(https://i.imgur.com/vxzdWMC.png?1)
(https://i.imgur.com/tHoTqH5.png?1)
(https://i.imgur.com/DmHrlIq.png)
(https://i.imgur.com/AApKNpT.png)
10 Levels at SUPERLEMMING SPEED!
Download (https://www.lemmingsforums.net/index.php?action=dlattach;topic=5252.0;attach=16180)
A Pause-free Playthrough Of The Entire Pack! (https://youtu.be/jKsQ0n7dJmw) :lemcat:
Challenge Rules
:lemming: Do not press pause - Exception: you may pause the level at the beginning to plan your strat, but once play commences the pause button cannot be used for any reason
:lemming: You may use Direction Select and any of the other QOL tools that SuperLemmini offers, but bonus points are awarded for non-use of these
:lemming: Replays are not permitted at all - if the level restarts due to a failed attempt, play must also restart
1 - Brick - SUPERLEMMING Retuns - Beginner
2 - Bubble - THE BUBBLE RUN - Novice
3 - Rock - SUPERLEMMING vs. The Space Lizards - Novice
4 - Snow - IcE PoPs! - Expert
5 - Crystal - Cristiano Lemnaldo - Novice
6 - Dirt - The SUPERLEMMING Lovers - Expert
7 - Fire - Scary Poppins' Land - Master
8 - Marble - Mind The Soup(ERLEMMING) - Master
9 - Pillar - GERONIMO!!! - Hero
10 - (Bonus Level) - Re-Inroducing SUPERLEMMING
The pack includes:
:lemming: Levels
:lemming: Custom Cursor (https://www.lemmingsforums.net/index.php?topic=5276.msg88345#msg88345)
:lemming: Logo Graphic
See also WillLem's SUPERLEMMINAS (https://www.lemmingsforums.net/index.php?topic=5754.msg93578#msg93578)
These levels are intended to be played without using the pause button!
Please note that this pack was written for SuperLemmini. If playing in SuperLemminiToo, it is strongly recommended that you disable the Timed Bomber option!
(https://i.imgur.com/9cFVBho.png)
(https://i.imgur.com/LiBbeqQ.png?1)
10 Levels at SUPERLEMMING SPEED!
Download (https://www.lemmingsforums.net/index.php?action=dlattach;topic=5252.0;attach=18833)
A Pause-free Playthrough Of The Entire Pack! (https://youtu.be/VriEafTxx6Q) :lemcat:
Challenge Rules
:lemming: Do not press pause - Exception: you may pause the level at the beginning to plan your strat, but once play commences the pause button cannot be used for any reason
:lemming: You may use Direction Select and any of the other QOL tools that SuperLemmini offers, but bonus points are awarded for non-use of these
:lemming: Replays are not permitted at all - if the level restarts due to a failed attempt, play must also restart
1 - Merry Christmas Mr. SUPERLEMMING - Beginner
2 - Dasher, Dancer, Prancer, BLITZEN!!! - Novice
3 - Clouds Of SUPERLEMMINGS - Novice
4 - Bashing Through The Snow - Expert
5 - Race Against The Race Against Cliches - Expert
6 - Cindyland III - Expert
7 - We All Fall Down - Novice
8 - Check Your SUPERHINTS!!!* - Novice
9 - Running Home For Christmas - Expert
10 - Ready, Set... SNOW!!! - Master
*This level contains hidden elements, please Check Your SUPERHINTS!!! before proceeding!
Scroll to the right to view the full image --->
(https://i.imgur.com/5ls4qhe.png?1)
Key:
The Correct Exit!
Steel Areas
Icicle Trap
False Terrain/Steel
The pack includes:
:lemming: Levels
:lemming: Music
:lemming: Mods (for Xmas Sprites)
:lemming: Custom Cursor (https://www.lemmingsforums.net/index.php?topic=5276.msg88345#msg88345)
:lemming: Logo Graphic
These levels are intended to be played without using the pause button!
Please note that this pack was written for SuperLemmini. If playing in SuperLemminiToo, it is strongly recommended that you disable the Timed Bomber option!
Played the first 3 Levels of Will-Lem' Superlemmings. I've attached replays, which were achieved without using pause etc..
Note that I'm used to builder queuing and all the other quality of life stuff like pause/frame stepping to put my opinion into perspective.
It is an interesting challenge but a frustrating one as well. Especially the standard slow edge scrolling got me into some problems, though I only now have realized that right clicking seems to make it faster. The levels look asthetically quite well and have a generous skill amount and time limit so far.
This level reminds very much of the original, seems well balanced apart from that the last part is the most difficult, which can get frustrating when one has to start over again.
I wasn't so fond of this level though it had its moments.
The challenge of the first part is okay but repetitive without being particularly difficult. Messing up is still possible and then one has to start over doing the same over and over. Though the fast speed made it less annoying than it at the first glance seemed.
The pillars in the next part I liked the most, the last one is very tight but it felt good when gotten right.
The least liked part was the bubble triangle since it was barely manageable. By accident I sometimes bashed in the wrong direction, which had the positive side effect that it trapped the lemming as well. (The builder assignments within the triangle were pure accidents, I accidentally changed to the builder skill.)
The last part is hard to assess for me since I fumbled my way somehow through, it seemed an okay challenge though.
This level seemed easier than 2/the bubble one and seems to have a broad variation of solutions. I took two routes. I generally liked the level though it had the Oh No trolls like the barely visible carnivorous plants and was sometimes quite tight concerning bridging gaps. The hardest thing was to deal with the big tree.
x3a is an upper route, which seems more unusual. Only when rewatching my replay I realized that I had no builder left.
x3b seems like a more usual route.
Solved the further regular levels 4 to 9.
Generally the pack seems to be inspired strongly by the original levels, which entails imho sometimes the problems of the original designs as well. Sometimes the levels were a bit lenghty for the challenge for my taste but that was to some point made up by the fast speed, which means less waiting. It was nevertheless an interesting challenge as I mentioned before.
It was an okay level but I actually don't know why this level is meant to be played pause free. One has a generous time limit and save requirement as well as the lemmings are most of the time stalled. So there is a lot of time to think/readjust without pausing. The x4.rpl demonstrates that, in which I ponder for quite some time how to proceed, which stretches that replay. Admittedly I was lucky at the end that one lemming faced the other direction. This replay takes the long, regular route.
The x4b.rpl just uses the fast way down the side. I've realized in this level that there are invisible walls to the sides, so that the lemmings don't die at the edge.
This level felt like the most well rounded and was challenging. The grate in the end however feels luck based if one gets through in one swing, like in the replay, or not.
This level was tough but too much building for my taste. I was as well not so fond of the hidden stone trap near the end. I still don't know what an elegant route through the bear traps would be. The learning effect makes this level more manageable. In the end the replay gets messy due to panicking and the jumps were from clicking on the preview window to get faster to the other side.
This level was okay and not too tough once I had an idea how to deal with it since it has a generous save requirement. I accidently lost my worker but maybe that saved the time limit in the end. It has gotten tighter than it had to be since I only realized late that I have still to build in the end.
In my view the hardest level, an amalgam of two hard original levels. The hardest part was getting through the first pillar. Thinking of assigning a floater was a learning process as well. The replay gets messy inbetween since I messed up one skill. Again too much building for my taste and this one is at points really harsh under the pack conditions.
This level was a nice challenge. It seemed chaotic where the lemmings spawned but I think there is some internal pattern to it. I had attempts with potential 57% and 59% before the replay attempt. I didn't like so much that the middle crowd had to be freed since it wouldn't be nice to mess that up, which is possible. Furthermore it interferes with directly seeing how much are saved.
Solved the Xmas pack without using pause etc.. Used no directional select for consistency with the other pack solutions.
I think this is the easiest of the three current packs though it had tough levels as well. Again strongly inspired by the original levels. The animated snowmans etc. gave me at first the impression they were traps since in Lix animation generally means trap. I remember as well being fearful of the snowman as a child since I thought it will squish you.
The pack had a lot of the barely visible icicle traps. Most of the time it was visible when closely looked. Didn't bother me as much as in Superlemminas but still not a fan of it.
This level works well as Superlemming level. This would be a good beginner level imho.
Was an okay level. Hard to free the crowd without directional select, build stairs for safety concerning fall height. Solution seems a bit fiddly and needed a bit of thinking. The exploder was unusable. It took me more time to solve this than it should.
A building oriented level, was generally okay. Replay is full of mess-ups.
This level hit my weakness, was very tough for me, had to stall the other two lemmings. Else it was an okay level.
I liked this level, it fits the challenge well. The upper lemming was stalled at some later point, which made it easier. (The original level this is inspired from stuck to my mind since I played the original level in Winlemm with action replay and probably due to the density of climber assignments the replay often desynched that a climber skill was used up but not assigned.)
This level was tough. The right side was imho much harder than the left although the replay contains a lot of mess-ups on the left side. The ice balls made it quite fiddly.
This remake was easier than the pipe level despite having more lemmings since one could assign every second lemming and it worked out. The hidden trap there is odd.
Not sure what to say about this level. I looked at the Superhints but forgot things when playing.
The two parts were a bit too disjoint for my taste. Though what I really liked was that one could climb and float one full hatch which made the right side much easier and was some kind of interaction since one couldn't use the skills for the other side then. In the replay while still assigning floaters I thought ahead to change to builder but didn't stop assigning which led to quite some unneccessary assignments.
I actually only clicked wildly around from a certain point on but it somehow worked out. I took it, was very late as I played it.
Hello WillLem,
I accepted your pause free challenge for SUPERLEMMINGS and after plenty of struggling with the no pause rule, I managed success on all 10 levels in a little under 2 hours. My replays are attached. Note that the first 7 of these replays are solutions that are different than the ones you see in my LP, because I forgot to save the replays as I went along. It was only when I got to the 7th level was where I realized I haven't been manually saving them.
You can also see my live LP where I followed the rule of no pause so that you know that I didn't violate anything. I use Charles' SuperlemminiToo. I initially tried the pack with timed bombers, but after a while to prevent the video from dragging out, as well as to reduce frustration, I proceeded to turn them off. You got to give me props for at least trying with timed bombers while under the no pause rule :P
Link to my LP: https://www.youtube.com/playlist?list=PLbp2m4KlFpJsgJA7NR4SwAaeYKP0IKwlZ (https://www.youtube.com/playlist?list=PLbp2m4KlFpJsgJA7NR4SwAaeYKP0IKwlZ) Enjoy! :P
General Feedback
WillLem's SUPERLEMMINGS pack is a pack for Superlemmini where the challenge is to complete all levels without using pause. That being said, with pause all these levels are very easy due to extremely generous skillsets on all levels. Therefore, there's generally no worry that you'll run out of skills at any time while attempting the pause free challenge, although I think the only time the skillset would be a problem is on the very first level, but even then there's still some spare if you manage to misplace/misassign a skill or two.
Most of the levels in this pack are remixes of OL and ONML levels. I certainly don't mind them at all, especially if they manage to do more than just be a mere repeat in terms of level layout. At the same time, it's generally WillLem's style when it comes to level designing, as he's huge on remixes. Every level designer has his/her preferences, and there's nothing wrong with doing the occasional remix pack, where the content is mostly or completely all remixes.
I got to say I really enjoyed this challenge! It should be clear that my natural reflexes aren't as quick as they used to be (I'm an old man, although perhaps I shouldn't be saying that as I'm still not as old as some others, but I'm definitely up there with them :8():), but it's still a lot of fun to at least challenge oneself and satisfy certain goals while playing. It's also a very short pack, 10 levels just like the various 10-level Dos packs for Custlemm.
Of these levels, I would have to say that both SUPERLEMMINGS 2 and SUPERLEMMINGS 6 both gave me a lot of problems. However, I am in agreement that the former is quite a challenge when attempting the level pause free. In the latter, the part in the middle with the bear traps was pretty difficult to do, although that's because I avoided mining and then simply bashing for a while and instead attempted to simply build over the triggers.
Also, for SUPERLMMINGS 7 it's not so bad once you 're able to do the start successfully, but the very thick wall to bomb through is way too repetitive for my liking. I guess the same can be said about SUPERLEMMINGS 4, but that's just me, as I personally am not a fan of levels where you have to repeatedly spam the same skill in a very short amount of time. That doesn't mean those levels are bad. Quite the contrary. Rather, levels with excessive and repetitive skill assignments tend to be quite dull and boring for me.
Nice and easy level to start off the pack. I like the throwback to Wicked 2 here.
I'm in complete agreement with both you and Forestidia about this level being challenging when doing it pause free. Indeed, I had the most trouble with the big blue triangular structure. The end part can also be a bit scary, but if you build high enough then it won't be a problem at all.
Nice remix of Wicked 11 but with more lizard traps besides the one on the tree. Back to easy with this level, but I can definitely get behind your reason for putting the harder level before this one, as you mentioned in your playthrough that after you get past that the rest of the pack flows more naturally.
Initially tried it with timed bombers, but gave up after a while and so I switched it off so as to not drag out the video. Hey, got to commend me for at least trying with timed bombers! :laugh: I might just upload an off-camera attempt of it later on if I do end up being successful.
I knew something should had been up when there wasn't an exit in sight. Indeed, the fact there's more of the level vertically escaped me completely even though I should had realized it from the level preview image itself :XD: I'm not used to vertical levels on Superlemmini, so this caught me off completely. Good level, although as I mentioned the bombing is too excessive for my liking.
Already played this before as can be seen in the previous pages of the thread, but I decided to play it fresh again as if I never played it before. End part can also be scary, but I made things easier simply by digging down the final pillar before the exit.
As can be seen in my LP, I while struggled here. A lot of misclicks, as well as the part with the bear traps was hard. Hidden retractable boulder trap took me by complete surprise, although I think one could had kind of figure out there's one as that area does look suspicious. However, I was more focused on the Superlemming speed and so that distracted me before I realized it. Even then, as I said I don't mind the occasional hidden trap, so I'm kind of like you and grams88 in that regard. Definitely good for a laugh, I got to admit. It must be emphasized that for me it's "at first." Too many of them in a short amount of time, then I will mind and it will annoy me.
Scary indeed. At least the beginning. Once again, I might put up an off-camera attempt with timed bombers later on if I'm successful, but for the most part it seems that it's nearly borderline impossible due to the very thick wall at the end, as well as the very start, where it's absolutely vital that you build after assigning the bomber, as he will explode past the steel and prevent containing the crowd otherwise.
Scariest part is at the start after bashing through the first pillar. Here, I quickly assigned a digger before building to make things easier. I also screwed up the part where I build up in order to bash to get to the masher trap. I guess that part can be scary to, especially if you bash too early by cutting off the staircase and the lone lemming falls to his doom. I like how you combined both "Mind the Step" and "Pea Soup" in one level! :thumbsup:
Here, I wonder whether you got the idea by combining "Floater Frenzy" from namida's Lemmings Plus, as well as a level from Lemmings Revolution where pause is completely disabled on it. The biggest difference is that this level doesn't require 100%, which is a huge relief considering the Superlemming gimmick. Even the floater frenzy levels didn't have save all requirements, although I can't remember if they also had Superlemming enabled too in addition to pause being completely disabled.
I definitely worried about not placing the builder correctly and hence forcing a complete restart, but luckily I got it right on my first try.
Once again, nice repeat of Wicked 2, where this level uses its layout, except with one difference: The upper part near the exit is blocked completely by steel plates, thus enforcing the solution of going through the bottom and climbing up the wall to the right of the exit. This is probably the intended solution to Wicked 2, but both solutions are available on it. I believe it also just barely finishes on time on those ports where the clock is also sped up. This level wasn't that bad, but I kept screwing up the end part :laugh:
Thank you for this pack WillLem, and next up will be your SUPERLEMMINAS pack! :)
Hello WillLem,
I have also solved all of Xmas SUPERLEMMINGS pause free, so here are my replays/feedback. Also, the link to the LP is in the previous post, as like you I decided to stick all of the LP of the SUPERLEMMINGS packs in the same playlist ;)
General Feedback
Most of these levels are either from the Holiday Lemmings games or from WillLem's Neolemmix pack FestiveLems. The major difference being that you are playing the levels with the Superlemming speed gimmick on at all times, even with FF not engaged. I think I will have to agree with Forestidia on this one possibly being your easiest of your SUPERLEMMINGS packs. The levels I really struggled with here were levels 4 and 9. They really got my heart racing while making sure I don't press pause at any time. Of course, the WAFD can be too, but if you know the trick behind it it can really make your life much easier :P
Straightforward builder level. Very easy to save everyone too. Seems to be inspired from Clouds of Lemmings, which I believe is exclusive to the Amiga version of the Xmas pack? Other ports have "Vacation in Gemland" instead.
Good level minus how there's deceptive terrain in addition to the fake exits! That was very bizarre seeing the lemmings falling through terrain when there doesn't appear any gaps or openings, as well as invisible steel on solid terrain. Sorry, not a fan of any of that! To be fair, this is the only level that can pretty much be downright trolling, but hey, at least it's the only level of its kind in the pack. Luckily, you also have a lot of skills that you can easily recover and a very generous save requirement. The frustration will just come from not knowing what's solid terrain and where the gaps are, such as where the steel is when the lemmings suddenly just fell through.
Based on what Forestidia said, it seems that I made things much harder on myself than I needed to. For example, I completely failed to realize there being enough floaters for one hatch and enough climbers for the other. Or you could even give all of both skills to just one entrance, although that would be making things harder than they need to be. As a result, this level definitely had my heart racing, just like level 4. As can be seen in the replay, I really struggled with freeing the blocker on the far left :laugh:
Another Floater Frenzy level to finish off the pack, except that's the only thing you have to do. There's nothing else besides assigning floaters here, which definitely makes it more straightforward than the other two pack finishers. I managed 89% here, though like Forestidia I eventually just wildly clicked everywhere :P
Thanks for this pack as well! :)