Lemmings Forums
Lemmings Boards => Reviews => Topic started by: Dullstar on September 05, 2009, 05:08:49 PM
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There were complaints about doing ONML level reviews in our normal topic, so do them here.
We have already finished Tame 1 and 2 (Down and out Lemmings, Rent-a-Lemming)
I'm also adding a useful rule from the Custom Level Review Game: if no one reviews for 48 hours (2 days), then you can review again even if you are the one who did the last review.
Who wants to do level three?
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Dullstar, can you please copy your Tame 1 review into your post? Then I can put mine here and we'll have all the ONML reviews in one place.
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I'll copy both...
Let me post a link to this topic into the other thread, and I'll do it.
Tame 1 Review by Dullstar
Let's get started. We'll just use the shots from Clam Spammer's Tame challenges for now...
DOS - Tame 1 - Down and out Lemmings
Lemmings: 50
To save: 25 (50%)
Release Rate: 1
Time: 4 minutes
Good: A variety of ways that it can be solved exist. There are your simple methods, and there are your complicated ones, like Clam Spammer's challenge.
Okay: The release rate is VERY low. Play area looks fine . . .
Bad: . . . but other than that, needs more decorative terrain.
Tame 2 review by Clam Spammer
Tame 2 - Rent-a-Lemming
(insert Tame stats here)
Good: Nice clean design that takes up the whole screen and not much more.
Bad: Too much empty space above the trapdoor. Needs more green stuff (crystals, grass) for decoration. And if you look closely you'll see some gaps in the terrain.
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Dullstar, can you please copy your Tame 1 review into your post? Then I can put mine here and we'll have all the ONML reviews in one place.
I would cut rather than copy, but I will agree, and if you put those pictures up I might do level 3. Good point, Clam Spammer
This is the Tame 1 image
(http://camanis.net/lemmings/levelpacks.php?shot&small&level=0ccc6787f3550e6fd2bbb60ee0372dbbd3d4fe5d)
And this is the Tame 2 image
(http://camanis.net/lemmings/levelpacks.php?shot&level=ff0ada234640ee1918339694651329c8618f7735)
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I fixed the images! By the way, your Tame 1 code makes a really small images, so you have to remove "&small" from the code.
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Once again, I'm going to question the logic of reviewing all the Tame levels, since apparently no one wants to review them. I really would like to get on to some real levels soon.
@Dullstar: Can you remove the non-review comments from the above reviews? They really make no sense out of context.
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I'd been deliberately avoiding doing Level 3 since I wanted to do Level 4....
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Fine, I'll do it.
DOS - Tame 3 - Undercover Lemming
Lemmings: 50
To Save: 25 (50%)
[etc, tame stats]
Good: Level looks nice. Like all tame levels, can be good for challenges.
Bad: Nothing. I'd say too easy, but then again, it's only the third level. And it's at least a little harder than Original Lemmings Fun 3 (Tailor Made for Blockers).
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Tame 4 - Downwardly Mobile Lemmings
[EDIT: thanks for providing the link]
Save 50% of 50, 20 of all skills
Good: Having to avoid a splat fall makes this a step up in difficulty from its predecessors. Good use of the "bubble" graphics to make an attractive-looking level. Nice title. And I can't help liking this level because it's the first to use the best music in the game.
Bad: Limited left-right extent, could have done more with decorative terrain.
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Here you are, Proxima
(http://camanis.net/lemmings/levelpacks.php?shot&level=ff6731d50b084eea1034abece06da1a5445de6c6)
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At risk of repeating myself...
@Dullstar: Can you remove the non-review comments from the above reviews? They really make no sense out of context.
Tame 5 - Snuggle up to a Lemming
Good: Nice decorative terrain. The steel makes you take an alternative route rather than just bashing, but...
Bad: Steel? In a Tame level? That's... that's just not right. And besides that, it looks bad.
The decorative terrain, while good, unbalances the map by extending it in one direction only. Someone else said (and I agree) the exit should be at the far left.
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Really? There's enough "nothing but a long walk" sections in the Tame levels as it is; you want to add to them? Also, I like the use of steel to enable the player to know what it does before encountering it on the Crazy levels
Tame 6 - Intsy-Wintsy...Lemming?
(usual Tame stats)
Good: Nice use of the emerald graphics to create an interesting effect below the exit.
Bad: Everything else. This is one Tame level that does nothing new and could have been skipped without losing anything.
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At risk of repeating myself...
@Dullstar: Can you remove the non-review comments from the above reviews? They really make no sense out of context.
Oops. I missed some. Okay, now did I get rid of them all? If not, just let me know.
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Yeah, that looks better now. Thanks
Really? There's enough "nothing but a long walk" sections in the Tame levels as it is; you want to add to them? Also, I like the use of steel to enable the player to know what it does before encountering it on the Crazy levels
This wouldn't really be "nothing but long walk" since there are a few obstacles (albeit pitiful) in the middle. And I was sort of kidding about the steel bit, since no other Tame level has steel (and so it seems "wrong" for it to be there).
(Hey, no one's posted in the meantime. I might just sneak a review in here...)
Tame 7 - Who's That Lemming
Good: The pit on the left has a mean habit of swallowing up those lemmings which makes this the only Tame level where you need an extra skill to go from a regular solution to a 100%. Plus there's the less-than-obvious builders only solution, and the even less obvious climbers solution.
Bad: Could make better use of the brown terrain pieces, rather than just the "finger" in the middle.
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Tame 8 - Dangerzone
Good: Doing this level with builders alone is one of the more fun (without being difficult) solutions in the Tame set.
Bad: The level would be more worthy of inclusion if the builders-only solution were required.
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Tame 9 - And now this...
Good: Nice decoration at the right of the level. Not one, but two surprise one-skill solutions (climbers and bashers)
Bad: The rest of the decorative pieces just look random. Some water underneath the exit would look nice.
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Tame 10 - New Lemmings on the Block
Good: Best decorative use of the rock terrain so far. Some thought required to avoid a splat fall. Satisfying to beat with just one skill.
Bad: Could have come earlier in the set (perhaps replacing the unimaginative Level 6). At this stage it doesn't add much to what we've already seen.
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Tame 11 - With Compliments
Good: You can get it out of the way quickly and move on... that's about all that's good about this one.
Bad: Easier than the other two snow levels so far. Should be earlier in the set. Terrain at the left side of the level looks messy, and the top right part would look better closed rather than leaving a gap.
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Tame 12 - Citizen Lemming
Good: Interesting layout, with room to explore different alternative routes to the exit. Nicely designed (from the visual point of view).
Bad: The "direct path" solution is a bit too simple, and thus tedious, to execute.
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Pics are here, in case you weren't aware. I don't know where we're going to get pics for Crazy though
Tame 13 - Thunder-Lemmings are go!
Good: Unique among Tame levels in that it makes you go from bottom to top, instead of top to bottom or straight across. And, of course, there's that one challenge...
Bad: Too much needless walking in the regular solution.
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And, of course, there's that one challenge...
You mean the single-builder challenge?
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Of course
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Tame 14 - Get a little extra help
Good: Definitely one of the more interesting Tame levels, due to the choice of letting the crowd wander off and saving them later, or using your skills more efficiently to solve the level in less time.
Bad: Title has nothing to do with the content of the level.
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Tame 15 - Not just a pretty Lemming
Good: Looks nice, especially the narrow tunnel through the huge snow drift.
Bad: Only two skills needed, and 40 seconds of nothing in between. Yawn.
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Tame 16 - Gone With The Lemming
Good: Nice-looking level, a variety of routes, several interesting challenges exist (including the one-basher challenge, others as well).
Bad: The standard solution is still no harder than, say, Level 3 of the set.
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One basher challenge? Hmmm... I have a question about that challenge. Is it just one basher and nothing else, or 1 basher and 20 of everything else?
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It's one basher and no other terrain-destruction skills, but you can use the other skills. The challenge was originally proposed with no save requirement, but 100% is attainable.
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Tame 17 - Honey, I Saved The Lemmings
Good: Nice compact design, and surprisingly good for challenges since the "long way round" can be forced with a different skillset and % requirement.
Bad: There shouldn't be a one-skill solution this late in the set. Should be nearer the start.
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Tame 18 - Lemmings for Presidents!
Good: Nice-looking level (the best of the five Tame rock terrain levels) and an interesting layout, making several challenges possible.
Bad: Could have been more interesting by making you have to get up that step near the end, rather than it being possible to bash straight through to the exit.
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Tame 19 - Lemmings Productions Present...
Good: Slanted design is visually appealing. And it's not a case of "one click and you're done", as many of the other Tame levels are.
Bad: Too little variety in terrain pieces. This is a lazy copy-and-paste effort. Solution is repetitive.
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This is a lazy copy-and-paste effort. Solution is repetitive.
Not if you had one per skill!
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Tame 20 - Custom built for Lemmings
Good: Clean design, the golden pipes through the level look good, and it forces you to use more than one type of skill (that's a first!) And, of course, there's the famous no-builders solution
Bad: Having the exit on its own little platform looks odd. A bit more decoration on the sides would be nice.
Finally, we're done with tame. Now we can start on the real levels!
*cue massive flurry of posts*
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Crazy 1: Quote "That's a good level"
1 | 1 | 1 | 4 | - | - | - | 1 |
50 Lemmings
Save 96% (48, if my mental math is accurate)
Good: Solution isn't obvious, and makes you think.
Bad: Well, you could say this for a lot of early Crazy. Waaaaaaaaay too hard for its position.
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Bad: Well, you could say this for a lot of early Crazy. Waaaaaaaaay too hard for its position.
If you had a basher, this would be Waaaaaaaaaay too easy.
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I said for its position, it's too hard. Maybe later Crazy/Early, uh, Wild or Wicked, which ever is directly after Crazy.
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Although the backroute makes it easy enough for its position again....
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Can you upload something other than a Lemmix replay, then? Or a link to a YouTube video would be nice.
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Its just climb+bomb. Though to be fair, this is a technique you weren't expected to use until Mayhem in the 1st game...
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With the little twist that you have to block on the left first so there's time for the bomber to reach zero before he gets too high.
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Crazy 2 - Dolly Dimple
Lemmings: 80
Save: 80 (100%)
RR: 99
Time: 4 minutes
Skills: 1 climber, 10 builders, 2 diggers
Good: Simple design, tough puzzle, and a remarkable wide variety of solutions.
Bad: Far too difficultfor just the second level. (By the way, I don't think Crazy 1 is too badly misplaced myself.) And where's the decoration? Oh well, at least it doesn't have the backroute of the Genesis version...
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Crazy 3 - Many lemmings make level work
50 lemmings
Save 96% (48)
Release rate 80
4 minutes
5 bombers, 2 builders
Good: I suppose a bomber-timing level is inevitable (hey, I include them in my sets as well!) so let's get it out of the way. Excellent title, with a nice pun on a familiar proverb. Nice introduction to the device of using builders as delays (and tests your foresight in that you have to use the second builder at the bottom of the staircase).
Bad: Terrain is barren compared to the Genesis version of the level. Third brick level in a row -- a portent of the massive overuse of this style to come in future levels.
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Tame 20 - Custom built for Lemmings
[...]And, of course, there's the famous no-builders solution [...]
Didn't know of it, but I guess I figured it out. Is this the known-by-all solution? BTW, if there's a 100% solution with no builders, it's definitely out of my reach .
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Yeah, the original is a 100% solution. You're very close though
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(Bad: Terrain is barren compared to the Genesis version of the level. Third brick level in a row -- a portent of the massive overuse of this style to come in future levels.)
Like on Value each mommet
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Yeah, the original is a 100% solution. You're very close though
Oh yes, got it! (sorry for the off-topic ).
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Crazy 4 - Lemming Express
Lemmings: 20
Save: 20 (100%)
RR: 99
Time: 3 minutes
Skills: 1 climber, 1 floater, 10 builders
Good: Looks nice... and that's about it.
Bad: So... much... walking...... And the red herring of the upper route (climbing up to the top and building over all the little gaps) is so far short of working that it's too easy to rule it out as a possible solution. If they made it so it just fails, then it might have been more convincing. (And they probably would have missed something which would make such a solution possible... but hey, that might not necessarily be a bad thing)
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Crazy 3 - Many lemmings make level work
50 lemmings
Save 96% (48)
Release rate 80
4 minutes
5 bombers, 2 builders
Good: I suppose a bomber-timing level is inevitable (hey, I include them in my sets as well!) so let's get it out of the way. Excellent title, with a nice pun on a familiar proverb. Nice introduction to the device of using builders as delays (and tests your foresight in that you have to use the second builder at the bottom of the staircase).
Bad: Terrain is barren compared to the Genesis version of the level. Third brick level in a row -- a portent of the massive overuse of this style to come in future levels.
I've beat that level WITHOUT the builders.
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Will someone review Crazy 5, "24 hour Lemathon" please? I reviewed the equivalent level in Genesis Lemmings, so it's probably best that I don't do this one as well
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I've beat that level WITHOUT the builders.
Yup, I'm aware that it's possible, though I suspect most players won't find it on their first pass, so my point still stands.
Crazy 5 - 24 hour Lemathon
80 lemmings
Save 100%
Release rate 1
4 minutes
20 builders, 1 digger
Good: Finally, a nice satisfying level that feels about the right difficult for early Crazy. The 100% requirement makes it non-trivial but it's still not too tough, and fun to play.
Bad: As noted by Clam Spammer in the Genesis topic (I confess I hadn't noticed this before) the level can be passed too easily by digging a pit just under the trapdoor.
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Crazy 6 - The Stack
Lemmings: 20
Save: 20 (100%)
RR: 1
Time: 3 minutes
Skills: 2 climber, 5 builders, 2 diggers
Good: Simple-looking design, and a neat solution. Forces you to be careful not to waste anything - skills or lemmings. And I just noticed this is the sixth consecutive level with no bashers.
Bad: Digging down the pillar takes too long. Decorative terrain is lacking, and the brown terrain below the exit looks odd.
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Crazy 7: And now, the end is near...
Save 50/50, RR 1
3 minutes
2 climbers, 1 floater, 5 blockers, 4 builders, 1 basher
Good: A level that looks quite easy... until you see what skills you have to get the lemmings out of the situation! Quite a clever bashing trick.
Bad: Too hard for its position (this is the 2nd hardest Crazy level behind the infamous 10th level imo), and pixel precision is annoying for this early.
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Yup, I well remember it taking me a very long time to figure that one out, though it looks so simple when you know the trick. A level that long remains in the memory. (Though I would rank the one I'm about to review as being up there with this and Level 10 as well.)
Crazy 8 - KEEP ON TRUCKING
80 lemmings
Save 93% (75)
Release rate 1
4 minutes
1 bomber, 4 blockers, 7 builders, 3 bashers, 3 miners, 1 digger
Good: Interesting and intimidating terrain that makes you consider different approaches and how to make the best use of your small complement of builders.
Bad: The impossibility of the lower route is a bit too obvious (though it's all too likely that were it not so, the designers would have inadvertently left in a backroute using that way ) and, again, too hard for its position.
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*bump*
Crazy 9 - On the Antarctic Coast
Lemmings: 20
Save: 20 (100%)
RR: 50
Time: 3 minutes
Skills: 5 of each
Good: The terrain throws up a couple of difficulties that could catch you out, like the ramp up the left side into the water. Good variety of solutions with all skills available, but a reasonable time constraint and 100% requirement to keep you honest. And, unlike every other snow level ever, the traps aren't completely hidden...
Bad: Length is a tad excessive. Would be nice to have less than 100% required so that the bombers could come into play.
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Crazy 10 - ROCKY VI
Lemmings: 80
Save: 98% (79 lemmings)
RR: 1
Time: 3 minutes
Skills: 1, 1, 1, 1, 8, 1, 0, 0
Good: The level gives a good puzzle without being too challenging, and is very fun to play.
Bad: Nothing about the level itself, but, it's difficulty is SO overrated!!!
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Bad: Nothing about the level itself, but, it's difficulty is SO overrated!!!
Considering that your view is clearly in a minority here, I feel you could have expressed it more tactfully.
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...In a topic which is entirely based around opinion, is it really nessecary to add IMO at the end of an obvious opinion?
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Crazy 11 - No Problemming!
Lemmings: 80
Save: 10% (8 lemmings)
Time: 1 minute
Release Rate: 1
Skills: 10 floaters, 20 builders
Good: An innovative tactic unique to all the other levels in ONML.
Bad: I don't get this one at all. It's too cheap, which is: either too easy or impossible.
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Hey, give them some credit for their huge effort in decorating the level
And on that note, we still need pics for this thread. I'm willing to help with these.
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...In a topic which is entirely based around opinion, is it really nessecary to add IMO at the end of an obvious opinion?
Sorry, didn't mean to snap, I've had a bad week. Anyway, you can read my opinions on the equivalent Genesis level here.
Crazy 12 - Lemming Friendly
80 lemmings
Save 93% (75)
Release rate 1
3 minutes
7 bombers, 4 blockers, 4 builders, 6 bashers
Good: Requires some care to build to the last pillar, bash it and immediately build.
Bad: Other than that, the level is utterly trivial -- easiest level in the set so far apart from Level 11. Arbitrary assortment of skills, could have been tightened up.
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Good news everyone!
We have pics. Just Crazy at this point, but the rest should be up before long. Everyone who has done a review since the end of Tame, can you please add these pics.
EDIT: Hold off for the moment - I've noticed a couple of issues... Fixed. Go ahead and add them now
Crazy 13 - It's a trade off
Lemmings: 20
Save: 10 (50%)
Release rate: 1
Time: 3 minutes
Skills: 1 climber, 1 floater, 2 builders, 3 miners, 1 digger
Good: Neat concept of a "trade off" between mining time and walking time, and it's not obvious which path is best.
Bad: Which path you choose doesn't make a whole lot of difference - you can choose the slowest one and still make it through with 100%. Percentage requirement is perhaps a little too low. Plus there's that backroute where you can just mine through from the left side.
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Thanks for the pics I've added them to all my reviews now.
Crazy 14 - Time waits for no lemming
50 lemmings
Save 90% (45)
Release rate 1
4 minutes
1 climber, 10 floaters, 2 blockers, 4 builders, 2 bashers, 1 digger
Good: Very nice puzzle, solution is memorable and not immediately obvious, about the right difficulty for Crazy. Having to avoid too many lemmings splat (which can be done in a variety of ways, even without the floaters) adds spice.
Bad: The title, while an excellent twist on a familiar proverb, is very poorly suited to this level and would have gone much better with any one of a number of other levels -- incidentally including Crazy 17, whose title would have gone better with this level
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Crazy 15 - Worra load of old blocks!
Lemmings: 50
Save: 44 (88%)
Release rate: 1
Time: 3 minutes
Skills: 1 climber, 1 bomber, 6 builders, 3 diggers
Good: Tricky little puzzle, since you have to scramble to keep the lemmings alive while leaving enough builders to complete the level.
Bad: What's worse than hidden traps? Stacked hidden traps. I mean, sure, they don't want you to go that way (and you still can, at any rate ), but it's a tad cruel that the level lets you build over one trap but not the second. And what's up with the stacked trapdoors and stacked water? Plus steel is overused, and build-out-and-dig backroutes are very easy...
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Crazy 15 - Worra load of old blocks!
Good: Tricky little puzzle, since you have to scramble to keep the lemmings alive while leaving enough builders to complete the level.
I would also like to add that I think the name of this level is genius. It's almost certainly a spin on the phrase "What a load of old b*****ks"
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I remembered playing Oh No! More Lemmings a long time ago. And I loved the musics in it. And The levels are very unique. If only all the other games had those level names. However, I've lost my handbook which had all the codes to enter into the DOS version and it probably doesn't play music and sounds anymore.
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It's one basher [i.e. on Tame 16] and no other terrain-destruction skills, but you can use the other skills. The challenge was originally proposed with no save requirement, but 100% is attainable.
Is that a one-basher minimum or maximum? Because I think I can do it with NO bashers.
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Yup, I well remember it taking me a very long time to figure that one out, though it looks so simple when you know the trick. A level that long remains in the memory. (Though I would rank the one I'm about to review as being up there with this and Level 10 as well.)
Crazy 8 - KEEP ON TRUCKING
80 lemmings
Save 93% (75)
Release rate 1
4 minutes
1 bomber, 4 blockers, 7 builders, 3 bashers, 3 miners, 1 digger
Good: Interesting and intimidating terrain that makes you consider different approaches and how to make the best use of your small complement of builders.
Bad: The impossibility of the lower route is a bit too obvious (though it's all too likely that were it not so, the designers would have inadvertently left in a backroute using that way ) and, again, too hard for its position.
They "would have"? But there IS a backroute to that level; it's the direct-but-painful way, and it saves all but two.
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Bump, haven't done this for a while, so I'll keep it going.
Crazy 16 - Across The Gap
Lemmings: 16
Save: 16 (100%)
Release rate: 1
Time: 3 minutes
Skills: 3 climbers, 16 floaters, 3 bombers, 16 blockers, 3 builders, 16 bashers, 3 miners, 16 diggers.
Good: Good relative name for a level.
Bad: Why would you need the 3 bombers and 16 blockers to save 100%? Terrain use is bland. Not much in this level at all.
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Why would you need the 3 bombers and 16 blockers to save 100%?
Those just to complete the pattern of "3 of this, 16 of that". Why they chose that pattern in the first place is another matter entirely...
This reminds me, I sent all the level pictures some time ago and they never got uploaded. I should try to get those put up so we can keep doing reviews past the end of Crazy (which is all we have pics for right now).
Crazy 17 - DIGGING FOR VICTORY
Lemmings: 50
Save: 49 (98%)
Release rate: 1
Time: 3 minutes
Skills: 1 bomber, 1 blocker, 4 builders, 2 bashers, 3 diggers
Good: Forces you to think about efficient use of skills. The ceiling route is a fun challenge.
Bad: Quite a lot of needless walking, plus the time limit makes for some frustrating retries.
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Crazy 18 - NO PROBLEM
Lemmings: 50
Save: 45 (90%)
Release rate: 10
Time: 3 minutes
Skills: 2 climbers, 2 bombers, 1 blocker, 4 builders, 2 bashers, 2 miners
Good: Challenging puzzle which forces you to use your skills wisely, Time limit is tight. Great scenery.
Bad: Again, quite a lot of walking, especially at the end of the level.
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Seems Adam isn't around any more to upload the rest of the level pics. I may have to ask someone else...
Crazy 19 - DON`T PANIC
Lemmings: 50
Save: 45 (90%)
Release rate: 5
Time: 3 minutes
Skills: 1 climber, 1 floater, 3 bombers, 4 blocker, 6 builders, 1 basher, 1 digger
Good: Several different routes through the level, but each way requires care to avoid losing too many lemmings. Good decoration and not much wasted space.
Bad: Somewhat too easy (maybe a bit of a backroute?) to dig and bash to the exit after crossing the water. All-caps titles are getting tiresome by now - though at least this one is a clever reference to something
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Well, a whole year on from when we should have had pics...
WE HAVE PICS!!!
Now we can finally go on and review the rest of ONML!
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Crazy 20 - Ice Ice Lemming
Lemmings: 20
Save: 10 (50%)
Release rate: 1
Time: 4 minutes
Skills: 9 bombers, 15 blockers, 26 builders, 10 bashers
Good: A fun builder level without being overly tedious. Good use of floating steel platforms, which are rarely seen in the snow style.
Bad: Some of the skill counts are strange (15 blockers, really?!) 50% requirement means you can ignore the left side completely, which is good for challenges but makes the level a little too easy.
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I'll do the honors of starting Wild
Wild 1 - PoP YoR ToP!!!
Release Rate:5
Skills: Bombers & Bulders:5, Bashers:1, Miners:2.
Time:4 Minutes
Good:A great way to use "YoR"() Bombers
Bad:A bit Complicated don't you think
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Hey, we have another willing reviewer at last! Just need to check the skills though (30 bombers, 10 builders, 1 basher, 2 miners), and also the number of lemmings (60 lemmings, 53 to be saved, 88%).
Wild 2 - Lemming Hotel
Lemmings: 80
Save: 60 (75%)
Release rate: 1
Time: 4 minutes
Skills: 6 climbers, 5 floaters, 11 bombers, 4 blockers, 9 builders, 8 bashers, 6 miners, 5 diggers
Good: Having a good number of every skill gives you some room to play around and try things out, though maybe this is a bit far through the levelset for that... Builders do need to be used wisely though.
Bad: Just another hero level, and a fairly long one at that. The fall from the first platform might seem a bit dangerous unless you take a close look. One-pixel gaps, especially the last one next to the steel, are a pain.
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Wild 3 - Lemming Rhythms
Number of lemmings: 80
To be saved: 81%
RR: 1
Time: 3 minutes
Skillset: 0|1|0|4|8|4|2|6
Good: A somewhat tricky builder conservation puzzle. The save percent allows for a margin of error but you can't be wasteful. Also, there's the builders only ceiling route which is pretty neat.
Bad: A bit personal, but this was a MAJOR stumbling block for me in the Wild set as a kid (this and 11). I didn't have the patience to do the proper builder timing after the digging in the "normal" route. Also it is a bit direct and semi-obvious WHAT you have to do in that route, just pulling it off is obnoxious. I don't like those levels nearly as much as the "solution is hard, execution is trivial" ones.
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Wild 4 - Meeting Adjourned
Time:4-00 Lemmings:80 Save:100%
Climbers Floaters Blockers Builders Bashers Diggers
02 02 02 08 07 02
Good:A great design on the level
Bad:Do we realy need blockers
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Wild 5 - Lemming Head
Lemmings: 80
Save: 68 (85%)
Release rate: 1
Time: 4 minutes
Skills: 11 bombers, 9 blockers, 4 builders
Good: Multiple (well, two) viable routes through the pipes to consider. Surprisingly challenge-friendly
Bad: You have enough blockers to block every bomber, which kills the difficulty a little (not that bomber-timing difficulty is fun). Needlessly long build to the exit; a one-builder gap would suffice (with skillset adjusted accordingly).
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Wild 6 -- Just a Quicky
Save 80/80 (100%)
RR: 1
Time: 2 minutes
Skills: 0|0|2|0|4|3|2|2
Good: Quite a few possible routes, with none of them being exceedingly trivial. Interesting compact level design, also.
Bad: A couple of the solutions are fairly brute-force, though, which is unsatisfying. Also, 2 bombers, save 100%, no aesthetic reason for that. Right.
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Wild 7 -- You take the high road
Good: Nice scenery. Fun solution.
Bad: Enough time to let you do each exit differently. (Could of made a good multi-tasking level) Overlapping steel blocks is a bit messy.
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Wild 8 - It's a tight fit!
Number of Lemmings: 10
To be saved: 10 (100%)
RR: 01
Time: 01:00
Skills: 10 | 10 | 01 | 01 | 01 | 00 | 00 | 00
Good: Short level, time is tight, release rate needs to be changed.
Bad: Falls into the trap of poor level placement: Earlier levels are far harder, making this level a bit underwhelming.
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Wild 9- Ice station lemmings
Good: Nice simple design.
Bad: Nuke glitch. Lots of building and to easy making it very boring. Blockers aren't needed.
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Wild 10 - Higgledy Piggeldy
Save 60/80 (75%)
Skills: 0|0|0|0|6|2|0|2
Time: 4 minutes
RR: 1
Good: The neat no digger solution
Bad: Let's see here:
1) It's the easiest level in the game aside from the Tame levels, and it's in mid-Wild.
2) Levels where you have to watch lemmings die aren't very enjoyable imo
3) The solution is so trivial it's not even funny.
4) Terrain at the top of the level looks bland, and steel placement is weird.
5) Watching the basher on the top of the level takes too long
This level looks like a lazy rushed dump level and it's the worst level in the last 4 sets.
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Am I allowed to bump the original level review thread? (Not to sure on the bumping rules around here)
Wild 11 - Mutiny on the bounty
Number of lemmings: 50
Save 98% (49/50)
Skills: 2/1/1/0/9/1/1/0
Time: 3:00
Release rate: 1
Good: Most of the scenery is nice. The 1st half of the solution is fun
Bad: The random floating blocks in the sky and the 2nd part of the solution is just boring build-big-staircase-to-stop-lemmings-splatting stuff.
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Am I allowed to bump the original level review thread?
If you have something worthwhile to contribute (i.e. a review), then go right ahead.
Wild 12 - SNOW JOKE
Lemmings: 50
Save: 40 (80%)
Release rate: 1
Time: 3 minutes
Skills: 2 climbers, 2 bombers, 5 blockers, 9 builders, 3 bashers
Good: A nice variety of tricky obstacles, with a few options as to how to tackle them. Time limit is set just right to hurry the player up a little.
Okay: Half a map worth of decoration. Looks nice, but... why? (I don't usually do "okay", but I felt this needed it)
Bad: Looks like there's an icicle trap behind that stalactite, but there isn't. The one-way wall is easily overcome by bashing under it.
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Wild 13: ONWARD AND UPWARD
Number of lemmings: 80
Save 93%
Skills: 2/0/4/2/2/2/1/0
Time: 3:00
Release rate: 10
Good: Nice way to turn the second climber around and overall quite fun to play. Gives you blockers to stop you having to time bombers
Bad: The scenery is quite messy in some places.
EDIT: Forgot the level title.
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^ don't forget the level title
Wild 14 - ICE SPY
Lemmings: 80
Save: 70 (87%)
Release rate: 5
Time: 4 minutes
Skills: 0/0/2/2/6/3/1/1
Good: Interesting obstacle in the middle, with a few ways to get past it. Few enough skills that you have to use them carefully. Brown terrain combines well with the white, though it could be used more (eg. below the exit).
Bad: It's more of a sequence of obstacles than a genuine puzzle. Also, hidden traps.
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Wild 15: THE SILENCE OF THE LEMMINGS
Number of lemmings: 50
Save 80%
Skills: 0/0/6/4/2/3/0/1
Time: 3:00
Release rate: 5
Good: Solution is quite fun and nice scenery. Has a short but not to short time limit. The beginning is good.
Bad: Another all caps title and it would be nice to find more creative ways of blocking. The bit at the end of the level is a bit pointless.
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Wild 16 - Take care, Sweetie
Lemmings: 1
Save: 1 (100%)
Release rate: 1 (for what it's worth )
Time: 3 minutes
Skills: 1 climber, 4 builders
Good: Yay, a solo level! A delightful rarity. Gives you plenty of ways to trip yourself up, while the actual solution is fairly well hidden.
Bad: Too much of the same brick texture, they could have mixed it up a little.
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Wild 17: The Chain with no name
Number of lemmings: 80
Save 100%
Skills: 3/0/1/2/10/3/3/0
Time: 3:00
Release rate: 1
Good: Solution is fun to play and there is a few solutions.
Bad: Bland scenery, to easy for where it is, the bar and block at the bottom look quite messy and they could of shortened the build at the end.
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Wild 18 - Dr Lemminggood
Lemmings: 80
Save: 60 (75%)
Release rate: 1
Time: 3 minutes
Skills: 11 bombers, 15 builders
Good: Neat pipe design that manages to look good even though the pieces don't fit together. Good decoration.
Bad: We already had a gold-pipe bomber level in this set. Sure, it's different, but it's not that different.
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Wild 19: Lemmingdelica
Number of lemmings: 80
Save 81%
Skills: 2/1/0/4/30/2/0/0
Time: 4:00
Release rate: 1
Good: The platforms in the middle have a nice simple layout.
Bad: Boring solution with loads of building and then it's tedious to get out of the blockers at the end in such a small space. Mostly bad scenery with boring steel, copy and pasted platforms, ugly rocks and unfitting crystals. Annoying pointless small gap in the middle of the level. Some steel is overlapping as well. I really don't like this level.
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*joins in*
Might I ask why people hate Crazy 10 so much? I've never found it that difficult; maybe a little exacting but that's about it.
Anyway:
Wild 20: Got anything....Lemmingy???
Lemmings: 30
Save: 96%/29
Skills: 0/0/1/2/6/0/0/1
Time: 4
Rate: 1
Good: simple, clean design. Looks a bit daunting at first. Funny title. Doesn't use brick tiles, so it doesn't look like half the other levels in ONML.
Bad: doesn't take too long to figure out, especially for a final level in a set. A bit sparse.
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Wicked 1: LeMming ToMato KetchUp fAcility
Lemmings: 60
Save: 80%/48
Skills: 1/1/10/0/0/1/1/1
Time: 2
Rate: 1
Good: A one-way-wall level that doesn't take the usual route of "get to the other side and bash". Apt title. Nicely sparse skillset.
Bad: Silly random capitalization. Some sloppiness in construction including the gap between the triangular block of bricks and the steel above, and the mismatch elevations of left and right steel blocks on bottom platform. Timing bombers for getting through the OWW can become increasingly difficult due to the steel. Level could use more decorative elements (the variety of terrain for the Bricks set could easily have made the "facility" look more factory-like).
Overall pretty ho-hum level, though somewhat to be expected for the first level of a rating.
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Might I ask why people hate Crazy 10 so much? I've never found it that difficult; maybe a little exacting but that's about it.
I don't think many people hate it, in fact I think most people quite like the level, it's just most people think it's too hard for crazy compared to the rest of the set.
Wicked 2: Inroducing SUPERLEMMING
Number of lemmings: 1
Save 100%
Skills: 1/0/0/0/5/6/2/6
Time: 4:00
Release rate: 1
Superlemming: On
Good: Original concept although it could of been implemented A LOT better.
Bad: Really frustrating and no fun at all especially the bit at the end. Very generic scenery. Also there's a typo in the title.
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Wicked 3: This Corrosion
Save 50/50 (100%)
RR 1
Three minutes
1 climber, 8 builders, 3 bashers, 2 diggers
Good: A difficult to find, creative solution that requires a decent amount of thought to clear. I like the almost all grey layout of the level, also. A couple solutions (the intended solution -- and the one I found first that uses the chain on the left to turn the lemmings) but neither is easy to find.
Bad: Maybe a bit hard for its location -- early in set stumbling blocks are discouraging. This is a minor point though -- this is a very well made level.
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Wicked 4: Oh No! It's the 4TH DIMENSION!
Lemmings: 50
Save: 30/60%
Skills: 4/2/14/0/18/1/0/0
Time: 4
Rate: 1
Good: Funny title, I find multitasking quite fun.
Bad: Too much of having to lose your lemmings, although the low release rate (4 times a normal "1" release rate since there are 4 entrances) means that this is alleviated somewhat. You can also ignore the bottom-left entrance without losing the level, which is a bit shoddy really. It's also not that good a level. Too much building, like practically all of ONML.
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Wicked 5: Chill out!
Number of lemmings: 20
Save 100%
Skills: 1/1/0/0/1/10/0/10
Time: 3:00
Release rate: 1
Good: Good puzzle that is fun to execute. Nice minimal design that is not too boring. My favourite snow level in ONML.
Bad: Could of used a bit more variation of terrain in the slanted platform to stop it looking as copy and pasted. Maybe a bit to much walking at the end.
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Wicked 6: PoP TiL YoU DrOp!
Lemmings: 80
Save: 37%/30
Skills: 0/0/40/2/12/0/4/0
Time: 8
Rate: 1
Good: Interesting layout.
Bad: I think it was actually intended to be a bomber timing level, in which case there's a massive, fairly obvious backroute. You don't need any bombers. Although that's probably a good thing...
Might I ask why people hate Crazy 10 so much? I've never found it that difficult; maybe a little exacting but that's about it.
I don't think it's hard at all, even for its difficulty level. Crazy 2, on the other hand, took me a few years to figure out.
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Wicked 7 - Last Lemming to Lemmingcentral
Lemmings: 80
Save: 72 (90%)
Release rate: 1
Time: 2 minutes
Skills: 5 bombers, 2 blockers
Good: Once you work out the solution, it's easy to execute. Like Wicked 3, the monochrome-ness is nice (well I like it anyway, some might not)
Bad: Far too many lemmings for such a small level, having to turn up the release rate and watch the lemmings walk is a waste of time.
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Wicked 8 - A TOWERING PROBLEM
Lemmings : 50
Save : 45 (90%)
Release rate : 1
Time : 4 minutes
5 Climbers, 2 Floaters, 5 Bombers, 1 Blocker, 3 Builders
Good : Characteristic layout and neat solution. Apt level title.
Bad : Methods of passing through the poles are just unified. they make the solution monotonously. It could be more fun if it had more variant ways to pass through the poles.
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^ don't forget the level title
Wild 14 - ICE SPY
Lemmings: 80
Save: 70 (87%)
Release rate: 5
Time: 4 minutes
Skills: 0/0/2/2/6/3/1/1
Good: Interesting obstacle in the middle, with a few ways to get past it. Few enough skills that you have to use them carefully. Brown terrain combines well with the white, though it could be used more (eg. below the exit).
Bad: It's more of a sequence of obstacles than a genuine puzzle. Also, hidden traps.
I have to say, I can't remember which one is which of "Snow Joke", "Ice Spy" and "On the Antarctic Coast". They really, really merge into one for me. Incidentally, in "Snow Joke" I don't think the one-way wall works – or at least it never has for me, and the place I learnt that was a guide for the PC version, so...
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Wicked 9: How on earth?
Number of lemmings: 50
Save 90%
Skills: 0/1/0/2/20/0/0/0
Time: 4:00
Release rate: 1
Good: Scenery blends well together.
Bad: Extremely boring hero lemming level with huge amounts of building and not much else. Way to easy for it's position.
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Wicked 10: Temple of Love
Lemmings: 50
Save: 48 (96%)
Skills: 1/2/1/2/10/0/0/1
Rate: 20
Time: 4
Good: Memorable title, nice scenery, non-trivial solution
Bad: Solution can be hard to pull off on certain versions (*coughplaystation*), particularly getting the builder to contact the bricks so that he turns to the left. A lot more difficult than wicked 9. Too much building.
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Wicked 11 - ROCKY ROAD
Lemmings: 50
Save: 40 (80%)
Release rate: 10
Time: 4 minutes
Skills: 4 bombers, 5 blockers, 7 builders, 2 bashers, 3 miners, 1 digger
Good: Wonderful decoration, with all the grass and slimy stuff (or whatever that is), and the tree of course. Several viable routes, and surprisingly quick to play considering the level covers the entire available space.
Bad: The lizard trigger area is just about impossible to spot. Other than that... not much.
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Moss, I think.
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Wicked 12 - Suicidal Tendencies
Lemmings: 80
Save: 78 (97%)
Release rate: 60
Time: 4 minutes
Skills: 2 bombers, 2 blockers, 7 builders, 1 miner
Good: Nice decoration. The tiny gaps between platforms make you use the builders carefully, without being too demanding in terms of placement.
Bad: Another hero level, and too linear.
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Bump.
Wicked 13: Almost Nearly Virtual Reality
Number of lemmings: 80
Save 87%
Skills: 5/6/2/6/25/5/0/7
Time: 4:00
Release rate: 1
Good: You have to use the chains creatively.
Bad: Too much building and boring hero lemmings! The terrain is boring and there is too much steel which is floating and overlapping in some places and the title is random and bears no resemblance to the actual level.
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Wicked 14 - The Lemming Learning Curve
Lemmings: 80
Save: 79 (98%)
Release rate: 1
Time: 3 minutes
Skills: 2 climbers, 1 bomber, 2 blockers, 3 builders, 3 bashers, 3 miners
Good: Nice decoration (and a pseudo-ceiling route ) with the chains and girders.
Bad: Either a horrific backroute, or just way too easy. But then, if that is a backroute, then one has to wonder what the actual solution is
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Wicked 15: SPAM, SPAM, SPAM, EGG AND LEMMING
Number of lemmings: 50
Save 80%
Skills: 1/1/1/2/20/3/2/0
Time: 4:00
Release rate: 1
Good: You actually have to think about how to do the beginning.
Bad: After the first bit its just regular, old, mass building hero lemming stuff again. Also the scenery doesn't fit together well in some places.
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Although the backroute [of Crazy 1?] makes it easy enough for its position again....
You don't mean the way Wicked 8 "A TOWERING PROBLEM" is solved, with exploding climbers, do you? I was never successful with that.
And re Wicked levels 1 & 2, I guess there's no pleasing some people, is there. The funny capitalization is cool, and the typo, being rare and unobtrusive, is nothing bad; if anything, it's as cool as the last one, seeing as how it could be symbolic by meaning that there is a shortage on 't', or time.
At the same time, I disagree with the glitch backroute to Wicked 1. There's no conceivable reason why you should be able to bash steel and one-way together, it's not even possible on the Mac, and it's not necessary on any platform.
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Although the backroute [of Crazy 1?] makes it easy enough for its position again....
You don't mean the way Wicked 8 "A TOWERING PROBLEM" is solved, with exploding climbers, do you? I was never successful with that.
And re Wicked levels 1 & 2, I guess there's no pleasing some people, is there. The funny capitalization is cool, and the typo, being rare and unobtrusive, is nothing bad; if anything, it's as cool as the last one, seeing as how it could be symbolic by meaning that there is a shortage on 't', or time.
At the same time, I disagree with the glitch backroute to Wicked 1. There's no conceivable reason why you should be able to bash steel and one-way together, it's not even possible on the Mac, and it's not necessary on any platform.
What do you mean, you disagree? That's... how it happens. It's obviously not necessary, otherwise there'd be levels designed that took it into account. And congratulations on finding out that different platforms work differently.
(To be fair, I still find it annoying that things can be a lot easier on the DOS version than they are on the Mac – the Mac version has various graphical glitches (like Mayhem 26 or Havoc 16) that make things harder, for one thing; the DOS version has several levels that have a lower goal than the Mac or Amiga versions (Taxing 22, Mayhem 4, Mayhem 15, Mayhem 26 for example); and it's very difficult to accurately predict what will happen when a lemming hits something on the Mac version, like whether it will climb up the side of something or not, due to the fact that it's trying to map larger pixels onto the smaller ones in the actual graphics. They are much nicer graphics, though. And yeah, there are various things that are programmed differently, like steel detection, bashing, symmetrical builders, etc...)
Anyway, the point of these topics is to bitch and moan about levels you don't like, and come up with good and bad things for each of them.
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And re Wicked levels 1 & 2, I guess there's no pleasing some people, is there.
Sorry, "pleasing" is not the point of these types of topic. If everyone were to argue over the details of each and every review, these threads will quickly be mired into a grinding halt. It is implicitly understood that each review is simply the opinions of the poster, and that just because no one says anything doesn't mean everyone agrees to the review.
I'm sure I can find something to disagree with over half the reviews posted and in fact, I don't pay too much attention or participate much in them in general as they are of little value at this point beyond entertainment (it's not like you're going to make recommendatations to a friend based on the reviews like you would with a new movie, and I've already played through most of the levels reviewed so it's not like I'm going to skip a level or something). I don't mind seeing occasional scabbles on the reviews being posted on these sorts of threads, but I can't help feeling like I'm going to see a rebuttal of every review posted coming from you. If you really feel so compelled please do so at your own forums or webpages.
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On with the reviews!
Wicked 16 - Five Alive
Lemmings: 6
Save: 5 (83%)
Release rate: 75
Time: 1 minute
Skills: 1 climbers, 2 floaters, 1 bomber, 1 builder, 1 miner
Good: Quick level, a few different ways to go about it. 5 of 6 is totally unique.
Bad: The puzzle doesn't seem very well fleshed out, especially this late in the game. The steel areas overlap the brick terrain way too much, so you can't mine where it looks like you should be able to.
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Wicked 17: Down the Tube
Number of lemmings: 30
Save 96%
Skills: 5/0/1/2/7/0/0/0
Time: 3:00
Release rate: 10
Good: Builders aren't overused too much and the symmetrical design looks quite nice.
Bad: The solution is rather clunky and inelegant and the pipes with no ends or overlapping look a bit ugly, especially the floating ones. Also the exits are different lengths away from the main level, stopping the symmetry being as nice as it could.
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Wicked 18: lOTs mORe WhEre THeY caMe fRom
Number of lemmings: 60
Save: 50 (83%)
Time: 4:00
Release rate: 1
Skills: 2 climbers, 2 floaters, 42 bombers (?!), 26 builders, 3 miners
Good: Might be interesting how to trap the lemmings. It's in the right difficulty level, making the level harder by dropping the bashers.
Bad: Has a hidden trap near the middle of the cave, and the 42 bombers are unnecessary considering the high percentage requirement. Poorly planned and can be tedious. Walking on spikes can be quite a painful experience.
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Wicked 18 has a "high road" solution too, just in case you hadn't realised. The bits on top are arranged so that you can get through with the 3 miners. I reckon they thought people wouldn't bother with the "low road", but in fact it's easier than the "high road", because there are no blockers, so you're going to have to find a way to trap the lemmings in the lower spiky section anyway.
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Wicked 19 - Up, Down or Round and Round
Lemmings: 50
Save: 41 (82%)
Release rate: 1
Time: 2 minutes
Skills: 6 builders, 2 bashers
Good: True to the title, there are multiple viable routes. Also, I like these monochrome grey levels for some reason.
Bad: One of those 'reach for the calculator' levels, unless you're good with numbers. The time limit can cause you to fail just because you didn't change the releaserate in time. Plus there's hidden traps, and that weird trap/exit hybrid thing.
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and that weird trap/exit hybrid thing.
Hmm, it's been ages since I looked at that level in the actual ONML game. That trap near the exit doesn't really look the way it does in Lemmix right? I've assumed that's just Lemmix not rendering the overlapping objects correctly. I'm pretty sure on the real game the part of that trap that overlaps with the exit is not visible, yes? Can anyone check quickly?
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It's visible on the Mac, although that's not necessarily helpful for you to know.
Also, multiple viable routes? I only know one. You'd think that you could walk right under the metal, but there's actually a series of stomper traps under there too. Rather I think the title is there to confuse you and maybe get you into thinking there are more possibilities than there really are.
Edit: attached is the screenshot of the level in DOSBox.
Extra edit:
Wicked 18: lOTs mORe WhEre THeY caMe fRom
ahem: LoTs moRe wHeRe TheY caMe fRom (why guess when you can copy-paste? )
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Also, multiple viable routes? I only know one.
There's at least three different ways to do it. You can go along the bottom and build up, you can build over the water, or you can build over the top (via the double tile in the middle). The latter routes also allow you to save a basher, by building out from the start instead.
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Wicked 20 - The Lemming Funhouse
70 lemmings
Save 97% (68)
Release rate 1
2 minutes
1 bomber, 2 blockers, 6 builders, 1 digger
Good: Short and chaotic level requiring accurate placement to drop the second lemming down the small gap. The tight save requirement demands some subtlety, and there is a well-concealed 100% solution (which I just solved today!) Also, the level is well-built visually, with the stairs and chains having a very interesting effect.
Bad: Nothing! This is one of the best levels.
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oh goodie, Havoc has some of my favorite levels in it
Havoc 1 - Tubular Lemmings
Lemmings: 80
Save: 76 (95%)
Time: 4 min
RR: 1
2 blockers, 10 builders, 9 bashers, 7 miners, 8 diggers
Good: An interesting level with a decent layout and a few different routes.* There's a hidden trap (yes I like them) that got me again (you think I'd be afraid of those by now but no, it gets me every time, I think the designers put them in especially for me, though I was thinking this level is almost too easy) 100% is easy.
Bad: Maybe not the best choice for the first of Havoc. (I can think of much harder ones from earlier in the game). But it's definitely much better than steel works. It Can't be too hard because I beat it for the first time just now (first try). Also there's a few empty spaces in the terrain near the exit that doesn't effect game-play but looks like they might've got lazy. I don't know the reason for the precise number of skills. I solved it easily without using all of them.
*I'm sure going over the top is possible but I'm not sure how (on Lemmix anyway). I found it interesting the one row of steel is a hair lower from the other part. This is what prevented me from doing it (in Lemmix they turn around here) I just didn't have the time to try and get around it.
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Havoc 2 - Be more than just a number
30 lemmings
Save 96% (29)
Release rate 1
4 minutes
2 climbers, 1 floater, 1 blocker, 13 builders, 2 diggers
Good: A beautiful puzzle level with an interesting concept. It's not easy to guide the crowd down when the only diggable terrain is directly under their fall! The level looks good, and the "long way round" theme reappears.
Bad: Steel glitches make the "normal" solution rather easier than intended (though on the plus side, they allow for 100%, another one I just solved today!). Having to build back up on the other side doesn't add much to the puzzle.
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Havoc 3: It's the price you have to pay
Lemmings: 50
Save: 50
RR: 1
Time: 4 min
Cl: 2, fl: 1, bomb: 1, build: 3, bsh: 3, min: 3, dig: 1
Good: I like this level; it's simple yet challening to figure out how to hold back the crowd at first. To be honest I don't now what the intended solution is; I complete it using only two bashers and no miners.
Bad: all of the lemmings don't have to walk all the way across (but maybe this was intended). I don't exactly get what the "price" is that you have to pay? Is it the lemmings walking all the way across the platform and back? A shorter time limit would've made it a little more challenging.
(I remember these levels being a lot more difficult when I was younger... Maybe because lately I've been playing the communitie's levels
here's something I just realized: why are there no steel blocks in the bubble terrain set?
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Havoc 4: The race against cliches
Number of lemmings: 20
Save 100%
Skills: 20/18/0/0/5/2/0/1
Time: 3:00
Release rate: 1
Good: I like the way you are presented two equally feasible options and you have to figure out which is the right one. The terrain also looks quite nicely put together.
Bad: The huge bashing thing you have to do coupled with the tight time limit make replays of this level very frustrating. If you die you have to wait ages even with fast forward on.
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Havoc 5: There's Madness in the Method
Number of lemmings: 20
Save 100%
Skills: 2 cb/0 ft/1 bomb/2 bock/ 1 bild/2 bash/2 min/0 dig
Time: 4:00
Release rate: 1
Good: great difficult puzzle. For it's time it really was "madness". I also really like the artistic qualities.
Bad: Timing can be a tad tricky. Due to either the miner glitch or some other reason it's tough to get the lemmings in the right position so the first miner doesn't fall to his death (but the rest survive).
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You pretty much need the right-click feature from Amiga and DOS lemmings for that level; it becomes rather a problem when a port of Lemmings hasn't implemented it. It's included on the Mac, which has a key to press (which makes more sense than the right-click thing anyway), but it's impossible on the Playstation, for instance... took me ages to get past it (and on the Playstation you can't just ragequit and use a password because it actually uses saved games.... )
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Well, this post hasn't been moving for a while. Anyone mind if I continue it ?
Oh No! More Lemmings - Havoc Level 6 - "Now get out of that!"
# of lemmings: 50
Rescue: 100% (50)
Time: 4 Minutes
Release Rate: 01
Skills: 00 | 00 | 00 | 01 | 10 | 00 | 10 | 00
Good: Solution's really creative! The 100% requirement makes the level slightly more interesting, and it brings the return of the free-the-blocker-by-mining trick from Mayhem 20 (depending on how you solve this level). One of my personal favs from the Havoc rating (although I'll admit it has some flaws...)
Bad: It would seem like people's first instinct is to trap the lemmings between the poles on the left, which is hard to get to and hard to get out (trust me, I know). IMO, the ceiling should be expanded wider or not be there at all, and what's up with those floating islands on the right? Using the blocker can be avoided, and looking at the level, looks like a possible backroute would be to mine above the exit (although that'll take super accurate precision).
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Not at all -- it would be awesome if we could get through the complete set!
Havoc 7 - Creature Discomforts
20 lemmings
Save 75% (15)
Release rate 50
3 minutes
10 climbers, floaters, builders; 5 bombers; 2 of each other
Good: Awesome multi-tasking level with a great deal of complexity. The left side has a variety of possible approaches, but it's not easy to find a route at all with only 2 of each digging skill; the right is much simpler to plan, but has the fun climb-bomber route as an extra possibility. And yes, 100% is possible again. One of my favourite levels in the game.
Bad: Apart from being hard enough to belong in the second half of the category, I can't think of much.
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Well, this post hasn't been moving for a while. Anyone mind if I continue it ?
A while?? It's only been two weeks. I can remember making that last post.
"A while" on quiet forums like this one tends to refer to rather long periods of time...
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Havoc 8: Lemming About Town
Lemmings: 40
Rescue: 45
Time: 4 minutes
RR: 1
Skills: 1/1/0/0/6/0/4/1
Good: Well I like this level, it's harder than it seems at first. This is one of the one's I never solved years ago. Idk If I actually solved it correctly, but the way I did, I build up to the ceiling at the end and had one mine threw it. I also like the digger trick you can do on the left.
It seems like a level that has some other solutions I haven't found yet.
I also want to mention the decoration is really nice in this level. I love the thick poles on either side
Bad: too many brick levels? ...that's all I got.
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Havoc 9: AAAAAARRRRRRGGGGGGHHHHHH!!!!!!
Save 50/50 (100 %)
Release Rate 1
Time: 4 minutes
Skills: 20 climbers, 5 builders, 3 miners
Good:- Pauseless execution is very well possible, the level allows reasonable leeways and requires little scrolling. If you screw up, it's probably due to your own misjudgment.
- The time limit is more than enough here, you have more than a minute left even if you stream at RR 1 throughout. After all, the point of the level is not efficiency, but stalling and multitasking, which the time limit couldn't enforce anyway here.
- The title may be long, but easy to remember with 6 of each character.
- Gave rise to the following L2 custom level: Immediately Give Up (video by ccx). This was as a joke, but ccx actually managed to do it, claiming it wasn't that super hard.
You can also stretch bridges in Lemmix to get a visual timing aid, but this isn't a characteristic of the level; the game was intended to be played with sound.
Bad:- The title is very, very annoying. :> Pauseless execution requires a calm mindset. Don't want to get shouted at.
- Probably the easiest level in all of Havoc, and much more suitable for a lower rating. (Reasons as follows, without them being bad points themselves: The solution is very easy to figure out, and pauseless exectution is not hard either. Only 1 miner must be assigned during climber/builder assignments, but even all 3 miner assignments almost fit on the same screen as everything else.
-- Simon
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Havoc 10: Flow Control
Lemmings: 21
Save: 3 (14 %)
Release Rate 1
Time: 1 minutes
Skills: 3 climbers, 2 floaters, 2 bombers, 1 builder, 2 miners, 2 diggers
no we have to get fancy with bullet points
Good:
- another one of everyone's favorites. It's extremely simple and effective. A great puzzle and intro to "flow control". A tough one for beginners even with the obvious clue in the title. Although (as I thought) you might think 'flow control' refers to the vacuum traps
- Small and compact level with low time limit yet still plenty of time. A surprising surplus of skills that could throw you off and they do absolutely nothing.
- I like this level and the other levels like this in Havoc that are 'unique'. Adds much needed (for me) variety to the game.
Bad:
- You may have [and probably a number of people did] already figured out the many secrets of flow control long before this level; making this level not much of a challenge
- you can save more than 3 lemmings but [I'm not sure about this] this may be on Lemmix on the techno of today. On Amiga and DOS you couldn't change the RR when paused so 14% may have been the absolute maximum then
- why 21 lemmings?
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Havoc 11: Welcome to the party, pal!
Lemmings: 80
Save: 80 (100%)
RR: 1
Time: 4
Skills: 20 builders, 5 each bashers/miners/diggers
Good: This turns out to be a tough skill-conservation challenge, which may be unexpected at first with the number of builders available. Isolating a lemming to do the work takes some thought. Compact design that fits the whole puzzle in the space of one screen.
Bad: Too much building and repetition in general, the level could have been made shorter without losing anything challenge-wise. The steel areas extend out too far, which prevents you from stopping your builder with a basher/miner. Significant potential for time-limit rage .
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The steel areas extend out too far, which prevents you from stopping your builder with a basher/miner.
^I agree the steel in that level is soooo frustrating!!!
Havoc 12: It's all a matter of timing
Lemmings: 80
Save: 80
Time: 3 minutes
RR: 1
12 Builders
Good:
another unique level. Good puzzle with timing. Having only builders makes it challenging
Bad:
-a little too easy for Havoc (again, could be swapped with a level from Wild or Wicked).
-For some reason in Lemmix the haches don't work properly and too many lemmings come out of the first entrance in the wrong order, making me solve this level a tad differently than it's intended probably.
(it's not because of overlapping entrances like I encountered in the past)
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-For some reason in Lemmix the haches don't work properly and too many lemmings come out of the first entrance in the wrong order, making me solve this level a tad differently than it's intended probably.
Yeah, that's a bug in Lemmix. You can remedy this by copying and pasting the middle entrance, so you have a fourth entrance overlapping it. It's quite neat though that you end up with a different but equally solvable puzzle .
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Havoc 13: HIGHLAND FLING
Lemmings: 80
Save: 75 (93%)
RR: 5
Time: 4
Skills: 2 bombers, 4 blockers, 10 builders, 1 basher, 1 miner
Good: Very strong visually, plenty of decoration without being overdone. Other than that, not much - though, I guess it serves as a good warning to level designers (see below).
Okay: With a bit of steel to stop you simply bashing through the first wall, this would actually make for a decent puzzle. The shape of the overhang near the entrance seems to suggest you're supposed to build up with a blocker, and then mine down, this could easily be enforced. But, it didn't happen, so...
Bad: ... it's too easy, and all that work on the visuals largely goes to waste. Also, dumb all-caps title, thankfully this is the last one.
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Havoc 14: Synchronised Lemming
Lemmings: 80
Save: 80 (100%)
RR: 40
Time: 1
Skills: 2/0/0/0/4/4/0/2
Good: Unique idea, having 4 'mini levels' which all need to be solved at the same time. The minimalistic style also works well for this level and the title is good. This is actually my favourite ONML level.
Bad: 80 Lemmings aren't really needed.
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I was just about to review that level as well! I was just going to also mention that this level forces you to multitask, (And to use the keyboard as well as the mouse )
with the bad point being that there is more than one way to do this, one which saves a climber. I think the 80 lemmings are necessary, because upping the release rate is a part of multi-tasking.
Havoc 15: Have an Ice Day
Lemmings: 10
Save: 8 (80%)
Time: 6 minutes
Release rate: 20
Skills: 2 bombers, 2 blockers, 18 builders, 1 basher, 1 digger
Good: A challenging Havoc puzzle that includes a buried exit. Requires the player to be careful about not just where to build but whether to build. Good scenery with the water.
Bad: Building up to the exit can take a long time to reach.
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This is actually my favourite ONML level.
apparently the designers really liked it too because they redid it in Revolution.
Havoc Level 16: Scaling the Heights
Lemmings: 50
Save: 45
Time: 2 minutes
RR: 80
1 climber, 3 blockers, 8 builders, 2 miners
Good: interesting layout visually and puzzle-wise. Apt title. A lot of things to try and you keep running into the same problem: getting them up that top portion of the hill. It seems simple at first but you soon run into all kinds of complications; the crack at the bottom, the top portion... All in all a challenging level
Bad:
-the steel extends out too far on the steel block at the top. (though it doesn't matter that much)
-there's a pointless trap in the lower left corner area. there's no reason to go there other than to explore (I only found it in Lemmix)
-(I could say this for many levels but) in DOs and Lemmix picking the right direction lemming is MAJOR pain in the bazoo.
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hey we're almost done with the game!
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Havoc 17: Where Lemmings Dare
Lemmings: 80
Save: 78 (97%)
Time: 2 minutes
Release rate: 20
Skills: 2 floaters, 2 bombers, 2 blockers, 7 builders, 1 basher, 1 miner, 1 digger
Good: A nice variety of skills for such a short, quick level. The placement of the traps and the steel can be frustrating, but they are the key elements in this level that make it Havoc.
Bad: Executing the solution can be frustrating especially because of the grass-coil traps near the end.
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(Flow Control)
Bad: you can save more than 3 lemmings but [I'm not sure about this] this may be on Lemmix on the techno of today. On Amiga and DOS you couldn't change the RR when paused so 14% may have been the absolute maximum then
Namida apparently found a 15/21 solution without changing the RR (glitch-free, even), but he's no longer on the forums and I don't know the details.
Havoc 18 - Lemmings in a situation
70 lemmings
Save 68 (97%)
Release rate 99
4 minutes
2 climbers, 2 floaters, 1 bomber, 1 blocker, 12 builders, 1 basher, 3 diggers
Good: Havoc quality, but still feels like a much-needed breather after getting past 16 and 17. The number of skills force you to be careful, but there are several different combinations that work (including one of the more accessible but still tricky 100% solutions).
Bad: Interaction of the builder with the chains on the far right is annoyingly fiddly, and basically amounts to having to guess the correct pixel to start from. Fortunately, this occurs at the beginning of the solution so it's less annoying than it might have been.
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(Flow Control)
Bad: you can save more than 3 lemmings but [I'm not sure about this] this may be on Lemmix on the techno of today. On Amiga and DOS you couldn't change the RR when paused so 14% may have been the absolute maximum then
Namida apparently found a 17/21 solution without changing the RR (glitch-free, even), but he's no longer on the forums and I don't know the details.
what! that is ridiculous. I have to try it myself now
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Havoc 19: Looks a Bit Nippy Out There
Lemmings: 80
Save: 100%
Time: 3 minutes
Release rate: 30
Skills: 1 climber, 9 builders, 4 bashers, 3 miners, 3 diggers
Good: An interesting little level which provides several challenges involving the two figures. The water combined with the ice blasters work well, as they remove a potential backroute. Fits in a great position for late Havoc because of the 100% requirement and a tight time limit.
Bad: Not so sure about what's wrong with this level. I'd probably say the figures look a bit messy, but that's all I can come up with on that one.
Even though the last level is yet to be reviewed, I'd like to thank all the people who helped out with the reviews for OhNo.
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Bad:
-the steel extends out too far on the steel block at the top. (though it doesn't matter that much)
-there's a pointless trap in the lower left corner area. there's no reason to go there other than to explore (I only found it in Lemmix)
-(I could say this for many levels but) in DOs and Lemmix picking the right direction lemming is MAJOR pain
May I just add that it's also the location of a lesser-known graphical bug on the mac, wherein the little wall near the top isn't straight, and a climber will stop climbing halfway up. If he manages to place a single step before falling again, which is slightly difficult because you often miss the chance, the wall becomes climbable, but it's a particularly annoying extra step!
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Havoc 19: Looks a Bit Nippy Out There [...] Good: [...] Good pun on the title.
Clam, geoo, and me were all wondering in IRC -- what is the pun reference? Clam first thought it was Monty Python, but searches didn't yield anything.
-- Simon
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Oh, maybe I didn't understand what the word "pun" actually meant. I just thought it was a good title because nippy meant cold.
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"pun" is a joke between two words that sound similar.
For example "It's Lemmingentary Watson" is a pun because Lemmingentary sounds like 'Elementary' Watson. (the actual phrase)
"Snow Joke" is a pun because it sounds like "It's-no" joke. They really came up from quite a few puns for the snow levels especially
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Havoc 20: LOoK BeFoRe YoU LeAp!
Lemmings: 60
Save: 50 (83%)
Release rate: 1
Time: 7 minutes
Skills: 1 climber, 1 floater, 40 bombers, 2 miners
Good: This possibly deserves to be the last level in the whole game due to its difficulty. It’s also an example that a level can still be difficult even though it lacks steel and builder skills. Placing miners and bombers can vary to some extent in different solutions. Two entrances bring a little diversity, since you need to think which skills you can use for which lemmings without losing too much of them…
Okay: …but you aren’t forced to multitask, because the time limit is so plentiful. Nevertheless, the more you wait, the harder are bomber assigning and timing in crowd.
Bad: Okay, it’s supposed to be a bomber level, but still, that’s just it, the difficulty relies mostly on bomber timing and it’s pretty obvious where you have to use the other skills. So, executing the solution can be frustrating. It could be more visually pleasing, although the level is supposed to be some kind of a rough level maybe? Mixed capitalization of the title can bother, too.
Yeah, ONML level reviews finished !
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Yeah, ONML level reviews finished !
I have a few comments regarding the game as a whole:
-first of all; what's with the rAndOm cApitaLIzaTioN in some of the titles?? I don't get it at all
-In Original Lemmings a large number of levels have all kinds of fancy decoration on the unused portion of the levels. They didn't do this at all in ONML.
-I like that [unlike OL] they pretty much utilized all of the graphic sets to their potential.
-Quite a few levels especially in the middle felt like just filler to me. I didn't get that impression with any levels in OL.
-There are no 'repeats' like OL at all.
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Now I'll get to see what Lemmings 2 the tribes is like.....
That would be the next game to review I'd think after Genesis is done. (I might even get it eventually)
Of course if anybody wants to review a different game like Revolution I'd be glad to
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The other thing about ONML is that there are no long levels -- I think I'm right that the highest time limit used is 4 minutes? Of course, that means there are no tedious levels like "Hunt the Nessy". But it also means that when the designers' imaginations failed them, we get short and silly levels like "Higgledy Piggledy" -- the "filler" you allude to. So it's a toss-up as to which design philosophy one prefers overall. I admit I like the original Lemmings much more, because I enjoy playing the medium-difficulty "brute force" levels that make up the majority of the game; they're fun to come up with challenges for, but also just nice and relaxing to go back to when just playing normally. Whereas ONML has some much better puzzles, but also has much less replay value (though of course, the ONML levels are not without interesting challenges).
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Lemmings 2 review topic is here.
We don't have to review one game at a time, so if you want to start a topic for Revolution, go ahead!
That said, I do hope we can finish the Genesis levels in the L1 review topic, as we're so close to the end....
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That's another thing. The design of ONML is definitely less diverse than OL.
For some reason I've never disliked Higgledy Piggledy like everybody else does. Granted, I think it's fairly easy and straightforward but there was nothing about it I really hated. Verses 'Meeting Adjourned' and Almost Nearly Virtual Reality and all the numerous brick levels that all look the same. Maybe that's why>> A lot of the levels in ONML look very similar and are hard to tell apart (especially when playing the drawing game in IRC ).
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I personally haven't continued with the Genesis level review because so far I'm still stuck on the next level
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The other thing about ONML is that there are no long levels -- I think I'm right that the highest time limit used is 4 minutes?
Only three levels give more than that, and just one ('Have an ice day', 6 minutes) is likely to take more than 4 minutes to solve normally.
(The others are 'pop til you drop' [8] and 'look before you leap' [7].)
Now that the game is finished, I guess that means anyone can go back and review any level? Or, maybe we could review the game as a whole
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Certainly, feel free to do either of those
Hmm.... looking back on the levels that were reviewed during my hiatus from the forum (Crazy 16 -- Wicked 19) there's one in particular for which my opinion is very different from that of the first reviewer:
Wild 19: Lemmingdelica
80 lemmings
Save 81% (65)
Release rate 1
4 minutes
2 climbers, 1 floater, 4 blockers, 30 builders, 2 bashers
Good: One of the few ONML levels that's always great fun to play one more time, because of the chaotic building and stopping all the gaps between the platforms. Sure, you can block, but the absence of bombers deliberately discourages this. No dig pits, either.
Bad: Once you've got the crowd contained and the hero lemming isolated, the second half is less fun; in particular, judging the bridge to strike the green column high enough but not too high can be slightly frustrating.