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751
Lix Main / Lemmings Plus II styles
« on: May 05, 2014, 04:15:59 AM »
Hey, I just wanted to say that, if you want to convert the LPII styles to add to the collection of Lix styles, I'm fine with that. Let me know if you want the original resources. Obviously with credit given to me for them, but you're welcome to use them freely in Lix without any limitations other than giving credit. =)

The steel blocks (except in Psychedelic and Metal styles) and a small amount of the objects are recolors from the original game, depending on how worried you are about copyright issues you might want to replace them with new ones (or recolored versions of similar existing Lix ones), but most of it is my own creation.

If you want the original resources (rather than the GroundxO/Vgagrx) files, let me know. =) check the LPII topic.

I got the idea after receiving a PM asking for permission to remake one of the LPII Bonus Pack levels in Lix. (I don't mind a few levels here and there being remade, but I don't really want the entire LPII being remade for it... but the styles, I'm fine with that.)

752
Edit 2016-11: CustLemmix and FlexiLemmix are deprecated. Use the NeoLemmix editor and player. See also NL forum.



Welcome to CustLemmix!

So, you want to play a custom level pack, right? Or maybe test your own? Problem is; the Lemmix Editor can be a pain to set up. The playtest mode also has a couple of inaccuracies in comparison to the original game. It's also missing some of the fine-control features in newer versions of Lemmix players. Perhaps you remember CustLemm and liked the way it worked, but want Lemmix-style fine control, or just don't want to deal with DosBox?

Well, CustLemmix is the answer you've been looking for! CustLemmix is a Lemmix Player that replicates the old CustLemm, letting you simply drop in a level pack (and any nessecary custom style / VGASPEC files) and play it, with all the functionality of ccexplore's updated version of the Lemmix player!

Using it is simple - you just put the level pack file in the same folder, and run the player! By default, it looks for a file named LEVELPAK.DAT just like the original CustLemm did - but you can change this! Simply edit the INI file (which is created after the first time you run the game) and specify a different filename - or in the latest versions (V27+), you can just choose it from the Configuration screen (press F4 from the main menu to access it). This makes switching between packs easy - no need to mess with filenames, just change the INI! One other difference is that you do not need to provide a copy of the graphic sets, as long as they use the standard CustLemmix numbering scheme. However, you can provide them, if you want to use a different numbering scheme, or custom styles, etc - you just don't have to if you're using the standard ones.

As you probably know, CustLemm's mechanics differ slightly from that of Original or OhNo; so what if you want to play a pack that's designed for Orig or OhNo mechanics? Well, it's now even simpler - you can change a Mechanics setting in the INI file to choose between the three sets! (There is also a seperate NeoLemmix-based version; check the NeoLemmix topic to get that one.)

So, that explains CustLemmix. How about FlexiLemmix? Well, CustLemmix is good for playing small level packs, but what happens if you want to make a larger project with multiple ranks, rather than just a small pack of 10 levels? That's where FlexiLemmix comes in! You can use FlexiLemmix to make larger packs of your own - you can specify how many ranks (up to a maximum of 5), how many levels in each rank, and so on! You can either distribute the resulting LEVELxxx.DAT and MAIN.DAT files to be used with the Flexi players; or you can use the Flexi Toolkit to build your own customized player with everything in a single EXE file, just like the official Lemmix players - no programming knowledge required! FlexiLemmix is based off the same core code as CustLemmix, but differs in that it offers much more flexibility as to the construction of your pack.

While CustLemmix and FlexiLemmix are based off the standard Lemmix code, rather than NeoLemmix (although NeoLemmix versions of both do exist), support has been added for a limited number of NeoLemmix features that do not affect gameplay, mostly purely graphical in nature, though some are conveniences for level designers. These features are:
* Support for graphic sets with 32-color palettes
* Support for graphic sets and VGASPECs with RGB-based instead of palette-based images
* Specifying which music track a specific level will have, instead of picking randomly (CustLemmix) / sequentially (FlexiLemmix)
* NeoLemmix-style oddtabling; this means that you can create a level that loads its layout from a different level, to create multiple levels with the same design but different stats and skillsets

Downloads
CustLemmix downloads are here.
Flexi Lemmix downloads are here.
Some useful tools (especially when working with the Flexi version) can be found here. (LemSet and LemMain)*
Source code can be found here.


For reference, a list of the graphic sets / VGASPECs that CustLemmix and FlexiLemmix contain internally:
* VGAGR0: Dirt (Orig)
* VGAGR1: Fire (Orig)
* VGAGR2: Marble (Orig)
* VGAGR3: Pillar (Orig)
* VGAGR4: Crystal (Orig)
* VGAGR5: Brick (OhNo)
* VGAGR6: Rock (OhNo)
* VGAGR7: Snow (OhNo) ** One-way arrows are recolored to make them more visible **
* VGAGR8: Bubble (OhNo) ** Extended to add steel terrain **
* VGAGR9: Xmas (Xmas/Holiday) ** Extended to add three extra objects (copied from the Snow style) **
* VGAGR10: Tree (LPII)
* VGAGR11: Purple (LPII)
* VGAGR12: Psychedelic (LPII)
* VGAGR13: Metal (LPII)
* VGAGR14: Desert (LPII)
* VGAGR19: Sega (Orig Master System Version)
* VGAGR20: Dirt (Orig Genesis Version)
* VGAGR21: Fire (Orig Genesis Version)
* VGAGR22: Marble (Orig Genesis Version)
* VGAGR23: Pillar (Orig Genesis Version)
* VGAGR24: Crystal (Orig Genesis Version)
* VGASPEC0: "What An AWESOME Level!" (Orig)
* VGASPEC1: "Menacing!" (Orig)
* VGASPEC2: "A BeastII Of A Level" (Orig)
* VGASPEC3: "A Beast Of A Level" (Orig)
* VGASPEC4: "The Covox Level" (Covox)
* VGASPEC5: "The Prima Publishing Level" (Prima)
* VGASPEC6: "The Duck Level" (LPIII)
* VGASPEC7: "The Nyancat Level" (LPIII)
* VGASPEC8: "The Rickroll Level" (LPIII)
* VGASPEC9: "The Troll Level" (LPIII)
* VGASPEC10: "What An AWESOME Level!" (Orig Genesis version)
* VGASPEC11: "Menacing!" (Orig Genesis version)
* VGASPEC12: "A Beast Of A Level" (Orig Genesis version)
* VGASPEC13: "A BeastII Of A Level" (Orig Genesis version)
* VGASPEC14: "Sunsoft Special" (Orig Genesis version)
* VGASPEC15: "The Apple Computer Level" (Mac version demo)
* VGASPEC16: "Gotcha Again! :P" (LPIII Bonus Pack)
* VGASPEC17: "The Lemmings Forums Level" (LPIII Bonus Pack)
* VGASPEC18: "Trivia Time!" (LPIII Bonus Pack)

The Lemmings Plus III graphic sets are not included (only the VGASPECs are) as they are not compatible with traditional Lemmix. They are included in the NeoLemmix version.

753
General Discussion / To all the Android developers here...
« on: April 29, 2014, 04:03:18 AM »
Well, I've been wanting to have a shot at Android programming... had a look at tutorials here and there, thing is though, I learn best from messing with existing source (my knowledge of all progamming languages that I know any of, except for BASIC, was gained this way), but I don't know which examples I should be looking at. So I'm wondering if you guys know of any (or can provide any of your own - I only intend to use it for studying how to make things work, not to make derivatives) good examples to look at? Ideal would be fairly simple games, better yet if they're concepts I'm familiar with (Lemmings variants, basic platformers, or renditions of traditional games (Pacman, Asteroids, that kind of thing)).

Any tips appreciated as well.

I am aware of solutions like Multimedia Fusion 2 (I actually own it, just not the Android exporter), BASIC!, etc - heck, QB64 (which you might remember I used to make LemSet) supports Android so I could always turn to it as a last resort - but I'd really rather learn the proper way using the official development kit.

If you're wondering, obviously not as my first project but eventually, I plan to do a reboot of that RPG I posted a (fairly advanced) demo of a while back, making it for Android. I've been thinking for a while that to really get it how I want, I need to use my own engine, and if I'm going to put in that much effort, Android seems like a more sensible platform to target than PC.


If it helps, my main concerns are around starting up and closign down the app of course, and that aside, mostly to do with how to handle graphics. And of course, the structure in general. I'm only interested in 2D, at least for the forseeable future. Once I can get those down, handling the actual game logic is pretty much the same no matter what language you're dealing with, so I don't forsee much trouble there. (It would appear Java is most similar to RGSS, out of the languages I have experience with.)

754
I'm sure you all know the drill by now, so I won't explain.

This'll be three rounds:

1st Round - One voteoff per rank, two votes per user for each rank. One winner from each (ties okay, but no consideration of 2nd place).
2nd Round - Voteoff between winners, number of votes will be either one or two depending on how many levels get in. Three winners (or two, if there's too many tied for 2nd/3rd).
3rd Round - Voteoff between winners, one vote. Winner wins overall.

Secret levels will be entered with the ranks they appear in.

Make sure you've played the latest versions of the levels (Levels V2). For Trial and Challenge there are no differences, but some of the levels in the last three ranks have been updated.

Winners - round 1
Trial 3 "Now Let's Try The Normal Way"
Challenge 2 "Law of the Jungle"
Challenge 3 "Another Way Down"
Reverse 6 "The Takeover"
Flight 7 "When You Wish Upon A Lemming"
Rush 4 "SUPERLEMMING II: Desert Quest"
Rush 6 "Bomber Frenzy"

Winners - round 2
Reverse 6 "The Takeover"
Rush 6 "Bomber Frenzy"

WINNERS
Tie - Reverse 6 "The Takeover" and Rush 6 "Bomber Frenzy"

755
Site Discussion / Challenges moved to the top of Lemmings section?
« on: March 28, 2014, 12:02:31 PM »
Just noticed this now. Was this intentional?

756
Lemmings Main / Lemmix Player Collection (Current: V29)
« on: March 16, 2014, 12:05:48 PM »
For some reason EricLang only ever made a player for Holiday Lemmings 93. ccexplore also didn't change this in his updates. Well, I finally decided to put one together. So it has the full H94 level set (including H93 levels), as well as music! And then more recently than this, I've done players for the Covox and Prima demos as well. And then even more recently again, I've made a player for "extra" levels - the unique levels from Genesis and to a lesser extent various other versions.

Now don't get me wrong, EricLang's effort on Lemmix is nothing short of amazing, but it is a fact that the players on his site are incomplete and outdated versions. Therefore, I've put together this collection of Lemmix players. They're all up to date (using ccexplore's source code; they don't (except CustLemmix) have any of my own modifications apart from adding in the different games' content).

Downloads are available here. On the DropBox link, if you want to download them all at once, just click the "..." icon near the top and there's a "Download as ZIP" option.

DropBox Downloads
Downloads on the NeoLemmix Website

Contains:
  • Original
  • Oh No! More Lemmings!
  • Xmas Lemmings 91/92 (in a single player)
  • Holiday Lemmings 94 (which also contains the H93 levels)
  • COVOX Lemmings Demo
  • Official Companion (Prima Publishing) Demo
  • "Extra" - See below


These are all traditional Lemmix versions, not NeoLemmix ones. They are however based off CustLemmix code, so a very limited selection of NeoLemmix features are supported, in cases where those are exposed to the user (most are relating to files that are internal) - most notably oddtabling and specifying music tracks when using LookForLVLFiles.


The "Extra" player contains some levels that weren't in the DOS versions. Most, but not all, of them are from the Genesis version. It has 8 ranks, although it should be thought of as categories rather than progressive difficulties (similar to LPII Bonus Pack's ranks):
"Genesis": 47 unique or semi-unique levels from Fun, Tricky, Taxing and Mayhem in the Genesis version
"Present": The Present rank from Genesis, 30 levels
"Sunsoft": The Sunsoft rank from Genesis, 30 levels
"Genesis 2P": 3 unique or semi-unique two-player levels from Genesis
"Sega": 12 unique levels from Master System (both versions of each of the five Sega levels, plus "Sixes Not!" and "Stepping Stones")
"PSP": Remakes of 36 unique levels from PSP
"Amiga 2P": 30 two-player levels from the Amiga versions of Orig and OhNo
"Other": 11 other unique levels - (in in-game order) "One Way to Freedom" (Amiga demo), "The Apple Computer Level" (Mac demo), "Go for it!" (Amiga Budget), "Lemming Lament" (Amiga Budget), "Through the graveyard" (Amiga Bookclub), "Going Their Separate Ways" (Mac), "Ohayo Lemming San" (SNES), "It's not over 'til it's over" (Amiga Budget), "Something weighing on your mind?" (Amiga Bookclub), "Don't Make The Wrong Choice!" (Amiga Budget) and "Clouds of Lemmings" (Amiga H93 / H94)


These are based on my own CustLemmix source code, which is in turn based on ccexplore's version of Lemmix, which is ultimately originally made by EricLang. For the levels in Extra, credit goes to many people for decoding and collecting most of the levels; the exception is the Sega Master System levels where both the graphic set and the levels I remade myself.


If you want the DOS musics, simply download the appropriate music pack from here and place it in the same folder as the EXE. (It should also match the EXE name - for example, if the player is filenamed LemmixPlayer.exe, then the music pack to go with it should be LemmixPlayer_Music.dat).

https://www.dropbox.com/sh/wwci74rrp9x87i7/AAAh4a7gF89uLVp9iEGSNm5aa

757
Lemmings Main / Anyone else tried to use a gamepad with the PC version?
« on: February 17, 2014, 10:57:48 PM »
I recently got and set up xPadder to work with Lemmix (since it doesn't have native controller support). It's not as convenient as playing with a keyboard and mouse, but the setup I have works suprisingly well, and since I use a laptop, it's a bit preferable to trying to use keyboard/mouse when I hook the computer up to the TV.

My gamepad is a 3rd-party Xbox 360 controller, and my setup is:
Move cursor: Either stick
Left click: Click the left stick or "A"
Right click: Click the right stick or "X"
Pause: Start
Fast Forward: "B"

And I also have shortcut key combinations for each skill - left/right shoulder button + X/Y/B/A. Each combination corresponds to the same order as they're on the toolbar (eg: left + X = climber, left + Y = floater, etc). Of course, I have a (rather obscure) combination corresponding to the skip level button - Back + click the left stick. =P

758
Lemmings Main / LPDOS Level Voteoff! (Winner: Medi 6 "Fallen")
« on: January 28, 2014, 01:35:49 PM »
Well, the one for LPII went well, and I figure more people will have played LPDOS completely and have favorite levels, so why not do one for that too?

So, the format will be basically the same as the LPII one was, except 15 levels at a time (with 3 votes) instead of 10 or 11 at a time.
Remember that in most rounds, you get more than one vote if you want! If you vote for less levels than the maximum, you cannot add other votes later!

General
Voting for each round closes when I decide to close it. I'll leave the first few open for a while, to see how active they get and how quickly, and decide on the rest from there. If you're finding it moves too fast, let me know.
You're allowed multiple votes in most rounds. You do not have to use all of your votes.
This will be based off the V7 level set.

Warning
The poll is set to allow 3 votes per round - there is no way I can change this. Please carefully pay attention to the number of votes allowed.

First Round
The levels are divided into 10 sets, each set being half of a rank. In this round, each user gets three votes.
All levels tied for first place qualify for the next round. If there is less than three of them, all levels tied for second place also qualify, as long as this will not bring the total number of qualifying levels to more than five. (More than five may qualify if they are all tied for first.)

Second Round
The qualifying levels from each rank are played off. In this round, each user gets one vote per four levels that have qualified for that set (rounded to the nearest whole number, .5 is rounded up). For example, if 9 levels have qualified, each user gets two votes.
All levels tied for first place qualify for the next round.

Third Round
All the qualifying levels are played off. In this round, each user gets one vote per four levels that have qualified for the round (rounded to the nearest whole number, .5 is rounded up). For example, if 7 levels have qualified, each user gets two votes.
All levels tied for first place qualify for the next round. If there is only one, all levels tied for second place also qualify for the next round. If there are two, all levels tied for second place also qualify for the next round, unless this would bring the total number of qualifying levels to more than 4. If there are three or more, second place is not considered.

Final Round
The qualifying levels from the third round are played off. In this round, each user gets one vote.
If there is an outright winner, that level has won the voteoff. If there is a tie, this round is repeated between the tied levels, until either there is a clear winner, or no further levels are removed (ie: all levels from the first tie, tie again) in which case the voteoff result is a draw between these levels.


Results

-- Round 1 --

 Mild 1 to Mild 15: The Graveyard | On The Pier | Let's Go!
Mild 16 to Mild 30: Up To Where We Go | The Quarantine | You Just Lost The Game!

 Wimpy 1 to Wimpy 15: Labyrinth Of Despair | Russian Rescue | Just When You Think You Know!
Wimpy 16 to Wimpy 30: No Need To Worry! | Ready, Aim, Fire!!! | Only One Place To Go

 Medi 1 to Medi 15: Fallen | Shooting Star
Medi 16 to Medi 30: The Oddstack | Lemmingsense

 Danger 1 to Danger 15: Backdraft | Some Kind Of Lemming | Circular Wavelength
Danger 16 to Danger 30: Grounded! | Die the Death of the Damned

 PSYCHO 1 to PSYCHO 15: Variety Day | Coalburner | Where Anything Goes
PSYCHO 16 to PSYCHO 30: Return of the T | Bullet Lemming | Hellfire!

-- Round 2 --

  Mild: On The Pier
 Wimpy: Russian Rescue
  Medi: Fallen | The Oddstack
Danger: Die the Death of the Damned
PSYCHO: Variety Day

-- Round 3 --

Russian Rescue | Fallen | Die the Death of the Damned | Variety Day

-- Round 4 --
WINNER: Medi 6 "Fallen"

759
Proper LPII topic is here: http://www.lemmingsforums.com/index.php?topic=879.0

The first set of rounds will go through every level in LPII, in sets of 10 or 11. These will be done by difficulty rank, split into Levels 1 to 10 and Levels 11 to 21. In these rounds, each user gets two votes. In these, all levels tied for first place qualify for the next round. If there is only a single level in first place, all levels tied for second place also qualify, unless they all have zero votes.

The second set of rounds will go through the qualifying levels from the first set, in a rank-by-rank basis. In these rounds, each user gets one vote if no more than 5 levels have qualified, or two votes if 6 or more levels have qualified. In these, all levels tied for first place qualify for the next round (there is no provision for second place in this set of rounds).

The next round will have all the qualifying levels from the second round. In this round, each user gets two votes if up to 8 levels qualify, or three votes if between 9 and 11 levels qualify. If 12 or more levels qualify for this round, it will be split into two sets (with an additional round between the winners of the sets), with number of votes per set being subject to the same rules as for this round in general (two for 8 or less levels, three for 9 or more).
I changed this to only two levels qualifying (instead of three) as we would've had to bring 9 levels through to the finals otherwise.

The final round will have the 3 (or more, if so due to a tie) from the previous round. In this round, each user gets one vote. In the event of a tie, another round will be held solely between the two tying levels. If they tie again, both levels win the voteoff.
Due to the above change, if the levels tie, it's a tie straight away - no sense re-doing the same poll that just tied.


-=QUALIFYING LEVELS=-

Nice 1-10: Now Figure This One Out (2nd-equal) | Together We Sand (1st) | Something's Not Right Here... (2nd-equal)
Nice 11-21: Cactus Island | These Lasers Aren't So Fun | Lemmings Gettin' Down | MEGALEMMINGS! | Live And Let Lem | To Lem, Or Not To Lem (secret) (six way tie for 1st)
Cheeky 1-10: A Violation Of Lemming Rights (1st) | Yours Treely (2nd)
Cheeky 11-21: To The Treehouse! (1st-equal) | Kickback Scheme (1st-equal)
Sneaky 1-10: Misfortune of the Masses (2nd-equal) | Rolling Rampage (1st) | Drought Season (2nd-equal)
Sneaky 11-21: When Only A Lemming Will Do (2nd) | Dive From The Dunes (1st)
Cunning 1-10: Just Some Leftovers... (2nd-equal) | Maximum Security (1st) | Shotgun Run (2nd-equal)
Cunning 11-21: Cyclic Lemming (1st-equal) | Secrets of the Lemmings (1st-equal)
Genius 1-10: Diet Control (2nd) | Panic Attack (1st)
Genius 11-21: Only A Lemming Away (1st-equal) | Wrong Way, Mister Lemming (1st-equal)

(Nice levels: Now Figure This One Out | Together We Sand | Something's Not Right Here | Cactus Island | These Lasers Aren't So Fun | Lemmings Gettin' Down | MEGALEMMINGS! | Live And Let Lem | To Lem, Or Not To Lem)
Nice winners: Now Figure This One Out | Together We Sand | Something's Not Right Here | Cactus Island | Live And Let Lem (5-way tie)
(Cheeky levels: A Violation Of Lemming Rights | Yours Treely | To The Treehouse | Kickback Scheme)
Cheeky winners: A Violation Of Lemming Rights | Kickback Scheme (2-way tie)
(Sneaky levels: Misfortune Of The Masses | Rolling Rampage | Drought Season | When Only A Lemming Will Do | Dive From The Dunes)
Sneaky winner: Rolling Rampage
(Cunning levels: Just Some Leftovers | Maximum Security | Shotgun Run | Cyclic Lemming | Secrets of the Lemmings)
Cunning winners: Maximum Security | Cyclic Lemming (2-way tie)
(Genius levels: Diet Control | Panic Attack | Only A Lemming Away | Wrong Way, Mister Lemming)
Genius winner: Panic Attack

(Qualifying levels: Now Figure This One Out | Together We Sand | Something's Not Right Here | Cactus Island | Live And Let Lem | A Violation Of Lemming Rights | Kickback Scheme | Rolling Rampage | Maximum Security | Cyclic Lemming | Panic Attack)
Top 3 2: A Violation Of Lemming Rights | Panic Attack

WINNER: Genius 8 "Panic Attack"

760
NeoLemmix Main / NeoLemmix (Player: V1.26n-C | Editor: V1.26n-B)
« on: January 15, 2014, 09:26:16 AM »
Welcome to NeoLemmix!

Latest NeoLemmix Version: 1.26n-C
Latest NeoLemmix Editor Version: 1.26n-B


NeoLemmix is an updated version of the Lemmix Player engine which fixes glitches that are carried over from DOS Lemmings, as well as adds a variety of new features and removes or reduces limitations. For the most part, compatibility with traditional DOS/Lemmings content is maintained. As of yet, not much original content has been produced for NeoLemmix but I'm hoping that'll change soon enough; the major exception being Lemmings Plus III which was designed for NeoLemmix from the beginning.

There are NeoLemmix versions available of all official games for which a Lemmix player exists (except Holiday 93, as its levels are included in Holiday 94 anyway), as well as for my own Lemmix-based packs (Lemmings Plus DOS Project, Lemmings Plus II, and Lemmings Plus II Bonus Pack). As well as using the NeoLemmix engine, the levels in these players have been tuned up to take advantage of NeoLemmix capabilities - for example, autosteel is generally used or where not practical more finely-tuned steel areas are in place, and most level sizes have been adjusted to remove excess space. Also, where applicable, the NeoLemmix players use the Amiga version levels as a base, rather than the DOS versions. Specifically, NeoLemmix players are available for the following:
  • Original Lemmings
  • Oh No! More Lemmings!
  • Xmas Lemmings 91 & 92 (combined two-in-one player)
  • Holiday Lemmings 94
  • Covox Lemmings Demo
  • Prima Publishing Lemmings Demo
  • "Extra Levels" Lemmix Player
  • Lemmings Plus DOS Project
  • Lemmings Plus II
  • Lemmings Plus II Bonus Pack

In addition to this, there are also NeoLemmix versions of CustLemmix and FlexiLemmix. The former is useful for playing or creating small level packs, while the latter is useful for creating entire fangames. NeoCustLemmix comes with a levelpack designed to show off the new skills; it contains tutorial levels for them (with each level using one new skill, in combination with one or more of the classic skills), as well as one puzzle level that uses most of these new skills.

An overview of some of the new or upgraded features in NeoLemmix:
  • Pixel-perfect placements of objects and steel areas
  • 7 new skill types
  • Levels can contain an expanded number of pieces - 64 objects, 1000 terrain pieces, and 128 steel areas
  • Autosteel; removing the need to manually place steel areas in levels
  • Gimmicks; supports all gimmicks used in Lemmings Plus II and its bonus pack, as well as many new ones
  • Secret levels
  • New object types, just to give some examples there's pre-placed lemmings, pickup skills and teleporters
  • Expanded palettes; a graphic set can now have up to 24 custom colors instead of only 8
  • Easy oddtabling; allowing you to create repeat levels without having to make modifications to both copies of a level if issues arise


There is also an extended version of the Lemmix Editor, very creatively titled "NeoLemmix Editor". This level editor retains compatibility with traditional-format levels, but is specifically intended for use with NeoLemmix. The editor is generally kept in-line with new player releases, to support any new features that have been added. Additionally, unlike the Lemmix Editor which has remained as-is for a very long time now, the NeoLemmix Editor is being actively updated, so any identified issues can be fixed. Recently, the NeoLemmix Editor's capabilities have been expanded to also support editing SuperLemmini levels. Aside from these two, it's also compatible with DOS / traditional Lemmix and traditional Lemmini; though it is not guaranteed that support for these works 100% perfectly, or that it will permanently maintain support for them. It also supports directly integrating with NeoCustLemmix (or traditional CustLemmix) to provide a playtest mode just like the standard Lemmix Editor has, but with full support for all features in the players that were missing from the editor's playtest mode - as it directly uses the players!


Just for reference - if you're wondering "will NeoLemmix ever support (insert Lix / SuperLemmini / other engine feature here)" - your best bet, if it doesn't already support it, is to ask! Some of them I do not plan to add support for, but others I may be open to adding if there's enough interest in it. (On the other hand, if a SuperLemmini feature is not supported in the editor, then unless it was introduced in a very recent release of SuperLemmini (in which case I'm probably already working on it by the time anyone's noticed xD), let me know! The exception is the background terrain feature, which I am aware is missing from the editor - I will implement this at some point but it's not high on my priority list at the moment.)

DOWNLOADS
These are now links to the relevant folders on my DropBox. I am also no longer including all-in-one ZIPs, as DropBox directly offers an option to download all files within a folder as a ZIP - just click the "..." up the top and click "Download as ZIP".

Main NeoLemmix Downloads
General NeoLemmix folder
Direct link to V1.26n-C Players folder
Direct link to NeoLemmix Editor folder

Alternate download location (NeoLemmix website)

Style files
NeoLemmix Graphic Sets (NeoLemmix-ised versions of Orig, OhNo, Xmas, LPII and Sega styles, plus the LPIII styles)
These are the newest versions; they include the modifications for the V1.26n update.

The link for the Genesis styles has been removed; they are now included in the above download.

Other useful tools
Lemmings Tools folder - Both LemMain (for making MAIN.DAT files) and LemSet (for making graphic sets) can be found here. Both of these are not NeoLemmix-exclusive, but are fully compatible with NeoLemmix and capable of using NeoLemmix features. Note that LemMain V6 or higher is required for NeoLemmix V1.15n and higher. Both of these tools are capable of both extracting existing files and compiling new ones from source files, so you can modify existing graphic sets rather than creating them from scratch.

Obsolete
Direct link to NeoLemEdit folder
This is a remake (for Windows) of LemEdit with added NeoLemmix support. This has been discontinued due to interest being far stronger in NeoLemmix Editor.
QuikEdit - Download (MediaFire)
QuikEdit is a quickly thrown-together text-based semi-featured level editor for Lemmings. It's NOT something you want to use to create levels, but because it supports NeoLemmix's pixel-perfect steel areas, it can be useful for tweaking levels once you've designed them in a proper editor. No longer being updated due to NeoLemEdit; as of V0.51 of NeoLemEdit, QuikEdit is now completely obsolete.
Traditional-graphics Lemmings Plus II styles
These are NeoLemmixised (ie: support autosteel, and have some new objects); they are functionally (but not graphically) identical to the remastered ones up to V1.19n-B. V1.20n onwards, the non-remastered ones are no longer kept in sync; so the remastered ones must be used if you want the newer features such as one-way-down arrows.

Source Code
NeoLemmix: Available on request for V1.11n onwards* (Delphi 7)
NeoLemmix Editor: Available on request for V1.06n-A onwards (Delphi 7)
NeoLemEdit: Source code is available to download from the NeoLemEdit folder
LemMain: Source code is included in the download (QB64)
LemSet: Source code is included in the download (QB64)
QuikEdit: Source code is included in the download (QB64)

May not be available for all minor revisions (eg: V1.14n-B); I only keep one copy of the source code for each major version.

Other Editors?
NeoLemmix Editor is the only editor that is officially supported for NeoLemmix. NeoLemEdit should also be fully compatible, but cannot edit features added in V1.14n or newer, and probably will not preserve the data of these features when editing levels.
NeoLemmix is compatible with the standard Lemmings LVL format, and can even use previously-unused bytes in it to store the data on a lot of the new features. For this reason, existing editors for DOS Lemmings / Lemmix are compatible to a degree.
If you are developing an editor, or modifying an existing one, and would like to add support for NeoLemmix, I am happy to help you do so. Please first look at the documents in the "Misc Documents" subfolder of the NeoLemmix folder above; then if you need further help, feel free to PM me or ask in this topic.

I want to make a NeoLemmix-based game!
There are three ways you can go about doing this.

The first is to use the basic structure of an existing pack, and simply drop in your LVLs and use the LookForLVLFiles option. This is what many people have already been doing to create their own packs in traditional Lemmix; it works equally well for NeoLemmix. The downside is you must match the avaialble graphic sets and rank structure of an existing pack - for example, if you were to base it off Prima, you'd have to have four ranks of four levels each and be limited to the ONML styles only. Furthermore, also note that the base players may not nessecerially have full support for all features - for example, the included style files often are not patched to include the pre-placed lemmings and pickup skills that are added in the versions in NeoCustLemmix. For this reason it is recommended to use one of the other methods.

The second, which gives you a bit more flexibility (for example, you can define your own custom rank names and level counts, have a custom logo, and if you want, build it as an all-in-one EXE) is to use the Flexi Player or the Flexi Toolkit to create your pack. See the included instructions with either one to create it. Note that you need LemMain (in the Tools folder linked above) to create a MAIN.DAT for a Flexi-based pack; as of V1.25n this functionality will be in the NeoLemmix Editor instead (though you might still want LemMain to customize menu graphics / sprites).

The third, which gives the most flexibility of all, but requires a much higher level of technical capability, is to grab a copy of the source code and modify it for your own player. This is not a task that less-advanced users should try, but for those who are advanced enough, you can do virtually anything this way. The source code is for Delphi 7. I'll probably try porting it to a more-recent version eventually. I tried with both the latest version of Delphi and with Lazarus; results were not good in either case.

761
Forum Games / Ask a stupid question, get a serious answer.
« on: December 25, 2013, 10:56:34 AM »
Now, you all seem to like the stupid answer game, and this one worked really well on another board. It's the same as the stupid question stupid answer, except you try to answer the stupid question as seriously as you can.

Let's start it with the same question as the stupid answer one started from.

Q: Why do lemmings have green hair?

762
Italian herbs & cheese bread, veggie pattie, cheddar AND swiss cheese, lettuce, tomato, capsicum, red onion and carrot, and mayo. Toasted, of course. ^_^ Deliciouriffic.

763
Levels for v10 or older / Lemmings Plus II
« on: November 30, 2013, 09:21:45 AM »
Lemmings Plus Games Index
Lemmings Plus DOS Project
A Lemmix-based pack of 150 levels using the official graphic sets. Lemmings Plus DOS Project mostly stays true to the original mechanics, even including glitches, but did introduce the staple Lemmings Plus feature of having non-timed bombers.
(Topic) | (Download)

Lemmings Plus II
A Lemmix-based pack of 100 levels + 5 secret levels using five new graphic sets. Introduces the concepts of Frenzy and Gimmick levels, as well as secret levels; though the engine is a modified version of traditional Lemmix, not NeoLemmix.
Has a bonus pack of 30 levels + 2 secret levels focusing on repeats and gimmick/frenzy levels.
(Topic) | (Download) | (Download Bonus Pack)

Lemmings Plus III
A NeoLemmix-based pack of 60 levels + 9 secret levels using four new graphic sets. Lemmings Plus III is the first pack in the series to use the NeoLemmix engine.
Has a bonus pack of 35 levels + 7 secret levels focusing on repeats and gimmick levels.
(Topic) | (Download) | (Download Bonus Pack)

Holiday Lemmings Plus
A small NeoLemmix-based pack of 12 levels exclusively using the Christmas graphic set. Holiday Lemmings Plus is the first pack in the series to use the new NeoLemmix skills and vertical scrolling.
(Topic) | (Download)

Lemmings Plus Flashbacks
An NeoLemmix-based collection pack featuring 32 of the best levels selected from Lemmings Plus DOS Project, Lemmings Plus II and Lemmings Plus III.
(Topic) | (Download)

Lemmings Plus Omega
An NeoLemmix-based pack of 135 levels using the Lemmings Plus II and Lemmings Plus III graphic sets. It is the last entry in the Lemmings Plus series.
(Topic) | (Download)



Well, here we go! Here's the sequel to the Lemmings Plus DOS Project, Lemmings Plus II!
Note that Lemmings Plus II (LPII) is a completely different and seperate pack from the Cheapo pack "Lemmings Plus 2" (LP2).

Lemmings Plus II is a pack of 105 levels (21 levels per rank over 5 difficulty ranks), using the original Lemmings mechanics with custom graphic sets. Like the later revisions of LPDOS, the only official release format is a pre-built Lemmix player.

As well as custom graphics, Lemmings Plus II contains more custom functionality than LPDOS did. Most mechanics tweaks are specific to a certain level - these so-called "gimmick levels" deviate from the normal mechanics slightly, to present a unique challenge. These occur twice per rank - one gimmick level in each rank is a Floater Frenzy, which is simply a matter of dishing out floaters as quick as you can but with pausing disabled, while the other one is a unique gimmick that's different for each gimmick level, these include a level where you have to kill lemmings instead of save them, a level where there's no gravity, and three more unique twists for you to discover when you reach the respective levels! It should also be noted that LPII retains the LPDOS-style bombers rather than the traditional Lemmings style... because let's face it, did ANYONE actually like bomber timing?

One level in each rank is also a secret level. These are accessed in a similar fashion to secret levels in, for example, Crash Bandicoot 2 or Ducks. You simply have to get a lemming to the correct place, and the secret level will instantly be triggered. There are hints as to their locations, but it's up to you to find those hints...

Released later is an addon pack of 32 extra levels using the LPII styles, primarily focused on gimmick levels, especially the Frenzy, Karoshi and No Gravity gimmicks.

Unlike LPDOS, LPII doesn't have repeat levels in the main game, though the bonus pack has repeat versions of a few levels from LPII as well as the gimmick levels. There are though three sets of levels (one of two, one of three, and one of five) that are close variations of each other, but for the most part, every level is completely unique.

DOWNLOADS

I have moved all my Lemmings-related downloads to DropBox.

Lemmings Plus II downloads can be found here.
Lemmings Plus II Bonus Pack downloads can be found here.

If you are just wanting to play LPII - you only need the Lemmings Plus II Lemmix Player. The styles are for people who want to use the LPII graphic sets in making their own levels. You do NOT need them to play the game; they are included in the LPII player EXE.

Replays include how to access the secret levels, and the solutions to the secret levels themself.


There's a lot of people to be thanked for this, but I think the absolute biggest three mentions would have to go to (in no particular order, all three were very critical to this project) EricLang for the Lemmix engine, ccexplore for Lemmix modifications and documentation of the file formats, and VTM software for LemEdit. Full credits are displayed on the in-game scrolling text on the title screen.

Secret Levels
Quote from: Levels containing secrets

-- LPII --
Nice 16 "These Lasers Aren't So Fun..."
Cheeky 8 "The Haunted House"
Sneaky 13 "When Only A Lemming Will Do"
Cunning 9 "No Chance!"
Genius 6 "Treetop Trial"

-- Bonus Pack --
Challenge 1 "The Gulag"
Flight 6 "Symphony In G Miner"

Misc content:

Video of Cheeky 7 "Yours Treely" being played in CustLemm: http://www.youtube.com/watch?v=dQ8U-6AgnKE - This video comes from before LPII was officially started (although the intention to start it was there), serving more as a proof-of-concept of custom graphic styles in the original format rather than a custom one
Video of Nice 11 "Fun With Lasers" being played in CustLemm: http://www.youtube.com/watch?v=Xs1duiR9aU4 - This video shows one-way fields in fact not strictly speaking being unique LPII features, but that the original games in fact have the capacity for it, there are just no objects in the official sets that use them

Making gimmick levels when using LookForLVLFiles
It is possible to create your own gimmick levels, then play them using LookForLVLFiles with either LPII or the LPII Bonus Pack. I would reccomend the bonus pack, as it automatically detects what music to play and supports a few extra gimmick combinations; plain LPII hardcodes which levels play different music, and does not support the No Gravity + Hardworkers combo or the Superlemming + Frenzy + Karoshi + Unalterable combo. The bonus pack also supports entrances that spawn left-facing lemmings, plain LPII does not.

Plain LPII only supports the LPII graphic sets, whereas the bonus pack supports the LPII sets, the Orig sets and the OhNo sets.

To use a gimmick, use a hex editor to replace the two bytes at 0x1E (or set the "Gimmick" field using the NeoLemmix Editor) with:
Code: [Select]
--- SINGLE GIMMICKS ---
0x4200 - Null Gimmick *1
0x4202 - Frenzy
0x4203 - Reverse Skill Counters *2
0x4204 - Karoshi
0x4205 - Unalterable Terrain
0x4206 - Overflow Skill Counters
0x4207 - No Gravity
0x4208 - Hard Workers
0x420A - SuperLemming *3, *4
0xFFFF - SuperLemming *3
-- COMBINATIONS --
0x4201 - Combination: Frenzy + SuperLemming
0x4209 - Combination: Frenzy + SuperLemming + Karoshi + Unalterable Terrain *4
0x4210 - Combination: No Gravity + Hard Workers *4

*1 - Unused in official LPII levels. Has no effect, but will trigger gimmick level music.
*2 - Unused in official LPII levels. This causes skill counts to count up instead of down.
*3 - Unused in official LPII levels (except as part of multi-gimmick combinations). This gimmick is not unique to LPII.
*4 - Bonus pack only, does not work in standard LPII.

The graphic set numbers for LPII are as follows:
Code: [Select]
-- LPII Styles --
0x00 (00) - Tree
0x01 (01) - Purple
0x02 (02) - Psychedelic
0x03 (03) - Metal
0x04 (04) - Desert

-- Official Lemmings Styles -- (BONUS PACK ONLY - Plain LPII does NOT support these!)
0x10 (16) - Dirt
0x11 (17) - Fire
0x12 (18) - Marble
0x13 (19) - Pillar
0x14 (20) - Crystal
0x15 (21) - Brick
0x16 (22) - Rock
0x17 (23) - Snow
0x18 (24) - Bubble
0x19 (25) - Xmas

You may notice that the numbers for the official styles are just their normal number plus 16 (or plus 0x10 in hex). This is intentional, to make it simpler to do with a hex editor than having to calculate the correct value - just change the starting 0 to a 1.

To use a left-facing entrance, add 0x10 to the byte which stores no overwrite / draw-on-terrain. This has no effect on objects other than entrances. (It can also be set using older versions of the NeoLemmix Editor; newer ones won't let it be set on non-NeoLemmix levels.)

When not using a gimmick, LPII's mechanics are virtually identical to those of OhNo, apart from the instant bombers and the absence of three glitches: the pause for time glitch, the nuke glitch, and the one-way-right miner glitch.

Random trivia:
Development Related
  • During development, LPII was codenamed "Lemmings Plus 5 Project" (similar to LPDOS being codenamed (although this was never changed to a proper name) "Lemmings Plus DOS Project", and LPIII being "Lemmings Plus X Project" before being officially titled Lemmings Plus III; the LPII Bonus Pack never had any codename and was called "Lemmings Plus II Bonus Pack" from the start)
  • The first level in Nice to be made was Nice 2 "Acidic Lemming".
  • The last level in Nice to be made was Nice 17 "Lemmings Gettin' Down".
  • The first level in Cheeky to be made, also the first LPII level to be made of all, was Cheeky 7 "Yours Treely".
  • The last level in Cheeky to be made, also the last LPII level to be made of all, was Cheeky 4 "Island Hoppers".
  • The first level in Sneaky to be made was Sneaky 8 "Lemming Surge".
  • The last level in Sneaky to be made was Sneaky 17 "The Playground".
  • The first level in Cunning to be made was Cunning 6 "Cleverbash".
  • The last level in Cunning to be made was Cunning 17 "Cyclic Lemming".
  • The first level in Genius to be made was Genius 5 "Illusionary World".
  • The last level in Genius to be made was Genius 18 "A Little Breather".
Player Related
  • The LPII Lemmix player is based off the ONML Lemmix player, unlike the LPDOS player which was based off the Orig Lemmix player.
  • The player version numbers for the Bonus Pack do not correspond to the same numbers from standard LPII. Bonus Pack player V1 would actually be V5 of the LPII player overall. The style numbers similarly would've been restarted; however this is irrelevant as there never was a V2 of the styles, no issues with them ever arose.
  • In a sense, the LPII player could be considered a very VERY early version of NeoLemmix.
Skill Related
  • There are two skills which differ from standard DOS mechanics significantly in LPII. The 2nd and 3rd levels of Nice are designed to make the player notice these differences. These are the bomber, which explodes instantly without a countdown (but with an oh no), and the miner, which now handles one way right correctly.
  • The highest number of total skills in a level is 240, in both Nice 21 "To Lem, Or Not To Lem" and Cheeky 6 "Raindrop Lemmings".
  • The lowest number of total skills in a level is 4, in Cheeky 16 "Placement Testing" and Cunning 15 "Don't Panic".
  • The highest number of a single skill in a level is 80, in all four Floater Frenzy levels.
Style Related
  • The order the styles were made in is Tree, Psychedelic, Metal, Purple, Desert - almost the same as the order they're numbered in, except Purple.
  • Nice has exactly four levels in each style, if you don't include the secret level.
  • If you ignore the secret levels, LPII never has more than two levels in a row using the same style.
  • Even if you don't, there's only one set of three levels in a row with the same style, depending on whether you define a secret level as being at the end of a rank, or after the level that it's found in. The former gives Sneaky 19/20/21 (all Purple); the latter gives Cunning 8/9/21 (all Desert).
  • Level 9 is the only level number that uses a different style in each rank. Level 9 also uses a different style in each rank in LPIII, but in that case, it is not the only level number to do so.
  • The Desert trap contains a fire object that was never used in any LPII level (not even in the bonus pack). This object was meant to be a sort of burning hot sand or rock.
Level Related
  • In a voteoff between all 105 levels, Genius 8 "Panic Attack" was voted the best level of LPII. It was then put into a one-on-one round against the winner from LPDOS's voteoff (Medi 6 "Fallen"); in which Panic Attack was the winner. Later on after LPIII's release and voteoff, it was also played off against the winner from that voteoff; in which Panic Attack got every vote. This means it can most likely be considered my best level ever (although it hasn't been played off against the levels of the NeoLemmix Tutorial Pack, but the only level there that would be likely to even offer the slightest bit of competition would be Stone Hot Sacrifice).
  • Before I got the idea for Floater Frenzy, the once-per-rank level was going to be variants on Nice 6 "Capsule Run".
  • Nice 20 having such a high saved requirement was in fact accidental - it was meant to require 75% of 100 lemmings, not 93% of 80 lemmings. (Both work out to be 75 lemmings.)
  • Going strictly by the numerical level order (thus, considering secret levels to come after level 20), Genius is the only rank where the Floater Frenzy comes before the gimmick level.
  • There is one level which has had its time limit modified since its initial release. This is Sneaky 13 "When Only A Lemming Will Do", which was originally a 2 minute level. It should be noted that the original version of the level was impossible to complete in one minute.
  • Every exit placed in a LPII level is possible to get at least one lemming to (though not nessecerially while passing the level at the same time).
  • LPII does not have any levels with three trapdoors, and only seven levels with four trapdoors - Cheeky 6 "Raindrop Lemming", Cunning 12 "Jailbreak", and the five Floater Frenzies.
  • There are two invisible exits in LPII. Both are in the same level, which also has a third, visible exit.
  • The only level to be given a name, then renamed significantly after the level was completed, was Nice 9 "Something's Not Right Here...". It was originally titled "Stress Relief".
  • Cunning 20 has quite a large degree of superficial resemblance to Taxing 30 / Mayhem 29 from the Master System version.
  • LPII has a whopping 20 levels which revolve solely or mainly around finding creative ways to survive a fatal fall - only one level short of being able to make an entire rank of them! This is even lampshaded in one level title, Genius 7 "Another Fall Survival Puzzle" (which ironically, is actually solved by bypassing the fall rather than surviving it).
  • There are a total of 28 levels with "Lemming", or some derivative thereof (lemmings, lem, lemmy, etc) in the title. 9 in Nice (including the secret level), 5 in Cheeky, 4 in Sneaky, 5 in Cunning and 5 in Genius. Nice 21 actually has it twice - the title is "To Lem, Or Not To Lem".
  • The first three levels of Cheeky and Sneaky follow similar patterns. First is a fairly generic X-of-everything level, second is a small level with a somewhat-but-not-overly restrictive skillset, and third is a 5-of-everything-100%-required level.
Gimmick Related
  • The player supports one extra gimmick that isn't used in any level. This gimmick causes your skill count to count upwards rather than downwards (if you exceed 99, it will permanently display zero), and give you infinite uses of each one. It was superceeded in the release with the wrap-around gimmick, but wasn't removed from the coding and can still be used in custom levels with LookForLVLFiles.
  • On that note, the level that originally had this gimmick (in the count-up form rather than the wrap-around) was in Cunning, and was not even remotely similar to Sneaky 4 of the final release - it was actually a Tree-style level. What actually happened to that level? It wasn't thrown away, but rather, extra decorative terrain was added, the exit was moved slightly, the level was reverted to a standard (non-gimmick) level, and the level ended up in the final release as Cheeky 1.
  • One gimmick that was considered but not used (or even coded) would have made bombers change back to walkers after exploding, instead of disappearing. This gimmick was eventually added to NeoLemmix, and ended up being used in LPIII.
  • The Desert style is not used in any gimmick level in LPII, though there is a Desert-style Floater Frenzy (albeit as a very hard-to-access secret level). The LPII Bonus Pack does feature one gimmick level and another frenzy using it, though.
LPDOS Similarities
  • Many LPII levels are inspired in some way by LPDOS levels that were popular or that I liked. Some of the more obvious examples are Genius 10 "Still No Time To Die" and Genius 17 "No Construction Zone". A less obvious example is Sneaky 3 "Tall Tales" (compare to Medi 23 "This Is...").
  • While LPDOS had a proliferation of levels with 1 minute time limits, in LPII they're actually quite rare - there are only five levels in LPII with a one minute time limit (two in Sneaky, two in Cunning and one in Genius). However, 2 minute time limits are far more common than they were in LPDOS.
  • Sneaky 9 "Rolling Rampage" was originally going to be added to LPDOS in V7, but for some reason I forgot to add it. It was intended to replace Danger 2 "Metal Lands", and an easier version of it would also have replaced Medi 3 "The Box". Because it was a really good level, I decided to remake it for LPII rather than leave it as simply a (unintentionally) rejected LPDOS level. This original design of Rolling Rampage was made in the pillar style, and the solution was almost identical to that of Sneaky 9.


Bonus Pack Trivia
  • In the best level voteoff for the bonus pack, the result was a tie between Reverse 6 "The Takeover" and Rush 6 "Bomber Frenzy".
  • The only repeated level from LPII which has the same music as it did in LPII is Rush 3 "Floater Frenzy: Perfect Edition". However, if gimmick levels did not have special music, Trial 3 would also have the same music in both (Rush 3 would still also have the same in both).
  • Trial and Challenge both start with repeats of levels 5 and 7 of their respective ranks from LPII.
  • Flight is the only rank in the bonus pack that has all three types of levels out of "those where 100% is impossible", "those where 100% is required" and "those where 100% is possible but not required".
  • Rush is the first rank in the series which does not have any level where 100% is impossible, at least theoretically.
  • Prior to DynaLem acheiving 100% on Trial 6, Trial was thought to be the first rank in the series which does not have any level where 100% is possible.
  • Flight is the only rank which contains at least one level in each style.
  • From a technical point of view, the bonus pack actually contains 35 levels. Due to the way secret levels are coded in LPII (and thus by extension, the bonus pack), the ranks that don't actually have secret levels still have placeholder levels in the secret level position. It is impossible to access these (except by using custom LVL files or knowing the password; since none of the official levels in those ranks contain a secret level trigger spot) and they're very dull levels (basically just a small platform with a start and exit on it, with a 0% save requirement), and all three are identical to each other.
  • Compared to standard LPII, which is quite well-balanced, the bonus pack has a disproportionately high number of Psychedelic levels. This is especially noticable in Rush, where 4 of the 6 levels are Psychedelic.
  • Rush 1 is a homage to We All Fall Down from the original Lemmings game, while Rush 2 is a homage to Danger 18 "The Buildo Station" from LPDOS. Rush 4's title makes reference to Wicked 2 "Introducing SUPERLEMMING!" from Oh No More Lemmings, but apart from the high-speed and 1 lemming, the levels have little in common.
  • The highest number of total skills in a level is 160 in Rush 5 "Athlete Frenzy". The lowest is 4, in both Trial 1 "Can't Stop The Lemmings..." and Trial 5 "Triangular Lemming" (of these, Trial 1 spreads it over a smaller variety of skills).
  • The highest number of a single skill in a level is 99 Bombers in Rush 6 "Bomber Frenzy". This is also the highest number of a single skill of any Lemmings Plus level so far.


Level name references
Quote
Nice 1 "Holding Out For A Hero" - An obvious reference to the song, but also a hint at the solution.
Nice 5 "Get Your Lemmings' Worth" - A play on "Get your money's worth"
Nice 7 "Together We Sand" - A play on "Together we stand"
Nice 9 "Something's Not Right Here..." - A reference to having to kill lemmings instead of save them
Nice 13 "Watch Your Lemmings..." - A good piece of advice for this level.
Nice 16 "These Lasers Aren't So Fun..." - A reference to Nice 11 "Fun With Lasers"
Nice 19 "Live And Let Lem" - A play on "Live and let live"
Nice 21 "To Lem, Or Not To Lem" - A play on "To be, or not to be"

Cheeky 1 "What Does The Lemming Say?" - A play on "What does the fox say"
Cheeky 3 "An Arm And A Lem" - A play on "An arm and a leg"
Cheeky 7 "Yours Treely" - A play on "Yours truly"
Cheeky 11 "One-Lem Wonder" - A play on "One-hit wonder"
Cheeky 17 "Heads Up!" - A reference to yelling "Heads up!" to warn of an incoming flying object (ball, etc)

Sneaky 1 "Good Luck!" - A reference to 7 being everywhere on the stats. Inverting this, 13 of each skill is given.
Sneaky 2 "Ascenario" - It's just a combination of "ascend" and "scenario"
Sneaky 4 "Overflow Zone" - A hint at the gimmick
Sneaky 18 "A Two-Pronged Approach" - A hint at the solution involving two slightly different routes
Sneaky 19 "Turnabout Lemming" - A reference to Ace Attorney

Cunning 2 "Treecell" - An obvious play on "Freecell"
Cunning 4 "Droppin' Bombs" - A hint at the solution
Cunning 6 "Cleverbash" - A hint at that one of the bashers is used in a not immediately obvious way
Cunning 8 "404: Exit Not Found" - A reference to browser 404 errors
Cunning 11 "Dam You!" - An obvious play on "Damn you"
Cunning 15 "Don't Panic" - A reference to Hitchhiker's Guide to the Galaxy
Cunning 20 "Secrets of the Lemmings" - Refers to the level containing hints as to the secret levels

Genius 1 "Emergency Rescue Proceedure" - Refers to sacrificing one lemming to save many others
Genius 3 "If You're Lemmy And You Know It" - A play on "If you're happy and you know it"
Genius 4 "Diet Control" - A hint at the solution
Genius 7 "Another Fall Survival Puzzle" - Lampshading the large number of LPII levels revolving around surviving a fall*
Genius 10 "Still No Time To Die" - A reference to LPDOS PSYCHO 20 "No Time To Die", which this level somewhat resembles
Genius 12 "King of the Sandcastle" - A reference to Taxing 23 "King of the Castle"
Genius 13 "Only A Lemming Away" - Refers to how often an attempt will fall one lemming short of the requirement
Genius 16 "Not Your Garden-Variety Lemming" - A hint at the gimmick
Genius 17 "No Construction Zone" - Refers to the lack of builders in the level
Genius 18 "A Little Breather" - Refers to the level being fairly easy while between hard levels
Genius 19 "Wrong Way, Mister Lemming" - Refers to the one-way arrows and fields being against the direction you need to go


* Ironically, this level itself involves going around it rather than surviving it

Bonus Pack Level Name References
Quote
Trial 3 "Now Let's Try The Normal Way" - Refers to this being a non-gimmick repeat of a gimmick level
Trial 4 "Fun Without Lasers" - A play on the original version's name, "Fun With Lasers"

Challenge 1 "The Gulag" - Somewhat of a reference to the original version's name, "A Violation Of Lemming Rights"
Challenge 3 "Another Way Down" - Refers to this being a non-frenzy repeat of a frenzy level with a very different solution
Challenge 4 "The Comeback" - Somewhat of a reference to the original version's name, "One-Lem Wonder" (which was a play on "One-Hit Wonder")
Challenge 5 "The Olempic Games" - An obvious play on "the olympic games"
Challenge 6 "Where's Your Magic Now...?" - A reference to the gimmick used in the original version of this level

Reverse 2 "If Only They Could Die..." - A play on Fun 28 from Orig, "If Only They Could Fly..."
Reverse 5 "Suicide Method 1" - A play on Taxing 6 from Orig, "Compression Method 1"
Reverse 6 "The Takeover" - A very subtle hint at the solution

Flight 2 "The Ups And Downs" - Refers to having to go up and then back down to solve the level
Flight 3 "Have A Nice Gray!" - A play on "Have a nice day" (which was also the name of an Orig level; Mayhem 25)
Flight 5 "Easy When You Know Me" - Both a play on Fun 17 from Orig, "Easy When You Know How", and a hint that the trick to solving this level is something I've used several times before in levels
Flight 6 "Symphony In G Miner" - A play on "symphony in G minor", there's no real significance to using "G" rather than any other key
Flight 7 "When You Wish Upon A Lemming" - A play on "when you wish upon a star"

Rush 1 "Flashback Frenzy" - A reference to the level resembling We All Fall Down but in Frenzy form
Rush 2 "Buildo Frenzy" - A reference to the level this is more or less based off, Danger 18 from LPDOS "The Buildo Station"
Rush 3 "Floater Frenzy: Perfect Edition" - Refers to it being a 100%-required repeat of a Floater Frenzy level
Rush 4 "SUPERLEMMING II: Desert Quest" - A reference to Wicked 2 from OhNo, "Introducing SUPERLEMMING!"

764
...entrance order and maximum fall distance?

765
You know, packs with huge amounts of levels, multiple rankings, etc. Things like Lemmings Plus, Revenge of the Lemmings, PimoLems, etc. Do we actually have a special name for them other than just "large pack"? Should we be considering them fangames rather than level packs?

(Just me thinking too much about stuff that doesn't matter... xD)

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