Recent posts

#11
These are a real joy to watch!
#12
Hello @Kieran Millar,

In the last 1-2 months, I have completed both QFK2 and the Lost Tribes add-on! :thumbsup: I livestreamed both the entire thing.

QFK2 and Lost Tribes Stream Playlist:

https://www.youtube.com/playlist?list=PLW4KRw26aeK8

This is a full gold playthrough. Here, to achieve this, the main challenge is to not lose any Lemmings on any level except for the Classic levels that state how many you're allowed to lose and still be able to get gold. Easier said than done on many of the non-Classic levels, as it's generally easy to lose at least one. Thus is the main challenge of how to save all!

I start with the Shadow tribe and work my way counterclockwise in order, except I skip Classic when I got to it and instead went to Circus and continued counterclockwise for the remaining tribes, circling back to finish the game on Classic. I'm glad I finished on the Classic tribe, as it turns out it's just the classic 8 skills from L1, and I felt that's a really nice way to wrap up my playthrough of QFK2. I did a similar thing for my L2 playthrough last year, except I started with the Beach tribe instead.

Per Ste Woz Ere's advice, I played the pack on Dosbox-SVN, which has save stating. While Kieran has made sure all levels are possible without ever needing to save state, I honestly am glad I played on a Dosbox that has save stating, as any chance you can get with being able to restore a save state sure beats having to do the entire level all over again. Even moreso when some levels have quite a fiddly execution due to the skills provided, and the fact the L2 engine is super clunky doesn't help matters. More often than not, I ended up really overcomplicating some solutions compared to Kieran's intended way. Even then, if you find yourself needing to load a save state often, you can almost be assured that you're doing something wrong and/or making things far harder than they need to be :P I of course didn't catch on in some cases :forehead:

While I ultimately beat all of QFK2 and Lost Tribes without any hints (yea, I'm one of those players who prefers to figure out Lemmings levels on my own :P), I ended up watching all of Kieran's videos of his intended solutions to the levels after I solved each level. Quite honestly, I'm not sure if I would had been able to think of some of those tricks on my own, but even then, watching them was still quite useful as I ended up learning plenty of things I didn't know you can do in L2. Granted, it might had been better if I had waited to beat each tribe first before watching the videos instead of solving a few levels or so on my own, but meh, I didn't think I was spoiled solutions in any way here :P

Thank you to everyone who was able to join my streams while I was on my quest to conquer all of QFK2 and Lost Tribes! :thumbsup: It was quite rewarding to beat such a very difficult custom L2 pack on my own :) 

I will be honest here, and that is I still haven't dabbled with the Practice Mode of the L2 game at all. So, I still have no idea how it helps players learn what each skill does depending on what you picked. I first played L2 back in either 2005 or 2006, and 20 years later I still haven't ever touched the Practice Mode :lem-mindblown:

In any case, Simon was right about my gold playthrough of the base L2 game from last year being more than sufficient to prepare me to take on QFK2! :thumbsup:  

General Feedback

QFK2 is a custom L2 pack by Kieran Millar. These levels will replace the 120 levels of the base L2 game, so it is advised to backup the levels folder before you replace them with QFK2's. Similarly, Lost Tribes is an additional set of 10 Egyptian levels that will replace the QFK2 Egyptian levels, and as Kieran has advised you might want to make a backup directory of the QFK2 pack so that you don't have to switch back and forth between QFK2 and Lost Tribes.

For QFK2, every tribe starts off with a 1-of-everything level which introduces you to the 8 skills, or a subset of them, that you will work with in the remaining 9 levels of the tribe. That's what makes every tribe of QFK2 nice in that you don't ever have to worry about any new skills that didn't appear in the first level of the tribe you're playing. Also, all 51 skills make at least one appearance in the entire game, so if a particular skill didn't appear for the tribe you're playing, it's guaranteed to appear in at least one of the remaining 11 tribes.

In contrast to the base L2 game, QFK2 is many times harder. If you have played Kieran's Quest From Kieran pack for NeoLemmix, then you can pretty much expect the exact same mind-numbing brainteasers but for L2 instead. Be prepared to use and learn a lot of skill interactions that the base game didn't teach upon or explore at all! Many times, Kieran's levels have extremely small and very restrictive skillsets that still made for really hard levels. Often times, I was very mind-blown at how such levels could still be really hard. The thing is, Kieran does a really great job with the red herrings on many levels such that it makes you think the solution is one thing, when it turns out it's completely different and something else altogether.

Many times, I had to "unlearn" and distance myself from what I know from NL in order to be able to tackle many levels of QFK2. For example, remember that in L2 a shimmier makes a diagonal jump instead of a vertical one like he does in NL. Until I realized what a huge difference that makes, I was really stumped on a Sports level :crylaugh:

Finally, Lost Tribes breaks the usual pattern of working with the same 8 skills or a subset of them for a tribe, where the skillset is different on all 10 of these levels. Essentially, these are Egyptian levels that wouldn't fit the theming of the QFK2 pack with the skillset restriction of each tribe. Be warned, these levels are many times harder than the Egyptian levels that come with the base QFK2 pack! I really got whooped on several of these levels and it was very slow going throughout the entire Lost Tribes add-on mod.   

Shadow

Great puzzles here for the most part that managed to stump me good for quite some time, culminating in Shadow 7 stumping me the longest out of any level of the tribe, with Shadow 9 a close second. For the latter, I discovered some broken steel which unfortunately allows a cheese, so I tried to find one that doesn't involve it, which I fortunately was able to find.

The only super fiddly thing in this tribe is working with the ballooner, as it's one of the fan skills, but the puzzles involving it are quite good IMO. Shadow 10 has an impressive intended solution that unfortunately can be bypassed, but tis the nature of L2 with the grid and all.

The absolute best level IMO has to be Shadow 9, I was stumped for a really long time but once I tried something out of the blue at the start it all quickly fell into place, as I watched in awe and amazement at the solution happening. Well done to Kieran here for that level, it's quite possibly the best level in the entirety of QFK2 IMHO! :thumbsup: It works out quite well and absolutely shows the power and potential of the Filler skill in L2 due to the many applications of it on the level that goes beyond its basic function which many of the base L2 levels only ever made use of.

Sports

The levels here are not only much harder than the Shadow ones for the most part, but it is also one of the hardest and quite possible the best tribe in the entire QFK2 pack IMHO! Indeed, IMO Sports 1 is much harder than your typical first level of a tribe, even moreso than Sports 1 of the base L2 game. Most of the time, I would often have a lot of the puzzle figured out but then get stumped at how to save the rock climber in the end. As mentioned, I had to distance myself from the NL version of the skills from the L2 version in order to finally get past some of the levels. Being so used to NL doesn't help at all, especially as I'm nowhere near as familiar with L2 with the skill mechanics as I am with L1/ONML. In addition, some L2 skills have a jump built in when the Lemming reaches the edge and/or carries a bit of forward horizontal momentum. Remember this, as it means that

Spoiler
you don't always need a constructive skill to span the entire gap in order for the Lemming to get across, as sometimes the built in jump or the momentum gets him the rest of the way across. As a matter of fact, sometimes not crossing all of the gap with the entire builder/platformer is absolutely necessary!

I am a huge fan of the shimmier skill in NL, and that holds here for the L2 shimmier as well, though the latter seems way less forgiving in terms of whether the skill takes place or not. Even then, there's one advantage of the L2 shimmier skill compared to NL's, and that is if the ceiling is too low then the L2 game won't allow you to assign the skill at all. As such, my favorite levels of the tribe are Sports 2, Sports 4, Sports 5, Sports 7, Sports 8, Sports 9, and Sports 10. Needless to say, I think I enjoyed the Sports tribe far more than Shadow, given that it's one of my favorite L2 graphic sets and one of the L2 ones I plan to use for my Lemmings Memories level pack. All the levels listed are also really hard in their own way, and I have the tendency to prefer hard levels in the game of Lemmings :thumbsup:

The only very fiddly skill to use in the tribe is the Pole Vaulter. Sports 7 managed to stump me there, though you do get to learn a new application of the skill, culminating in you using what you've learned to do with the skill in the final Sports level, where it was immensely satisfying to figure out even though I wasn't stumped anywhere near as long on this level as some of the earlier Sports levels.

Well done on an excellently done tribe for the pack, Kieran! :thumbsup: :thumbsup: :thumbsup:

Beach

As Kieran has told me on Discord, this was one of the first tribes he made for the pack, and as such wasn't as experienced with level making for L2 yet. The tribe certainly shows many signs of that, such as the Beach tribe in general is one of the easier ones of the game. I managed to breeze through the first half of the tribe very easily, though with Beach 5 taking me much longer than it should had, though in fairness that one is super fiddly on the execution. The second half somewhat redeems the not so good first half, as a lot of my favorite levels are in the former. So, I would have to agree with Ste Woz Ere here on not being too much of a fan of the levels in the first half, but liking the ones in the second half, especially given that some of the ones in the former are too fiddly for my liking.

Beach 7, Beach 8, and Beach 10 are my favorites! :thumbsup:

Outdoor

Ah, the first tribe to have flinging involved thanks to the bomber skill. It was nice to see new applications of the planter skill in this tribe, as the base L2 game didn't really make use of it at all IIRC, where I pretty much only used it in that one Shadow level. This tribe returns to being one of the harder ones, so it is harder than the previous Beach tribe I completed, though probably much easier than Sports due to how I seemed to have backrouted plenty of levels here, which likely explains why I got through the tribe quite easily.

Favorite levels: Outdoor 4 and Outdoor 8. The latter is especially great, as I was stumped for a really long time, but once I managed to figure out the missing piece I was amazed.

Spoiler
That flinging the kayaker from below that eluded me for a very long time is excellent! :thumbsup:

For Outdoor 5, even though I managed to solve the level with a backroute, interestingly enough I managed to figure out the final missing piece in several of my earlier attempts of the level shortly after I finished streaming:

Spoiler
Flinging apparently resets the fall distance so that they don't splat despite falling from a height that is clearly a splat fall.

Egyptian

One of the hardest tribes of the pack, though once again probably easier than Sports, due to how you only have the platformer and pourer skills to work with, the glue pourer and filler, as your primary means of getting through the levels, with the magic carpet to get a Lemming to other parts of the level. This is where I really got my behind kicked after being on a roll for quite some time with the pack. While I manged to backroute some levels, a lot of these levels weren't quick solves in any way. I especially got really stumped with the final 3 levels of the tribe, with Egyptian 8 taking me more than 2 hours and both Egyptian 9 and 10 needing some offline time for me to solve them.

I think Egyptian 5 is likely the only favorite level of mine in the entire tribe, with Egyptian 6 a close second. I will say the levels here do at least a great job of showing the power of the pouring skills and new applications of them outside of the base L2 game, but a lot of them are too fiddly for my liking IMHO, especially with the glue pourer skill. Egyptian 10 has quite an impressive intended solution but isn't quite completely enforced sadly as my solution shows. Also I managed to abuse a climber mechanic that definitely isn't possible depending on the engine. Sure, I feel bad about using it, but hey, I'll take any kind of abuse possible in the L2 engine to get these fiendishly difficult levels of QFK2 solved! :P

Medieval

Ahhhh no, the dreaded archer skill! :laugh: Well, that was to be one of the expected skills of the tribe, because when it comes to Medieval, think Robin Hood ;) Just like NL, the slider can be a huge pain since they go out the other way after every drop, except for small drops, in which that was fixed for NL so that sliders will always go out the other way after every drop no matter how small, as long as they do the dehoisting animation. So, a lot of the main puzzle challenges here required one to workaround this annoying mechanic of the slider. Even then, it was quite nice to see a lot of climber/slider/shimmier interactions with the various skills of the tribe. Fortunately, the climber and slider to shimmier transition from NL works the exact same way here in L2.

In terms of difficulty, probably easier than Egyptian, with a lot of the main difficulty coming from the execution thanks to the archer skill :P Interestingly enough, Medieval 4 had me stumped for a very long time despite having no archer skill but is quite possibly my favorite level in the entire tribe :thumbsup:

Spoiler
The area in the bottom right I kept dismissing as a complete red herring for quite a long time, when it turns out it's very integral to the solution. My mistake was to keep building in such a way that it spans the entire gap, when the roller's forward momentum can carry him the rest of the way across. Also, it's necessary to not finish the gap as you do need a slider to be able to go back out the other way.

Medieval 7 I would consider another favorite of mine once you're able to get the solution to work. It does require some fiddling around, though in my case I seemed to have made it harder than it needed to be :forehead:

Spoiler
That miner doing double duty to get the crowd out and to destroy the builder staircase to stop the slider from being stuck in an infinite loop is quite clever, and that reminds me of a level by Armani from I believe HL2024.

Finally, it really surprises me that Medieval 10 is the final level, as I find it to be quite easy compared to practically all the other levels of the tribe. This can easily swap places with any other level, except for Medieval 1, 2, and 3.

Circus

As mentioned, I skipped Classic and did Circus instead when I got to this point in counterclockwise order. Only the SuperLem skill is fiddly to work with, though nowhere near as fiddly as the fan skills since it goes where your cursor is. It was nice to see different applications of the L2 laser blaster outside of the common of releasing the crowd from the base L2 game, though the maximum range of the skill is more annoying here due to not knowing where it is since we don't have the luxury of skill shadows like in NL. Probably a bit harder than Medieval. Managed to backroute some levels, most particularly Circus 9 and 10 but it still took me a really long time to do so for the former.

Favorite levels: Circus 6 and Circus 8. The former might had stumped me, but the hardest part is seeing the use of the laser skill. I had everything else figured out pretty quickly save for not going far enough and seeing what happens with the trampolines. The latter has quite an excellent puzzle! :thumbsup:

Circus 4 I unfortunately managed to abuse a club basher mechanic that I think I have completely forgotten about to backroute the level :P Circus 9 I do like the intended solution, but it's too bad I used some erroneous terrain to my advantage to backroute the level :P Honestly yea I should had been able to figure out the main trick here considering that I previously learned it from a level by Armani in his Lemmings Uncharted pack.

Spoiler
Making a hole with the laser to stop the club basher.

Highland

This tribe wasn't as bad as I thought despite the stone thrower, bazooka, hopper, and twister skills. There's still the odd level here and there which you need to deal with the annoying slider that goes out the wrong way after every drop except if small enough. Overall, difficulty seems to be about the same as Circus, if not a bit harder. I do acknowledge making many of the solutions much harder than they need to be, as I do have a bad tendency and habit of doing that :P

Favorite levels: Highland 7 and Highland 8. Both with interesting applications on how to get your worker Lemmings! :thumbsup:

Spoiler
The former with stopping a rock climber, while the latter is to get the rocker climber to land on top of a stone in order to rope and prepare the rest of the route for the other entrances. Nice! :thumbsup:

Polar

As expected, both the skier and skater skills are here. It was especially nice to see better use of the skier skill here, especially when it combos with other skills. The skater skill is still very limited and restricted, but that's expected since it's completely useless outside of the Polar tribe as no other tribe has ice to make use of the skill. Definitely still harder than Highland!

Favorite levels: Polar 2, Polar 3, Polar 4, Polar 5, Polar 7, and Polar 8. Polar 2 especially stumped me far longer than it should had, but that was just due to me overlooking something completely.

Polar 9 managed to backroute that one, though it's just mostly due to how you can platform anywhere and the fact it gains height and hence works pretty much exactly like Lix's platformer and not like NL's.

Space

Another tribe I consider one of the hardest of the pack, especially with the awkward magno booters you need to work with. You also have both ranged projectile skills, the mortar and bazooka for extra fiddliness on top of it all with the flinging :P You also have the jet pack as well, which is a fan skill and can be pretty annoying, especially as it's on a timer. For the most part, the laser blaster returns to its ordinary role of just releasing the crowd, though that's kind of expected given that you have no other destructive skills besides the mortar and bazooka.

This tribe is also the only one that features a repeat of a level earlier in the tribe, in this case Space 10 being a repeat of Space 1. They have the exact same layout but different skillsets. While I couldn't backroute the latter, I unfortunately did for the former :P

Space 9 I would likely consider the hardest level in the entire tribe, let alone quite possibly the entire pack. I was really stumped for a very long time in my stream. In the end, I probably ended up overcomplicating it ever so slightly compared to Kieran's intended way. A very nice puzzle, but very hard to figure out. 

Favorite levels: Space 2 and Space 8. Note that I have a different Space 8 compared to the one in Kieran's video. He's not sure about the discrepancy there, though we're thinking that he might had switched it out shortly after the pack's release or so. Honestly, I think I prefer the current Space 8 in the pack (the one that I played in my stream), though I haven't spoiled myself with the version in Kieran's video.

I am wondering if I managed to backroute the same level as Ste Woz Ere, and my guess is he's referring to Space 4.

Space 3 I'm guessing it should be possible to finish with a second remaining without the clock running out. Good to know it still counts as success depending on if they're fast enough in sync with the level fade out! :laugh:

Sorry, Space 5 is way too fiddly for my liking, though I acknowledge I made things far harder than they needed to be, now that I know the intended way from watching Kieran's video :forehead:

Cavelems

Probably just a bit easier than Space, if not the same difficulty as one another. There are two fan skills here, the parachuter and Icarus wings, though these aren't too bad compared to some of the other fan skills. Just remember the former is permanent and will deploy after each drop. You also have the remaining range skill in the spearer, which more or less works the exact same way as the stone thrower in adding terrain but with varying degrees of how and where it lands depending on where you throw it and whether or not it's a runner doing it or a non-runner.

Favorite levels: Cavelems 2, 3, 4, 5, 8, 9, and 10. Very good use of the dinosaur in 2, 3, and 8 along with a great puzzle and solution! :thumbsup: The puzzle in 5 is also great even if I figured that one out pretty fast ;) 4 and 10 had me stumped the longest, but they make great use of the spearer! :thumbsup: Even if I slightly backrouted the latter. 9 as well in this regard with the spears, though this one didn't stump me anywhere near as long as the 4 and 10.

Spoiler
For Cavelems 10, apparently parachuters are walkers for a frame if you blow them into a wall, regardless of whether or not there are holes. Even then, I can't believe that all I just needed to do was build a bit further back so that the runner doesn't make a jump and hit a wall eluded me! :forehead:
 

Classic

Finally, I finished off QFK2 with the Classic tribe. A wonderful choice as the final tribe, as we return to the familiar classic 8 skills from L1, just on the fiddly L2 engine. This is also the tribe where you're allowed to lose Lemmings on some levels, and you will know which ones they are because the level title states how many you're allowed to lose and still be able to get gold.

From having played Kieran's QFK NL pack, I thought these levels would be very hard, as I know Kieran is quite a talented Lemmings level designer and is known for highly difficult levels. That was not to be the case here for QFK2. I breezed through them fairly easily until the final 3 levels of the tribe. For Classic 9, I would had kept on going, but I had to stop the stream early so that I can let my laptop do the weekly scheduled backup. Turns out there was something I didn't exactly think to try during my attempt on stream, even if I ended up backrouting it and saving more than you're allowed to lose for gold (I did the same with besting the lose record for Classic 7 and hence backrouted it too :P ) ;) Same with Classic 10, I managed to backroute that one as well :P

Favorite levels: Classic 2, 3, 4, 5, 8. Even if I'm familiar with a lot of these tricks, they still end up being wonderful levels :thumbsup: I would say Classic 10 as well, if it wasn't backroutable ;) I do like the intended solution which I kind of was on the right track with, just a few things I didn't think about correctly.


Lost Tribes Add-On Egyptian Levels

Egyptian 2, 3, and 6 managed to stump me on stream. 3 quite possibly took me the longest to figure out out of any other level of this add-on, as I did spend a lot of time with it offline as well. At least in my solution, I can't get it to consistently work, as it works some of the time, while other times it doesn't. I of course acknowledge that it's simply due to the leftover skill I had which eliminates that randomness and chance completely, but from a gameplay perspective it makes absolutely no sense why it works some of the time and other times not. Well, that's the fiddly and clunkiness of the L2 engine for you! :P Also, seems I don't understand the skier mechanics that well at all :forehead:

Egyptian 7 might be the same thing with the randomness, though my backroute probably is consistent each and every time unlike my solution for Egyptian 3 (except it is intended, just one that manages to spare a skill). I haven't checked to see if that's the case.

For Egyptian 8 and 9, I'm not sure if I ever would be able to figure out the intended way for these. For the latter, a lot of fiddliness involved in my solution that avoids a lot of the main things in the intended way, which is much easier on the execution. Similarly, a lot of fiddliness and precise assignments in the latter in my solution.

Finally, given the huge amount of ropers in Egyptian 10, I had a feeling that it's backroutable, and indeed it is, though not as much as easily as I thought. Even then, great level to finish off the Lost Tribes add-on mod, backroute or not! :thumbsup:

Favorite levels: Egyptian 1, 6, and 10. 6 I kind of had the feeling that there were two things in there that are intended, and indeed I'm happy to see that they are, it's just a shame it's currently so backroutable which eluded me the entire time I streamed the level :forehead:

Spoiler
I especially like the bomber vertically flinging him upward to get on top of a glue pourer bridge! :thumbsup: The other thing I had in mind was using a spear to extend a glue pourer bridge, but I of course didn't find how or where to make use of this :forehead:
   

Egyptian 9 is kind of borderline favorite for me. Most definitely the hardest part was figuring out how to get the others down safely, as well as how to make the path to get the others up to the exit, even if that turns out to be a simple

Spoiler
Get into place right beside the exit to mine

Also, I was really lucky the Lemming got flung and not splatted and landed at a spot so that he wouldn't be able to leave the side of the level! :laugh:


Overall, I can highly recommend both of Kieran's QFK2 and Lost Tribes add-on, with the warning that both are very hard compared to the base L2 game. They didn't disappoint and all, and I was very impressed with the entire thing! They honestly have given me renewed appreciation of the L2 game as a whole despite the clunky engine. I've learned plenty of new things that I didn't know was possible in L2 due to how the base game doesn't really teach you any skill synergies or combos.

Well done once again to Kieran Millar, and thank you for QFK2 and Lost Tribes! :thumbsup: I will be checking out your Space, Beach, and Classic add-ons at some point in the future :) I also plan to check out Ste Woz Ere's custom L2 pack as well, but that will come at a much later time, as I'm done with L2 for the time being. QFK2 and Lost Tribes certainly have me drained, so I'll be taking a break from L2 for a while before I come back to any custom L2 content :laugh:

I think next up for me will be taking a look at your custom L3 pack! :thumbsup: At the same time, I think there's a few other things I would like to stream before I take on your L3 pack. We'll see, but I'll likely give the custom L3 pack a go sometime within the next few weeks or so! :) Also, a reminder that Clam Spammer has a custom L3 Egyptian pack as well, which I also plan to take a look at at some point! ;)                             
#13
Game Bugs & Suggestions / Re: [BUG][PL] Exit pause after...
Last post by WillLem - Today at 02:26:55 AM
Fixed in NLCEPlayer commit 6797a1d.

This is fixed using a bool flag. I'd rather find a cleaner way to eat Post/Preview Screen inputs at the start of the game. But, for now at least, behaviour is as expected.
#14
Lemmini / Re: [+][BUG][PHY] Miner turned...
Last post by WillLem - Today at 12:06:38 AM
I'm going to just make a call on this one. Turning a Miner with a Blocker is relatively uncommon, and guarding against clipping trumps preserving replays.

Let's reset the Miner to frame 0 after being turned by a Blocker. This is the cleanest and most elegant solution to this bug.

To be clear: this is a physics update that may break replays, but we do now have the Batch Replay Check feature! It should be relatively easy to find and fix and replays that might be broken by this bugfix.

Fixed in RLPlayer commit ac7c69b.
#15
Lemmini / Re: [DISC] Rewind button?
Last post by Mindless - August 17, 2026, 11:50:59 PM
I don't play RetroLemmini, but here's my opinion:

Once you've added action replay, you've already removed most of the punishment for making a mistake.  All that's left is for the player to replay and fast forward, which does not require any skill.  It's just tedious, and that doesn't make for a good game.
#16
Lemmini / Re: [DISC] Rewind button?
Last post by jkapp76 - August 17, 2026, 11:45:52 PM
I vote YES for a rewind button!
#17
Lemmini / Re: [DISC] Rewind button?
Last post by Flopsy - August 17, 2026, 11:09:12 PM
I don't think a Rewind feature is completely necessary, I don't want to ruin the classic feel of this engine either and I think it should be preserved.

I think having to restart when making mistakes about 4-5 mins deep into a level is a little bit annoying because the fast forward is currently not fast enough to get there quickly and it occasionally results in me having to restart the level again because I don't even notice the fast forward reaching the point where I need to re-attempt. This has only become apparent today when making solve replays for my tougher SEB Lems converted levels for RetroLemmini.

1. Faster Fast Forward - this is the feature I'd support most, it kind of addresses the slowness of the current fastest fast forward speed.

2. Checkpoints - this is kind of moot if you are saving your replays at regular points anyway in case you accidentally click to cancel the replay too early or right at the start of the replay. This is probably a separate thing and it's never really been an issue for me personally.

3. Rewind to last assignment - this is the 2nd best option for me, there was a level where precision was ultra high and I think diggers are harder to place precisely on RL than on NL. Being able to return to the last assignment is a useful feature personally.

Again, I'll re-iterate. I am a native NL/Lix player but I don't wish the NL/Lix editing/frame stepping features to be brought into this. Rather something to fast forward through replays faster.
#18
Lemmini / Re: [DISC] Rewind button?
Last post by ericderkovits - August 17, 2026, 10:09:45 PM
I vote yes on a rewind button. The thing I dislike about SL/RL is having to start the level over from the beginning when making mistaks especially on large levels or levels where precise skill assignement have to be done. This would be nice to have so I can get the precise skill assigments done quicker without restarting the level from the beginning.
#19
Lemmini / [DISC] Rewind button?
Last post by WillLem - August 17, 2026, 09:44:18 PM
Should RetroLemmini have a Rewind button? I'm currently about 50:50 on this.

On the one hand, RetroLemmini has a replay system which can be used to backtrack when the player makes a mistake anyway; from one point of view, it seems unnecessary for the player to have to wait for the replay to fast-forward to the part of the level they're trying to get to.

On the other hand, RetroLemmini currently represents the best way to experience the original games on a modern PC (in my opinion), and the replay feature is there as a pleasant bonus rather than an integral part of the way the game is played, like it is in NeoLemmix. I'd be wary of beginning to introduce the ability to fine-tweak replays, and essentially ending up with yet another 'Lemmings replay editor'.

If we do include any sort of 'Rewind' feature, it certainly shouldn't be a frame-by-frame backstepping sort of feature. The possibilities I imagine are these:

1) 'Fast-rewind' (similar to the current fast-forward but moving in reverse)

2) A checkpoint system, which allows the player to jump back to the most recent checkpoint

3) Jump back to the last skill assignment

All of the above provide a way to quickly undo mistakes without introducing the kind of granular replay editing that NeoLemmix and Lix offer (which, again, I'd much rather avoid).

I'm very hesistant to do even this to be honest, because I like the fact that RetroLemmini has higher gameplay stakes. However, it's difficult to ignore the fact that the replay system already exists and already means that players can just fast-forward to the part of the level that they need to redo. Why not, then, allow them to get there a bit more quickly.

One other possibility here is to implement a super-fast-forward, which allows the player to advance very quickly through the replay; as fast as the rendering will allow, I imagine.

Please share your thoughts.

I need feedback on this. If I don't hear back from anybody, I'll assume that people are happy with RetroLemmini as it is and I won't take any action.
#20
General Discussion / German meetup in Kassel, Feb/M...
Last post by Simon - August 17, 2026, 09:30:39 PM
Hi,

we have a few German members. Who's up to meet for a few days?

I live in Kassel, Germany and am considering hosting the meetup at my place. Reasonable dates will be around February 2027 or March 2027. I have a weak preference for early March, but really anything in February/March would fit. I'll make up my mind and will let you know within the next few months.

Flopsy considers flying here from the UK for a week. To book a flight reasonably cheap, Flopsy needs concrete dates in 2027 by October/November 2026 at latest. I'd like to pin it down by November.

IchoTolot lives nearby and will be happy to come over.

Ideas for what we can do:

  • Play board games.
  • Share Lemmings levels and solve each other's levels.
  • Work next to each other our computers, on Lemmings projects or other projects.
  • Take a small hike.

Are you up to join? Let me know what dates suit you best.

-- Simon