This has given me some grief lately because this is a trick that's apparently known within the community for 15 years, but which I only discovered recently after being shown it as a backroute to my level. And that is a Digger-Blocker trick, also known as the
Wild 15 Glitch.
I'll do my best to explain it in words... you start with a digger facing right... at some point another lemming enters the tunnel and is turned into a blocker on the right side of the digger... the blocker is released a split second later due to the ground from under his feet being removed, but the digger, having been inside the blocker's field of effect, is now facing left.
This trick, while its internal logic is sound, I feel is very counter-intuitive and is very unlikely going to be discovered by a player independently except maybe by complete accident. My reasoning is as follows:
- The Blocker is immediately released with no other apparent effect, so it initially looks like a waste of a skill
- Unlike the interaction of Builders and Miners with Blockers, there is no visual indication that anything has changed with the Digger
- Builder/Blocker and Miner/Blocker interactions are something you might discover by accident during the playing of the original games (e.g. Tricky 24), and you can immediately see their effects, and then you're properly introduced to the trick of "reflecting" Builders in Mayhem 5
- The Digger-Blocker trick is very hard to pull off in the original games because of the timing and the fact you're much more likely to select the Digger instead
- Using Blockers in such close proximity to other Lemmings in the original games tends to be unreliable because of the coarseness of trigger areas (technical limitation), so the trick may not always work
The big thing that gets me is the lack of immediate visual feedback and it being hidden by another event (the Blocker being released), which to me feels very unfriendly from a UI perspective. I personally really don't like the way that the digger is turned around by a blocker like that because the lack of visual feedback, as well as the large leap in logic required to try such a trick, is very counter-intuitive in my opinion. And maybe this is selfish of me, but the revelation of the trick has broken a number of my levels that use the traditional eight skills, and to be told to use Stoners instead or not use Blockers because they're rare in Mayhem (wrong... 19 of the Mayhem levels have Blockers, and in levels like 5, 20 and 29, their use is fundamental to the solution) just feels like it's avoiding the issue and eschewing a traditional skill for a new creation.
I feel like that if a level is broken by this trick and it's shown in walkthrough videos by experts if a novice gets stumped on a level, they will feel somewhat irritated because there's likely no way they would have thought to try that even after 10 years of thought. I would much rather the Digger is unaffected and be an exception to the rule for the sake of user-friendliness, especially as the Digger is going straight down and shouldn't be affected by direction in the interim, except for when they finish (or given another skill).
Now I know that there are levels out there that require the trick to solve it, and the internal logic behind the trick is perfectly within the physics rules of NeoLemmix, so there are arguments for keeping the behaviour. I will, however, offer a compromise, and this goes for all advanced tricks:
- If you can introduce the trick within the confines and mechanics of a single level, with no text hints, and have a relative novice (who doesn't know the trick) be able to solve it, then I will accept the trick as acceptable.
I suppose I should define "a relative novice" as someone who can get through Mayhem, or at least most of the original game, so they're introduced to levels like "Compression Method 1" that introduces the quirk of traps only killing a single lemming, and "No added colours or Lemmings" that properly introduce Blocker undermining.