Recent posts

#21
NeoLemmix Levels / Re: Doomsday Lemmings
Last post by JawaJuice - June 01, 2026, 12:40:31 PM
First attempted this pack many moons ago and gave up on it, but coming back to it now, it's definitely not as hard as a good portion of the Lemmings Plus series. Some tricky levels in Apocalypse rank for sure, but only Apocalypse 7 is truly hard I would say. I'm almost certain my solution is a backroute, but the same is probably true for quite a few solutions here. Replays attached.

Fun pack overall though; zombies do make for a different kind of challenge generally, working out how to either contain them, evade them or kill them!

#22
Other Projects / Re: Fizzles – Original Puzzle ...
Last post by HPWsoft - June 01, 2026, 03:45:58 AM
I think the important distinction is that instances should not replace the normal game flow.

Fizzles should still be playable as a straightforward level-by-level puzzle rescue game. A player who just wants to play casually should be able to choose a player profile, choose a difficulty, and continue through the normal levels without having to care about points or instances at all.

The points would be earned in the background by playing normal levels, for example depending on rescue performance. But they would not be required for normal progression.

Instances would be an optional extra mode for players who want more depth and additional challenges.

So the structure could be:

* normal levels remain the main game
* normal levels award points based on performance
* points are not permanently consumed
* casual players can ignore them completely
* instances are accessed separately as an optional mode
* players who want more challenge can use their earned points there
* normal level progression does not depend on completing instances

In the player/difficulty menu, this could be presented quite simply: the normal difficulty options are shown as before, and behind or below them there is an additional "Instances" button that opens the instance selection.

So the idea is not to make the whole game more complex for everyone. The normal game stays simple, while instances become an optional layer for players who enjoy planning, optimization, and harder puzzle content.
#23
Other Projects / Re: Fizzles – Original Puzzle ...
Last post by HPWsoft - June 01, 2026, 03:20:42 AM
Thanks, Simon. That is a very useful point, especially the "not Excel" part.

I think you are right that repeatedly leaving an instance just to redistribute abilities could easily become annoying. My intention was to add a light preparation layer, but if the player has to exit and reconfigure several times, the preparation layer may become the main activity instead of the level itself.

Your alternative sounds cleaner: the player carries the available points directly into the level, all abilities are visible, and each ability use costs points. Then the interesting decision happens inside the level: spend points now, or save them for a later obstacle. Restarting or leaving the level would simply reset the point budget.

That would keep the core Fizzles gameplay more immediate. The player still has a progression/resource layer, but without the extra menu loop.

So maybe the better version is:

* normal levels award a limited number of progression points based on rescue performance
* special instances give the player a point budget
* all unlocked abilities are available during the instance
* each use consumes part of that budget
* the puzzle becomes solving the level efficiently with the available budget

This feels much closer to a puzzle game than my original "configure before entering, then leave and reconfigure" idea.

I will think more in this direction. It may fit Fizzles better because the player stays in the level and the decisions remain part of the actual rescue gameplay.
#24
Other Projects / Re: Fizzles – Original Puzzle ...
Last post by Simon - May 31, 2026, 07:34:16 PM
Quote from: HPWsoft on May 30, 2026, 09:26:30 AM* If the current ability setup is wrong, the player can leave the instance without penalty, redistribute the points, and try again.
* Later in the same instance, the player might discover that several Climbers are also needed.
* The player can again leave, adjust the ability setup, and return.
Play levels → earn points → assign points to abilities → enter an instance → discover what is needed → adjust setup → solve the instance.

First hunch: Leaving levels for such redistribution is boring. We want to play Lemmings, not Excel.

Detailed investigation: Consider what a single puzzle really is under this design. Each of your puzzles is now a skillbar-configuring mechanism for a level, and the level itself. You can remove the level-exiting (to reconfigure the skillbar) from the flow entirely, as follows. Let the player carry the total points into the level. Each skill is available at all times, and each skill usage costs points. Skills become unavailable when their cost exceeds the remaining points. Restarting levels refills points, and exiting refills points.

The superpuzzle becomes: You have 30 points, and unsolved levels A, B, C, D, and clearly level D takes 70 points, but you don't know which of A, B, C are solvable with 30 points. You merely know that at least one of them is solvable with 30.

-- Simon
#25
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by Plodderuk - May 31, 2026, 06:25:12 PM
Re the 4th rank 'Wicked Webroad:' I've now managed to solve 1 of the 3 levels originally unsolved, from the first 10. Having moved on to levels 11-20, have solutions for levels 11-13 and 17-20 but not 14-16.

OYMLr4v3_plukz.zip 

Detailed comments on the levels 8 & 9:
Spoiler
Level 8 "Lemmings Are Grounded": not yet solved. I am assuming that the solution involves an advance lemming going along the top, mining to the right and then being turned by a Blocker which climbs up the wall, then a Basher to free the Blocker & get the group to the exit.
Level 9 "All Stepping Stones Don't Help": I had problems with this because of a false assumption on my part. I thought that Sliders would splat if they descended from a platform, where the distance from the underside of the platform to the landing ground is 3 pixels more than the distance from the bottom of the splat ruler to the pink mark. But they don't - even when the Slider's lower foot (in the final frame before it transitions to a faller) is 1 pixel higher than the pink mark, with the splat ruler anchored on the ground. Once I realised this – thanks to a sneak preview of part of Master88's solution – it just needed some experimentation to find a solution. As Master88 says, there is more than one possible solution.
And on levels 11-20
Levels 11-20
Level 11 "Turbo Tunnel": this level is all about meeting the time limit. A trial run shows that it is not possible for the last lemmings to reach the lower exit within the time limit. From this it follows that they must aim for the other exit; and this dictates how 3 of the skills must be assigned. The remaining challenge is to ensure that those lemmings that are reversed while obstacles are being removed are themselves halted and re-reversed in good time. Timing is very tight – I had less than a second to spare – but there is ample scope for tweaking the timing and positioning of the manoeuvre that delivers the re-reversing in good time. 
Level 12 "Season Of Miners": I found it relatively straightforward to save all but 1 lemmings. The problem arises at the end, where advance lemmings - that mine back away from the exit - have to be halted and reversed. It took me some time to find a workable option for removing the Blocker – requiring careful attention to detail to economise on miners. Timing not so tight here.
Level 13 "Walking On Hot Coals": an amazingly easy level, solved with quite a few skills to spare. Presumably a backroute.
Level 14 "Methods Of Masters": not yet solved. It is easy to see where the Cloner should be used to help create a route for a Basher to get through both central blocks – but very difficult to implement.
Level 15 "Final Trick": another level where you can easily fall 1 short of the save requirement. Looks like it needs a clever trick with the 2 Platformers, but I don't know a trick that helps here.
Level 16 "There is No Time To Waste": looks impossible within the time limit. The Digger above the exit has to stop at a particular point: any sooner, the crowd will splat; any later, the Digger will exceed the time limit. This restricts options elsewhere. If this Digger is advanced by making it a HangGlider, it will miss the exit. Otherwise, the crowd have to be compressed and then released so they reach the above-exit Digger just as it is halted, to avoid the crowd either splatting or exceeding the time limit. The best I can do so far is to rescue 37 out of 40 using 5 skills, or (sacrificing the Digger/Glider) 38 using 7 skills.
Level 17 "Edge Of Steep Cliff": it took me a while to spot the obvious (or should-have-been-obvious) solution to the problem of how to hold back the crowd while advance lemming(s) prepare a landing ground. And then I could not get the 'reverse a Builder by building just beyond another' trick to work so had to find another approach. Ended up comfortably within the time limit and with plenty of Builders to spare.
Level 18 "Puzzle Of Pharoahs": getting the group on the right to the exit is fairly simple, but it's more complicated for the left group. There are Miners and Blockers to spare, but careful thought is needed for where to use the Builders. The time limit is not an issue here.
Level 19 "Polar Night": At my first attempt I ran out of Miners and Platformers way too soon – partly because there was one obstacle that seemed to need quite a few of these. But there is a way round that. One advance lemming has to do all the work. And with one of the two groups you have to sacrifice some skills to allow its release only after a delay.
Level 20 "Hour Glass": a Zombie level with only 2 active lemmings, but the key challenge is to reach all 11 buttons – 1 guarded by the Zombie – before the Neutrals arrive at the exit. This is really tough. On the left, 6 buttons make for 720 possible sequences; on the right, 5 buttons and the Zombie guard on one make for 360. Many of these can be ruled out immediately, but that still leaves quite a few potentially viable options. Timing is fairly tight, as is the supply of Builders, so every effort is needed to economise on both; and the zombie climber/floater needs to be removed from the scene. A nice challenge to finish the rank with, though I reckon level 16 is harder.



So overall that leaves 5 levels still to solve: 6,8,14,l5 & 16. 
#26
Lix Main / Re: Where can i find the Amiga...
Last post by Silken Healer - May 31, 2026, 09:07:55 AM
Quote from: Simon on May 31, 2026, 07:46:16 AM
    Hi!

    Lix doesn't support DMA's old level formats from 1991, and you cannot put those old levels into Lix.

    Nowadays, for playing Amiga levels from Lemmings 1, you have a few options:

    • NeoLemmix Community Edition and play its included level pack Lemmings Redux.
    • or SuperLemmix if even the menuing should look like Amiga,
    • or Amiga Emulation, running DMA's Lemmings from 1991 directly.

    -- Simon
No you're mistaken Simon. Some levels in Lix are homages and extremely similar (essentially remakes) of L1 levels. Also, scattered around the forums somewhere are downloads to remakes of the old L1 and ONML two-player levels. I remember this, as I wanted to play these at some point.

Maybe we should make a list of all the homages?
#27
Lix Main / Re: Where can i find the Amiga...
Last post by Simon - May 31, 2026, 07:46:16 AM
    Hi!

    Lix doesn't support DMA's old level formats from 1991, and you cannot put those old levels into Lix.

    Nowadays, for playing Amiga levels from Lemmings 1, you have a few options:

    • NeoLemmix Community Edition and play its included level pack Lemmings Redux.
    • or SuperLemmix if even the menuing should look like Amiga,
    • or Amiga Emulation, running DMA's Lemmings from 1991 directly.

    -- Simon
#28
Lix Main / Where can i find the Amiga Lem...
Last post by namthegamer12345 - May 31, 2026, 06:55:57 AM
Where can i find the Amiga levels in Lix? :lix:  :shrug:
#29
General Discussion / Re: [DISC] Lemmings Forums UK ...
Last post by hrb264 - May 31, 2026, 06:13:27 AM
I'm flexible with locations too :)
#30
General Discussion / Re: [DISC] Lemmings Forums UK ...
Last post by hrb264 - May 31, 2026, 06:12:22 AM
I'd love to come :) in June my availability isn't great but I'm free most of July. I won't be around 22-28th August tho