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Messages - kaywhyn

#1
The 7th and final main rank Chilli Dog has finally fallen after a lot of struggling and hence I have earned the "coveted" chili dog! :thumbsup: Replays attached and of course more feedback :)

Chilli Dog Rank Feedback

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Perhaps I should celebrate my achievement of getting through the Chilli Dog rank by getting an actual chili dog to eat! :laugh: :thumbsup:     
#2
Contests / Re: Level Design Contest #34
October 12, 2026, 10:05:12 AM
Quote from: GigaLem on October 12, 2026, 09:29:31 AMCan Rule 2 depict multiple cakes as long as they're part of the solution?

Yes, that's fine. Just remember the 35 Lemmings total as well
#3
Super Sonic rank solved and so back with more replays and feedback :thumbsup: I agree with Armani, these levels are a huge step up in difficulty, to the point that I would definitely say that the difficulty of the second half of Super Sonic is equivalent and pretty much on par with late Murder/Rapture of Seb Lems. The first half I would say the difficulty is about equivalent to early to mid-Murder.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

All rightie, just the Chili Dog rank is all that's left before the pack closes off with two bonus ranks. So, 126/189 levels solved with 63 remaining! :thumbsup: I still look forward to seeing the rest of the pack as it's been a lot of fun and enjoyable save for some levels I got frustrated on after several attempts didn't work, but I still highly recommend others play the pack, with the warning that it's a hard pack :thumbsup:
#4
Wicked 10 is still solvable even with this bug. I know, because I originally didn't solve the level the "intended" way all those years ago when I was a kid.

https://www.youtube.com/live/L9L3fBn5ilo?si=FH0vEMdKnxyfZx_d&t=6641

Dos Lemmings, but the solution should still work on both NL and SLX.


Anyway, this climber detecting the ceiling sooner than he should and falling back down rather than successfully climbing over also happens in SuperLemmini v.104a, and I agree that it's a bug when he's able to climb over fine on Dos and all the other original engines.
#5
Hello Flopsy,

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

Also, link to my LP:

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

Enjoy! :P

General Feedback

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

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

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

Rose Rank Feedback

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Shield Rank Feedback

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Ring Rank Feedback

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Sneaker Rank Feedback

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Emerald Rank Feedback

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


So far, I've solved the first 8 levels of the Super Sonic rank and have enjoyed them, so I'm looking forward to playing the rest of the rank when I get the chance and seeing all the other levels of the pack! :thumbsup: It has been a very enjoyable pack to play since I started last week :) 
#6
General Discussion / Re: General Comings and Goings
October 02, 2026, 01:36:39 PM
I'm back from my "temporary vacation" from both the Forums and the Discord now. I must say, the experiment was a huge success, as it helped me with my mental well-being and honestly it was a really good feeling to finally break my very long and unhealthy habit of checking the Forums daily and too frequently for the last about 9 - 10 years ;) It was really difficult at first when I started my break, as I was really fighting the urges and impulses to check either this site or the Discord on Day 1, though on my laptop it was much easier than through my phone. I remember being quite stressed, especially as that was around the time when I was having a lot of laptop issues that I luckily have since been able to sort out. Also, once I opened up my laptop to make some replacements then things started improving and started looking up for me :thumbsup: I did start missing everyone as it got closer and closer to the end of my "vacation," but I made it through, and that's what matters and what counts! :thumbsup: 

I initially planned for the break to be a week long, meaning I would had returned either on Sunday, September 27, or Monday, September 28, but as you can see it turned into almost a 2-week break. There were at least a few separate instances where I accidentally pressed the Discord app on my phone and if that happened then I essentially pushed back a day from returning for each instance. Also, there was one instance where for some very strange reason when I swiped to go back on a Safari webpage it opened up the Forums, so I added another day for that too, even if I ended up not seeing any of the new posts, as I quickly closed the page, that had been made during my temporary absence. So really, this experiment was a way for me to see if I can "do" this, and now I know that the answer is "yes." ;)

In any case, it's great to be back! :thumbsup: I may try this experiment again and do it more often in the future.

Seems there was a case of needing to do some housekeeping and cleaning up of repeated made new topics while I was away, but yea, I pretty much had the same thought of merging them if it continued. Thanks to the admins for sorting that out! :thumbsup:

Quote from: Bradley J on September 28, 2026, 11:44:23 AMI've changed my username from Mobiethian to Bradley J - in case anyone was wondering. There's a bad past attached to the name, I just want it to be gone. So on topic, I'll be going to Hershey Park, Pennsylvania to go on some rides, followed by a license plate meet. I have to drag all 450+ license plates of mine to the meet. ;)

Happy for you! :thumbsup: 
#7
General Discussion / Re: General Comings and Goings
September 20, 2026, 07:01:31 AM
All rightie, my Lemmings Forums and Discord break starts now! I have logged out of the Discord mobile app and will do the same with the desktop app after posting this. It will be tough, but I'm sure I can last. I will just need to find stuff to keep myself busy with and fight off the urge to check the Forums on either my laptop or phone. I will return once it's over ;)

@Guigui, @Armani

Thanks for the support and the luck! :laugh: :thumbsup:     
#8
General Discussion / Re: General Comings and Goings
September 19, 2026, 10:09:38 PM
All rightie, so this is an experiment of mine that I've been meaning to do for a really long time now but still haven't done so yet. This comes about from how this topic started in the first place and hence I was inspired to give it a try as a self-improvement thing. Basically, I'm very well aware how I've been checking the Forums way too often every day in the last 9 years or so and hence I really need to change my ways here.

So, I'm going to challenge myself here: Starting at midnight on Sunday, September 20, 2026 (9 hours from now for me) and for the next several days thereafter, I'm not going to check either the Forums or the Discord, whether on my laptop or on my phone.. I'm pretty much trying to put myself in the shoes of Clam Spammer and some of the other members who posted in the earliest pages of this thread, when they took their so-called "vacation" from Lemmings, to see how it feels. Don't worry though, I won't be gone too long, and it has nothing to do with what anyone has done that I felt the need to distance myself from this community ;)

I will post again minutes before my hiatus starts, but yea, I just wanted to announce this experiment of mine that I want to try ;)
#9
Contests / Re: Level Design Contest #34
September 18, 2026, 11:45:42 PM
Quote from: Flopsy on September 18, 2026, 09:04:20 PM
Quote from: kaywhyn on September 18, 2026, 03:09:39 AMA previous rule can be used except C1, C3, C8, C12:3, C13:1, C13:3, C15:1, C17:1 (R3

I got this list from the contest 24 topic detailing the ruleset, I just copied over what that said.

Yup, exactly what I told GigaLem with you copying/pasting what isn't allowed for 24R3. It seems you meant to reply to GigaLem there ;)
#10
Contests / Re: Level Design Contest #34
September 18, 2026, 03:09:39 AM
Quote from: namida on September 06, 2026, 08:36:17 AM
QuoteRC/experimental NL builds aren't allowed, only the stable version of NL!

Not sure that this note is needed anymore. ;)

I can answer this, as thanks to me, that particular line has its origins starting with LDC #31:

https://www.lemmingsforums.net/index.php?topic=6881.0

which I went into further detail in another post in the LDC #31 topic:

https://www.lemmingsforums.net/index.php?topic=6881.msg103902#msg103902

I added a sidenote to the OP that it probably wasn't necessary for me spell out that RC/experimental NL builds aren't allowed for contests, but it so happens that for the very first time in a really long time, for LDC #31, an RC NL build was released during the submission phase, in this case, 12.14RC. So really, just to be safe, I simply put a reminder for all that only stable NL builds are allowed! ;) 

Quote from: GigaLem on September 18, 2026, 01:12:51 AMFor the Contest 24 Rules, does R3 include using rules from the contests after Contest 24 as it using rules from before contest 34?

Read the ruleset for 24R3 again. I bolded the first line from the topic which makes it very clear that only rules prior to LDC #24 are allowed and any rules after LDC #24 aren't allowed.

Quote from: LDC #24 topicRule 3: Variety from the past

Make a level with a previous contest rule you never entered for.

This one should be simple to understand. You must make a level that follows a rule from one of the previous contests but you must not have entered for that rule during that contest. From Contests #10 through #19, You were only permitted to enter for two of the rules. This gives you a chance to enter for the one rule you were unable to when that contest ran. If someone didn't participate in a particular contest, they can pick from any of those rules from that contest. In the author field, you will need to enter the past rule you are going with in parentheses after your name.
Example: If you were going with Contest 19 Rule 2 - "Make a level whose terrain spells your username". You would enter in your author field: "[Username] (C19R2)".
For the file name format, instead of putting in User1_Levelname_RXV1.lvl, you would put in User1_Levelname_R3V1(CXXRX).lvl

However any skills, tilesets and features (Such as having 10 skill types in the skill panel) available in the current build can be used for the rule you choose. You are not restricted only to skills and features that existed when that contest ran, so you can still use Jumpers for rules from contests #20 and before or Laserers and Sliders for any of the contest rules despite those skills not existing in a stable build during those times.

Quote24 - 1 new skill alongside the classic skills (at least 2 classic skills) (R1), 200,000sq pxls - reasonable amount of level must be used (R2), A previous rule can be used except C1, C3, C8, C12:3, C13:1, C13:3, C15:1, C17:1 (R3)

Shouldn't it be 15:3 instead of 15:1 as 15:3 is no old skills, but 24:1 requires old skills + 1 new skill?

There's an important distinction to be made here. 24R3 requires that you make a level for a rule you previously didn't enter one for. On the other hand, 34R3 requires you to pick any contest that has 3 rules and make a level satisfying all 3 of the rules for the contest you picked. The rules that are bolded are just simply a copy/paste for what Kingshadow decided isn't allowed for 24R3, and I will say that Flopsy is right in that they should still be excluded, just like how only contests prior to LDC #24 are allowed for 24R3. However, you're right in that for 34R3, if you pick contest 24 for it, 15R3 now isn't allowed either because it will clash with 24R1, whether or not you entered a level for 15R3 before. I've clarified this in Flopsy's post.

Thank you all for the help in what is or isn't possible for 34R3! :thumbsup: 
#11
Lix Levels / Re: NepsterLix
September 15, 2026, 12:25:18 PM
Quote from: Simon on September 15, 2026, 05:42:42 AMLemmings 1 runs at 17 physics updates per second, I believe NL is the same. You get more work done in 1 NL second than in 1 Lix second. Lemmings 1 takes about 3.1 seconds to first spawn. That allows you ~3,007 physics updates in NL after first spawn.

Correct, NL is pretty much based off of Dos, so yes, 17 frames a second.

QuoteLix runs at 15 physics updates per second, first spawn is at 60 ticks, and C++ Lix (from year 2016) counts time limits starting from 30 ticks. If we insist on 3 minutes at normal Lix speed, C++ Lix would have allowed 2,670 ticks after first spawn, which is 2,730 ticks from the artificial zero 4 seconds before spawn.

Thanks for the info ;)

QuoteNepster's reference solution takes 2,739 to win and even has a manual nuke at 2,808. That wouldn't have passed under the strict 2,730 tick 3-minute bar. You were faster at 2,662, you proved it's possible to put 2,730 into the title and still have it doable, but Nepster's reference replay would fail to solve. What to do?

Let's put 3,000 into the title? Round number, and it's only 3.5 seconds tighter than Lemmings 1's 3 minutes. The reference replay accomplishes it comfortably with 17 seconds to spare. And everybody else's solution passes, too.

I'll change the 3,180 in the commit to 3,000.

Yea, I would agree there with 3,000 as a good solution here for the Time Out level. We can always change it back or to something else later on if Nepster ever returns in the future and clarifies what the time limit should be used for the level. It's also not a big deal if it's necessary to slightly tweak Nepster's replay to have a replay proof for the level again, but yea, there isn't really any reason why we need to break anyone's replay solution here because it doesn't finish on time for the level, especially if they all finish within the same tick range.
#12
Lix Main / Re: Lix for kaywhyn
September 15, 2026, 12:17:14 PM
Ah, you have indeed mentioned tweaker specifically and not the rewind to previous feature, and I did have a feeling you meant the one where a menu opens to tweak assignments, which is exactly like the replay edit mode of NL

Quote from: Simon on September 15, 2026, 04:29:25 AMConsider: You got your feature that I don't like but you claim is better. Now it's your turn to give feedback to what you don't like but I claim is better. You're already predisposed to tell me what sucks about the tweaker. This is the best way for me to get feedback.

I think there's a misunderstanding here. Nowhere have I said that the Lix tweaker isn't good or that I dislike it (same goes with NL's replay edit mode). Rather, I acknowledge that the tweaker is available in Lix, I simply choose not to use it when I play Lix and that I have a preference for using the hotkeys for the other various functions here because it feels more natural to me and how I'm very used to playing Lix/NL this way. The simplest answer being is that I'm one of those players who prefers to not bring up a menu during gameplay because it feels like it slows me down more than it should. Thus, it's preference more than anything and my gameplay style. Also, I generally have to do things in a very specific way, as doing otherwise doesn't usually go down well for me. Hence why I kind of say it can appear I exhibit OCD-like traits :P

As a matter of fact, I have probably only used NL's replay edit mode a few times ever, so I almost never use that either, simply because I don't feel the need to as well and again, I prefer not to bring up a menu during gameplay. Also, when I play NL, I generally prefer clicking the skills with the mouse rather than using the hotkeys to do so. Guess who's going to be in a lot of trouble for the Lix multiplayer session next month :laugh: :P Nah, I will have my skills hotkeys ready before then, as was advised to me ;)

As a side note, I believe there is a topic on the General Discussion board on what browser people prefer using. I answered that I use Firefox and that I generally prefer clicking with the mouse to browse rather than using keyboard shortcuts. Again, my preference even though yes, I understand what you meant that the latter should be a much better and far faster way to browse the web :P It's also that I'm far too used with clicking instead of keyboard shortcuts :laugh:

So yes, I'm weird like this, as sometimes I prefer clicking, other times I prefer keyboard shortcut :P     

Anyway, I still plan to uphold my end of the deal and get video footage of the Lix tweaker, especially after what you've done for me to help with my last few NepsterLix video streams ;)     
#13
Lix Levels / Re: NepsterLix
September 15, 2026, 02:06:00 AM
Sunday, September 13, 2026 stream is over, and I'm happy to say that after a few weeks of streaming, I have now solved all of NepsterLix! :thumbsup: My entire replay collection is attached, including for the Outtakes rank that I didn't post last time. Here, I will post my feedback for Outtakes, as I didn't do that last time either.

Outtakes Rank Feedback

A Move on the Roof - Nice level to start off the rank. Looks difficult but it's not as bad as it looks despite the situation they're in at the very start and the high release rate.

The Flight - Nice variant of a builder trick but with the batter instead! It's kind of easy to deduce the solution, given that the lack of the floater sort of leads one to discover the main trick of the level sooner or later. Also it requires players

Spoiler
to know that being flung by the batter resets the fall distance in order to help Lix survive otherwise fatal falls.

I figured out the solution fairly quickly, so after that it was a matter of executing it properly. Luckily, resources aren't tight at all, though I didn't realize until later that I was making an unnecessary sacrifice at the start. Once I stepped back a bit, then the solution was clearer to me.

The Shortcut - Not hard at all and probably a backroute, so maybe that's why the level's in the Outtakes rank?

Poor Wee Creatures - Twin Edition - This level is in NepsterLems, I think the Neutron Star rank? For some reason, the level feels a lot easier in NepsterLix, though given the solution I used, losses added up much quicker than I thought they would. Even then, I didn't feel the save requirement was too much of a problem in any way. Probably just the fact the Lix version gives platformers is what makes the level easier compared to the NepsterLems version, which sticks to classic 8 skills only.

It's hero time again! - 1min - Also in NepsterLems, where it also has a 1 minute time limit, as the level title is kind of a throwback to being a Mayhem 3 type level: 99RR and 1 minute time limit, with the only thing that doesn't make it Mayhem 3-like is the fact you're allowed to lose 1. My solution here does fulfill 15n + 30, though it seems that Lix D uses 15n + 45 instead, so either way my solution finishes on time (according to running the replay in Lix, the save requirement got met at 875 ticks [icon turned green] and exits out at 881 ticks.

We all fly down - Quite possibly the hardest level in the entire Outtakes rank outside of the final 3 levels which are much harder repeats of 5-of-all levels. I was stuck here for a while, though it seems I simply just had the mistake of when and where to assign the blocker and second digger in order to

Spoiler
make a step so that the others who are still yet to spawn don't splat, as it's really slow. Also that was a really nice touch that the digger needs to go all the way down before bashing, and that she needs to release the others that are trapped in the pit at the bottom :thumbsup:

Here, Lix autosaves my replay for the level as being the 11th level of the rank by prefixing with an 11 even though it's listed as the 6th level in the order.X file for the rank. As such, all my other replays in the order are shifted over a spot. Looks like an accidental misnumbering of the level file name there, as it's prefixed with an 11 instead of a 6.

Just a quickie - 30sec Also in NepsterLems with a 30 second time limit. I revisited this level after solving all of the Outtakes rank to get a new solution that does finish under the 15n + 30 formula, as that was what I was going by with the time limit levels. As such, the solution also finishes under the 15n + 45 formula. Think I remember doing something slightly different in the NL version though it's pretty close to my second Lix solution IIRC. Here, my second solution has the icon turn green at 451 ticks, so it does seem it should be possible even under the 15n formula (just 1 tick over).

edit: Yup, it is (3rd replay attached), where the icon turns green at 405 ticks and the last required Lix fully exits by around 416 ticks.

Time Out - 3min - This level is also in NepsterLems but there it has a 3 minute time limit just like the title says here for NepsterLix. Even though the level file itself says 210 seconds, not sure if the level title should reflect that or 3mins instead to match the NL version. However, as Simon has mentioned, it's better if the level title mentions the number of ticks, and I agree with this change for the next update.

Anyway, revisited this level as my original solution would time out. Here, the icon turns green at 2662 ticks and hence the last Lix required to be saved fully exits by around 2673 ticks. Thus, if going by the 3 minute time limit, this finishes under 2730 ticks by the 15n + 30 formula and therefore also finishes on time with the 15n + 45 formula.

Big Ice Block - The Challenge Repeat of 5-of-all 2 but reduced to a 1-of-everything skillset instead of the original 5-of-everything. Much harder as a result, though my solution uses a lot of pixel precision. I checked Nepster's replay and it is so much easier!

Spoiler
For whatever reason, I keep forgetting about runners being able to jump much farther than a walker! :forehead:

Stopping Stones - The Challenge Repeat of 5-of-all 4 but this time the skillset is reduced to a 3-of-everything from the original 5-of-everything. Wow, what an amazing but really hard level, though I once again made it much harder than it needed to be, after checking Nepster's replay! :forehead:

Spoiler
Ok, so it's still possible to stay at the bottom entirely. So, my comment that you need to go over the top as much as possible is moot, though hey, got to give me credit for a really outside the box thinking and solution here! :P

Lots of Small Tasks - The Challen. - Repeat of 5-of-all 13 with the same 5-of-everything skillset but made much harder with a much higher save requirement. Before I looked at the level for the very first time in the stream, I kind of had the feeling the skillset would be the same :laugh: Ok, great level to finish off the pack on and one in which it didn't take me as long as I thought it would, probably because I was really thinking on how to do the subsections very efficiently and was spot on for the most part. I even save more than the requirement in the end! :lem-mindblown: :laugh: :thumbsup: Very satisfying to solve I must say! :thumbsup:

FYI, this level is in NepsterLems but as a 10-of-everything level in the Moon rank.


I revisited two earlier levels after solving Outtakes 11, On the Edge of Death (Sun 16) and Gray Walls (Black Hole 2), in order to beat them under the time limit that's present in the NepsterLems version. The former has a 1 minute time limit, while the latter has a 2:30 time limit. Currently, Sun 16 is impossible to beat under the 1 minute time limit, as the last Lix doesn't spawn on time and still has a bit of walking distance to reach the exit before the 930 ticks is reached. The problem is simply due to not being able to adjust the spawn interval at any point during gameplay.

For the latter, my original solution would time out, but my new replay finishes on time. Here, icon turns green at 2237 ticks and the last Lix required to fully exit at around 2248 ticks, which is under 2280 ticks by the 15n + 30 formula and therefore this also finishes in time under the 15n + 45 formula.


All right, after a few weeks of streaming NepsterLix and 3 years after I had solved all of NepsterLems, I have now solved all of NepsterLix too! :thumbsup: Wow, despite being many times harder than NepsterLems IMO, still an amazing level pack by Nepster here with NepsterLix! :thumbsup: So, guess I haven't lost too much of my touch with Nepster's levels after all this time even though there were some solutions I couldn't remember for a time, as well as despite how some of these levels are new to me due to not being in NepsterLems.

Quote from: Simon on September 12, 2026, 07:42:09 AMYou mowed through all the hard maps. Congratulations.

Thank you! :thumbsup:

QuoteHouse of the Mad Trickster: Nepster's replay will still solve the level even if we

Change candidate
cover the rectangular hole's entire ceiling with buzzsaws. Climbers will now die in the rectangular hole. Reason to implement this change: The level will feel more honest; deadly nooks are deadly.

I'll implement this change.

Quote from: Simon on September 14, 2026, 09:56:43 PMThanks, it's a good suggestion to write the tick count directly into the title. That removes the guesswork for how much time passed in older Lix versions before the first spawn when Nepster made the levels. It turns out that levels started at 30 ticks, then 2 seconds passed until the first spawn at 60 ticks, and these 2 seconds counted against your time limit. (Nowadays, singleplayer levels start at 45 ticks and multiplayer at 0 ticks.)

Lix doesn't support time limits any more, but Lix shows the current number of ticks in the tweaker, and that makes ticks the best unit of time for the title. I'll earmark changing seconds/minutes to ticks in the titles for the next release.

-- Simon

Agree here with making the change to the level and also with mentioning the number of ticks in the level titles for those that were intended to have a time limit :)

Quote from: Forestidia86 on September 14, 2026, 01:58:00 PMand my suggestion with "Time Out" would be 3180 since the level would give 210s time limit.

I already mentioned it earlier, but the NepsterLems version of the level has a 3 minute time limit.

Quote from: kaywhynTime Out - 3min - This level is also in NepsterLems but there it has a 3 minute time limit just like the title says here for NepsterLix. Even though the level file itself says 210 seconds, not sure if the level title should reflect that or 3mins instead to match the NL version.

Anyway, happy to out with my feedback for pack authors and to be able to help Simon out with providing Lix feedback! :thumbsup: Thanks for the update to the rewind to previous feature for the 0.10.35 Lix release. Still need to get the approximately 30 minute video footage to you of how I use it, but that will be at some point in the future when I'm able to get to it. I currently have a lot going on and hence I can't guaranteed I'll be quick with getting Simon my video. Anyway, I of course will let him know when I have it unlisted on my channel ;)
#15
Sorry again for the very late and last minute notice, but I'll be streaming NepsterLix in an hour, Sunday, September 13, 2026, 5PM PST (00:00 UTC). I was going to make the announcement earlier, but I was busy replacing my laptop speakers with the new ones that arrived at my house earlier today, which I set out to do after I got home from lunch with my father. Took longer than it should had, but only because I was a dumb dumb and wondered what had happened to the T5 Torx screwdriver, as I couldn't find it even though I knew I put it somewhere on my bed sheet cover. I spent a few minutes looking for it, because I won't be able to put the laptop cover back on without it! :forehead: I eventually did find it, and it turns out it was really well hidden in a fold of the bed sheet cover. Well, I better make sure I put it aside in a small bowl next time, just like I did with the screws! That way I guarantee I can find it later on!

Anyway, the aim is to finish up the rest of the pack. I was able to get Outtakes 10 solved offline last night, so it will be a show the solution to the level and then we move on to the final level of Outtakes 11. If I finish early enough, then I think what I will do is revisit the levels that have a time limit in NepsterLems, as I believe some of my Lix solutions will time out. However, it would be necessary to know the formula for converting between seconds and ticks. Is it the same as when it used to be referred to as phyu? If so, then it should be 15n + 30 as stated in the NepsterLix level pack topic. Somewhere else, I saw 15n + 45. So, conflicting info, because here, either the first spawn is after 2 seconds or 3 seconds.

Anyway, see you there if you're able to make it. Sorry again that it's such short notice!