tracks, 282MB size)

Optional download
Includes a few custom sounds for the pack - note that this will play on all packs you play and not just this pack. It is optional to download this but it will add a few more sounds which will improve the player experience.
Alternative "Let's Go" - instead of saying "Let's Go", a sound of Sonic saying "HERE WE GO!" will play like he does in Sonic Unleashed when beginning a level.
Success jingle which plays the Japanese version of Sonic CD's post level jingle.
Failure jingle which plays the game over tune for Sonic Spinball.
To download these sounds, download the "optional_ggf_sounds.zip" and extract to your NeoLemmix folder. You will have to overwrite existing files.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: IchoTolot on September 18, 2021, 06:23:31 AM
Congratulations on the release! :thumbsup::thumbsup:

Onto my "to-play" list it goes. :)  It will probably be a little while before I get to it, but I bet in the meantime some people will give you some backroutes to worry about. ;P
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: kaywhyn on September 18, 2021, 06:56:35 PM
I'm a bit late, and I've already did so on Discord, but I still want to post my congratulations on finally getting the pack released! :thumbsup: You've worked hard on it, and the preview images definitely shows that, as well as the huge amount of detail and contributions from various members. In particular, I especially like how you carried on the work of a pack that was originally started as a collaboration and finished the work after the other seemingly vanished. It might had taken a while, but you persevered and now the long wait is finally over. I admire this in people very much.

Thank you for the kind act of adding me to the credits, even though I didn't contribute anything or played absolutely no part in the creation of the pack whatsoever ;) GGF is definitely on my to-play list. Like you, I absolutely look forward to LPing the pack, which I will do in about a few months or so. Hopefully, it won't take anywhere near as long from the time I promised you I would play through MSB :P Hopefully it won't take more videos than SEB Lems, but no guarantees, if the fact that your first pack managed to stump me very badly in so many places is any indication to go by :laugh: We shall see, but surely the entire pack will take a lot of videos anyway, given that it's almost 200 levels :P
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 20, 2021, 08:24:02 AM
I've solved first two ranks. 8-)
I attached replays and here're some feedback.
Well it was a perfect choice for me to play this pack during the holidays. :thumbsup:
(as I mentioned on discord, we are having long thanks giving holidays so I have plenty of time to play lemmings.)
The preview images are already nice-looking but GGF was beyond my expectation when I actually played it.
There are bunch of awesome styles, backgrounds, custom sounds and great puzzles! not to mention that the musics are fantastic. :D
Especially I'm so happy that you presented so many nice tilesets featuring various types of water. I've really hoped there are more styles with waterfall object & transparent water so I can make/play swimmer puzzle which is one of my favourite types of puzzle.
The first two ranks were not too hard. I think I breezed though most of the levels. I expect the difficulty to be much higher toward the end though.

Rose Rank

Rose01 Here We Go!: Nice level to start off the pack! It's 10-of everything level so solving the level itself was easy. But the talisman wasn't easy at all. Especially the final wall is not climber-friendly, so I wasn't able to send climber over and mine from the right. I used some unobvious and fiddly tricks to achieve talisman using all the bashers. I think it's probably the hardest level of the 1st rank if you try to get the talisman. ;)
Rose02 Let's Get The Show on the Road!: Another 10-of everything level but with swimmer this time. I didn't use any swimmer though.
Rose03 Knock Knock Knockin on Eggman's Door: 10-of everything but with much more Neolemmix skills. I really love the design of the level here! :thumbsup:
Rose04 A Spring (yard) would be helpful here!: To get the talisman, I used stacker+walker / stacker+stoner staircase tricks since there is no clear way to get the crowd up with out miners. Very nice puzzle!
Rose05 Marble Garden Ruins: The terrain looks random at the middle. So it was not easy to make the path for the crowd without builders.
Rose06 Caught by the Sand(opolis)!: Nice usage of glider/updraft interaction!
Rose07 Helter Skelter: Again, the level itself is easy but getting the talisman is challenging! I was already familiar with fencer+platformer spiral staircase so it wasn't a big problem for me.
Rose08 Sing Little Lemmings!: I feel my solution is a kind of backroute. Since I used very little amount of skills. But I could be wrong and this level is just open-ended.
Rose09 I Don't Fall That Way!: Wow only jumper level! But that doesn't mean that the level is easy though. I needed to figure out which routes each climber had to take. And jumpers are always fun. :thumbsup:
Rose10 Antisociology: Nice fake-disjoint union. I simply released the blockers in clock-wise direction. The destructive skills were lenient but the constructive skills were very tight!
Rose11 King for a Day: This level looked intimidating at first but it's actually not so bad at all. If I tried to save all 4 crowd with the x-athlete superman lemming, I think I couldn't finish the level on time to get the talisman. Instead, I first save the bottom right crowd and used them to rescue the bottom left crowd. This save me a lot time!
Rose12 The Goldfish Bowl: I really love the design and all the blinking, shiny objects! Also the puzzle was quite nice too.
Rose13 Doorman: This level was quite difficult despite it being an open-ended level. I didn't use any shimmier though. I can see some nice shimmy-able terrain at the middle left, so I could have use some shimmier to send some athletes there!
Rose14 Random Acts of Kindness: I think I played you level from a contest with similar title. It was funny to see all the neutrals and zombies are trap in such a tiny places. I had to rescue all the neutral while avoiding zombies at the same time. I really enjoyed this one!
Rose15 You Gotta Go There To Come Back!: It's an open-ended but still I ran out of construtive skills quite quickly. I like the animation of the teleporter/receiver though!
Rose16 Hurry Up and Wait!: Another very nice level here! I needed to make safe fall for the upper crowd and after gathering them all together, I also had to clump them up to pass the trap with minimum sacrifice.
Rose17 The Lem's Too Strong: Single-lemming level! I love it. After I solved the level, I realized that I didn't have to collect the top left pick-up platformer since I didn't use it. So I suspect I didn't take the intended route.?
Rose18 Across the Ice Cap we go!: It's first time I play a level in NEW ice cap tileset, and I must say I absolutely love it. :thumbsup: It's so beautiful and I love the crystal hanging(?) things. The puzzle was also very nice. I ended up all the destructive skills and barely complete the level.
Rose19 Airbubble Chamber: It was quite difficult to make a staircase for the crowd. There are many precise assignments which are likely to be self-inflicted. :crylaugh:
Rose20 Around the Back of Shearing Hill Top: Nice puzzle still not too hard.
Rose21 Only in Dreams: This level remind me of a level from United(Water Maze2). Both of them require me to use various destructive skills to make a path while avoiding water, and the water is literally everywhere. Very fun and entertaining level to finish off the rank!

Shield Rank

Shield01 Perfect Situation: Now the skillset is restricted compared to the 1st rank. Getting the talisman was quite hard. The main difficulty were lack of constructive skills and getting through the complex terrain at the middle.
Shield02 Vegas Two Times: easier than previous level. Still it was a very nice level! The main difficulty of this level was making splatform for the crowd before I ran out of swimmer.
Shield03 Ride Across The River: Very nice level! It's only 1 of 5 different skill level but the level contains so many nice tricks. :thumbsup: I had to time the basher so the climber would not climb over and killed by the trap.
Shield04 Jumping across the Oil Ocean: Somewhat easy level for its position. still a very nice one.
Shield05 Lithuum Stretch: This is probably my favourite level so far! :thumbsup: I absolutely love how the swimmer lemmings swim under all the obstacle and make the path from the opposite side. I said I love swimmer puzzle with waterfall and this level is a perfect example. :thumbsup: :thumbsup:
Shield06 Saving Amy!: Another very nice swimmer puzzle! The most difficult part was saving the bottom left swimmers.
Shield07 Having A Blast: I think I found the main trick of this level: using jumper+bomber combo to destroy the bars so the worker lemming can keep platforming without hitting the wall and turning around. The only suspicious part is that I mine under the laser to avoid it. I have some leftover jumpers as a result.
Shield08 We Gotta Get Out Of This Place!: Nothing so hard on this level. I have plenty of skills, lenient save requirement and so many blockers to contain the crowd everywhere I want. I really like the vertical lava object though.
Shield09 This is How I Roll!: This one on the other hand, was quite tricky. I had to take advantage of mesh terrains to gain height. I used most of the bomber and barely solved the level.
Shield10 Happy Hour: Another one of my favourite levels! I had to think carefully on how to use destructive skills efficiently. I have no idea what the stoners are for though. ??? I didn't use any of them.
Shield11 Snow Way Out!: Yay! more Ice Cap level! This level was not too hard.
Shield12 Endless Bummer: Solved in about 5 mins on timer. 8-) The level was very huge and intimidating at first but it was actually not so bad. The main difficulty was lack of destructive skills. I have plenty of diggers but they were not very helpful in this level.
Shield13 Your Local Hero: Wow I liked how the 4 different specialists are trapped in different places of the level at the beginning and how every part of the level needs help from the different athletes. Saving the bottom left crowd was the hardest part. I think I used most of the stackers there.
Shield14 Run Like Quick Sand: Nice and easy 1 of everything puzzle!
Shield15 Painted Lines: Connecting the top and bottom terrain with stackers to keep diggers going was quite clever! Also the 100% save requirement makes the level challenging.
Shield16 Let's take a Hot Bath!: I enjoyed this level a lot too. I like the trick which using stoners to interrupt the platformers and gain additional height so the crowd can walk up the zigzag miner tunnel.
Shield17 Speed Dash Mountain: This is probably the hardest level so far in this pack, no left over builders and miners! After you figure out the main trick with shimmier+stoner, it's not that bad but figuring out that trick took me some time.
Shield18 The Omega Standard: likely to be backroute? I have bunch of leftover gliders and two builders. I like the design though! Getting through the level with very little amount of destructive skills were challenging.
Shield19 There's A Star in the Night Sky: Very clever 1 of everything puzzle! My favourtite part is using builder to the wall to turn around and digging down immediately. I didn't use the climber though.
Shield20 Back to the Shack: Another very clever puzzle! It wasn't easy to see that I had to dig down with the climber/glider athlete so the non-glider climbers can climber over without gliding.
Shield21 This is Lemmings!: Nice and difficult level also favourite of mine, well fitting as the rank finisher! :thumbsup: I ended up using all the builders. I think my solution could be not intended since I didn't use the right side of the level. My solution is played mostly on the left side of the level.

So far I'm very much enjoying the pack, and will definitely play more. :thumbsup: Let's see how far I can get during the holidays. :laugh: Of course I will play though the entire pack but after the holidays I think I have to slow down the pace.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Silken Healer on September 20, 2021, 07:55:00 PM
Congratulations on the release :party:
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 21, 2021, 02:24:13 AM
For Armani
Spoiler

Thanks for your kind remarks, I'm glad the 4 years spent polishing this pack has been time well spent.

Rose 1 - I really like that talisman solve, considering that it uses blockers, I like that approach.
Rose 2 - The swimmers are just there to round out the skill set, I like having 8 skill types in a level even if one of the skills doesn't really fit the solutions.
Rose 3 - This is more of a Wafflem style level, he likes putting unlock buttons around a level. It's more of a dedication to him. I like how you went out of the way to spin the goal ring as well, these are optional ;)
Rose 4 - I'm learning new tricks just by watching your Talisman solves on this and Rose 1, they really are a revelation to me of things I didn't know about!
Rose 5 - Another nice Talisman solve :)
Rose 6 - Had to do an updraft level for this tileset in the first rank because people get confused about this tileset although the updraft animations never used to be on the sandfalls until now. Nessy helped me put the animation on the updrafts while keeping the sandfall vibe.
Rose 7 - this is probably the easiest Talisman so far because a lot of people would see the fencer+platformer trick.
Rose 8 - no back route here this is an open ended level, you just really simplified your route. I could put this as a talisman as well since the amount of skill types you used was next to nothing. I'm still looking for Talismans to add to this pack to add in an update.
Rose 9 - Thanks, I suck at single skill levels but this one really worked out. Technically it's not jumpers only though when you consider that the 2 lemmings have pre-assigned skills.
Rose 10 - Again this is open ended, there is no right or wrong way as long as it solves. Talisman added purely to encourage multitasking which can be a little fun.
Rose 11 - That's a very good idea, I didn't consider that you could use a freed crowd to work on the level also, shows how much better you are at solving levels than me.
Rose 12 - I think out of all the tilesets in the pack, this one had the most work done to it, there are loads of animated objects in this tileset because it's based on a casino. Nice 100% save on this one :)
Rose 13 - You are right, the climber + shimmier thing would make this level easier to do, you did this the hard way though and I could add a talisman for not using shimmiers now since you proved it is possible. Way to go.
Rose 14 - This level was actually rejected for the contest you're thinking of, this level was disallowed because the zombies were in fixed abode and were just fire objects essentially. However the level you're thinking of Random Acts of Nastiness (not Kindness) is in this pack as well and you'll see that much later! That level was actually made because kindness was not suitable for the contest.
Rose 15 - The reason you ran low on constructive skills was the idea was to mine the one way wall, instead you opted for your lower route though the one way wall which was heavy on platformers. Nothing wrong with this solution though, nice to see your alternative approach. Thanks for your nice remarks on this tileset, this is the oldest tileset in this pack (seeing as it is in SEB Lems too) and it has really matured well in this pack.
Rose 16 - another potential for Talismans here, your constructive skill usage here was top notch. I liked the builder bumping head after single brick technique.
Rose 17 - WOAH I did not know a jumper could shimmy like that on the conveyor belt, that is why you didn't need the platformer in the second half. I think just for knowing that obscure trick I shouldn't take this solution away from you, I could always make this a Talisman again. However what you did with the Digger was a back route, I overlooked that.
Rose 18 - I like how this solution does not go over the top of the loop, instead you just go through the bottom of the level instead. I typically don't back route fix Rank 1 levels anyway, not that this is a back route, it's a clever short cut.
Rose 19 - Did you not notice there was 10 Lemmings and 10 Climbers on this level? You made this a lot harder than it needed to be. But at least I could make a Talisman out of this.
Rose 20 - This is kind of a puzzle for the end of the Rose rank, just something different to X of everything :)
Rose 21 - This is just a boss stage really, you get unique music on these levels. Nice Talisman solve again here.

Shield 1 - Yeah, a lot of lower X of everythings now. I liked this Talisman a lot, proud of this one.
Shield 2 - This level isn't too bad if you're used to "rush to save the trapdoor" style levels.
Shield 3 - This was a very old contest level from a while back, you were required to only use 5 skills once each. I think the level size was an important factor too.
Shield 4 - Because I only allow one level in each tileset per rank, we will get situations like this where the difficulty might spike or the opposite, a level which is easier than the others around it. This is a good example of that.
Shield 5 - I like this level a lot too, it's such a nice looking level and Nessy made this tileset for the pack, it's a strong tileset.
Shield 6 - The Labyrinth tileset is pretty much all Swimmer puzzles IIRC, so you can expect at least one swimmer puzzle per rank.
Shield 7 - Because you didn't use the Blocker, I might make this a talisman. It's a clever solution. Usually you should go to the left and block and then do the same thing just lower down.
Shield 8 - wow, nice job saving 42 out of 50. I'm starting to worry about the later levels if you're saving more lemmings on these earlier levels.
Shield 9 - my solution is heavy on platformers in this level, yours is less so. I didn't think the mesh would be that strong on this level, my solution has no mesh usage whatsoever!
Shield 10 - I had the stoners to help with zigzag miner staircases, I know of some people who would find Stoners useful in those scenarios, in fact you use a trick like this in Shield 16 with platformers and stoners in zigzag miner tunners. I love the design of this level, it's a clock face :)
Shield 11 - again if you can solve with less than 4 of any skill, this is a freebie :)
Shield 12 - I really like how you ignore certain skills in levels like this, it makes for interesting Talismans I could add, like here you didn't use any diggers or platformers :)
Shield 13 - this could have been a contest level but I decided not to enter that contest in the end, it was the disjoint union rule where they all had to meet at the same exit, so not quite disjoint, I think the rule required communication between the different quadrants too, hence why you're required to take the specialists (ie. local heroes) different areas to their own.
Shield 14 - I think this solution is forced.
Shield 15 - I didn't know you could save a floater here, I might remove 1 floater from the skillset here.
Shield 16 - I'm proud of this level, I like how you start with no skills and you have to take the long way around (and you asked why stoners were needed in Shield 10 :P )
Shield 17 - Despite this being as hard as it is, me and Nessy felt this belonged in Shield. It really becomes trivial when you figure out how to get up the level.
Shield 18 - Yes you did find a short cut at the beginning and it made the level seem easier, I might fix this up so the intended is forced.
Shield 19 - nice solve, I think the Climber is meant to be a red herring.
Shield 20 - thank you, this level is a personal favourite of mine, it's the Back to the Future level of GGF. There was also one in SEB Lems.
Shield 21 - I don't think there's a lot wrong with the route you took, it's not really worth fixing this if you still enjoyed the level. This level is just poking fun at the mobile version of Lemmings, it's very blocky and the level is shaped like the mobile levels.

Very good start here, and thanks for some quick feedback, I wasn't expecting replays so soon.
Some more great Talisman ideas from some of your solutions.
There are some things to fix like Rose 17 however.

I look forward to seeing how you get on with the rest of this pack and I feel there will be back routes galore
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 21, 2021, 08:32:10 AM
More replays incoming!
I solved 3rd rank today. :laugh:
The difficulty felt somewhat similar to first two ranks at the beginning but it becomes harder and harder toward the end of the rank.
There are another batch of really nice levels here!

Ring Rank

Ring01 Casino is the Night: The first level was quite hard. RR is maxed out in this level and it seemed there's no obvious way to contain the crowd. Even after I contain the crowd somehow, it's again not easy to get the crowd up to the exit. There're several precise assignments in my solution; containing the crowd + making a little step up toward the right with well placed miner / falling bomber to make additional step up. I didn't use any walker so it could be a backroute but still it's was a difficult one.
Ring02 Street of Orange Light: Nice 5 of everything one. This level was far easier than Ring01.
Ring03 It Isn't Over!: One of my favourite here! I have to say using the digger to release the both crowd + letting all the lemmings walk to the right by taking advantage of slope is really clever! :thumbsup:
Ring04 Unplanned Roadworks: This level could be impossibly-difficult if you don't know the two diggers canceling each other trick. But I'm aware of that trick and nothing too difficult for me!:evil:
Ring05 Lemmtris featuring Hydrocity Zone: Is this level also based on mobile version of lemmings? ??? It's also very blocky and vertical. I would say the most difficult parts of the level were saving the bottom crowd and pushing the top button.
Ring06 Climbing the Wall: This level has very interesting layout. And I like how the level requires me to bounce the miners off so many times to make super-long miners!
Ring07 Fight or Flight?: I'm almost certain this is a backroute.:evil: My guess on the intended solution: send two climbers to the left and assign the blocker to one of them(which will be the only sacrifice) and send another guy to the opposite side with a shimmier. Then send one more climber to the right, build and platform from both sides to cover the lava gap and finally mine the crowd out. ;)
Ring08 Reach for the Stackers Nessy!: I played Nessy's Lemmings Destination and I found out that Nessy tends to be a traditionalist and his levels feature mainly classic 8 skills. But I also found out that out of Neolemmix exclusive skills, he loves to use stackers and platformers in some of his level. So I'm not so surprised the level dedicated to Nessy features a lot of stackers.
Ring09 Sacred Hearts Club: First one of everything level of the rank! It's very cool and I love the usage of the builder to break the fall for the upper crowd and do the dolly dimple trick at the same time!
Ring10 Homewrecker v2: Another very nice consecutive one of everything level! Not too hard since it's quite clear where I should use some of the skills like shimmier, platformer, stacker and basher.
Ring11 The Last Blocker: Pretty nice symmetric level here! I love the jumper+bomber trick to release the blocker.  :thumbsup:
Ring12 Do It With Love: This level is easy for its position I think. or possibly I just backrouted the level since I didn't use the stacker.
Ring13 I Can Do It Without You: Very nice level! This level presents many different ways to gain height using various skills. First I used a stacker to let the normal lemming out from the left, I stoned him at the edge of the platform so one builder is enough to cover the gap, and I used finally build+climber bomber combo to the exit.
Ring14 Do You Wanna Get High?: This level was deceivingly tough. The hardest part was containing the crowd and releasing them later. Placing a blocker at the slope so the lemmings can pass through him from the left but not from right is very clever. I also liked the fact that the final lemming spawned is the one who release the crowd. ;)
Ring15 Orange Dream: Another favourite of mine! Not too hard but it has an elegant solution and the design looks nice! I realized that some of your levels have orange bus-terrains. Is that bus something related to Sonic series?
Ring16 Sandopolis Cathedral: Another very nice and satisfying solution. My favourite part of the level was cloning the miner and builder in specific positions to save some skills.
Ring17 Welcome To Flpadopolis: Somewhat easier than levels around it. still a nice one though!
Ring18 Static Space Lover: It's much harder than the previous one. The builder is very limited and that makes the level difficult. I made a bomber hole at the wall and sent a glider there and used stacker to break the fall for the upper crowd. I think there's no other way to let the upper crowd down since we have very limited amount of builders.
Ring19 Out into the Yard!: It's 4 of everything level and I thought the skillset is lenient at first, but not at all actually! I ended up using all the skills other than few blockers.
Ring20 Lems At Work: This one was quite difficult. Saving the bottom two lemmings was the hardest part. I have a leftover digger though.
Ring21 Let's Ride: Like you said, every rank so far has some swimmer puzzles and they are only getting better and more challenging. :thumbsup: It's by far the hardest and my favourite of them. I can't wait to play higher ranks and face other swimmer puzzles. I like how the normal crowd can do almost nothing and need helps despite them being way higher than the swimmer crowd though. :laugh: I think I haven't assign any skill to normal lemmings other than the first builder.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: mantha16 on September 21, 2021, 11:31:05 AM
welp as per usual im already stuck in the first rank ha ha ha ha but I wanted to comment I really like the no effect intereactive objects and may put some into telelems if i can be bothered to put in the work so i may be asking for help at some point :D
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 21, 2021, 02:21:56 PM
Quote from: mantha16 on September 21, 2021, 11:31:05 AM
welp as per usual im already stuck in the first rank ha ha ha ha but I wanted to comment I really like the no effect intereactive objects and may put some into telelems if i can be bothered to put in the work so i may be asking for help at some point :D

namida helped me code most of these objects but the nxmo files for the corresponding objects in the flopsy styles should give you an idea what to write.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 22, 2021, 01:11:38 AM
At Armani's Ring replays

Spoiler

Ring 1 - wow, another solution which completely wipes out a skill type entirely (walkers). You're good at simplifying solutions.
Ring 2 - again like with the Oil Ocean level in Shield, there may be some instances where levels were out of place. Like this may be easier than Ring 1 but this level might have been deemed harder than "We Gotta Get Out of this place" which was the Lava Reef level from the previous rank.
Ring 3 - thanks, I do like making good 1 of everything levels. There are a fair few of them in this pack and SEB Lems has a fair few as well ;)
Ring 4 - ok this is a back route for sure, you weren't meant to use that area below the exit, that was added for decoration, I'll have that fixed for the next update though.
Ring 5 - you know what, it's actually nothing to do with mobile Lemmings but funny that you make that association. It's actually based on a level from Lemmings 3D called Lemtris and it's actually a sequel to a similar level in SEB Lems.
Ring 6 - thanks, I do like making use of Blockers in interesting ways in this pack in general. This is just one of those levels which shows off a bit with Blockers :)
Ring 7 - yes, a clever back route here though. Luckily it's an easy fix, and yes the shimmying thing you suggested is on the right lines.
Ring 8 - well Nessy as a tester always made mincemeat of my levels with back routes whenever there was even a single stacker in the skillset, it became a bit of a running joke to the point where I was saying "there are stackers in this level, so go easy on me :P". I decided to make a stacker dedicated level just for Nessy and dedicate it to him.
Ring 9 - your solution is significantly different to mine but I like your solution as well. Both use all of the skills anyway.
Ring 10 - 100% intended here, this was a level which was originally in SEB Lems but got removed. I managed to make this puzzle in GGF instead with the shimmier (hence the v2 added to the end of the level title), there are more levels like this as you go along in the pack.
Ring 11 - 100% intended again, this is called The Last Blocker because it was actually the last puzzle level made for the pack (with the exception of Toolkit level 21, which is the true last level made for the pack).
Ring 12 - nothing back routey here, the stacker was just there to help the level be less precise with the miner assignment, the stacker could extend the wall in the basher tunnel so the miner can go a little further and lower hence making the wall ascendable with less precision. I guess I could make a talisman for not using the stacker, you're helping make the talismans in this pack! You use a stacker in Ring 19 to make a miner tunnel assailable, it's kind of similar to what the stacker was meant for in this level.
Ring 13 - nice solution, again nothing unintended here. The level title is referring to the fact that the climber lemming is not really needed to get the Lemmings to the exit until the very end of course!
Ring 14 - my solution manages to contain the crowd without using platformers, just the stacker and the blocker but one Lemming does get past the stacker to the right so I have to use an extra platformer anyway. Both solutions lead to the same result ultimately :)
Ring 15 - no the buses have nothing to do with Sonic, I work as a bus driver and these are actual art based on the buses I drive provided by the bus company I work for. I thought the buses make nice additions in some levels and I even have them in various different colours. This level used to be entirely orange terrain but I changed the steel to match the GGF standard steel.
Ring 16 - very nice solution, pretty much the route which should be taken through the level and you managed to save a digger but it's the intended solution anyway so doesn't matter.
Ring 17 - this is a back route unfortunately which might explain why you thought it was easy, you have taken a route which wasn't intended and I'll have to fix this.
Ring 18 - intended solution here, well done. The bomber and stacker trick was intended.
Ring 19 - this level you used a stacker trick which was meant to be used in Ring 12. Also woah, that shimmier then blocker trick was mind blowing. If this is the way you think then this pack will not stump you in any way! I don't have a set solution for this level, the main level trick is trying to ascend when you work your way left again towards the exit and you did this very well.
Ring 20 - WOW this solution is so awesome. I like how you made the Lemmings go all around the level, this is way more complicated than my solution but well done on finding this alternative. It's nice to know there are more solutions than one to this level.
Ring 21 - very well done here, you made this level look so easy. Wafflem would be proud if he was here to see your solution to this level. I'm glad you're enjoying the Swimmer puzzles, I found them very difficult to make.

Keep them coming, these are great solutions you've found.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 22, 2021, 08:53:48 AM
I've played two more ranks!
replays attached. 8-)

Sneaker Rank

Sneaker01 Stuck in the Middle With You: Nice level to start off the rank. Once I saw that the climber lemming have to take the top route so he can build from the opposite, this level wasn't too hard.
Sneaker02 We All Mine Down!: This can't be intended.:evil: My solution is just mine, build and exit!
Sneaker03 69 and OUT!: I attached two different solutions. First one, I'm quite sure is a backroute since I have too many leftover skills. And I think the second solution is intended. I used stacker+platformer to contain the crowd and the platformer is also used to connect the basher. Very nice level! :thumbsup:
Sneaker04 Ket's Play Some Games!: This level is from a contest which I entered for. So I'm familiar with this level so it was a quick solve.
Sneaker05 The Lemming Waterfall Connection: Another nice level with cool concept! It was very interesting that both crowd need to help each other and I had a lot of fun playing this level! :thumbsup:
Sneaker06 Harpenden Square: This seems not intended. I didn't use pick-up skills near the exit.
Sneaker07 Get Up and Fly Right: I had to bash the OWW out first and then platform over the gap to the exit, but then the crowd fall to death before the platformer bridge is finished! So I had to use basher somewhat higher so the crowd can't walk over and later they can release themselves with a builder. That's really clever trick I would say!
Sneaker08 The Edge of Glory: Ice Cap levels never disappoint me! :laugh: I first thought that I had to send two lemmings to the opposite site and use jumper+bomber to make a bomber hole at the wall and start bashing from there. But it was not.
Sneaker09 Your Latest Trick: It was a nice 1 of everything level. The hardest part for me was dealing with the high RR. Not sure if the digger+bomber to hold back the crowd from going to the left is intended but anyway very nice level!
Sneaker10 Rescue Plan: Another fun level! The fact that every hatch is blocked by different kind of OWWs so you have to use different methods to break through them is interesting!
Sneaker11 Flow Rider: I'm not 100% sure if this is intended as I have some leftover skills, or this level is open ended.
Sneaker12 Sector 4T Lemmings: My first approach to this level was just send a climber to the top and just dig, build, mine and clone. But the gap was quite wide so the two cloned miner didn't go well. And my second approach seems intended. The hardest part to see was leaving digger+jumper turn around point for the climber after he glide down near the exit area.
Sneaker13 Let It All Hang Out: This level is one of my favourites! I especially love the part where I had to destroy the stacker wall before the two climbers come after they turn around. I think that's the only possible way to prevent the gliders from going to wrong direction. very very clever! :thumbsup:
Sneaker14 The Cascade Swimathon: I think struggled with this level little bit. I ran out of skills quicker than I thought! After I realized that two builders+ two cloners are enough for the final exit part, I managed to save enough skills for the rest part of the level.
Sneaker15 Geronimo!: Another favourite of mine in this batch! It has very nice design and satisfying solution!
Sneaker16 Shining Light: Another very nice level! I used final cloner at last just to meet the save requirement but other than that I think my solution is mostly intended. It was hard to see how to avoid the trap at the top. Using builder there seemed too expensive so I tried to find if there is another way to avoid it and the stacker+walker was the correct answer.
Sneaker17 Full Circle: Probably not intended. I didn't use the telporter!
Sneaker18 The Sonic Mini: This level reminded me one of Namida's level.(Mini mayhem from LPA) Both level has "mini" in their names and both levels have minimum height! Getting everyone up to the exit area was quite tricky since the we are quite low on destructive skills.
Sneaker19 Watch Them Fly Sundays: Okay this might be a good candidate for a backroute of the century! :evil: I abused the fact that it takes some time for a glider lemming to open his parachute. I just positioned the stoner carefully and dig away part of stone so all the glider lemmings pass through the updraft. Because this is obviously a backroute and super quick solve, I play this level again assuming that I can only use the stoner very late and actually this level turned out to be one of my favourite level! :thumbsup: I love how to isolate two worker lemmings and prepare the path for the glider lemmings. The highlight of this level is in my opinion is making a turn around point for the gliders with blocker and stoners.
Sneaker20 Jardin de Flopsy: Another very nice level! The hardest part for me was to time the second climber so he can make a climbable wall for the first climber and also he can land on the platformer that the first climber built. And come to think of it now... I didn't need to do the timing things if I used leftover walkers. :forehead:
Sneaker21 Dawn Treader: This level looked intimadating and very hard at fist glance but it was not that bad. I could probably use the bottom route for the left crowd instead of bashing through the tree and that's why I have some leftover skills.
Emerald Rank

Emerald01 Bad Day at Faraday's: The hardest part was saving the bottom middle crowd. I have a leftover cloner and I think that was meant to be used to clone the stacker to contain the bottom crowd.
Emerald02 Four Little Lems: This level also has very interesting concept! :thumbsup: Three specialists are trapped in different areas and you have to decided which one to save first.
Emerald03 Fun With Flags: This level is from a contest I entered for and I remembered the solution exactly!
Emerald04 Be Back In A Moment: I like that this level force me to use every floor of the level. After I found out that I have to bash and fill the small gap with a stacker for the worker lemming from the upper floor, rest of the solution came to me naturally.
Emerald05 Jump For Joy!: I think this is the hardest level for today. I first try to cheese through the ceiling with the normal lemmings and ignore the bottom athlete but it didn't work. I like the way to make stepping stones for the bottom athlete by stoning the fallers. :thumbsup:
Emerald06 Sit Next To Me: The blocker position for the bottom crowd is very clever! It prevent all the climbers climb up to the spikes and also it got released later by the digger from above.
Emerald07 Bury Those Feet in the Sand: I don't think this is intended. I have so many leftover skills and I think there is more interesting solution than this using the bottom left area of the level.
Emerald08 Harden The Paint: This was considerably easy for its position, but it's always good to have some breather levels here and there. ;)
Emerald09 Pinball Wizard: This one was pretty hard and also very satisfying to solve! I absued the mesh terrain to the max to get the crowd up but still end up using most of the skill.
Emerald10 Pick A Part That's New: attached two solutions. Second solution is simper but I like it more, because miners are always fun and bouncing off the miners are even more fun. :laugh:
Emerald11 The Curse of Lady Bay: Getting up the level is the hardest part of this level. This level provide lots of skills but you can't waste them, especially constructive tools are very precious here.
Emerald12 Random Acts of Nastiness: And another level from a contest I entered for! And the level I was confused with Rose14 Random Acts of kindness. Back then when the contest was on playing phase, I think I made a digger pit to trap all the zombies, but I used two stackers to make a zombie fence this time!
Emerald13 Dance Like A Fire: I absolutely love this level! I love that multiple worker lemmings glide down to various locations to make splatforms on each floor simultaneously. It's very satisfying solution to pull off!
Emerald14 Death and Destruction: It's probably not intended. Maybe I could send the athlete to the bottom, bash and build+clone, and then prepare path for the crowd from the opposite.
Emerald15 Life on the Nickel: This level was another very hard level. The hardest part was finding the way to get the crowd up through the downward arrow near the exit.
Emerald16 Down the Hillside!: This level was a quick solve since I already familiar with the bomber insede the digger hole trick. It's very nice level anyway.
Emerald17 The Eskdale Drive: I used two jumpers at the beginning so the first lemmings has enough head start to finish the stacker and only one lemming can slip by. Not 100% sure but I think the swimmer is just a red herring since if someone dive to the water, I have to mine him out later and I think 1m 30s is not enough time to do all those things.
Emerald18 Tabloid Superjunkie: This is deceivingly tough level. It's very unobvious how to get the crowd up to the exit. I was strongly tempted to use a bomber at the beginning to contain the crowd, but I wanted that bomber elsewhere so I invested more diggers instead.
Emerald19 Confessions in the Pool: Best level for today! :thumbsup: Everything falls in to place perfectly and I love how the normal crowd and two swimmers help each other to get through the level. I also love stacking multiple times at the end to keep the miner going!
Emerald20 Loyal Like Mark and Alice: Dealing with 99 RR was the hardest part. Rest of the solution was quite obvious that I had to make a long miner from the top to the bottom.
Emerald21 "DMA" the Movie!: A very nice 2 of everything level!(unless we include the pick-up skill) Managing the camera-shaped terrain was the hardest part for me. There is a plethora of possible ways to get through the camera terrain, but most of them end up failing the level in the big picture. I also really love the epic music here. :thumbsup:
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 22, 2021, 02:35:36 PM
For Armani Sneaker replays

Spoiler

Sneaker 1 - Nice level to ease into the rank, I can see that the timing literally is on a knife edge with your solution also.
Sneaker 2 - indeed that is a back route, this level was always a little vulnerable and you've just proved that it is not quite there yet in terms of back route fixing.
Sneaker 3 - yes the second replay is intended but thanks for finding the back route as well. That shall get fixed :)
Sneaker 4 - yes, this is a contest level and your solution is fine :)
Sneaker 5 - brilliant solution here, I like how you start your fencer/miners in bomber tunnels along the waterfall, that was very smart. There's enough skills to go for the "Call in the Bomb Squad" approach too if you didn't think of doing it the way you did.
Sneaker 6 - yes, this is a back route again. I need to fix it so the pick up skills are used because the level trick is in those skills.
Sneaker 7 - and....another back route, while your solution did use all the skills, it was not the one I wanted to see.
Sneaker 8 - your solution is just an alternate way of doing this level which is acceptable, as long as you jumped a Lemming over the top of the level. I'll make the blocker save a talisman ;).
Sneaker 9 - this is another back route sadly, it was not the intended solution.
Sneaker 10 - this solution is ok, pretty much anything which solves is ok since it is open ended.
Sneaker 11 - I'm actually going to adopt your solution because you make it much simpler. The skills saved here are amazing, well done. You really do these water puzzles well :)
Sneaker 12 - I didn't realise the Blocker was outright useless in this level, I guess I could remove it entirely. It was in case the climber lemming managed to climb into the digger tunnel and climb up to the left of the trapdoor but you can avoid that by making the digger a blocker but I guess you make this level seem better without the blocker.
Sneaker 13 - Nice solution here, pretty much intended.
Sneaker 14 - Nice job here, the solution is intended and you saved a platformer :)
Sneaker 15 - 100% intended, well done.
Sneaker 16 - you did something unintended at the end of the level which lead to the cloner not being used so I had to fix that. Other than that, the solution was very spot on :)
Sneaker 17 - OMG that solution is elegant and so simple compared to mine. I am implementing that solution instead, except I am swapping the Stoner use at the top for a Blocker so it rounds out at 2 blockers and 2 stoners. Another nice job here. You weren't meant to use the teleporter, you were supposed to take that route.
Sneaker 18 - Very nicely done again, intended.
Sneaker 19 - ok that back route is pretty impressive, you need to know a lot about glider mechanics to see that one though. Anyhow, I've fixed that to ensure no cheapness like that can happen again. Your second solution is pretty much the intended route though. Nice job!
Sneaker 20 - Major back route here, you weren't meant to get through the one way down arrows that easily at the bottom centre of the level. I'm still currently trying to fix this.
Sneaker 21 - nice ending to the rank, the route is intended, you chose to not use the right crowd to work and instead opted for the left and that's perfectly fine.

For Armani's Emerald replays

Spoiler

Emerald 1 - Yes you are right, you were meant to use the cloner there. Other than that, very intended.
Emerald 2 - Yes, it's very similar to Your Local Hero in Shield. This is an open ended level anyway.
Emerald 3 - Yep, this level looks even better now with the secondary animations added to the tileset as well :)
Emerald 4 - Very well executed solution here, I'm happy you used all of the space available to you to be honest, my solution avoids the bottom level entirely I believe.
Emerald 5 - 100% intended solution here, well done. I really like this solution myself, my favourite jumper level in the pack.
Emerald 6 - I guess this just goes to show that I can't enforce what I was trying to do on this level :(.
Emerald 7 - Yes, a naughty back route indeed, luckily I can just make the one way wall at the top point upwards and that stops that in its tracks!
Emerald 8 - intended solution well done.
Emerald 9 - very nice solution there, I don't even mind the mesh abuse. It's a nice shortcut but you still had to go find the buttons so I guess it's not too back routey.
Emerald 10 - Well both replays are actually back routes, it's not what you did with the bouncing miner which was wrong, the bottom crowd didn't take the correct route through the level. Anyway I've fixed both.
Emerald 11 - This level is deceivingly difficult despite the skill set, you used the terrain very well in your solution, well done :)
Emerald 12 - I like how you solve this level a different way, I remember my jaw was dropped at your solution which you submitted during the contest. Both solutions you did are good :)
Emerald 13 - Again, this is intended. Glad you enjoyed this level, it was fun to make this level as well :)
Emerald 14 - ah yes, a nice back route there. It's easy to fix luckily.
Emerald 15 - nice solution here, you made things harder for yourself by using both blockers at the start of the level. There is a way to use just one, hence why you had to resort to cheesing through the one way arrows. I'm not going to disallow this though, it's a good solution still.
Emerald 16 - nice solution which negates the climber entirely. I've put the no climber use as a talisman. Your solution is almost the same as mine. I just use the climber and jumper to turn a lemming around using the ski lift terrain above.
Emerald 17 - your solution is actually a back route that's why. I've managed to fix it though so no worries there.
Emerald 18 - nice solution here, you clearly saw the bombers were needed for the end and that was good :)
Emerald 19 - Again, nice solution here, this is pretty much intended. I'm not bothered that you had skills leftover, I'm learning to expect that from you now :P
Emerald 20 - Nice, your solution is practically a carbon copy of my solution. I guess that means it is very back route proof.
Emerald 21 - Your solution is a little different to mine but you ended up doing the same thing mostly and this is intended.

Very good stuff here, well done :thumbsup:
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 23, 2021, 10:02:51 AM
SuperSonic Rank finished!
This rank is quite a big step up in difficulty from the earlier ranks, which is good :laugh:

Super Sonic Rank

SuperSonic01 Andover Sonic Speed!: The first level was not that hard. I managed to get the crowd up to the exit with several leftover skills.
SuperSonic02 Aphrodite: Harder than the first level but stilll not too bad. At first, I assumed I needed to use dollydimple trick at center of the level, but it didn't work well. It turned out that I don't need that trick and just need to build twice to get out of the pit and it was smooth sailing after that.
SuperSonic03 Funnel Cake: Very nice and also difficult level! :thumbsup: I like how the platformer stacks are used to connect the digger, and also really love using two stackers to cover the entire trigger area of the exit so the climber lemmings can freely climb over the exit trigger area.
SuperSonic04 Past the Point of Delrium: Probably one of the most difficult level so far! It was clear that all 4 builders have to be used to cover the water gaps, which means I can't use any builder elsewhere. The most difficult part to see was that I need to time the second climber so I can build to the upper platform and bash to the right so the crowd can get up using the mesh terrain. I have a blocker left, but I reckon my solution is not a backroute and it's there to reduce precision, hopefully!
SuperSonic05 Something in the Way: This one on the other hand, was too easy for its position. And my solution feel somewhat unintended.
SuperSonic06 Do We Chill Well?: I attached two solutions. I feel like the first solution is intended. :laugh: And the second solution is just a challenge variation of the first one saving one blocker.
SuperSonic07 Palace Of Excess: Very nice level again! :thumbsup: You only have one climber after you assign climber to all the bottom lemmings. So that means the only climber from the upper hatch have to save both bottom crowds. Realizing that was the key to the level and rest of the solution comes together nicely!
SuperSonic08 Say It Ain't So...: Somewhat challenging level. I saved one more lemming have a leftover blocker. I think I could use the digger+blocker tricks so the crowd can pass underneath the blocker's trigger area instead of digger canceling trick I used in my solution.
SuperSonic09 Flo's Labyrinth: One of my absolute favourite levels from this batch! :thumbsup: :thumbsup: I love how all part of the levels are connected each other and all the three crowds from different hatches have their own missions in this level: normal top lemmings have to help swimmer lemmings to go top of the level to push the button, and disarmer lemmings have to reach the exit area first and disarm all the traps before the other two crowd reach.
SuperSonic10 Do You Believe in Magic?: I attached two different solutions. For the first one, I suspect it's intended. I love the variation of dollydimple trick to contain the crowd while sending a worker lemming to the bottom of the level. :thumbsup: For the second solution, I'm sure it's not intended as I didn't collect the pick-up stacker and didn't use some of the skills.
SuperSonic11 The Odd Couple: I don't think this is intended. I didn't collect the pick-up builder and disarmer lemming didn't disarm the trap and just bypass it.
SuperSonic12 So Far Away: Another backroute here! :evil: So many leftover skills!
SuperSonic13 Grey Will Fade: This was a pretty good one! :thumbsup: This level requires various kinds of blocker tricks in order to complete and it's satisfying to watch all the worker lemmings cooperate each other to push all the buttons and make the safe path for the crowd in time.
SuperSonic14 Blowing my Stack: This can be quite difficult level if you don't see that the one bomber can make the both left and right wall climber-friendly at the middle. That was the hardest part for me. 
SuperSonic15 Just Looking: Very nice level! The design is beautiful and the solution is extremely clever! :thumbsup: The last part is a highlight of this level for me. Placing two miner tunnel closely so you can get the crowd up with a platformer not a builder!
SuperSonic16 Little Sahara: This also a hard level. Especially I need to do lots of fiddling with digging tools and blockers at the exit area.
SuperSonic17 Island in the Sun: This level was somewhat easy for me. Still I like how the multiple floaters+gliders are float/glide down before the crowd and make the way to the exit in time.
SuperSonic18 The Big Fat Greek Level!: I think my solution is mostly intended. Although letting the climber just fall into the lava after collecting pick-up shimmier is questionable. ???
SuperSonic19 Error 77C: Very huge and intimidating looking level, but it was not too bad and I enjoyed it a lot! :laugh:
SuperSonic20 Heavy Fuel: I think this level can be very difficult if you don't see that the well-positioned bomber can let all the three crowd(top two and bottom left) get into the spaceship where the teleporter is, since the destructive skills are very limited in this level and you can't waste any of them. I like the design of the level very much though! :thumbsup:
SuperSonic21 Can't Stop Partying: Very nice and epic level to finish the rank! Figuring out which lemmings can access to which exits was tricky as for some of the lemmings getting to certain exit is way more expensive than getting to another exit!
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 23, 2021, 11:24:38 AM
Armani's Super Sonic replays

Spoiler

Super Sonic 1 - Back route right off the bat, kind of my fault for allowing for that route to be taken though.
Super Sonic 2 - Well actually that was the trick I was trying to enforce, you shouldn't be able to use the glider to sail by that section so I've fixed that.
Super Sonic 3 - Intended solution, well done :)
Super Sonic 4 - This is intended, I can't remember myself where the blocker is meant to go but the main trick was to stop the diggers with blockers such that they are still passable for the main crowd.
Super Sonic 5 - Yes, this is a back route, this level was meant to be way more complicated than that. Nice find though
Super Sonic 6 - Intended solution for both really. I like the Blocker save. I'll make that a Talisman :)
Super Sonic 7 - 100% intended, well done :)
Super Sonic 8 - you found a way to save a Blocker which I'll make a Talisman for, you were meant to use it where you doubled up on the diggers and it would be like in Super Sonic 4 where the crowd can bypass. Intended otherwise :)
Super Sonic 9 - here we are at the water level again, another Talisman for saving 44/45 implemented. Amazing job on not needing most of the blockers! Nothing wrong with the solution.
Super Sonic 10 - first replay is 100% intended, second is a nasty back route. Thanks for finding it.
Super Sonic 11 - yes that's quite a nasty one, I've put a time limit in on this one now to enforce the intended solution (hopefully!)
Super Sonic 12 - that's broke the level quite badly. I'll have to fix this one later. Nice find though.
Super Sonic 13 - this one is intended, well done. I'm happy with this level because it has no constructive skills.
Super Sonic 14 - again, intended solution you just found a more stacker efficient way to solve which is good :)
Super Sonic 15 - intended solution well done, I think the extra Swimmer is in case you want to multi task both sides. Thank you, I like that trick near the exit too and I'm happy that the intended solution seems to be enforced.
Super Sonic 16 - another level with leftover blockers! The solution is intended anyway, you just seem to find ways which don't use Blockers.
Super Sonic 17 - perfectly acceptable solution, you got the gist of what the level was requiring. You might find this level easy but it's a late Super Sonic level for a reason, it's a Hard for Flopsy level in a way! :P
Super Sonic 18 - even though you used all the skills, this is a mega back route. I have to fix this one too.
Super Sonic 19 - very good solution here, I don't often make large levels like this anyway.
Super Sonic 20 - again a Blocker save, intended solution still though. This was going to be a contest level but I decided not to enter this level at the last minute.
Super Sonic 21 - even though you have skills leftover, it's still a good solution. I feel this level is hard enough without me taking skills away. Nice job here.

Chilli Dog awaits, the hardest levels are in this rank!
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: joshescue18 on September 23, 2021, 10:40:52 PM
I solved the first two ranks.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 24, 2021, 10:29:35 AM
On to the epic final difficulty rank!
Once again, there's big step up in difficulty from SS rank.

Chilli Dog Rank

Chilli Dog01 Flopsy verses The World: Heh I love the sunflower decorations! Not too difficult level to start and pretty decent puzzle as well. :thumbsup:
Chilli Dog02 Stop the Press!: Another nice level! I like the concept that every platform has to be bashed out from both sides.
Chilli Dog03 The Gonalston Crossroads: I think my solution is mostly intended. Maybe I was a little bit more efficient in containing the crowd and that's why I have some leftover skills.
Chilli Dog04 Let's Go Rock Climbing!: This is clever! I like how the lemmings from the left side blow away the obstacle for the rightside lemmings through the thin steels. I also tried to bomb through the obstacle with lemmings from right side but I was always two or three bombers short.
Chilli Dog05 Whodunnit: I attached two different solutions on this level. Both of them use all the given skills, but I like second solution more since it's more elegant and clean. Bombing part of the stacker wall with the lastly spawned lemming is very clever! :laugh:
Chilli Dog06 Buzzkill: Not sure if this is acceptable or not. I have a feeling that the intended solution send a swimmer to the bottom of the level and use the waterfall to swim up again.
Chilli Dog07 Round and Round and Away We Go!: Definitely a backroute. ;P I have so many leftover skills.
Chilli Dog08 Pedalpusher: One of the hardest level from the entire pack so far! The hardest part was to realize I can't invest any builder to push the top button, so I have to time the two climber so the second one can slip by while the first one dig away the part of the pole terrain.
Chilli Dog09 The Panic Room: This is one of my favourite level! :thumbsup: It's very tempting to block right most zombie with a stacker, but you really need that stacker elsewhere. So I had to constantly feed the splitter so the zombie can't come to where the normal crowd is. And in my solution, the last normal lemming barely enter the exit before the zombie touch him, and that's really satisfying to watch!
Chilli Dog10 One Of Us Has Split Persnalities: I completely ignored the bottom right lemming, so I think my solution is not intended.  But considering the title, is there a chance this is indeed intended? ???
Chilli Dog11 Madame Lemga: Another very nice level! The hardest part was the position of the first stacker so only one lemmings slip by an become a worker lemming. And also somewhat tight timer added additional challenge to the level.
Chilli Dog12 Detonator: Nice and easy level It was quite obvious what needs to be done. I don't find this level particularly hard.
Chilli Dog13 My Own Worst Enemy: This one was also not very hard.(probably because I backrouted the level?) I like the position of the first blocker. It temporarily contains the crowd and later be released by cloned miner.
Chilli Dog14 Lemon Flavoured Rice Pudding!: Wow this one was close! My last lemming enter the exit with only 1 second left on the clock! I generally like the level which multiple worker lemmings have to cooperate in order to complete the level like this! :thumbsup:
Chilli Dog15 Pseudologia Fantastica v2: I love the theme of this level! To finished the platformer bridge in time, the worker lemming have to do non-stop platforming and all other lemmings have to collect platformer pick-ups scattered all over the level. This level reminded me of a Icho' LOTY winner level "Revenants". Basically both level require you to navigate crowd to here and there with blockers and also have to release all the blocker at some points.
Chilli Dog16 Check My Eyelids For Holes!: This level is one of the hardest levels of the entire pack imo. Especially you have no choice other than using blocker to contain the crowd but there's no easy way to release him safely, that was the hardest part. I used 'using stacker to break the fall' trick from Ring18 Static Space Lover, and it work well! Also the stacker+basher tricks to make a step up for the crowd was also very hard to see.
Chilli Dog17 The Other Way: This is definitely a backroute. Very cheesy solution. ;P
Chilli Dog18 & Knuckles: This level was also very difficult one. There are so many deadly place for climbers and avoiding them was the main difficulty points.
Chilli Dog19 It's Tea and Biscuits Time!: This level is one of my favourite levels! :thumbsup: :thumbsup: I like the fact that I have to send exactly the 1st and 4th spawned lemmings to the teleporter, so the latter one teleported while facing left, otherwise they are not close enough to pass through the trap by sacrfincing one.(or considering that I have a leftover blocker, there's also possibility that I just overcomplicated things. :crylaugh:) Rest of the solution was  pretty nice too. I cloned the shimmier and bomb away some terrains so one stacker is enough to get the crowd up. Connecting the miner with two builders was also very nice.
Chilli Dog20 Time To Get Closer: This one was quite easy. I almost immediately saw the solution+talisman ;P
Chilli Dog21 14 Hour Supernova: And the final level of the main rank! I felt like it's more challenging version of Final Frustration from Nepsterlems although FF is probably slightly more difficult if you want to get the talisman. I didn't realize there's teleporter and receiver, so I did brute force all the way through OWWs with destructive skills shenanigans :forehead:.
Still two more ranks to go! 8-)
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 24, 2021, 01:03:35 PM
Armani's Chilli Dog replays

Spoiler

Chilli Dog 1 - intended solution, good start. Thanks, the sunflower decorations have a big meaning to me.
Chilli Dog 2 - intended solution again. I especially like the trick in this level when you dig on the left side to get the button and then the water cushions the fall for the climbers, it's a hard trick to spot.
Chilli Dog 3 - you are right in what you said, I feel like I need to make a few fixes here though because you made this level too easy.
Chilli Dog 4 - intended solution again, I made the save requirement a bit lenient on this.
Chilli Dog 5 - your first solution was a slight back route which I'll have to fix. Your second solution was intended though, using the right side of the level is required I'd say.
Chilli Dog 6 - I'll accept this solution, it's not required to send the swimmer that way but I'd say considering you came close to the 10 min time limit that you nearly spent too much time on this level. I made a talisman for not using the swimmer anyway.
Chilli Dog 7 - major back route here.
Chilli Dog 8 - unfortunately this is a back route too, most of what you did was intended up top but something down bottom just wasn't meant to happen.
Chilli Dog 9 - This is mind blowing this is. It is actually intended to block both zombie attacks so the stacker or Blocker could have been spared somewhere. I'll allow this solution anyway since it looks miles harder to pull off than the intended solution. It was fun to watch, you're right :)
Chilli Dog 10 - major back route, you can't just ignore one Lemming.
Chilli Dog 11 - intended! Well done. Yes the timer was because Nessy couldn't stop back routing the level with longer winded solutions, the timer seems to fit though. There are 6 time crunchers in a row now.
Chilli Dog 12 - you found it easy because this is a back route :P.
Chilli Dog 13 - this one on the other hand is intended, you just found a better way to begin this level hence needing less blockers. Can Talisman this.
Chilli Dog 14 - I'm sorry to spoil the enjoyment of this level but you majorly back routed this one too.
Chilli Dog 15 - Glad you like the level, although your allergy to using Blockers throughout this pack has definitely become noticeable now :P. Your solution is intended.
Chilli Dog 16 - I was initially leaning towards back route on this but when I saw the Blockers getting used in strange ways, I thought this had to be an Armani unique solution and no one would ever find this alternate solution. The general route is correct and also it is possible to do the beginning part with just one builder. So I'm allowing this solution.
Chilli Dog 17 - When I first heard cheese, I thought you managed to cheese the trap at the beginning, but I'm happier to see this kind of back route to be honest. Still a nice find.
Chilli Dog 18 - Well done on this one, although this is Wafflem's solution (one of the only ones in the entire pack) it feels somewhat intended. Sadly he isn't around to confirm the legitimacy of this solution, I just use the solution I found as a bench mark and your solution hits this bench mark well.
Chilli Dog 19 - although your solution is quite different to mine, it's still intended. Just a few skill swaps here and there. Well done on solving this one, I considered this level one of the hardest solutions in the pack.
Chilli Dog 20 - Intended solution, well done. Someone found the save a Blocker talisman before you this time though. Although this may be easy for you, Nessy thought this level was exceptionally difficult.
Chilli Dog 21 - Yes, Final Frustration was the inspiration for this level and although this level is no where near as hard as that level, I wanted a final level to match that. (Although I've seen in the discord that you had a peek at Toolkit 21, that level has WAY more skills than this level.). WELL done on finishing the Chilli Dog rank, I don't think anything can stop you beating the last 42 levels of the pack now.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: joshescue18 on September 24, 2021, 09:08:30 PM
Ring finished.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 25, 2021, 09:37:42 AM
Encore Rank finished. Like you said, the Encore rank wasn't as brutally difficult as SuperSonic rank or ChilliDog rank. It was smooth sailing overall.

Encore Rank

Encore01 Reach for the Stars!: It's quite obvious what needs to be done here. But my first attempt failed due to walker shortage and realized that this level is not a walk in the park. I tried to be efficient as possible and complete the level with a little bit of leftover skills this time. 8-)
Encore02 Down The Pan v2: This level also has straight forward solution. But also the soluton is very clean and nice. :thumbsup:
Encore03 When The Lems Drop Out: Very nice and fun level! I tried to save 100% for extra challenge and it worked well. This level would have been nightmare if the skillset was tight but thankfully the skillset is quite lenient.
Encore04 Ring Twice for Savoy: Ah, cute bus level. :laugh: I needed to look at the terrain carefully so I can get the crowd up with limited amount of skills.
Encore05 Leaving Behind All We Know: Really nice level again. Despite it being x of everything with rather big x, it ran out of skills especially the builder quickly.
Encore06 Back to the Shack(part2): I feel that this is not intended. A glider and a bomber are left. ;P
Encore07 Another Lemmings Waterfall Connection: Harder iteration of Lemmings Waterfall Connection which I enjoyed a lot. I think the fact that only 4 bombers are given, makes the level difficult.
Encore08 Let's do this Hawkman style!: This level took me several tries. I saved a constructive skill by using shimmier to cancel the fencer under the fire trap and the level is solved.
Encore09 Climbing the Wall(again!): This one also took me several attempts. It's a little bit more harder than original Climbing the Wall, but still not very hard. :)
Encore10 Ghost Rider: Something tells me this is not intended since I have some leftover skills.
Encore11 Tight Wad Hill: Excellent level! That one platformer to gain additional 1pixel hight at the little squre terrain piece was really hard to see! :thumbsup:
Encore12 Night Vision: Nice and easy level. the most difficult part is platforming and cloning under the bus, after that the rest of the solution is straight forward.
Encore13 This is not A Star Wars rip off: This is my most favorite level of the rank! The obvious method always failed by few seconds, and you really need to find a quicker way to the exit. Sending secondary worker lemming so he can dig to the basher tunnel of the first worker lemming is very clever. :thumbsup: :thumbsup:
Encore14 Tally Ho Lemming San!: Another very nice level. I first tried to use bus terrain to get up but that was too platformer-heavy. And I assumed the buses are just decoration and used climber+bomber to gain height and it worked well.
Encore15 No Time To Die(GGFedition): I didn't expect to play NTTD level in the pack by someone other than Namida. :laugh: If you play this level with more than one worker lemmings, this level is not that difficult.
Encore16 Back to the Shack(part3): Seems intended. I used all the skills and complete the level with only 5 seconds left on the clock.
Encore17 Lost in the Casino: I can't remember when and where, but for some reasons, I was familiar with this level. I didn't remember the solution but I pretty sure I saw the layout of this level already. This one was not bad. You just need to save the pre-placed blocker one by one and guide them to the exit.
Encore18 Your Latest Trick(part2): iirc, I backrouted part1 of this level although I used every skill. I think this could be the same case. I used all the skills but some parts of my solution(like canceling basher with shimmier) is somewhat suspicious.
Encore19 Walking Barefoot: This was the hardest level for today. The blocker position is very clever. It block the lemming from the right hatch and it let the athlete from the upper hatch fall down. After one of the athlete pass by, the blocker become the stone and this time it also block the other athlte form the upper hatch. I really love the solution! :thumbsup:
Encore20 Who Ya Gonna Call? Knuckles The Echidna!: I already solved this level before in the contest. And I have a good memory. 8-)
Encore21 Beginner's Guide to Destroying The Moon!: Only 4 skill types, but this level was deceivingly tough.
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Armani on September 26, 2021, 09:39:46 AM
And toolkit rank is finished which means the whole pack is finished. 8-) 8-)
Of course there are still some levels I backrouted so need to be resolved after update. ;P

In toolkit6, one of the fire objects(where the climber hatch is) is located 1 pixel above the terrain so the lemmings can just pass through it without being killed. I assumed I can't let the lemmings go there when I played the level.
My favourite level of today is toolkit18; the final labyrinth level of the pack.
And I tried to save 100% on toolkit20 and 21 for extra challenges. I expected Toolkit21 would take incredible amount of time but it was not that bad actually since the given skillset is almost infinite.

Well done on this amazing pack! :thumbsup: :thumbsup:  I would say GGF is harder than Lemmings destination which also has 'very hard' tag. I've definitely enjoyed a lot and really love the challenges that were satisfying to figure out.  8-)
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: Flopsy on September 27, 2021, 01:34:00 PM
Apologies for the delay in getting to these.

Armani's Encore replays

Spoiler

Encore 1 - a very streamlined solution here, I like how you use multiple climber Lemmings. The time limit was removed for this level in fear that one might take too long on this level. A lot of people would only be comfortable only doing one lemming at a time on this level.
Encore 2 - intended again, this level had a tough time in SEB Lems before it was removed (it was a pillar tileset level which used diggers mainly) but now it seems like the solution has evolved into this as a result. Glad you thought it was clean, that's the word I wanted to hear for this one.
Encore 3 - very nice solution, might put 100% as a talisman here. I especially like that miner+jumper technique, it's very much like the basher+walker technique! :thumbsup:
Encore 4 - although you saved skills here, it's still the intended solution. Well done.
Encore 5 - again, nothing unintended here and you really simplified the solution.
Encore 6 - knew there had to be a back route sooner or later, luckily this is easy to fix. Thanks for finding it :)
Encore 7 - yes, I knew you would be happy to see this level return again. I think the right side is the most builder heavy section so you were right to do that first. The low bomber count is tricky yes, you need to consider which trapdoor needs them most.
Encore 8 - sadly, I don't like it when people cut under traps like you did so I'll have to patch that out.
Encore 9 - intended solve, well done. It's just a harder repeat for climbing the wall really. The Encore rank features a few repeat style levels if you haven't already noticed.
Encore 10 - a little unintended yes, I'll have to fix that.
Encore 11 - sadly you weren't meant to see that trick because the entire solution is a back route :(
Encore 12 - intended solution well done :)
Encore 13 - this was actually a very old contest level, this level has existed for years. It wasn't very popular in the contest it was entered in so I'm glad you liked it.
Encore 14 - nice basher save there, I'll talisman that. Other than that, the route is intended :thumbsup:
Encore 15 - There's a NTTD level in SEB Lems as well, I did ask namida if I adopt the level format for my packs before doing so. I think they are a nice level idea and other people can make nice levels with it. The difference here is I swapped out the bombers for something more useful (stackers!).
Encore 16 - Find it funny how you back route part 2 than find intended on the harder part 3 ???
Encore 17 - When I released Casino Night for the first time, I released a level with the tileset to showcase the tileset so you may have played it there. I did a similar thing with Jardin de Flopsy for Marble Garden and Ghost Rider for Sandopolis. I saw GigaLem was doing it with his styles, release a level with it to allow the player to test the tileset, sadly no-one really gave any feedback still so I stopped doing it after those three styles.
Encore 18 - *sigh* another back route on this level, ironically the only level in the pack which Nessy hasn't found the intended solution to either.
Encore 19 - however I am happy to see the intended solution on this level and the blocker trick being used as well :)
Encore 20 - your solution was intended in the contest so nothing to add here.
Encore 21 - very nice solution to this level, it's slightly different to mine but you used all the skills so it's allowed :)

Armani's Toolkit replays

Spoiler

Toolkit 1 - nice talisman solve :)
Toolkit 5 - you saved 46 lemmings on this level.....that's incredible, were you just actively trying to save more than intended?
Toolkit 6 - nice spot there, I can't believe I didn't spot that. Fixed it now.
Toolkit 8 - wow, that was some serious skills, the skills you saved here was insane!
Toolkit 11 - kaywhyn back routed this in MegSEGAbytes only 2 weeks ago and I fix his back route and you go ahead and back route it again :lem-mindblown:
Toolkit 12 - another back route here, but I guess you knew that.
Toolkit 16 - back route on this level also.
Toolkit 17 - a slight back route here too.
Toolkit 18 - thanks, I knew you would like the water puzzle in this rank.
Toolkit 19 - intended solution, this is just Toolkit 16 turned upside down if you didn't notice. There was a contest rule which required 2 levels and one had to be the inverse of the other.
Toolkit 20 - *applause* incredible, I didn't think I'd ever see this done. I'll have to Talisman this for sure :)
Toolkit 21 - Wow, 100% on a 777 lemming level.... I think this is just as impressive as Toolkit 20 :)

Side questions: What do you think of the Toolkit rank overall? Do you think it was a good decision to keep these levels separate from the main pack? The first few levels aren't really as bad and were just used as filler but the 2nd half of the rank certainly were better left in a rank of their own, do you think so?

Very well done on beating the entire pack, you've back routed 42 levels in the entire pack but you solved the other 147 intended :)
Title: Re: Lemmings presents GOTTA GO FAST!!! [NL][Difficulty: Medium - Very Hard]
Post by: joshescue18 on September 27, 2021, 08:19:52 PM
I have completed the first three ranks.
Why are you ignoring me?
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.1 [Difficulty: Medium - Very Hard]
Post by: Flopsy on September 28, 2021, 12:19:33 PM
28/09/21
v1.1 released - a ton of back route fixes courtesy of Armani and josh's replays, thanks both for playing the pack very early on :thumbsup:
Spoiler
v1.1 The Armani and josh update

added post level texts

back route fixes on
Rose 17
Shield 18, 21
Ring 4, 7, 17
Sneaker 2, 3, 6, 9, 11, 12, 16, 17, 20
Emerald 7, 10, 14, 17
Super Sonic 1, 2, 5, 10, 11, 12, 18
Chilli Dog 3, 7, 8, 10, 12, 14, 17
Encore 6, 8, 10, 11, 18
Toolkit 11, 12, 16, 17

talismans added on
Rose 8, 12, 13, 16, 17, 19
Shield 7, 8, 12, 15
Ring 1, 8, 12
Sneaker 8, 14
Emerald 8, 15, 16
Super Sonic 6, 8, 9, 14, 16, 19, 20
Chilli Dog 2, 6, 13, 15
Encore 3, 4, 5, 17
Toolkit 5, 7, 20, 21
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.1 [Difficulty: Medium - Very Hard]
Post by: Armani on September 29, 2021, 03:20:45 AM
QuoteSide questions: What do you think of the Toolkit rank overall? Do you think it was a good decision to keep these levels separate from the main pack? The first few levels aren't really as bad and were just used as filler but the 2nd half of the rank certainly were better left in a rank of their own, do you think so?

Well I think those levels are way better than just "filler". :P

I enjoyed toolkit rank a lot too. And I think the best levels of toolkit rank are in 2nd half. As I already mentioned, my favourite level of the rank is 7 18 and some levels such as 7 15(Industrial Blocker Zone) and 7 20(Musical Statues) have very unique themes and puzzles. And I personally don't mind big level with lots of skills where the main puzzle is to finding the most efficient path and tuning the solution.

So to answer the question: Levels of toolkit rank have some specialities of their own; contest levels, resource management-type puzzle, repeat levels, collab levels and zombie/neutral levels...
So I can understand your decision to keep toolkit levels as separate rank, personally I think it's completely fine if toolkit levels are part of the main ranks though.


Title: Re: Lemmings presents GOTTA GO FAST!!! v1.1 [Difficulty: Medium - Very Hard]
Post by: Armani on October 13, 2021, 03:20:54 PM
resolved all the updated levels. 8-)
There're some promising replays :laugh: and also probably some backroutes. :(

I love all those name of the talismans though. I especially love "The Ultimate Big Arm Challenge" :thumbsup:
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.1 [Difficulty: Medium - Very Hard]
Post by: Flopsy on October 14, 2021, 01:16:29 AM
Armani

Spoiler
Ok I've had a glance over the replays and there are still 17 back routes to be fixed.

Sneaker 2, 6, 7, 9
Emerald 17
SSonic 5, 11, 18
Chilli 7, 8, 12, 14, 17
Encore 8, 11
Toolkit 11, 12

I'm especially impressed that you are now the first person to get intended solution on Encore 18 Your Latest Trick pt2, not even Nessy my tester has solved that as of yet, the only level in the entire pack (excluding the Toolkit rank) that he hasn't solved.

Anyway I'll have an update out soon when I have fixed these
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.2 [Difficulty: Medium - Very Hard]
Post by: Flopsy on October 18, 2021, 10:21:04 PM
Gotta Go Fast v1.2 is out

Spoiler

v1.2 The second Armani update

back route fixes on
Sneaker 2, 6, 7, 9
Emerald 17
SSonic 5, 11, 18
Chilli 7, 8, 12, 14, 17
Encore 8, 11
Toolkit 11, 12

talismans added on
Sneaker 20
Emerald 7, 14
SSonic 1
Toolkit 16, 17
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.2 [Difficulty: Medium - Very Hard]
Post by: Armani on October 20, 2021, 01:17:40 AM
resolved updated 17 levels
42 -> 17 -> ???
Some notes on levels

I think I backrouted Sneaker2, Emerald17, Supersonic5,11 Encore11.

Sneaker6: Item terrains at the bottom platform are 1 pixel above the terrain.
SuperSonic18 is now one of my favourite :thumbsup:
I believe my solution to toolkit12 is intended. But one of the water gap is not narrow enough to enforce me to cancel the platformer with a basher and that's why I have a leftover basher. :P
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.2 [Difficulty: Medium - Very Hard]
Post by: Flopsy on October 25, 2021, 12:20:36 PM
Sorry it took me a while to notice these for some reason Armani.

Spoiler

You back routed the following 7 levels
Sneaker 2, 9
Emerald 17
SSonic 5, 11
Encore 11
Toolkit 12

I'm impressed you found the intended solution to SSonic 18 at last though and also the intended solution to Chilli 17
I really wanted to enforce the shimmier trick in SSonic 18, which I guess contributed to it being one of your favourite.
Also I wanted to enforce the crowd falling on the stacker in Chilli 17 which I thought was an impressive trick.

I'll get another fix out in the coming days anyway for the 7 levels above.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.3 [Difficulty: Medium - Very Hard]
Post by: Flopsy on October 25, 2021, 01:24:59 PM
Gotta Go Fast v1.3 is out. With a few more back route fixes from Armani.

Spoiler

v1.3 The third Armani update

back route fixes on
Sneaker 2, 9
Emerald 17
SSonic 5, 11
Encore 11
Toolkit 12

Sneaker 2 has had to be completely reworked.

talisman added on
Chilli 14, 17
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.3 [Difficulty: Medium - Very Hard]
Post by: Armani on October 30, 2021, 12:52:20 AM
Resolved updated 7 levels 8-)
42 -> 17 -> 7 -> ???

My bet is 3 8-)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.3 [Difficulty: Medium - Very Hard]
Post by: Flopsy on October 30, 2021, 03:02:20 AM
Spoiler

You were spot on, just 3 back routes
Sneaker 9
SuperSonic 11 (solution 1 is intended but solution 2 is back route)
Toolkit 12 (both solutions are back routes)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.4 [Difficulty: Medium - Very Hard]
Post by: Flopsy on November 02, 2021, 02:19:32 AM
Lemmings Gotta Go Fast v1.4 is out

Spoiler

The 4th Armani update

back route fixes on
Sneaker 9
SuperSonic 11
Toolkit 12
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.4 [Difficulty: Medium - Very Hard]
Post by: Armani on November 04, 2021, 05:22:10 AM
Resolved updated levels.

I've got a good feeling about this :D

I attached my whole replays but you only need to check Sneaker9 and Toolkit12.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.4 [Difficulty: Medium - Very Hard]
Post by: Flopsy on November 05, 2021, 01:23:03 AM
Well done Armani, no fixes required because they are both the intended solutions :)

You now have fully solved the pack intended.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.4 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on February 28, 2022, 08:31:54 PM
Finally got this done with all talismans. At the end the pack was quite a bit harder than SEBLems in my opinion.

I should have some nice new taliman ideas in here or improved some of Armani's records + some backroutes of course. Have fun. :)

To the next pack for my LOTY2021 list! :P
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.5 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 18, 2022, 10:34:46 PM
18/4/22: Gotta Go Fast v1.5 is out, with back route fixes on IchoTolot's posted solutions and more added talismans.

Spoiler
back route fixes on
Rose 6, 20
Shield 7
Ring 19
Sneaker 4, 8, 21
Emerald 8
SSonic 1, 5, 15
Chilli Dog 1, 10, 14, 16, 19
Encore 15

New Solution on Sneaker 20

Talismans added on
Shield 8, 10
Ring 14
Sneaker 11
Emerald 9
SSonic 6
Chilli Dog 3, 15, 21
Encore 12
Toolkit 7

Updated pack can be downloaded in the first post attachments
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.5 [Difficulty: Medium - Very Hard]
Post by: WillLem on April 23, 2022, 02:23:53 AM
Finally had a chance to look at this pack this evening. I've made my way through the first few levels and I'm loving the themes, music and aesthetics. Great work, Flopsy :thumbsup:

Just one question so far: why are the rings only "collectible" in some levels, but not all? (In some levels, they appear as background objects only). It would've been a nice touch to make all of them collectible, particularly in the earlier levels where skills are plentiful enough to allow the challenge of collecting them all.

Anyways, I've attached a replay of level 1 which saves all lems and collects all rings :lemcat: I'll hopefully get some more replays together soonish, I'm looking forward to having a proper look at GGF.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.5 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 23, 2022, 05:34:41 PM
Quote from: WillLem on April 23, 2022, 02:23:53 AM
Just one question so far: why are the rings only "collectible" in some levels, but not all? (In some levels, they appear as background objects only). It would've been a nice touch to make all of them collectible, particularly in the earlier levels where skills are plentiful enough to allow the challenge of collecting them all.

Anyways, I've attached a replay of level 1 which saves all lems and collects all rings :lemcat: I'll hopefully get some more replays together soonish, I'm looking forward to having a proper look at GGF.

To be honest with you, the rings were kind of just tacked on at the end (due to the feature only just existing a few months before release) and I just placed them in the manner they would appear in typical Sonic the Hedgehog levels (ie. groups of 3 in mid air, groups of 3 placed on the ground, placed all around loops and on curved "embankments") and they were not really placed in a way where they were all meant to be collected.

I probably would have done this but I honestly didn't think many people would play the pack due to it being entirely made of custom tilesets and also I focused more on talismans which unfortunately cannot acknowledge collecting all rings.

I misread your post initially and thought that you said some of the rings were not being collected when a Lemming goes through them!

Otherwise, thanks for your positive remarks and thanks for taking the time to post your feedback :)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.51 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 23, 2022, 08:16:00 PM
23/4/22: Gotta Go Fast v1.51 is out, just some further fixes to stuff I overlooked in Rose 20 and Shield 7 (talisman now removed).
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.51 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on April 24, 2022, 09:41:02 PM
Here are my updated all talisman solutions. :) (except that new talisman on Super Sonic 6 that is currently impossible as saving the cloner makes you not reaching the save requirement)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.5 [Difficulty: Medium - Very Hard]
Post by: WillLem on April 25, 2022, 12:46:47 AM
Quote from: Flopsy on April 23, 2022, 05:34:41 PM
I probably would have done this but I honestly didn't think many people would play the pack due to it being entirely made of custom tilesets

Well... if I were willing to take the time to replace all non-collectible rings in your pack with collectible ones, would this be something you'd be interested in? It can probably be done via RegEx in a few seconds, tbh!

EDIT: I've done it and it's worked. I've sent you the pack via PM in case you don't want to release it with this change.

Also, I'm sure that your pack will end up being played by most of us, at least to some extent. A pack of this size and scope and with its Sonic theming is likely to attract anyone who loves Lemmings and Sonic, which I suspect is the majority of the people on the Forums :lemcat:

Quote from: Flopsy on April 23, 2022, 05:34:41 PM
I focused more on talismans which unfortunately cannot acknowledge collecting all rings

There are ways to do this, actually. The rings could be placed as buttons which unlock a locked exit, and there are a number of ways to make a talisman require accessing a locked exit (placing a neutral lem near the locked exit and requiring n+1 would be one way, for example). Not that I'm suggesting you do this at this late stage, by any means, but it's maybe something to consider if you make any more sonic-themed levels in future.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.5 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 25, 2022, 02:29:32 AM
Quote from: WillLem on April 25, 2022, 12:46:47 AM
Also, I'm sure that your pack will end up being played by most of us, at least to some extent. A pack of this size and scope and with its Sonic theming is likely to attract anyone who loves Lemmings and Sonic, which I suspect is the majority of the people on the Forums :lemcat:

It's just something I've noticed over the years on these forums, a lot of users prefer the original styles over custom ones and that's just my opinion. To be honest I only pushed this pack through to completion as a promise I made to other users in the community, I mean the project did get cancelled twice during the 4 years of development.

I appreciate the enthusiasm though and you're playing the pack I suppose so that's a plus :)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.52 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 25, 2022, 03:18:52 AM
25/4/22: Gotta Go Fast v1.52 is out.

more back route fixes courtesy of IchoTolot on
Sneaker 8 and 21
Chilli Dog 1 and 19

Removed Talisman on Super Sonic 6
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.52 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on April 25, 2022, 09:56:35 PM
Here is the next resolve. :)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.52 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on April 25, 2022, 10:30:53 PM
A variation on "Sneaker 21" that should be considered by a possible fix.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.53 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 26, 2022, 02:31:15 AM
26/4/22: Gotta Go Fast v1.53 is out.

a further fix to Chilli Dog 19 to fix a major back route.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.53 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on April 26, 2022, 02:47:44 PM
Resolved the fixed level.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.54 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 27, 2022, 03:03:37 AM
27/4/22: Gotta Go Fast v1.54 is out.

a further fix to Chilli Dog 19 to fix another major back route.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.54 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on April 27, 2022, 08:23:40 AM
Resolved and I got a good feeling now that I am at least close. :)
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.55 [Difficulty: Medium - Very Hard]
Post by: Flopsy on April 30, 2022, 01:04:23 AM
30/4/22: Gotta Go Fast v1.55 is out.

yet another fix to Chilli Dog 19 to fix yet another major back route.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.55 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on April 30, 2022, 11:25:27 AM
New solution, but now I again saved an extra Lemming.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.56 [Difficulty: Medium - Very Hard]
Post by: Flopsy on May 04, 2022, 12:13:35 AM
4/5/22: Gotta Go Fast v1.56 is out.

Yes, you've guessed it, another back route fix for Chilli Dog 19....
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.56 [Difficulty: Medium - Very Hard]
Post by: IchoTolot on May 04, 2022, 05:10:51 PM
I don't think this solution is a big change but at least now I am at the save requirement again. :)

One thing though:

Spoiler

If the solution contains indeed bombing under the trigger of the teleporter, consider lowering the lava by 1 pixel. It is now very very precise and only certain if not one or two single miner positions achieve this. The lava being 1 pixel lower is a bit more forgiving and reduces the execution difficulty by a large margin.
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.56 [Difficulty: Medium - Very Hard]
Post by: Flopsy on June 07, 2022, 02:20:26 AM
Due to recent happenings in this community, I've taken the decision to formally request that no-one else posts Youtube LPs to their channels for this pack without my permission first.

The only person who has permission to post their LP is IchoTolot who has just started uploading videos of this pack's LP only yesterday. I am not aware of any other LPs at this time so this is the only one which has my express formal written permission.

I don't mind posting of replays in here but please no more video LPs.

Thank you :lix-smile:
Title: Re: Lemmings presents GOTTA GO FAST!!! v1.56 [Difficulty: Medium - Very Hard]
Post by: Lehnah on December 26, 2024, 01:58:33 PM
Awesome! Looking forward to playing this.
Title: Re: Lemmings presents GOTTA GO FAST!!! v2.00 [Difficulty: Medium - Very Hard]
Post by: Flopsy on September 19, 2026, 11:22:41 PM
20/9/26: Gotta Go Fast v2.00 is out.

A long awaited fix to Chilli Dog 5 "Whodunnit?" which has remained unfixed for nearly 5 years.

New pack download attached to first post in topic  :thumbsup:
Title: Re: Lemmings presents GOTTA GO FAST!!! v2.00 [Difficulty: Medium - Very Hard]
Post by: LemFan on September 20, 2026, 09:19:46 AM
Unfortunately, backroutes are still out there. Even now, Gotta Go Fast isn't completely backroute-free. Sometimes it takes many versions to completely patch them out. It's sometimes a pain to fix backroutes sometimes when the level gets playtested in the NL Editor
Title: Re: Lemmings presents GOTTA GO FAST!!! v2.00 [Difficulty: Medium - Very Hard]
Post by: kaywhyn on October 03, 2026, 01:16:42 PM
Hello Flopsy,

I've solved all of the first 5 ranks of the pack! :thumbsup: I've attached my replays and am posting my feedback :)

Also, link to my LP:

https://www.youtube.com/playlist?list=PLYG1wcvQwIvw

Enjoy! :P

General Feedback

Lemmings: Gotta Go Fast! is the 4th level pack by Flopsy (after Seb Lems, MegSEGAbytes, and Modular Lems). As described in the OP, GGF is a heavily Sonic themed pack featuring Sonic Lems and cameo appearances of various characters from the Sonic series in the levels. Featuring 21 different tilesets, some of which make a return here from Seb Lems. 9 ranks of 21 levels each for a total of 189 levels, with 7 main ranks and 2 bonus ranks at the end. In the 7 main ranks, this means all of the 21 tilesets make an appearance once, while the bonus ranks break this "one level per tileset" that each of the main ranks presents.

As I've mentioned to Flopsy, my only exposure to Sonic is the TV cartoon The Adventures of Sonic the Hedgehog which used to air on TV in the 1990s. Other than that and quite possibly a brief exposure to one of the games that I might have either played or just watched a kid of a family friend of my dad's play at the house of my dad's friend, I haven't played any of the Sonic games. I didn't grow up on console gaming, just PC gaming. Though I haven't played the games, I'm still a Sonic fan, even if I'm not as well-read or all caught up on the Sonic universe ;) I'm definitely learning a lot about Sonic from the various comments Flopsy has left on my LP videos though. I appreciate them very much and remarks as to whether my solutions are intended or not! :thumbsup: I'm happy they've been a joy to watch and have provided much entertainment for Flopsy and any viewers that have stumbled on them :thumbsup:

I've been enjoying GGF very much ever since I first started playing it last week and am looking forward to seeing the remaining levels of the pack! Flopsy did a wonderful job with this pack and I can absolutely recommend others to give it a try and play through! :thumbsup: :thumbsup: :thumbsup:     

Rose Rank Feedback

Quite a nice first rank overall IMO, starting off with generous and lenient X-of-everything levels and gradually getting more difficult as you get deeper in the rank, ending off with a very nice boss stage and with an excellent talisman to boot! :thumbsup: The other talismans themselves are quite good too, and honestly I'm quite happy I decided to rise to the challenge and go for them, even though I normally don't go for talismans :laugh: This is why some levels have two replays attached. My general approach is to just solve the level normally without opening up the talisman to see what it is and either I get lucky and got the talisman on my first blind playthrough or I don't get the talisman. If the latter, then I simply retry the level after solving, open up the talisman, then try to obtain it. Sure, it's faster to just open up the talisman to see what it is first, but that's just not the way I roll with these optional talisman challenges :P The only exception I've made was for Lemmings Plus VI, but that was years ago, and I was told that the talismans don't exactly spoil any solutions :P

Spoiler
Rose 1 - Here We Go! Very nice and really easy level to start off the pack, if you don't bother for the talisman. If you decide to go for it, then IMO this is way too difficult for one for the very first level of GGF. Don't get me wrong, it's a very good talisman, but for those who go for talismans, it might be way too problematic when they find themselves unable to obtain it and all on the first level of the pack, which increases the chances of rage quitting possibly happening. At the same time, talismans are optional challenges, so it's not like they need to be obtained in order to proceed and/or solve all of the pack :P

Rose 2 - Let's Get The Show On The Road! Another very easy level. I don't think I've seen these masher traps before despite having played levels in this graphic set before. I'm always learning something new! ;) I love the marquee in the level. Also the only reason the level has two replays is due to how I apparently didn't get the save all, and you know how much I love those due to it being my play style when it comes to Lemmings :P

Rose 3 - Knock Knock Knockin on Eggman's Door Only hard part is the exit area being somewhat small to get up there comfortably, but other than that another great, somewhat easy level that's definitely a bit harder than either of the two levels before it. That's also true that this is more of a Wafflem style level, since as you mentioned he loves button levels ;)

Rose 4 - A Spring (yard) would be helpful here! Another great level, and it's significantly harder when doing the talisman since it's far harder to get up the level when miners are prohibited. One mistake I made, and that is the floating orb things aren't traps at all :forehead: Well, that's my fault for not letting a Lemming get underneath to see if it kills and/or not using CPM, but you already know me with intentionally not using the latter to save time and to make things easier for myself :P

Rose 5 - Marble Garden Ruins Not easy to find the best way through the level due to plenty of obstacles in the way. Somehow I thought the talisman was no builders as well due to that being the talisman requirement for Rose 1, and indeed that turned out to be the case for my second playthrough as my blind playthrough didn't obtain it because I didn't think carefully before using that builder :forehead: Nice level and honestly this was still a bit fun to puzzle through because of it being open-ended even with the talisman :)

Rose 6 - Caught by the sand (opolis) Wow, that's an interesting effect with updrafts on what appears to be "flowing water" which is harmless. Great level and talisman and it was fun seeing gliders to upwards due to the updrafts. Only hackish part of my solution would be finding the safe spot from the needles trap though :P

Rose 7 - Helter Skelter Yea, I knew this was a reference to the Beatles song of the same name, especially as the title refers to a playground slide. Quite possibly the most intense song ever recorded, with I believe Twist and Shout the next closest. Reportedly, at the end of the song, Ringo Starr throws his drumsticks and yells the "I got blisters on my fingers!" line because of how much his hands hurt from all the drumming for this intense song. Anyway, very easy if you don't bother with the talisman, but significantly harder if you go for it, though I think only a little bit easier than Rose 1's.

Rose 8 - Sing Little Lemmings! Nice level, both that and the talismans, with neither one not that much harder from the normal solution, especially the silver one, thanks to the very lenient skillset. Love all the musical notes everywhere.

Rose 9 - I Don't Fall That Way! It may be a jumpers only level, but it's not a trivial one by any means. Not hard as long as you see where each of the specialists need to go in order to make it safely through the level.

Rose 10 - Antisociology Not too hard either but still a pretty enjoyable one to work out, though the constructive skills ran out much quicker than I thought they would. Talisman luckily isn't too difficult or very tight on the time attack, as long as you multi-task even slightly efficiently.

Rose 11 - King for a Day First level with 3 talismans and I would say the silver one with the 12 builders max is the hardest one, as I fortunately already tend to go for save all's and the theme of trying to beat the levels under 10 minutes if a 10 minute time limit isn't present. As Armani mentions, it may appear very daunting and difficult, but it really isn't that bad thanks to the lenient skillset. The builder limit for the silver and gold talismans are the hardest IMO as mentioned. Great level and this was another really fun one to try and figure out the talismans for with the pre-placed hero specialist! :thumbsup:

Rose 12 - The Goldfish Bowl As you've already told me, I completely overlooked sending a Lemming from the left entrance over the top via climbing and hence it's not true that it needs help from the right entrance ;) Still a great level with a nice talisman to boot.

Rose 13 - Doorman Skillset may look quite lenient here, but the builders especially ran out much faster than I thought. Luckily there are skills to help easily with ascending with the stackers the rest of the way when trying to conserve the builders. The right entrance is certainly the hardest to get up safely, though in general the fire traps at critical spots made it difficult to ascend safely regardless. Still had fun trying to figure this one out while being as efficient with the skills as much as possible :thumbsup:

Rose 14 - Random Acts of Kindness Ah, looks like this was the level that wasn't acceptable to submit for LDC #22 based on your response to Armani's solution for the level. Yea, I can see why, since all the zombies are contained here, which the rule didn't allow you to do. Thus, you submitted Random Acts of Nastiness instead. Anyway, this level was also fun to figure out and play. Looks difficult at first glance but it wasn't too bad once I realized the best way to get a worker over the top, as before for some reason I thought everyone needed to get over the top together, when only one is necessary to have your pioneer/trailblazer :forehead: Nice job, and I especially like how the neutrals are completely helpless because they're stuck in their own hole in the large wall! :thumbsup:

Rose 15 - You Gotta Go There To Come Back! Another nice level that I didn't have too much of a problem with running out of skills, though both the platformers and builders ran out much quicker than I expected :laugh: It sounds like Armani made things a bit harder by going through the bottom from the right side rather than over the top like I did ;)

Rose 16 - Hurry Up and Wait! I would say this is quite possibly the first hardest level of the pack, as the solution isn't really obvious in any way especially given the very limited skillset. Luckily for the talisman I didn't have to tweak my normal solution much to obtain it. Very nice puzzle with figuring out how to get everyone down safely and also with achieving the compression to get through the trap before the exit with minimal losses! :thumbsup:

Rose 17 - The Lem's Too Strong Nice 1 Lemming level! Like the jumpers only level earlier in the rank, this is still far from trivial. Quite honestly, even though I know about the jumper => shimmier transition, I didn't think it would work based on how far the terrain is from the conveyor belt, so I was surprised to see that it does work, but it seems to be very pixel precise? Also, I think this was what made me check to see what was going on here with why the Lemming is allowed to shimmy, as it turns out a one-way conveyor belt is placed right on top of an exact identical conveyor belt that is steel, which is why shimmying is allowed. Once again, I overlooked cancelling a shimmier with a walker, as I keep forgetting about this! :forehead:

Rose 18 - Across the Ice Cap we go! Harder than I expected but isn't too bad at all, especially once you figure out how to get your worker(s) to go over the top via the left side of the level. Even then, still not trivial, especially as the middle area is a bit tricky to navigate. Knowing myself, I probably made my solution a bit harder than it needed to be though :laugh:           

Rose 19 - Airbubble Chamber This one was really fun to play and solve :thumbsup: Wow, I even bested Armani's talisman record, so this could potentially be a separate talisman of beating by using no climbers in addition to keeping the talisman for Armani's record ;)

Rose 20 - Around the Back of Shearing Hill Top Another fun one to figure out. Can't believe I didn't even notice the steel in the bottom left to stop the miner :forehead: Definitely would had made the end part a lot easier than the way I did it!That was pretty much my favorite part of the solution with a worker coming from the other side to get over the exit and come back to release the crowd. Nicely done! :thumbsup:

Rose 21 - Only in Dreams The first boss stage of the pack and much easier than several of the levels before it. This was really fun to play and solve, both the normal way and talisman! :thumbsup: Can't believe I didn't see the entrance at the bottom right :forehead:    

Shield Rank Feedback

Things are a bit harder here, though I breezed through the rank much quicker than I thought I would, considering how I was already struggling in so many places in Seb Lems in the second rank. In fairness, Seb Lems was one of the very first custom NL packs I played, back at a time when I wasn't as experienced as I am now and therefore roadblocks came up very often for me! ;)    
Spoiler
Shield 1 - Perfect Situation Easy level to start off the rank but much harder if you go for the talisman. Even harder if you try and go for the save all like I spent so long in trying to get it to work! :laugh: It turns out that it's possible but very hard to pull off and it just barely works with the skillset provided along with the restriction of no stackers allowed. Wow! Not sure why I bothered, but you know me, I love my save all's :P

Shield 2 - Vegas Two Times Even easier than the previous level, though here unfortunately losses will need to be accepted :( Timing isn't too tight at all with making the splatform before using up all the swimmers, made easier by how you don't need everyone to use both exits.

Shield 3 - Ride Across The River Excellent level with some neat tricks: Plugging up the gap with the stoner, extending the basher by providing a staircase for it to slide down, and to time it so that the basher destroys the wall before the climber can go up and die to the trap. This last one is a bit difficult to achieve, but it's the only way to solve the level. Then of course using the climber to bomb the wall near the exit to make a nice ramp up. Excellent job with this level! :thumbsup:

Shield 4 - Jumping across the Oil Ocean Easy one despite the 2-of-everything skillset. Still enjoyed this one very much ;)

Shield 5 - Lithium Stretch One of the hardest levels of the rank IMO but still an excellent level! I really love the path the swimmers take at the bottom in order to make the rest of the route and for one to come back for the crowd to take later on over the top. Carefully managing the builders is the hardest part of the level IMO, especially as you need 3 to get to the exit.

Shield 6 - Saving Amy! Another great swimmer level here, with I also agree with rescuing the bottom left entrance being the hardest part of the level. Getting up  over the top to make the route to get the others up later on can also be a bit difficult. As you've told me, I found a bug with the water on the right being placed a pixel too high. Not sure if the swimmers being able to get into the basher tunnel the way they did in my solution is intended though.

Shield 7 - Having A Blast Due to how you need to bomb away the walls in order to keep the platformer going so he doesn't get interrupted, I thought this level was inspired by a Genius level from LPII ;) Solution isn't hard to figure out, it's the execution and timing that's difficult. Great level and was fun seeing it all work out :thumbsup:

Shield 8 - We Gotta Get Out Of This Place! Quite an easy level, though only a little bit harder with the 42/50 talisman but is a significant challenge with the 47/50 talisman but luckily there's still plenty of skills and is still pretty open-ended all things considered. In the end, my solution could had been made a lot easier had I known about the triggers not being where I expected them to be, but meh, my solution works and still got to give props to me for not using CPM to help me out! :P

Shield 9 - This is How I Roll! As was pointed out, it's much easier to ascend on the right side than the left as in my solution. I also completely failed to see the lattice as a way to get further up without the need to use so many bombers :forehead: Even with this eliminated, this isn't exactly what I consider a favorite of mine due to repeatedly bombing not being my cup of tea ;)

Shield 10 - Happy Hour Very fun to solve especially when going for the save all. Not sure why I thought the terrain where the bottom right button is is steel though :forehead: Other than that, I agree with Flopsy this is one of his best designed levels in this tileset! Well done :thumbsup:

Shield 11 - Snow Way Out! Somewhat challenging but it's not too difficult. Getting up the left side is a bit tricky but luckily it's not too fiddly to pull off. Turning around at the top to be able to mine the crowd out can also be a bit challenging, but you do have the means to do so, and luckily there's multiple spots for you to be able to do so. Nice level!

Shield 12 - Endless Bummer Not as difficult as it looks despite appearances. If anything, once you realize how to get your worker by sending two on ahead one of which to block to turn the other around at the top, the rest should be easy. Getting up the level can still be difficult, but it mostly depends on how and where you ascend. Luckily my non-talisman solution needed a few small tweaks to get the silver talisman. Another great level IMO.

Shield 13 - Your Local Hero Very fun to work out and solve with getting the different specialists around to rescue each of the 4 entrances in their own separate corners. I agree with Armani that the bottom left entrance is the most difficult to rescue, though things can certainly be made a lot easier by sending the disarmer specialist. Even then, both talismans shouldn't be too terribly difficult considering the very generous skillset, with the skill you likely have to watch out for are the builders.

Shield 14 - Run Like Quick Sand Easy level as long as you realize how to get the glider over the top. Took me a while to figure out that the glider doesn't need the help of other skills to do so and that I somehow overlooked the fact you can assign the glider skill right away with Lemmings that fall out of the entrance to gain the height to achieve that :forehead: Excellent level and one of my favorites! :thumbsup:

Shield 15 - Painted Lines Another one of my favorites! :thumbsup: Solution can still be a bit difficult to figure out especially with the 99RR and save all requirement. Here I completely overlooked the easy way to achieve the talisman and made it more complicated than it needed to be :forehead:

Shield 16 - Let's take a Hot Bath! Not as hard as I thought, especially with miners and platformers as your only means to get up the level, but stoners and stackers can be used in combination with them. Flopsy has pointed out to me that the 20 platformer pickups is a mistake, so I've now went back and see if I can solve the level with the correct 10 platformer pickups only. I've labeled my second solution as the one where I was able to solve the level with less than the 10 allotted ;) Fun level to see where how the worker goes and glides about the level to make the route :laugh:

Shield 17 - Speed Dash Mountain Pretty much what I consider the hardest level of the pack up to this point, though it isn't helped by the fact that I came up with a really hackish solution in the end. It took a very long time to find, as I kept being at least a skill short or came up short on the save requirement :crylaugh: I honestly was so relieved to finally solved the level after working it out for about 1.5 hours. I figured out how to get up the level on the right side pretty quickly, but it took a very long time to find a solution that works. Great level, but wow, didn't think skills but especially getting up the level with both entrances be so problematic! :lem-mindblown:

Shield 18 - The Omega Standard Not too difficult, but not easy either given the very limited amount of digging destructive skills. There's luckily a few ways to go about the level and it's not too stressful despite the splat hatch at the start thanks to the very low 1RR. Nice level.

Shield 19 - There's A Star in the Night Sky Really nice 1-of-everything here. The hardest part of the solution for me to see was building to connect to the wall and then digging immediately once he turns around in order to get down safely. As a matter of fact, a level featuring this trick is something I definitely plan to make for my pack ;)

Shield 20 - Back to the Shack Another excellent level, though like Armani it took me a while to see the digger to get another climber up the level who won't have the glider available because the first climber has it. Excellent solution and quite fun to solve and figure out! :thumbsup:

Shield 21 - This Is Lemmings! Definitely harder than the previous rank finisher but still not too hard despite the very limited amount of skills other than the builders. Even then, don't be fooled by the amount of builders, even after you collect more via the pickups. Another nice rank finisher here ;)                   


Ring Rank Feedback

I definitely felt the huge jump in difficulty right from the very start and hence Ring is big step up from either of the two ranks before it, but as usual lots of standout levels here! :thumbsup:

Spoiler
Ring 1 - Casino is the Night Wow, already quite hard to start off the rank. I pretty much agree with everything Armani says about the level, that's it's hard to know where to contain the crowd and even after doing so it's also hard to get back up the level. The no walkers talisman was especially hard to figure out but it was very satisfying to had finally obtained it! :thumbsup: Excellent level to start off the Ring rank! :thumbsup:

Ring 2 - Street of Orange Light It may be a 5-of-everything, but it's still challenging IMO. The end part was especially hard for me as I kept coming up short on skills to get myself up the entire way to the exit. Once again, knowing about the finnicky trap triggers not lining up as the graphic would suggest would had helped me see how to conserve and be more efficient with skills. This I brought on myself of course with intentionally not using CPM while recording myself LPing :P Nice level nevertheless ;)

Ring 3 - It Isn't Over One of the best levels of the entire rank! :thumbsup: The digger usage is really clever here, as precise as it needs to be. Very fun to puzzle and figure out the solution! Well done :thumbsup:

Ring 4 - Unplanned Roadworks Cool concept with the digger cancelling one another, just not my cup of tea due to the repetitiveness on assigning the same skill over and over. Not a bad level at all, just that I happen to not be much of a fan of levels where you need to assign the same skill over and over, especially if it's in a really short amount of time. I do understand why the wall is as high as it is though ;)

Ring 5 - Lemmtris featuring Hydrocity Zone This was pretty fun to work out with getting the climber/swimmer worker around the level in order to rescue both entrances, as well as how to get to the buttons to unlock the exit. Here, I definitely could had used the floater to make things so much easier, but I didn't only because I thought that was the talisman :forehead: Should had known it was for completing in under 10 mins as you have pointed out to me if the level doesn't have a time limit.

Ring 6 - Climbing the Wall Very fun to see really long miners in action here! The solution came easily to me when I approached the level by starting with the entrance that has very easy access to the teleporter. Nicely done with this level! :thumbsup:

Ring 7 - Fight or Flight? Another one of my favorites of the rank! :thumbsup: Once I saw where the shimmier is used and where it goes, then working backwards lead easily to the solution. Excellent solution! :thumbsup:

Ring 8 - Reach for the Stackers Nessy! Nice level dedicated to Nessy here, and one that wasn't as bad as I thought considering that I consider levels that give a lot of stackers "hard for kaywhyn" levels :laugh: I think I can easily save a stacker that I used to delay a Lemming so that he doesn't get trapped in the pit on the bottom right, but meh, couldn't bother myself to tweak it to get that. Besides, it still netted me the talisman :P

Ring 9 - Sacred Hearts Club Not as difficult as it looks despite the 1-of-everything skillset. Getting down safely with the top entrances is certainly the hardest part IMO. I managed to save two skills here. Nice level, with probably the only critique I have being it's probably a bit too tight on the splat distance, but it's a minor one, so it's fine I suppose :P

Ring 10 - Homewrecker v2 In contrast to Armani, I consider this a pretty hard level. So many possibilities that look like they can work but they actually don't. Getting into the small area to shimmy and then bash through the OWW at the bottom wasn't as hard as I thought, but it took me a long time to figure out how to get all entrances out with the very limited skillset. Great level, and this would be the newest hardest level of the pack for me, though it's probably about the same difficulty as Shield 17 for me, with the latter maybe a bit harder.

Ring 11 - The Last Blocker Fairly easy to work out how to do the level, just took me a really long time to figure out how to get the timing to all work out with getting the gaps done in time before needing to release the blocker and crowd, as a lot of my earlier attempts the solution failed due to the second gap not being done in time. I'm surprised to hear that cloning to get over the blocker to bomb him free is intended, but nice to know I got the intended solution! :laugh: :thumbsup:

Ring 12 - Do It With Love Another nice level which didn't take me anywhere near as long as the previous level. Getting up the miner tunnel is a bit precise, but it can be done without the stacker (talisman solution, which I could had gotten first try but I ended up using the wrong skill to spare :forehead: ), with some really good timing.

Ring 13 - I Can Do It Without You Not as hard as I thought, though I would say the hardest part of the level is figuring out the best route through the level. Nice to know that going over the top as much as possible is the intended route. Didn't realize the horizontal bar where the entrance is is part of the graphics for the hatch. Nice level.

Ring 14 - Do You Wanna Get High? Another great level with a great solution, both normal and talisman! :thumbsup: I would say the hardest part is knowing where to put the blocker in order to be able to free it later without also endangering the crowd later, though my guess is that it's easier to do it on the right side of the plane, as I believe Armani freed it with the final Lemming from the hatch.

Ring 15 - Orange Dream Another fun one that I enjoyed working my way through :thumbsup: Took me a while to see that I was using the first cloner inefficiently, but once I did to realize to be able make other parts of the solution much easier later on, then the solve came easily. Guess I forgot about the vertical poles being part of the exit graphic. That's how long it's been since I last played levels in this graphic set, even though I've already played two of them earlier in the pack! :forehead:

Ring 16 - Sandopolis Cathedral Looks daunting and difficult, but it wasn't too bad despite appearances. I really enjoyed working my way through this one too! :thumbsup: Excellent solution, especially with everyone going over the top near the end while having a climber worker go through the bottom to dig away the final pole before the exit in order to make a splatform. Probably my only critique is the very precise builder/cloner after mining, but that's probably just how it is when it comes to the miner skill.

Ring 17 - Welcome to Flopadopolis Another fun one to play and solve! :thumbsup: I really love how the solution all comes together if you do it correctly. Digger was probably the hardest to see in the solution, as the other parts are quite easy.

Ring 18 - Static Space Lover Another one that wasn't as difficult as I thought despite having a large amount of stackers. Also one with a really low RR so that it's not too stressful and hence you can either keep the crowds moving or not. Plenty of ways to go about the level. Going over the top to reach the exit is quite clever, and I love how the climber/gliders get over the stack at the bottom to reach the exit on their own ;)

Ring 19 - Out into the Yard! Fun level to work out which is harder than expected due to the 4-of-everything skillset. It is of the open-ended type, but it's not as open-ended as you might think. Even then, have at it how you want ;)

Ring 20 - Lems At Work Hard one for me, and I agree with Armani that rescuing both the bottom Lemmings is hard to figure out. This one took me a while. Skills ran out quicker than I thought, and it's not easy to work out how to get up the level when all you have are climbers and only stackers and platformers, while your only digging destructive skill are diggers. Plenty of possibilities that look like they can work but actually don't. Nice level concept though ;)

Ring 21 - Let's Ride Very fun one to work out on a really nicely designed level by Wafflem! :thumbsup: Luckily a save all is possible, but it's not easy to figure out how to do so by any means. Very nice rank finisher and well done to you and Wafflem with it! :thumbsup:                   


Sneaker Rank Feedback

Not really that much harder than the Ring rank IMO, though I suppose I had a lucky break with about the first half of the rank and then got in trouble with a few difficult ones in the second half. As usual, some wonderful levels in the rank! :thumbsup:

Spoiler
Sneaker 1 - Stuck in the Middle With You Really nice level to start off the rank! :thumbsup: Figuring out how to build from both sides of the lava gaps is clever, especially the one before the exit, as is sending the preplaced climber to go over the top from the far left side. Well done :thumbsup:

Sneaker 2 - We All Mine Down! Backroute #1 as you've mentioned. Also you mention this being hell to backroute fix, and as we've seen it's still not properly patched up. Sorry about that, but I will backroute levels if I see an opportunity to ;P

Sneaker 3 - 69 and OUT! Very nice level, with the platformer used to extend the basher being quite clever. Time limit is probably a bit too tight, but luckily it can be avoided being a problem by just sending the climber over quite early.

Sneaker 4 - Let's Play Some Games! I remember this one from LDC #22, with the rule being NL skills/objects only. This is much harder than I remembered, though it's probably because it got patched it from the time I submitted my last solution during the several months before the pack's release later that same year. Still a nice level but with a lot of gotcha's to watch out for.

Sneaker 5 - The Lemming Waterfall Connection This was really fun to play and solve! :thumbsup: I really like how you need to switch sides at least once in order to be able to rescue the entrances due to the water in the middle as well as the OWAs allowing only one way through. Pretty lenient skillset so it shouldn't be too difficult.

Sneaker 6 - Harpenden Square Very quick solve, just need to make sure to multi-task a bit and you'll be fine with finishing on time.

Sneaker 7 - Get Up and Fly Right This on the other hand I really struggled with :crylaugh: I kept trying to fiddle with something in order to try and get the climber to beat the builder on time, but it wouldn't work no matter what. I also had the wrong idea of using the glider to come back and do both the digging and bashing. This turns out to be very wrong, as you'll always run out of time no matter what, even if you do manage to find a way to get the climber to beat the builder just in the very nick of time. Instead, you have to the digging with one Lemming and the other one does the bashing. The digger will continue to the steel and stop who then platforms, and he'll have more than enough time to finish the gap on time as the basher takes a while to release the crowd. Very nice level, but wow, didn't expect to have a really hard time here! :crylaugh:

Sneaker 8 - The Edge of Glory Not as hard as it looks, but not a cake walk either. My solution really did look hackish so I thought it was a backroute, but since it nets the talisman my solution is fine as Flopsy mentions. Nice level.

Sneaker 9 - Your Latest Trick Nice somewhat challenging level, with the 99 RR the hardest to deal with despite the Lemmings going out in both directions. Nice trick with using a stacker at the edge to bomb the middle platform and to then get another Lemming that slips by to glide and land on it, while the last one platforms up the gap to be contained between the stack and the crowd. Must be done on the left side in order to be able to collect both pickups to finish the level. The area that the up OWAs cover is quite deceptive, though I think that's just thanks to the design and nature of them to make you think that it's not possible to mine at all just by looking at it.

Sneaker 10 - Rescue Plan Nice 5-of-everything level in the classic 8 skills that isn't too hard but not a cake walk either. The builders I found to the most problematic, though I also found the other destructive skills to be a problem too. Still, an open-ended level so have at it :P

Sneaker 11 - Flow Rider Nice water version level of Going Up...... I thought this would be pretty fiddly to get both entrances up and out of their containment areas, but it wasn't as bad as I thought. It does require a lot of precision though, especially the talisman. I thought I would be stuck on the talisman for a really long time, but luckily I wasn't. Mining with the right entrance to rescue the left entrance is pretty clever :) Well done to Armani for the talisman though! :thumbsup:

Sneaker 12 - Sector 4T Lemmings Oh wow, another really hard level that I struggled for a long time on. There are several possibilities that look like they could work but actually don't. It was somewhat frustrating because every time I thought I was onto something I run into problems with not having the necessary skills because I used a critical one too early or in the wrong place. I think once I dismissed not being able to mine through a builder staircase the get the crowd out as a possibility then that allowed me to focus on finding a completely different way better, but it still took me a long time. I really like the gliding near the exit and digging right away to prevent a climber from going out the side and walking into the fire trap. I think that's the first time I've ever seen this TBH, which largely contributed to me taking a while to getting the level solved. Nice level and well done again to you on using Armani's solution as the new intended way! :thumbsup:

Sneaker 13 - Let It All Hang Out Didn't take me anywhere near as long as the previous level, especially as it's much easier to see the bashing away the stack to allow the climbers through to glide and land on the middle and exit platforms to make the catching platformer bridges. Nice level!

Sneaker 14 - The Cascade Swimathon Harder than I thought it would be, especially with working out how to do the middle area to get both entrance down safely and also to not lose anyone. Talisman solution took me a while to figure out, though it seems that I made both the non-talisman and talisman solutions harder than they needed to be :forehead: Even then, great level and design and yes, nice throwback to the long staircase on Cascade on both sides which I failed to notice! :laugh: :thumbsup:

Sneaker 15 - Geronimo! One of my favorites! :thumbsup: Solution was fun to figure out, with the only hard part being to time the climbers right so you can bounce the miner off with a blocker.

Sneaker 16 - Shining Light Another favorite of mine! :thumbsup: Came close in some of my earlier attempts, but then I spotted a way to save the miner from needing to be used to free the blocker as it is useful somewhere else. I really like how the climber hatch can either all go over the top or can take the same route as the non-climber hatch ;) Very nice solution where the passthrough blocker solution happens to also work as it's in the right spot to be able to dig it free AND release the climber hatch.

Sneaker 17 - Full Circle Can be fiddly to execute but luckily it's a really short level. Nice builderless level and again with using Armani's solution as the new intended way! :thumbsup:

Sneaker 18 - The Sonic Mini Not as hard as it looks despite the very limited skillset. Even then, it's still challenging to figure out how to get up to the exit with the very limited amount of builders. Great level and design :)

Sneaker 19 - Watch Them Fly Sundays Backroute #2 but especially one that's far worse than Sneaker 2 backroute :( Sorry for beating you here again.

Sneaker 20 - Jardin de Flopsy Another favorite of mine! :thumbsup: I especially like how to get a glider to land on top and dig away the OWW to free the bottom entrance and also with the route through to the exit that the worker must make from the other side thanks to the OWAs. Once again, deception with the OWAs where I thought you needed to build to get higher and be able to get past the OWW :forehead:

Sneaker 21 - Dawn Treader Another level I struggled with a lot more than I thought I would and is so far the first and only level that needed me to switch to offline time to try and solve the level. Turns out I more or less had much of the solution correct, just the brute forcing my way through the narrow corridor above the exit was wrong. That made me waste unnecessary builders and thus kept preventing me from getting the level solved. The key moment was when I saw that the right entrance doesn't need help from the left entrance to be released. Instead, they can just build to get out. Not sure why I didn't see that before :forehead: Then I worked my way backwards from there as I was certain I would now be able to get the level solved thanks to it allowing me to save up the builders and other critical skills for other parts of the level. After struggling a lot here, I would agree here that the level is probably a bit underranked, but if the intention is for this to be another rank finisher, then this would be moved up too far. It's probably only a little bit difficult and hence only needs to be pushed up a level slots anyway. For sure this is the hardest rank finisher so far. Well done again to Wafflem on a great level design and to you for stumping me with the solution! :laugh: :thumbsup:                 


Emerald Rank Feedback

I found this rank much harder than Sneaker, though still plenty of excellent levels! :)

Spoiler
Emerald 1 - Bad Day At Faraday's Nice level to start off the rank. It wasn't that difficult to figure out, especially as it's a stacker/cloner to contain the crowds at the top. The middle entrance also does that in the intended way, but if you place the stacker at the right spot you can make it a one-way blocker and hence you wouldn't need it.

Emerald 2 - Four Little Lems A bit harder than the previous level, but this was a nice level with 3 different specialists in their own cells and so you need to choose the right one to release in a particular order to be able to do solve the level. Even then, it's an open-ended level that still provides enough skills so that it's not really necessary to have the disarmer disable the traps for example. It's nice there's multiple ways to do the level and hence one specific solution isn't intended or forced other than the climber needs to be first to be released due to the tall OWW.

Emerald 3 - Fun With Flags One of my favorites of the rank! :thumbsup: Solution isn't too hard to figure out and it can be mostly easily deduced with logic based on how and where the preplaced Lemmings are. I really love how the basher and digger are used to release each of the preplaced blockers! :thumbsup: Only thing that took me a while was figuring out how to overcome the swimmer skill deficiency, until I realized the multiple Lemmings in the bottom left can just climb up the far left wall to take the top route to the exit. As such, I would say the builder is the hardest to figure out where it goes in the solution, since there's a few possibilities but they're all red herrings except for the correct spot in the intended way. Well done with this level! :thumbsup:

Emerald 4 - Be Back In A Moment Probably harder than any of the previous 3 levels but still not too hard despite the 99RR. There's luckily multiple ways to solve the level so really the hard part is first managing the crowd at the start and then once you're successful then finding an efficient route through the level so that you have enough to get up the tricky lattice structure below the exit. Nice level ;)

Emerald 5 - Jump For Joy! Nice level concept with bunny hopping from stoner to stoner with the preplaced climber/floater with a solution that's somewhat obvious to figure out, just difficult on the execution since you need to the stoners placed in the right spots. It's also hard to manage the crowd since there isn't any leeway in the amount you can lose except for all the stoners and two blockers after using the cloner. Love the builder/cloner of the climber/floater, as well as the cancel the digger with a blocker!

Emerald 6 - Sit Next To Me Hard solution to figure out given the very limited skillset and also how to manage the multiple entrances that are all preassigned climbers except for the top entrance which just releases one disarmer. Here the highlight feature came in real handy to keep track of where the disarmer is. Luckily the nice thing is if the disarmer is near the very front by the time the wall is breached then the climbers are delayed by the wall on the far left to give the disarmer enough time to disable the traps. Only thing I'm quite confused about is why a miner can't release the blocker of the middle right entrance but a digger can. Probably just another one of those deceptive up OWA area coverage. Nice level concept!

Emerald 7 - Bury Those Feet in the Sand Not too difficult despite appearances and the 2-of-everything skillset. Very nice solution especially with where the miners need to go and how to send a climber over the top of the level. Nearly got the talisman on my first try but I used an unnecessary extra skill to help the crowd get to the exit :laugh:

Emerald 8 - Harden The Paint Another one that wasn't as hard as I thought, especially as it's fortunately not too difficult to be able to release the crowd with a stacker thanks to how small the space between the wall and blocker is. The only really hard part of the level is timing the release of climbers to come and block at the right spot and time to turn the builder to reach both the middle and top platforms with only a builder each, though the same can be said with the final builder for the bottom platform. Talisman solution fortunately also needed a minor tweak of my normal solution to obtain. Nice level concept here ;)

Emerald 9 - Pinball Wizard Quite possibly the hardest level of the rank up to this point of the pack, that even though the skillset looks somewhat lenient it turns out to be quite restrictive. I once again overlooked the usefulness of the lattice to get higher up the level, as before that I kept trying to fiddle around with the miner to get as low as possible to be able to get the right entrance up the large structure to the latter's left. Nice level despite it taking me some time before I succeeded.

Emerald 10 - Pick A Part That's New Not as hard as it appears, especially as it's quite easy to spot the best use of the miner, though I found it difficult to get the timing right to put the blockers in the right spot to keep it going. As Flopsy has told me, my solution's a backroute, so this would be backroute #3 by me :P I still found this to be a nice level despite that and not easy by any means ;)

Emerald 11 - The Curse of Lady Bay Nice level that has multiple ways of doing the level, though I believe in most solutions the builders are exhausted. It might still be possible to have a spare builder or two though. It's also not too difficult to rescue the splat hatch before you run out of gliders thanks to the very lenient 11-of-everything skillset, especially as the hatch can rescue themselves rather than need assistance from the other hatches. This was fun and enjoyable to play! :thumbsup:

Emerald 12 - Random Acts of Nastiness This was the level that was submitted for LDC #22 R3. Watching Icho's solution, yea I'm sure the bomber was the way I was able to make a turnaround point for the zombies and then a stacker to prevent the normal Lemmings from getting in their way. Instead, here I was fortunate enough for no one to make contact with a zombie, even if one came quite near to getting zombified. I also remember this one being a pretty good level itself. Nice to know there's still a few alternatives through the level.

Emerald 13 - Dance Like A Fire Hard one for me, especially as we have a preassigned climber entrance and hence we need to manage them very carefully as it seems that you apparently can't contain them in the area right below it. I tried that initially and there doesn't seem to be enough skills for that? Or maybe there is, I just didn't do the level efficiently enough. I agree with the use of the digger to release the climbers all the way up to the very top. I initially thought they needed to go left, then right again to get to the top of the level. If that really was the way to go, then it would probably be next-to-impossible to do so, since the area is very small to platform to catch the others and they would need to be really compressed. Luckily, that's not the right way to do the level, and I was quick to abandon that approach when I saw a much better way through the level. This was still a nice level even if it took me a while before I solved it ;)

Emerald 14 - Death and Destruction Another one of my favorites of the rank, whether the regular solution or the talisman, but I especially like the latter even better! :thumbsup: Somewhat hard level with a bit of a non-obvious solution, with the hardest part of the solution to figure out IMO being how to deal with the OWW obstacle at the very start. Also same with how to contain the crowd with a somewhat high RR on a tiny platform. Once you're successful with that, then the rest of the level is a bit easier, though still challenging. While I figured out the normal solution fairly quickly, the talisman took me much longer, since the stacker was exactly what I saw the best use of at the bottom right to get the level solved in the first place :laugh: The lightbulb moment for me was realizing that the glider and climber skills are on separate Lemmings, not both on the same one. Not sure why that took me a while to figure out to be honest. Well done with this level! :thumbsup:

Emerald 15 - Life on the Nickel Another hard level to figure out the solution, whether normal route or talisman, but especially the latter was hard to figure out just like the previous level. The former has a really tricky timing element in order to block and turn the builder to get over the top. The latter luckily doesn't, but it's a much harder route to figure out. The lightbulb moment was figuring out that you need to breach the OWW from the other side via a bomber in order to make the ceiling thin enough for the others to step up through once the fencer stops. This I consider a nice level, just the OWAs everywhere kind of made the level look a lot more unsightly :(

Emerald 16 - Down the Hillside! A level where I struggled a lot more than I thought I would, similar to Sneaker 7. Timing is tight to get builder bridge done on time before the crowd arrives, but you also need to do the level in such a way that no one can make another round in the pit as there's not enough time to do so. Other than figuring out where the do the mining and digging, the solution execution is fairly difficult given the 99RR. Still a nice level here! ;)

Emerald 17 - The Eskdale Drive Much easier than the previous level, though I apparently did the level slightly different from intended. I kind of had the feeling it should be possible to use two jumpers on the first Lemming to get far enough ahead to allow only one Lemming past the stack, I just did it wrong. So, I just had the second Lemming that would had gotten past the stack be the digger to collect the pickup below the entrance :laugh: Nice level and solution, especially with making the miner (who also stops the basher by reaching in front of him early ahead of time) the swimmer so that he will be safe! :thumbsup:

Emerald 18 - Tabloid Superjunkie Not as hard as I thought, though it's certainly quite hard to figure out how to get up to the exit given you only have stackers, diggers, and bombers to do so. Totally forgot about that unnecessary loss at the start that prevented me from winning, but luckily it was an easy tweak at the start while keeping the rest of the solution the same. Also I apparently wasted a stacker in trying to get the walker pickups, as the climber is able to climb past the overhang of the pipe terrain :forehead: That spare stacker certainly would had helped me quite a bit! Nice level nevertheless ;)

Emerald 19 - Confessions in the Pool Fun one to figure out and one which was harder than it looked due to the pretty restrictive skillset. Once again, I unnecessarily wasted a stacker due to how I thought the button at the top lead to the deadly ceiling :forehead: In fairness, it's really difficult to tell that it's piece of terrain in the way, as it kind of blends in well with the background :P Nah, I'm blind, especially as I've been wearing glasses for almost 30 years. Anyway, that spare stacker would had helped me quite a bit here too! :laugh: Nicely done with the level design! :thumbsup:

Emerald 20 - Loyal Like Mark and Alice I saw the very long miner pretty much right away, just took me a long time to figure out how to not lose anyone to the water in the bottom right. I definitely consider that the hardest part of the solution, given the 99RR for two entrances. Took me a long time to figure out that making the first Lemming out of the top entrance a glider gives him just barely enough of a head start to close off the gap from both sides with two separate specialists. Also took me a while to wrap my head around of how and where the blockers needed to be, as for a long time I couldn't get away from thinking a blocker needs to be used to hold the top entrance back, which also unfortunately clashed with my thinking that all of them need to be used to bounce and turn the miner. The timing of the blockers was frustrating to get right, especially as the miner needs to be precisely placed and all blockers need to be in the right spots at the right time during the miner animation. In some of my near success attempts, I had expected the miner to continue down the staircase in the middle, only to not because it's 1-2 pixels too low :devil: I do like the level and its solution, just frustrating to get right, though with the miner/builder combo it's always precise.

Emerald 21 - "DMA" the Movie! A much easier rank finisher than the previous one, though still no cakewalk. For me, I personally consider the finnicky structure with the up OWAs the hardest part of the level, as I pretty much figured the other parts out pretty quickly. I would agree with Armani that the camera near the exit can be tricky to traverse too to get the crowd up and to the exit. Great level to finish off the rank! ;)                     


So far, I've solved the first 8 levels of the Super Sonic rank and have enjoyed them, so I'm looking forward to playing the rest of the rank when I get the chance and seeing all the other levels of the pack! :thumbsup: It has been a very enjoyable pack to play since I started last week :) 
Title: Re: Lemmings presents GOTTA GO FAST!!! v2.00 [Difficulty: Medium - Very Hard]
Post by: kaywhyn on October 06, 2026, 07:27:11 PM
Super Sonic rank solved and so back with more replays and feedback :thumbsup: I agree with Armani, these levels are a huge step up in difficulty, to the point that I would definitely say that the difficulty of the second half of Super Sonic is equivalent and pretty much on par with late Murder/Rapture of Seb Lems. The first half I would say the difficulty is about equivalent to early to mid-Murder.

Spoiler
Super Sonic 1 - Andover Sonic Speed! Great level to start off the rank that isn't too difficult but it's still not a cake walk in any way. Great design here! Talisman difficulty is about the same as the non-talisman difficulty.

Super Sonic 2 - Aphrodite Another great level with the only hard part being how to get everyone down safely at the start. The design kind of reminded me of a Lemmings Reunion level, just without the splatform being required at the start since it's not needed if you do it correctly. Love the Dolly Dimple builder trick (see, even Armani calls it that in his written feedback :P) in the middle area of the level and yea, seems you're referring to The Sports Bar level from Reunion for the trick ;) Time limit doesn't seem needed here, though I personally don't mind them and I'm going to guess it was for backroute fixing, though what I think I fail to see what it blocks :P

Super Sonic 3 - Funnel Cake Hard one and one which seems pretty difficult for being this early in the rank IMO. Most of my attempts had me fiddling around seeing if I could backroute the level and unfortunately it appears I succeeded :P Sorry! It was still pretty hard to find this cheesy route, especially with figuring out how to manage the crowds of the top entrances and also to get all the climber/glider specialists of the bottom entrance up and out. Design's pretty nice and as usual a trap I'm pretty sure I haven't seen before!

Super Sonic 4 - Past the Point of Delirium Previously played and solved this level as part of LOTY2021 back in 2022, but I decided to play and solve the level again from scratch just because I think it's great exercise for one's brain instead of taking the easy way out and loading a replay :P 4 years is way more than enough time for me to have forgotten the solution, though in this case it was really just one part of the solution I couldn't remember, which was timing the climbers so that the second climber is able to bash through the horizontal terrain above the lattice to allow the crowd to step up through and be able to walk the rest of the way to the exit. Excellent level which I was blown away by the solution back then, and I still am today :thumbsup:

Super Sonic 5 - Something in the Way Backroute as I was told, though honestly I didn't even think my solution was one :P Guess it makes sense considering I didn't find the level difficult in any way :laugh:

Super Sonic 6 - Do We Chill Well? Excellent level with an excellent solution, whether the non-talisman or talisman! :thumbsup: Not too difficult, though seems I might had made the splatform part harder than it needed to be. Also, I do believe this is the very first time I'm aware of the basher and interrupt him at a point so that it creates a one-way wall, similar to bombing a climber high enough on a 7 or 8 pixel vertical, smooth terrain. I've played levels requiring this interrupting a basher with making a one-pixel gap, but I don't think I ever seen what happens that it creates a passable wall from the same side as the basher but not from the other side.

Super Sonic 7 - Palace of Excess Hard but great level! For me, the hardest part was managing the entrances at the top, especially with having the fencers cross at about the same time at the top with the OWW so that both of them stop and so that no one can leave and die to the deadly ceiling. Then the only problem after that was getting the bottom entrances out, especially given how you only have one extra climber after assigning all of them to the Lemmings at the bottom. Also, seems a bit of RR manipulation is needed so that you can bash and then build over the trap in time before a Lemming arrives too soon and gets killed. This was a fun and enjoyable one to play and solve! :thumbsup:

Super Sonic 8 - Say It Ain't So... Another hard but excellent level! The hardest part of the level is most definitely creating the digger ramp in the wall before the exit, as that requires very good timing, though I think it naturally occurs on this level if you do the part with the swimmer workers correctly. Also with freeing the blocker, as that is somewhat hard to see for the solution. I think my solution is a bit overcomplicated in some parts, but hey, so long as the timing works out and the solution works that's all that matters :P Well done with this level! :thumbsup:

Super Sonic 9 - Flo's Labyrinth Great level, especially the design, here as well! :thumbsup: Easier than some of the levels before this but once again not a cake walk by any means. I do suspect a save all is possible here, watching Icho's solution, though maybe it's possible you run out of skills and hence it isn't. I think most solutions would probably have you run the gauntlet with the traps before the exit, where if you do it right then they all will disable the traps before either the swimmers or regular Lemmings walk into them and die, or you can simplify it like I did and use the extra skills to separate the non-disarmers from the disarmers to make it easier.

Super Sonic 10 - Do You Believe in Magic? Hard one, especially with managing the crowd at the start and how to release them in the end while also finishing on time. Seems there's a few different ways to do the start, though seems it's necessary to get another worker in order to do the gap before the exit and be able to finish on time, as the first one who bashes through the OWW at the bottom won't turn with the gap below where the crowd starts. Nice level, especially with the way the blocker is used to cancel the digger! :thumbsup:

Super Sonic 11 - The Odd Couple Another backroute on a level for which I still don't know what's intended. I'm pretty sure what I think is the intended way in mind is for the Lemmings to approach the exit from different sides, but I can't figure out how to achieve that while also being able to get the pickups. I suppose I can always try again at a later time ;)

Super Sonic 12 - So Far Away Another backroute here as well apparently, as honestly I didn't think my solution was one, but I suppose this one is pretty easy for the level given the overall design and all, so fair enough :P Still not easy by any means IMO. Another great design! :thumbsup:

Super Sonic 13 - Grey Will Fade Somewhat hard but I really like this one with the various blocker and non-blocker tricks and all! :thumbsup: For some reason, I was stuck on the digger at the top with the climber to get inside to bash and clone, when in fact I had already realized the easier just bash and then clone once he's in the right spot. Seems that makes all the difference, as cloning earlier allowed me to finish on time. This should had jumped out at me sooner, given that the top buttons forces both climbers to dig after pressing them.

Super Sonic 14 - Blowing my Stack Made a bigger mess out of my solution than it needed to be, both the non-talisman and talisman solutions. I honestly thought the latter would take me a while, but it wasn't that bad once I realized a way to simplify how I did the middle area with the preassigned climber hatch. Even moreso due to how there's plenty of stackers provided, which as I've mentioned I tend to be not so good at when it comes to solving levels with. I got pretty lucky with the right side with the huge mess of climbers but one climber trapped in the pit was all I needed for my solution to work :P Great level but wow, quite a hard one which is quite easy to make a mess of depending on how you approach it.

Super Sonic 15 - Just Looking This level's pretty easy IMO, though it is a fair point that the double miner and platformer to get the right entrance through to the other side of the huge OWW is a hard and advanced trick. So, I suppose it comes down to how easily one can spot that, as the rest of the level is quite obvious, though even then it's not super hard to figure out IMO. This was still a nice level, and given all the other really hard levels around it, breathers are certainly welcome ;)

Super Sonic 16 - Little Sahara Really hard one for me despite it being a one-screener, especially as this took me quite a long time to figure out. This most likely could had came to me a lot sooner, but I honestly though digging and then mining the exit platform wouldn't work out at all to get the others up to it. Hence why I didn't think to try it. Pretty much one of those I was too hasty in coming to this conclusion without having tried it first, though I already tried plenty of other things before it and saw they didn't work either. Currently undecided whether or not to patch my solution, but at the same time I did get the talisman which does seem to mean that overall everything else about the solution is fine besides the exit area.

Super Sonic 17 - Island in the Sun Another very hard level for me, especially as I kept running out of time and I couldn't get the timing of the miners to work out at the end no matter how I kept fine tuning my several earlier approaches. Then after a really long time I try something I haven't tried before which seemed way more promising. It still required a lot of fine tuning but eventually I got it to finally work. I think I can definitely see why the time limit is needed here to block possibly easier routes. Nice level but it did prove frustrating when several of my approaches that should had worked failed due to timing out.

Super Sonic 18 - The Big Fat Greek Level! Somewhat challenging but definitely one of my favorites due to the shimmier skill being my favorite NL skill and the way it's used here and also the various miner tricks needed! :thumbsup: Didn't take me long to figure out the shimmier/blocker, especially as I've seen it a few times before, I just had trouble setting up the shimmier stuff in the upper middle area as this seems quite surprise as too much and you don't get past the fire trap, or too little and you won't be able to save the miner who collects the shimmier pickup himself. If anything, the precision would be my main critique of the level, though it's not Flopsy's fault in any way here, as I don't think there's anything that can be done to make it easier, such as providing extra skills, but this generally makes a level prone to backroutes.

Super Sonic 19 - Error 77C Hard level, especially as I kept finding ways to be more efficient with skills in order to save the important ones for the later parts of the level and to make sure I have enough to be able to complete the level. Several of my attempts came close but I was either at least a skill short or I wasn't able to get them up to the exit with what I had left. As usual, I think I made some parts harder than they needed to be. A great level nevertheless, especially the design, but wow, what a beast of a level to play and solve!

Super Sonic 20 - Heavy Fuel Somewhat hard, though the key here seems to be the very precise bomber in the middle left that allows both upper entrances and lower left entrance into the area with the teleporter. Even after figuring this out, I honestly had the most trouble with the right side of getting everyone down into the exit safely in such a way that no one is lost to the fire traps on either side. The skills are very limited here so you cannot waste any and I pretty much had trouble figuring out the best way to get down to the exit. My solution does seem quite hackish and brute forced, especially with how it looks as if they should had been fried but I think they just were narrowly able to get by without being killed by them. Nice level but another beast of a level to play and solve.

Super Sonic 21 -Can't Stop Partying Another level I previously played and solved 4 years ago when it was part of LOTY2021 but just like SS 4 I decided to play and solve this level from scratch. I had completely forgotten how to solve the level and as a result ended up spending more than 2 hours on this level alone, which is the longest time spent on any single level thus far for the GGF pack! :laugh: There was a lot of redoing of the level, and even moreso due to how most of the time I engaged FF instead of time skipping. I eventually did find a solution that works, but yea, it took a really long time. After solving, I was curious about my LOTY2021 solution, so I decided to show that off too. As you can, my solutions are nowhere like one another :P Great level but wow, I remember having somewhat of a hard time back then, and that definitely seems to be the case playing the level again after so long and after 4 years :laugh:                   

All rightie, just the Chili Dog rank is all that's left before the pack closes off with two bonus ranks. So, 126/189 levels solved with 63 remaining! :thumbsup: I still look forward to seeing the rest of the pack as it's been a lot of fun and enjoyable save for some levels I got frustrated on after several attempts didn't work, but I still highly recommend others play the pack, with the warning that it's a hard pack :thumbsup:
Title: Re: Lemmings presents GOTTA GO FAST!!! v2.00 [Difficulty: Medium - Very Hard]
Post by: kaywhyn on October 13, 2026, 03:49:21 PM
The 7th and final main rank Chilli Dog has finally fallen after a lot of struggling and hence I have earned the "coveted" chili dog! :thumbsup: Replays attached and of course more feedback :)

Chilli Dog Rank Feedback

Being the final main rank of the pack before the two bonus ranks of Encore and Toolkit, Chilli Dog contains the hardest levels of GGF. I definitely agree here that near the end of the pack is harder than Seb Lems, as Chilli Dog is pretty Rapture and beyond difficulty. Even though I had an easy time for the most part in the early ranks and was showing signs of struggling starting with the Super Sonic rank, I had even more trouble with the Chilli Dog rank, throughout the entire rank. Nonetheless, these were really great challenges and there are still some standout levels here! :thumbsup:

Spoiler
Chilli Dog 1 - Flopsy verses The World Excellent level to start off the rank and not too difficult either despite the 2-of-everything skillset :thumbsup: As mentioned, I'm sure that's a typo with "verses," where it should be "versus" ;)

Chilli Dog 2 - Stop the Press! Harder than the previous level but another great one! As you have noticed, I figured out the solution fairly quickly here. Luckily the talisman didn't need too much tweaking from my non-talisman solution, but there was still some things to be careful of, such as making sure climbers who aren't swimmers don't go out to the left for the buttons.

Chilli Dog 3 - The Gonalston Crossroads Very hard level, though the hardest part of the solution is the beginning of how to contain the crowd while not using too many skills. The rest of the solution I was able to figure out quickly, as you've mentioned. I struggled even more with the talisman, though that's simply due to how I didn't figure out the correct spot to do the containment. I believe it normally doesn't work with digging and bombing at a 99RR, but rather it uses the vague mechanic of the extra distance fallen from the entrance in order to be able to contain every Lemming but one if you dig immediately below the entrance. Nice solution but wow I would probably say a little too difficult for its position considering all the precision that's needed for the level and solution ;)

Chilli Dog 4 - Let's Go Rock Climbing! Much easier than the previous level though still not easy by any means. Somewhat difficult but it wasn't too bad. This is the first level where I don't have the original video footage due to foolishly thinking OBS was recording but it wasn't because I forgot to change it back to the hotkey I use when I was recording my post-commentary for the Chilli Dog 3 talisman. In any case, there are two replays attached, the one with the earlier timestamp being the original, but the solutions are more or less the same as one another. The very lenient save requirement makes the level much easier than intended ;)

Chilli Dog 5 - Whodunnit? The second and last level thus far where I don't have the original video footage. I struggled longer with the level than you actually see in the LP, as I also fiddled around the left side to try and get up the level with a bit of success but ultimately one in which it won't work because of running out of skills. The level was still not figured out when I wanted to "pause" the recording and that's when I found out to my horror that OBS wasn't recording at all :forehead: In any case, it would had likely taken me another 15-20 minutes or so before I finally figured out the solution. This level received a backroute fix last month before I started my LP and now it finally all seemed properly patched up! :thumbsup: Excellent solution and I can definitely see why you consider this one of your favorites, as this too is one of mine :) Love all the preplaced builder staircases and stacker!

Chilli Dog 6 - Buzzkill Can be a difficult level but it's not too bad, especially if you make use of the swimmer, but apparently much harder if you don't (talisman). I completely underestimated the difficulty of the talisman! :forehead: It was pretty fun and enjoyable to figure out the best way to go through the level while also trying to be efficient with the skills. The main challenge was getting through the level with only platformers and stackers as your main constructive skills. The digging destructive skills are also pretty limited, so skills have the tendency to run out quickly.

Chilli Dog 7 - Round and Round and Away We Go! One of my favorites! :thumbsup: The hardest part was figuring out how to get everyone down safely, and getting up the narrow corridor to the exit can be tricky as well. I really love how all the solution comes together as you can logically deduce it piece by piece! :)

Chilli Dog 8 - Pedalpusher Very hard but an excellent level and yet another one of my favorites! :thumbsup: The solution is a little precise in some places, though I believe this is just another case where I made the solution more complicated than it needs to be :laugh: The diggers especially can be quite difficult to figure out where they go, and the beginning has a really good red herring of making you think you need to bomb both trap triggers away when you only need to bomb the one on the right away. Bombing that and then bashing is not easy to see at all! Same thing with digging at the top so that you avoid using a builder. Well done with this level! :)

Chilli Dog 9 - The Panic Room I thought this level would be difficult due to there being zombies, which is a type of level I tend to struggle with a lot when playing and solving them, but it really isn't that hard. I ended up being stumped here, though that's because I overlooked a lot of basic stuff :forehead: In particular, I thought the miner would be involved in some complicated setup, but no, it's not. It's just used to get the higher of the bottom entrances up, while the bottom right can simply be released with a digger with the help of the stacker. Nice use of bashing to release the top right entrance, where I initially thought it was a blocker under the entrance and then dig it free with a faller from the hatch. I believe in this way you end up losing more than you can afford. Nice level and yes I agree that it's surprising that this level stumped me :forehead: At the same time, I wanted to get a gym workout in before my local gym closed, hence why I ended up stopping the recording early, as I would had kept going otherwise if it wasn't already close to closing time :P

Chilli Dog 10 - One Of Us Has Split Personalities Somewhat challenging, though I had pretty much all of the solution figured out somewhat quickly, with the only part wrong being the exit part, where I incorrectly thought it was a reverse miner. I also kept fiddling around with the middle area in order to prevent the climber from going back to the left and drowning, but no matter what a hole was always made, even if you fill it up with a stack and then fence through it to make it steppable for the swimmers. The correct way for the exit is digging for the swimmers to step up and then fence to reach the exit. Can't believe that eluded me for a while! :forehead: Nice challenging level and puzzle with figuring out how to get each of the two swimmers and two climbers out of their predicament and to the goal! :thumbsup:

Chilli Dog 11 - Madame Lemga One of the hardest levels of the rank IMO, though my solution is way more complicated than it needs to be due to how I brought all of the crowd along and hence I needed the right timing and space to do the middle area with just the lone stoner pickup. That was the part I struggled with the most as a result, though the level in general is just hard to figure out with where the skills other than the constructives go. Another approach I tried was with a lot of RR fiddling, which would work, except the climber who releases everyone with a stack would get himself into danger by walking into the trap on the left. Yet another approach I tried was a unique one with releasing everyone with a stoner in the middle due to how some of the stoner terrain can appear a bit above terrain so that everyone can step up into the miner tunnel when destroying the OWW, but again skill shortage problems. Nice level, but wow, a pretty hard one! A lot of things look like they could work but they don't.

Chilli Dog 12 - Detonator Much easier than the previous level but still no pushover. It wasn't too difficult to figure out the solution, though I still needed to optimize some parts in order to not run out of skills. The digger placements can also be pretty annoying due to how really precise they need to be in order to be able to bomb through both sides of the OWWs. Other than that, this was a somewhat enjoyable level to play and puzzle through ;)

Chilli Dog 13 - My Own Worst Enemy The solution is pretty obvious for the most part, it's the execution that's the main difficulty and challenge IMO. The start is quite similar to Chilli Dog 3 in that the 99RR makes it quite difficult to be able to contain the crowd and the really tricky terrain you need to work with. As was pointed out to me, my solution is much harder than it needs to be due to being timing heavy intensive and luck with getting everyone past the stack at the end. The talisman was where I raged thanks to that one freaking Lemming who decides to not get past the stack like everyone else did! :devil: 

Chilli Dog 14 - Lemon Flavoured Rice Pudding Not as hard as it looks despite appearances, though the time limit can be a problem if you allow it to be. If you multi-task even slightly, you should be fine, though the one must appears to be to work the water gaps simultaneously in order to even be able to beat the clock. Here, I thought the talisman would be pretty difficult to obtain, but luckily it wasn't too bad and once again just needed a slight tweak to my non-talisman solution. Nice level and design here! :thumbsup:

Chilli Dog 15 - Pseudologia Fantastica v2 Much harder than I expected! A lot of the time, I thought the double basher would be too wasteful at the start, so it took me a really long time before I finally found an approach that works. For both talismans, luckily my non-talisman solution just needed a few minor tweaks. I obtained them in separate runs, but I later tried the level again offline and I have confirmed it's possible to get both in the same solution. So, if Flopsy wants to in a future update, both requirements can be combined into one talisman ;) This is the 4th replay in the zip file. Nice solution, especially with feeding the worker platformer pickups to keep going. Kind of reminds me of that one United Biolab level in the 4th rank where you don't start with skill ;)

Chilli Dog 16 - Check My Eyelids For Holes! Hard but another excellent level here which is one of my favorites! :thumbsup: Really love how the solution all comes together slowly piece by piece as you deduce it carefully by logic :) Like Armani, figuring out how to get the first blocker down safely is the hardest IMO, though in my case it isn't too bad as I just gave the glider skill to him after collecting it :laugh: The many holes can be somewhat annoying when trying to get around them, but this was an intentional level design choice, even if it looks as if they might had been for backroute fixing :P

Chilli Dog 17 - The Other Way One of the hardest levels of the rank, considering how long I struggled before I found a backroute for both the non-talisman and talisman solutions, which involved cheesing through the trap at the start. I kind of had a feeling the way to go would be through the bottom left and going around to the right to get back up to the top and to the exit, I just had trouble figuring out the bottom left with getting everyone down safely. Turns out I did that part completely wrong and that there was one thing that eluded me and that is I didn't think to see what happens when everyone goes down together with the digger in order to land safely with the stack to make the splatform. I wouldn't say I'm more dangerous with stackers than Nessy, though with how I have used them in very fiddly ways, I suppose I can be :laugh:

Chilli Dog 18 - & Knuckles Wow, what a beast of a level to play and solve considering the huge size and also a skillset which looks to be plentiful but is actually quite restrictive! Even after spending 2 hours playing the level live, I couldn't get the level solved. In my offline sessions, I ended up needing at least another 1.5 hours or so before I finally succeeded. As Armani has mentioned, keeping the climbers out of trouble is definitely the main problem and challenge of the level. I made the far right side harder and more precise than it needs to be, though I did indeed try fencing to connect with the miner, but I think I kept having skill shortage problems. I believe it might be necessary to dig before fencing to hit the steel, though I think this is just simply reverse when to do the digging, which is dig before miner. I'll need to check that. I also had problems with getting the timing to work, though I think it's just a matter of going through the OWW soon after getting the parallel miners on the far right. Nice collab level with Flopsy designing the level and Wafflem coming up with the solution, but wow, quite a hard level! In fairness, it is the very end of the rank, so its high difficulty is completely justified :P

Chilli Dog 19 - It's Tea and Biscuits Time! Very hard level, though one in which I had pretty much all the solution figured out somewhat quickly, just the crowd release and avoiding the teleporter took me a really long time to figure out. I was told the extreme precision needed to avoid the teleporter is indeed intended. There are other ways to avoid it as well, but if you do so, then you won't have the necessary skills to be able to complete the level later and/or you end up losing too many because you get some trapped by using the teleporter. Turns out you can't even afford to get a single Lemming trapped up there. I really like the return of the core concept of "Everything Falls Into Place" with the long builder/miner in this level, though it's much harder to figure out where and how to set it up IMO. In the end, I didn't use the shimmier, so perhaps this could be a talisman itself in a future update ;) Nice level but wow, definitely agree it's quite possibly the hardest of the entire pack.

Chilli Dog 20 - Time To Get Closer The final new level of the main part of the pack I haven't played (I already played and solved Chilli Dog 21 from years ago when it was part of LOTY2021). Even though I found this one quite easy like Armani did, this is still a great level! I do find it surprising that Nessy found this one difficult :lem-mindblown: I pretty much had the solution figured out quickly, with pretty much the only thing incorrect being where the second platformer goes. I made use of the highlight feature to be able to block behind the platformer and after the miner in order to turn the latter. Also, I had the wrong idea of how to get the climbers up to the top at the right time to block and turn the miner, but then I quickly realized a much easier and more reliable way to achieve this. I got lucky with obtaining the talisman on a blind playthrough of the level :thumbsup:

Chilli Dog 21 - 14 Hour Supernova Level design is based on Nepster's "Final Frustration" from NepsterLems but here Flopsy's level is far easier. I spent far longer on the level than was necessary due to being stubborn with trying to go for a save all, though I later abandoned it after a while once I was able to determine it's just impossible. If you try to conserve the builders as much as possible, then you run out of the digging destructive skills and vice versa. You may have twice the amount of builders than you are given in Nepster's level, but don't be fooled, as they will run out very quickly. For my LP, I took the much easier way to solve the level as I know from watching Icho's video solution that I completely overlooked the fact that there's enough climbers for one entrance (far left) and enough floaters for another (far right). However, I still neglected making everyone climbers for a while when I kept making routes that can get Lemmings up without needing to be a climber :forehead: Just like the previous level, I got very lucky of being able to obtain both talismans in the same solution! :thumbsup: Then I followed up and showed off my LOTY2021 solution from 4 years ago just for kicks, so everyone can see how massively overcomplicated it is when I neglected to use most of the climbers/floaters and used the builders very suboptimally :laugh:

In both of my solutions, I didn't use the teleporter that would had massively helped with the right area with the plentiful OWWs. In the case of the much easier solution I spent a while in my LP, for whatever reason I thought that was a huge fire trap blocking it to get to it safely. I didn't realize it was terrain and not a trap until I had used CPM near the very end of my LOTY2021 solution :forehead: Guess that's something I completely forgot about from 4 years ago after watching Icho's solution. I did have a thought that maybe one can get a save all if the teleporter is used, so I tried for a time offline after getting the level solved in my LP, but I abandoned it after about 20 mins or so when I was counting the gaps that still needed builders and finding that there wouldn't be enough, especially when there's still the very tricky narrow corridor to build up to the exit. So, I would be surprised if anyone is able to pull off a save all! :P

Fun aside fact: It took me 1.5 hours before I finally got Final Frustration solved and hence I finally solved all of NepsterLems after 3 years! :thumbsup:                           

All rightie, all levels of the 7 main ranks of the pack are solved! :thumbsup: With 7 ranks done, that means I have solved 147/189 levels of the pack. Even though I've struggled a lot with both the Super Sonic and Chilli Dog ranks, I continue to enjoy the pack very much ever since I started LPing it from 3 weeks ago. I look forward to seeing the remaining 42 levels of the two bonus ranks of Encore and Toolkit! :thumbsup:

Perhaps I should celebrate my achievement of getting through the Chilli Dog rank by getting an actual chili dog to eat! :laugh: :thumbsup:     
Title: Re: Lemmings presents GOTTA GO FAST!!! v2.00 [Difficulty: Medium - Very Hard]
Post by: kaywhyn on October 19, 2026, 10:08:55 PM
After days of struggling, reaching a peak point with being stumped by the penultimate level of the rank for a few days, the Encore rank is finally all solved! :thumbsup: Replays attached and of course more feedback ;)

Encore Rank Feedback

The rank that comes after the Chilli Dog rank, as well as the first of two bonus ranks to round off the GGF pack, I was under the impression that Encore resets in difficulty, starting with say the Rose rank and rises steadily up to Chilli Dog rank difficulty. Now that I've played through the entire rank and struggled so much at several different points in the rank, I can definitively say that's not the case at all and instead just picks up where the Chilli Dog left off in the difficulty. I would say the rank is quite difficult throughout the entire thing, with some breathers sprinkled in between here and there. It might just be due to how there were backroutes Armani found. I think Icho might had found some too, and hence my playthrough is with them mostly all patched up and therefore the Encore rank is now much harder than in earlier versions. The Encore rank was definitely not smooth sailing for me! :P

Spoiler
Encore 1 - Reach for the Stars! Backroute as Flopsy has told me. Nice level to start off the rank, though I'm apparently far better with stackers than I claim to be :P Honestly, it might just be due to getting better with them over the last several years ;)

Encore 2 - Down The Pan v2 This level wasn't too difficult for me, but honestly it might just be a little for its position this early in the rank. I can definitely see this one being a problem level for less experienced players, especially with the tricks needed and the 1-of-everything skillset. Nice level and definitely one of my favorites! :thumbsup:

Encore 3 - When The Lems Drop Out Not a hard level either, though the fact you only have platformers to gain height makes it a bit tricky. There are stackers to help further with that, and definitely the miners. Talisman isn't too difficult IMO but it's still a really nice one.

Encore 4 - Ring Twice for Savoy This level I definitely say is way too difficult for its position this early in the rank! It was likely just me being a huge dumb dumb here, but with stackers as your only means to get higher makes this a pretty hard level. After struggling so much with the non-talisman solution, I thought the talisman would be even harder. Luckily, it was just a small tweak needed for the hackish non-talisman solution I found, so it wasn't too bad :P Nice level but wow, a very tough one!

Encore 5 - Leaving Behind All We Know Now we are back to a somewhat easy to medium-ish difficulty level after a pretty brutally difficult level in Encore 4. The only difficult part of the level are the builders, but other than that it's not a hard level, especially given the lenient skillset. Another level where I bested the talisman record and found a no bashers solution :)

Encore 6 - Back to the Shack (part II) This one took me a bit longer than part 1 to figure out, though really the only part I had difficulty with was figuring out how to get the glider out of his infinite loop he's stuck in. Making him mine into the steel to break the cycle is clever! :thumbsup: I also like getting both gliders to prepare the route through the OWW on the other side to free the crowd. Well done, this is a great level! :thumbsup:

Encore 7 - Another Lemming Waterfall Connection Much harder than the original one found in one of the main ranks. This was a pretty long struggle for me as well. Earlier attempts had me short on skills, while later attempts had me short on the requirement after going back to tweak earlier parts of the solution to save skills. In the end, I hacked my way through the OWAs in the wrong direction. I think I remember you finding this hilarious when I did that in Seb Lems :P As I've mentioned, any opportunity I see and can take advantage of I will do it, especially if the author leaves backroutes in I can see cheesing the level by :P Nice level, but wow, perhaps another level that's difficult for its position. As Armani has mentioned, the 4 bombers increases the difficulty significantly here IMO.

Encore 8 - Let's do this Hawkman style! Back to a level that's much easier than the previous one but still no walk in the park. This level's pretty fun and enjoyable to solve IMO, especially with seeing where one can save constructive skills by using jumpers to substitute in for them. My solution has been deemed a backroute unfortunately. Just like I said a bit earlier, I will backroute levels if authors allow me an opportunity to :P Still a nice level here!

Encore 9 - Climbing the Wall (again!) Much harder than the original despite up OWAs as the main change here but still a nice level. I thought this one was going to be super fiddly, especially the fencing on the left side, but luckily it isn't like that one LPO2 level where it's nothing but the trick. The save requirement creeped up much faster than I thought it would with the blockers, but that wasn't the biggest problem for me. What I had more trouble with was rescuing the bottom left hatch while making sure a path to the exit wasn't destroyed and I wouldn't have any skills to be able to recover later on. In the end, nice to see the concept of the level return here but with some additional gimmicks thrown in, such as fencers to go through the up OWAs to get one of the entrances out and to get the crowds together to get to the exit.

Encore 10 - Ghost Rider Not too difficult of a level, other than maybe getting the crowd up to the exit due to the left OWAs. Saw an opportunity to use the thin steel to my advantage here to backroute the level, so looks like another one to add to the count :P

Encore 11 - Tight Wad Hill Much harder than I expected, though only because I had some wrong impressions and ideas about the level. In particular, once again the visual deception of what area the up OWAs cover. I thought bashing from the left was impossible as a result, but that was just me hastily coming to the wrong conclusion without having tried it first :forehead: The area the arrows cover seems absolutely vital in order for the solution to work, as you wouldn't be able to stack at the right spot for the others to go over it. It's especially nice that all the timing works out if you do the solution correctly and you release the crowd with the correct Lemming that's far enough ahead of the others so that the first one to get over the stack has enough time to platform to the exit. Excellent level! :thumbsup:

Encore 12 - Night Vision Not too difficult a level, with the only hard part of the solution being to platform under the "green" bus in order to get someone over the top to clone the glider so that you can fence through the buses and then mine to release both crowds. Talisman pretty much happened by "accident" here, though I generally go for save all's/max saves as much as possible anyway, so it was pretty much a given, and this happened to be a save requirement one :P Another nice level here!

Encore 13 - This is not A Star Wars rip off Another level where I really struggled with for a very long time, but only because I thought you need to send two workers over the top on the left side of the level :forehead: I kept trying so many things to make sure the bridge wasn't destroyed while being able to get everyone down safely. It made me think that a blocker's definitely needed at the start, even though I know for sure it conflicts with being able to get everyone through the teleporter safely without anyone walking by it. It didn't help that for a long time I thought the secret tunnel on the far right side at the top was decoration :laugh: It turns out to be very critical to the solution and is how you save enough time to be able to beat the clock. Nice solution and one of my favorites despite struggling for a while! :thumbsup:

Encore 14 - Tally Ho Lemming San! Platformers as your only constructive skill means it will be difficult to ascend the level, though here you just need to use the terrain and the digging destructive skills to your advantage. Talisman is luckily a super easy tweak, as I'm able to substitute a basher for a digger here while being able to platform to the crate to achieve the same effect. Nice level and I especially like the buses over water on the far right! :laugh:

Encore 15 - No Time To Die (Gotta Go Fast edition) If you're familiar with this kind of level, it's a level that originates from namida's Lemmings Plus pack and is found in every numbered Lemmings Plus pack (ie, Lemmings Plus 1, Lemmings Plus 2, etc). Stats are always the same: save 20/20, 9-of-everything in the classic 8 skills, and 2 minute time limit. Here, the GGF level is the same except for number of Lemmings and the bombers are replaced with stackers. Not a hard level if you use multiple workers. There are also a few ways to go about and do the level while being able to beat the tight clock.

Encore 16 - Back to the Shack (part III) Third and final iteration due to there being 3 Back to the Future films. This one was a fairly quick solve just like the first one, so ironically the second part took me the longest to solve even though that one was a fairly fast solve too :P Nice solution with getting the crowd up through the bottom OWW to reach the exit. Time limit can be really tight, but as long as you have everything all ready for the crowd before the miner gets through and then bombs to help them up the rest of the way you should be fine ;) Nice level here!

Encore 17 - Lost in the Casino Not as difficult as it looks and is somewhat of a breather this late in the rank. I would say the hardest part of the level is getting everyone down to the exit safely, especially the one that goes to release the bottom right Lemming and then they are able to climb out together after. Talisman was also luckily a super small tweak to my non-talisman solution of replacing the basher with a miner to free the preplaced blocker while also stopping the digger by building earlier.

Encore 18 - Your Latest Trick (part 2) Definitely one of the hardest levels of the rank even though it may seem to be an easier level than the original due to the RR not being 99 and no up OWAs. How very wrong I was! This level needed about another 1-1.5 hours of offline time before I finally figured out the solution. Looking back at my attempt video, seems I was very close at one point, with the only thing wrong being the bomber skill. I simply had the wrong idea that everyone needed to be contained in both directions, when in fact you're supposed to let one Lemming out to the left. The bomber is very difficult to see in the solution, but its use is really nice, with stopping the basher and then everyone being able to drop out and land on the middle platform before falling the rest of the way to the exit platformer. Shimmier is also somewhat difficult to see, as it's only use is cancelling a skill instead of its intended effect of grabbing a ceiling and going along it. Very nice level and just like Flopsy was surprised this level stumped me! :forehead:

Encore 19 - Walking Barefoot Much harder than I expected as well, especially with figuring out how to contain the crowds in the middle effectively. This I can definitely see being a very hard level for less experienced players. The blocker placement is super critical here but is what makes the solution great due to how you need to stone him after letting one climber/floater get by first. This took me a long time to see, as before this I kept fiddling around with containment methods with stackers, eventually culminating in seeing where I can be more efficient in saving them in order to be able to do the far right side of the level at the bottom effectively. Nicely done to both Flopsy and Nessy for this one! :thumbsup:

Fun fact: I have a level with the blocker/stoner interaction that is used in about the same way as it is here as well ;)

Encore 20 - Who Ya Gonna Call? Knuckles the Echidna! Yet another level that is far harder than I gave it credit for! This one ended up stumping me for a few days. Looking back at my attempt video, seems I had the solution mostly correct at one point, with 1 or 2 skills wrong. Figuring out what the shimmier is for is very critical to the solution, as it's needed to get over the miner tunnel to the left and to be able to use the critical digger at the top to get everyone out and glide into the exit. A lot of my attempts had me a skill short, getting into trouble later because I don't have a skill due to not having collected it yet, or the neutrals get into trouble when collecting the midair digger pickup. The miner to the left seemed counterintuitive to me as it would mean the neutrals themselves wouldn't be able to get back up the level later due to the path being destroyed. Indeed, for a while I couldn't tell which miner direction was correct for a long time. Do you mine to the left or do you mine to the right first at the start? Moreover, do you dig first? I definitely had a lot of doubts as to what was correct in the solution and the order of which to do things. I also thought the solution is timing based, but luckily no timing is needed whatsoever. Nice level but wow, I definitely consider this the hardest level of the entire Encore rank. Its position as the penultimate Encore level is completely justified! If I had already played and solved this level during the contest like Armani has, this would had been a pretty quick one in my LP :P Nope, I wasn't around for that one and hence this was my first time playing the level in my LP. I love the special effects of the mini ghosts being zapped and getting sucked away, similar to what happens in the cartoon(s) and film(s) and with them being the buttons you need to push to unlock the exit, along with the mini-Ghostbusters theme playing after the final one has been pushed :thumbsup:

Encore 21 - Beginner's Guide to Destroying the Moon! Much easier than the previous level, though still no walk in the park. I didn't find this level hard in any way like Armani did, though I did have the timing work out at certain points with no one falling out in the wrong direction. I could had saved a fencer in my solution but meh, I couldn't bother myself to get it to work after being annoyed by it one too many times :P Nice level to finish off the Encore rank! ;)                   

All rightie, the Toolkit rank is all that remains. As of this post, I have played and solved the first 4 levels of the rank, so 17 levels remain! :thumbsup: The end is near and hopefully there won't be too many problem spots left for the pack ;) 
Title: Re: Lemmings presents GOTTA GO FAST!!! v2.00 [Difficulty: Medium - Very Hard]
Post by: kaywhyn on October 23, 2026, 01:31:12 AM
Toolkit rank all solved and hence I have solved all of the pack and obtained all talismans! :thumbsup: My entire replay collection is attached and of course some nice feedback :)

Toolkit Rank Feedback

With a few exceptions, as mentioned for the rank description in the OP, the Toolkit rank consists of open-ended levels with somewhat large or very large skillsets which allows the player freedom to carve out any solution as he or she wishes but at the same time caution needs to be exercised, as they are levels that still require some thought to solve. The skillset becomes even more restrictive with most of the talismans. For the most part, the difficulty of the rank averages out to around the Ring rank or so, with a few individual levels clocking in around Super Sonic or Chilli Dog difficulty, with maybe Toolkit 18 being about the same difficulty as Encore 20, being harder than anything the Chilli Dog rank throws at you. Thus, despite being the final rank of the pack, the Toolkit rank is for the most part much easier than most of the previous ranks of the pack, especially if not bothering with the talismans.

Also I think for the most part it was a good decision to keep these levels separate in its own rank, though I wouldn't mind if some of them ended up in the main ranks instead ;)

Spoiler
Toolkit 1 - Twisting by the Pool Nice level to start off the rank, and still not too difficult even with the talisman.

Toolkit 2 - Fire Escape Even easier than the previous one due to a much larger skillset, though navigating around or through the clutter in the middle can be a bit tricky, especially with some of the fire traps. Even the 100% save isn't that much harder

Toolkit 3 - El Scorcho A bit harder than either of the previous two levels, with the skillset being quite restrictive if going for the save all, which is a much more significant challenge. Still a nice any-way-you-want level, with some tricky sections to navigate, especially near the end of getting up to the exit with all the entrances except for the top right one.

Toolkit 4 - Berliner Star Another nice Flopsy/Wafflem collab level where a save all is just barely possible with the skillset given. As the level layout is supposed to represent the various bus routes in Germany, the many openings in the terrain dry up the skillset surprisingly quick, especially the builders and miners. Still, a really nice challenge if you're up to try the save all :P

Toolkit 5 - Tight as 42 Not too difficult of a level if you're willing to accept losses, but a much more significant challenge if going for either the talisman of save 46 or the non-talisman of maximum 49 saved, which I was able to achieve. It's barely doable with the skillset given, but it is possible ;) The talisman could potentially be the max save 49 instead :thumbsup:

Toolkit 6 - The Rocky Wafflem Level The very first level of the pack credited to Nessy, Wafflem, and Flopsy. Very nice title referencing The Rocky Horror Picture Show, which I had the pleasure of watching with my sister and her friends from a while back. We watched the interactive one at a local theater. This was a really fun and enjoyable level to play and solve, and the save all isn't too difficult here either, with perhaps the only hard part of the level managing the climber hatch. Even moreso because Time Warp is one of my favorite music tracks of the pack! I was wondering when we were going to hear this one, and I guess just like Seb Lems, it comes near the very end.

Toolkit 7 - Lucky 77's Not a fan of this level, sorry, due to how excessive on the repetition it is. It's not much of an interesting level itself, especially with stackers as your only constructive skill means to get higher, though the climber hatch certainly kicks things up a notch and increases the difficulty significantly, along with the save all requirement. Here I thought the talisman would be really difficult to obtain, but luckily my non-talisman solution just needed the major tweak of the stacker/basher interaction. It does mean the talisman solution is very difficult on the execution as it needs very good timing to achieve being able to get up efficiently with just a stacker each with the non-climber hatches.

Toolkit 8 - A Flopsy Wafflem Double Feature Nice to see another Flopsy/Wafflem collab level in the pack, and one that isn't as difficult as it appears and despite the skillset of mostly platformers to navigate and get up the level other than the fencers. The talisman solution was luckily a small tweak to my non-talisman one of going up to the exit from the right side instead of the left side. Not sure why I didn't think of that earlier and hence I could had gotten the talisman on my blind playthrough. And yes, went through OWAs the wrong way FTW! :P

Toolkit 9 - Mystic Cave Lemmings v2 Quite possibly the hardest level of the entire rank IMO, as nothing is really obvious here other than most of the platformers. It's very difficult to navigate through the floating platform where the right-most entrance is, and getting up to the exit is very hard to figure out. It's also hard to figure out how to get the left entrances over to the right side of the level, not to mention how to get the top entrance down safely, though the latter is easily achieved with just one skill but it needs to be placed at the right spot so that no one goes out to the left. Nice level that Flopsy tells me was never released, but wow, it's a pretty hard one.

Toolkit 10 - Who Wants To Be The Flopsy? Much harder than I expected, as the skillset is way more restricted than it appears to be, though this is probably because I might had taken a somewhat inefficient approach to the level. The L and O sections are probably the hardest parts of the level here, with the Y somewhat difficult too. Nice design with the way the terrain spells out Flopsy's username ;)

Toolkit 11 - In A Slipstream Nice to see a MegSEGAbytes level make an appearance here in GGF. I checked my MegSEGAbytes solution afterwards and seems my GGF solution is the intended way while the other one is a backroute. The backroute might still work here, but I'm not certain. I didn't check to see if this level was a fixed one in any of the changelogs. Also not sure why it took me a while to see that the miner is the best way to get up the large wall near the exit in order to conserve a lot of the builders :forehead:

Toolkit 12 - Anxiety Rollercoaster Last level of the pack by Flopsy, Wafflem, and Nessy. Much harder than I gave it credit for, and I have to suspect the way I did the level isn't intended, as it appears the water is too high by a pixel. As such, I believe the intention is to go down the other side, where maybe it needs some timing with getting a second Lemming to turn around in the basher tunnel and then dig down in order to go through the OWWs. I'll have to spend more time with the level to see.

edit: Ok, I went back and resolved the level by going down the other side. Replay included in the zip file. This is probably more intended, but I'm not certain. This took a really long time before I found something that worked with the timing all working out in the end.

Toolkit 13 - The Last Lemming Waterfall Connection For the third iteration of this series of levels, this is much easier than the second one in the Encore rank, and probably about the same difficulty as the original in one of the main ranks. Don't be fooled by the skillset though, as it will run out surprisingly fast if you're not careful. This time, no hacking the wrong way through the OWAs, so Flopsy's probably happy about that :P

Toolkit 14 - The Great Lemdon Underground Essentially a bigger and somewhat harder version of Toolkit 4, but still not too difficult, especially if you're willing to accept losses. The many openings in the terrain again can complicate matters and make it hard to see what leads to where. In my LP, I couldn't bother myself with the save all, though I suspect it is possible. Indeed, I went back to the level after finishing all of the LP of this pack and I have confirmed that a save all is possible, though probably not that much harder than any solution that doesn't save all. The second replay for the level is the save all one. Nice level that is still somewhat a fun and enjoyable challenge with miners as your only digging destructive skill and only one digger.

Toolkit 15 - Industrial Blocker Zone v2 Not too hard of a level despite the intimidating level design and with blockers scattered all over the level. Definitely reminds me of the second level of MegSEGAbytes where you need to free one of the blockers with a walker skill. It's likely you can free any of them first, though perhaps the choice will make the level either easier or harder. I don't think it matters which side you begin with. Again, don't be fooled by the skillset, as the skills will run out surprisingly quick. In particular, I ran out of platformers, followed by the miners, though I luckily had one remaining of the latter that I used to free the last blocker. Nice level and I especially like there are a certain number of different specialists, in this case, climbers, floaters, and gliders among the many preplaced blockers. I also like the waffle design that's kind of a shoutout to Wafflem.

Toolkit 16 - KLANK Contender for hardest level of the rank, though a close second to Toolkit 9 if it isn't. The hardest part of the solution is probably figuring out how to get the middle entrance out while not using too many skills. The talisman, while different from the non-talisman solution, wasn't as hard to figure out as I made it out to be at first. Nice challenging level!

Toolkit 17 - The Walk of Hedderley The hardest part of the level is figuring out how to get up to the exit with the very limited skillset and with the skillset at the very bottom. The builders are especially problematic here being in very short supply, and same with the miners. Still, a nice level and challenge! ;)

Toolkit 18 - The Labyrinth Basin This might be the hardest level of the rank, if not Toolkit 9 or Toolkit 16. At least for me it is, as it was a very long struggle before I finally succeeded. It's not easy to figure out how to keep the climbers and swimmers separated once the former makes a route for the latter. It's obvious where you need to lead the climbers in order for them to get to the exit, but to achieve it is really difficult. It was also very hard to figure out how to contain the climbers, if you're supposed to, while making the route. Knowing myself, I probably made the level far harder than I needed to. Final Wafflem/Flopsy collab level of the pack, and quite a nice one, but wow, a really hard level.

Toolkit 19 - KLINK Essentially Toolkit 16 but inverted 180 degrees. This level IMO is easier, though I initially thought it be harder. The hardest part of the level is probably zigzagging up the OWWs from the other side with the floater worker to get the top entrance out. Then the rest of the level was seeing how I can conserve skills in order to get it solved. Earlier attempts had me a stacker and probably a builder short. The solution came when I saw I could contain the top entrance with just a stacker rather than both a stack and builder. I was also fortunate that I got everyone in the digger to go out to the right, therefore leading to more skill savings :laugh: Nice level here!

Toolkit 20 - Musical Statues I'm told that this level needs a fix, as all the Lemmings are supposed to be pre-placed blockers just like on Toolkit 15. I think the level is more or less the same the way I did it in the LP, with of course using the walker to free one of the blockers. The save all talisman is a more significant challenge, though not that much harder IMO.
Nice level, and I'm wondering if Armani might had gotten inspiration for the penultimate level of his Halloween pack from this one ???

edit: I went back to play the level on v12.12.5 where all the Lemmings are correctly made as pre-placed blockers and never mind, the save all is far more of a significant challenge this way than when some of the Lemmings aren't blockers like in v12.14. Still, I was able to obtain the talisman after some time ;) I would include this replay, but I think it's best if Flopsy fixes the level up, as this replay is for v12.12.5, not v12.14. 

Toolkit 21 - Intergalatic Sonic Sevens To round off the pack, you get a very large level that mixes all 21 graphic sets used in the pack, along with 21 entrances, and a 77-of-everything skillset with the classic 8 skills. Also a very large number of Lemmings, with 777. In a way, you can probably much think of this level as your reward for getting to the very end where you of course are free to solve it in any way you can. Almost reminds me of the final level of New Formats SubLems by Colorful Arty, except it's a 99-of-everything and the save requirement is way more lenient. The talisman isn't that much harder here, though the description is no bombers used, meaning it's essentially the same thing as saving all 777 Lemmings. Very nice level to finish off the pack and I kind of really enjoyed this one despite it being pretty laggy and just like the final level of Lemmings World Tour, it's only stressful in the first minute or so, though in the latter, it's a lose 1 level, with the talisman being a save all thanks to me :P Finally, I don't think any level comes anywhere close to having as many entrances as this level at 21 :laugh:             

With this, the LP of GGF is finally done, after a month and a day! :thumbsup: As I have been saying many times, I absolutely enjoyed this pack from start to finish, and I'm kind of glad I rose to the challenge of going for the talismans, as it made me appreciate many of the levels of the pack way more ;) What I especially admire is Flopsy (and in people in general for that matter) finishing making the pack even though its development was put on hold a few times over the years it was still in progress. The result is a very high quality pack that was initially supposed to be another collab pack but when the partner left for a while it was up to Flopsy finish up the pack by himself. Absolutely incredible that GGF turned out to be an excellent pack! :thumbsup:

As for difficulty compared to Seb Lems, GGF is definitely easier, though it gets harder than Seb Lems near the very end. Indeed, second half of Super Sonic is about late Murder/early Rapture, while Chilli Dog is full on Rapture difficulty and beyond IMO. Even the Encore rank manages to be around Rapture difficulty or beyond with some of the levels.

Thank you again to Flopsy for GGF and to all the authors who contributed levels/solutions, graphic sets, and anything else that made the pack possible! :thumbsup: