Recent posts

#21
NeoLemmix Levels / Re: [NeoLemmix] Lemmings Hallo...
Last post by JawaJuice - May 02, 2026, 03:22:03 PM
Hopefully better late than never! This was a pack I attempted many moons ago but gave up on because I was stumped by the very first level :crylaugh: Having thoroughly enjoyed playing through RayLems a while back, I thought I'd give it another crack!

This is quite a difficult pack and it starts like it means to go on! The first level still gave me a bit of trouble, though I figured it out rather more quickly this time around and that set the tone - I was able to get onto Ryemanni's wavelength and the rest of the pack, while challenging, didn't pose any massive obstacles to completion. That said, I needed more than one visit for levels 6 (Level Under Construction), 12 (Pocket Hell), 17 (Roadkill) and 20 (The Belly of the Beast).

At least from my perspective, these are the hardest levels in the pack. This is subjective though of course; reading the feedback above now, it seems no-one else struggled as much with Level 6 as I did! For whatever reason, it just took me the longest time to see a solution and I'm still not convinced I did it as intended, despite using all the skills. Level 12 is literally tiny but that doesn't make it a cinch, by any means! Only being able to lose one lemming is the challenge - if you could utilize two stoners, it would be fairly trivial. In the end, I managed to solve it without any RR fiddling. Again though, not sure if intended. Level 17 isn't so much hard as just incredibly frustrating - I'd go as far as to say rage bait - I hate these kind of levels where the opportunity for logical problem-solving is minimal (sorry Ryemanni!).

Spoiler
Level 20 is hard for one major reason: it's very difficult to accept that the gap between steel blocks is going to be passable, and all too easy to just completely discount it as a possible route, as I did for a long time - when all else failed though, which it did, it was the only option! I kinda lucked into containing the crowd as I was just thinking I had to utilize a bomber to clear enough terrain and fortunately, that also created a high enough barrier to contain the crowd. I can't say that was planned at all but it worked out :P

I really enjoyed the majority of levels in this pack, but faves were 10 (The Box of Pain) and 11 (The Catacombs): I love levels that are not quick solves at all, but which you gradually work through logically. Also a fan of the Spooky tileset that's used in quite a few levels, in keeping with the theme! Good pack overall and recommended. Don't be put off by the immediate (relative) difficulty of the first level, as I was originally!  ;)

Replays attached.  :thumbsup:

#22
In Development / Re: Revenge of the Lemmings - ...
Last post by mobius - May 02, 2026, 12:33:30 AM
Made a slight change to Lemming sold separately to fix Kaywhyn's backroute, which uses some tricky timing to get a lemming to sneak past a blocker. This saves the basher. From the layout of the level, imo it's pretty clear (once you figure it out) what the intended is here.

Could this win the award for the least visually noticeable backroute fix ever? :D

tangent comment: Grentiie's levelpack has lots of good ones. We should take a closer look to see if there's anymore we might want to use, if we need more.
#23
Lemmini / Re: [RetroLemmini] NepsterLems
Last post by WillLem - May 01, 2026, 11:04:10 PM
Version 1.8 Uploaded

One level has been updated for general platform compatibility.

:lemming: Black Hole 21 Final Frustration
• Moved terrain to left of entrance inwards by 8px to make it easier for Builder bridges to connect
• Increased skill count from 20 to 21 of each
• Reduced save requirement from 100 to 90 so that the player can use up to 10 Bombers

2 replays are included, a save-95 and a save-100. This level is still extremely difficult to solve and execute, but it's now much more compatible with RetroLemmini. Since the level has been ported over from NeoLemmix, where it's possible to solve it using backwards framestepping, skill shadows, and various other player assists not present in RetroLemmini, it seems right to make these changes.

Get the latest version of NepsterLems for RetroLemmini here.
#24
Lemmini / Re: [RetroLemmini] GigaLems
Last post by hrb264 - May 01, 2026, 07:46:56 AM
Quote from: ericderkovits on April 30, 2026, 08:04:24 AM@hrb264

You are using Willlem's most current OG styles from RL 2.96, and Retrolemmini 2.96.right? I compared the level and replay in the OP and it matches mine. I even replayed the level again and it works fine.

I think so although i may have to refresh the styles. I'll try again though :)
#25
Lemmini / Re: [RetroLemmini] GigaLems
Last post by kaywhyn - May 01, 2026, 07:24:15 AM
Part 4 of the GigaLems music
#26
Lemmini / Re: [RetroLemmini] GigaLems
Last post by kaywhyn - May 01, 2026, 07:23:37 AM
Part 3 of the GigaLems music
#27
Lemmini / Re: [RetroLemmini] GigaLems
Last post by kaywhyn - May 01, 2026, 07:22:08 AM
Part 2 of the GigaLems music
#28
Lemmini / Re: [RetroLemmini] GigaLems
Last post by kaywhyn - May 01, 2026, 07:20:18 AM
Ok good news, I was able to extract the music from the music pack GigaLem used for the Very Old Formats NL version of GigaLems. I'm attaching them in case you want to use these as was intended. Since they're too big to put in one post, I'll attach them in four separate posts.

Here's part 1
#29
Lemmini / Re: [RELEASE] RetroLemmini 3.0
Last post by WillLem - May 01, 2026, 04:36:06 AM
Version 3.0 update

We're on the home stretch! :lemcat: I'm very happy with RetroLemmini as it is now and will most likely enter a period of maintenance-only development for the forseeable future.

3.0 is a major update, as there are significant updates to the physics this time around which may affect replays and levels. There are also a few UI updates and bugfixes.

Here's what's new:

:lemming: Physics

• Left-facing Builders now place bricks identically opposite to right-facing Builders. In practice, this means that the bricks are 3px further to the left than previously. This is a significant physics update which will affect most replays involving left-facing Builders, and could even affect levels which rely on pixel-precise left-facing Builders (hopefully there aren't too many of these!)

• To account for the update to left-facing Builders, all left-facing sprites have been updated so that the sprite position relative to the actual position of the lemming now mirrors right-facing lemmings more accurately. This doesn't affect physics, but does affect how the lemmings appear to the player when they're facing to the left.

• Miners now check sooner for steel collision during the 'swing' phase (fixes this bug). This may affect levels or replays which involve turning a Miner using a OWW.

• Gadget priority is now hard-coded by general type rather than by individual gadget, meaning that wherever they overlap, the highest-indexed gadget in each type is the one that takes effect in-level (see this topic for more details). This should fix any levels that were broken by the previous hard-coded gadget priority. Meanwhile, Exits continue to override everything else wherever a trigger overlap occurs.

• Only the top-most visible pixel interacts with one-way-arrow objects. This prevents "Allow One Way" flags on hidden, invisible, or eraser terrain/steel from affecting OWW trigger areas. Levels and replays involving complex OWW/terrain setups may be affected by this.

:lemming: UI

• Music & Sound volume control is now logarithmic rather than linear, meaning that it's easier to make fine adjustments to the volume at lower levels.

• Visual SFX images are cleared at the start of the level, preventing them from continuing to be displayed when restarting a level.

:lemming: Styles

• Added Up/Down OWWs to SEGA.
• Added several pieces to Special.
• Added half-size water to Bubble.
• Updated Up/Down OWWs in Pillar to look more like the Left/Right counterparts.
• Added white OWWs to Brick.

:lemming: Editor

• RL Editor version 1.6 is included with the download. See the Editor's "About" dialog for update info.

A reminder of what's new as of 2.9.


Get the latest version here.

#30
Other Projects / Level Editor for the Sega Mast...
Last post by Squidgy - May 01, 2026, 04:12:28 AM
Hey folks, it must've been a good decade or more since I last posted here!

I've made a Level Editor for the Sega Master System version of Lemmings: https://lemmingseditor.trainersquidgy.com/

I want to say a big thank you to Pooty for laying the groundwork 15 years ago with this one, I absolutely wouldn't have been able to do it without the incredibly solid foundation!

I've tried to make it as intuitive to use as possible, although I'm sure there'll be a bunch of bugs still in the system.

The basic info is as follows:
- When you first open the editor, you are asked to provide a username, this links you to a personal key. Keep it safe, this is the way you access your levels. No user information barring the username is logged on the server.
- Once you have your key, you will be presented with the editor itself. The editor and subsequent patch are designed around the modded version of Lemmings that I'm using for the Genesis Level conversion, so there are 240 level slots, an expanded tileset, and quality of life features such as pressing 1+2 and then left/right on the D-Pad to scroll between skills, release rate can be increased and decreated and the ability to search through the levels from the level info screen.
- You can browse and edit/replace all the levels.
- You can paint individual tiles, fill areas, create and use brushes (some very janky ones are in by default) and select to clone/move/delete areas of a level.
- You can export any edited levels as .MLM files if you wish to use them in a more vanilla ROM, or you can directly build an IPS patch within the level editor. There's also an option to verify that you own the original Master System version of Lemmings to use the in-built patcher within the level editor.
- There's full support for traps, variable splat distance, and setting a specific music track per level.
- You can share your levels with others in the community, and play others' levels by downloading them into your game.

If anything breaks or you've spotted a feature that could be helpful, feel free to give me a nudge and I'll see what I can do!

SMS-Level-Editor-1.png
SMS-Level-Editor-2.png
SMS-Level-Editor-3.png