Genius 17: No Construction Zone β A nicely designed level, I had a lot of fun with this, although this felt easier than βTo The End!β, could be just also that I was less experienced back then.
I've been thinking about this, and while the experience probably helps a lot, the levels, while sharing the same concept (a would-be long workerish level that requires 100% and gives no builders), the design of them is very different. Psycho 28 generally involves avoiding obstacles along a fairly clear-cut path to the exit, and finding ways to substitute places where you'd otherwise need builders and/or unfreeable blockers. On the other hand, Genius 17 is more a matter of creating that path when there isn't such a clear approach, and less emphasis on avoiding specific obstacles along the way. For example, Psycho 28 has tricky places to turn around, one way walls, traps and several lethal falls. Genius 17 on the other hand just has no clear path as such because every feasible approach seems, at first glance, to be blocked off to a player with no builders in their inventory (indeed, the solution involves going under the exit, almost all the way to the other side of the level, then coming back up and across the top). These two very different outcomes from the same basic concept really just shows how versatile Lemmings is. o_O
I very much doubt Genius 17 has no skills you can't live without, though, unlike Psycho 28 which is the *only* such level in Psycho (and one of only two in Danger and Psycho combined) - or, for that matter, a solution that only uses two types of skills (if you didn't already know, Psycho 28 can be completed using only bashers and diggers). There again - Genius 17 had a fairly elegant solution in mind from the start, whereas Psycho 28's original solution was in fact very messy, then some far more elegant approaches were discovered later.