Recent posts

#21
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by Plodderuk - May 23, 2026, 01:56:45 PM
I've returned to OYML after a diversion to Lemmings Cranium and Lemmings Unchartered to see if I could learn some new tricks - some amazing choreography there.
First, some tidying up. There were 2 levels in the second rank that I failed to complete originally. In level 1, I was just missing an obvious trick. In level 16, as well as the Stoner trick there was another common trick I overlooked. So here is a full set of replays.
OYMLr2full_plukz.zip
Now to the 4th rank 'Wicked Webroad.' I have looked at the first 10 levels. My score so far is 7 solved, 3 unsolved - levels 6, 8 & 9. Detailed comments on all 10:
Spoiler, Levels 1-10.
Level 1 "Rush Hours": a very difficult level to start off with. Needs knowledge of several tricks, some familiar to most NeoLemmix players, others less well known. I wasted some time with complicated manoeuvres at the bottom left before realising there was a simpler approach, and realising the importance of the web. I did not even think of trying for the talisman – managed to save the required 63 but needed 1 more minute and 3 more Miners than the limits set for the talisman.
Level 2 "Go Around Inferno": a much easier level. It's obvious where the Cloner has to be used. The challenge is to get through the obstacles using only 2 Bombers – this needed experimentation with the release rate and careful use of Climber.
Level 3 "Don't Let Walls Stop You": this needed a lot of thought and to work out how to save a Bomber, as it looks like you really need 3 or 4 but have only 2. In the end I turned to Master88's Miner-Cloner-Bomber trick – see https://www.lemmingsforums.net/index.php?topic=6303.75 post #77.
Level 4 "Climbers Escape shaft": another relatively easy level, even to unlock the talisman. The main challenge is to ensure that the brick to seal a gap is laid after the entire crowd have climbed past it but before they fall back down.
Level 5 "Offer a Helping Hand": it did not take too long to figure out the main elements of the required strategy. But it's the difficulty of execution that puts the level in this rank. The only way to access the exit is by using Builder plus Blocker, which obviously needs good synchronisation; but the two lemmings involved also have to be well synchronised for an earlier trick, and this leaves little opportunity for slightly advancing or delaying one of them between the two synchronisations. The clever design of this level means you have to think carefully about: how to route the 1st lemming so the 2nd can loop until its partner is ready to join it; how to set up the 2nd & 3rd lemmings so you can fine-tune their release to within 1 or 2 frames; and how to get some flexibility in the timing and location of the first synchronisation so you can adjust the timing of the Blocker's arrival relative to that of the Builder.
Level 6 "Agoraphobia": not yet solved. As far as I can see, both Platformers – as well as both Builders and a Stacker – are needed to rescue the crowd from splatting. This means that no Platformer is available to get over the traps, so the advance lemmings need an alternative route – which I have not yet found.
Level 7 "Strained Atmoshphere": an attractive puzzle. Some elements of the solution are clear immediately, but it took me a while to see where to deploy the Cloner and Shimmiers. In the end I was able to save 1 more than the requirement.   
Level 8 "Lemmings Are Grounded": not yet solved. I have not spent a lot of time on this, but at first sight it looks like more of each skill are needed. 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.
Level 9 "All Stepping Stones Don't Help": not yet solved. The title says it all. Besides the usual challenges, there are 2 problems I can't see a solution to. First, the top right 'stepping stone' has to be removed so lemmings can slide down the wall, but the Digger cannot slide, it just splats, even if I dig after reversing. Second, how to avoid the 3 non-climbers getting trapped in the trough to the left of the exit – the only solution I can see involves sacrificing 1 lemming, but all have to be saved.
Level 10 "Sky Bridge": I particularly enjoyed this puzzle. The biggest challenge is to combine compressing the group with reversing an advance lemming so it can build a bridge for fallers. After initially falling 1 short, I managed to save 1 more than the requirement.
So I'd appreciate a hint on level 9, and a steer on whether I'm making a false assumption for levels 6 & 8.
My solutions on the other 7 levels are attached.

OYMLr4_123457&10_plukz.zip
#22
Other Projects / Re: Fizzles – Original Puzzle ...
Last post by HPWsoft - May 23, 2026, 04:40:31 AM
Hi Simon,

that is a good point. Fizzles will probably not go in the direction of a Lix/NeoLemmix-style rewind or savestate system. At the moment, I see it more as a forward-moving mobile-first puzzle game, closer in spirit to replaying and improving the solution rather than editing the past.

That said, some of the problems you mentioned are already being addressed in a different way.

I have now uploaded a new version of the demo on itch.io that includes several changes influenced by your feedback:

https://hpwsoft.itch.io/fizzles

Fizzles now fall vertically. The earlier horizontal movement while falling caused unwanted behavior, especially with floaters, where Fizzles could drift out of the visible level area. Vertical falling feels more predictable and fits the mobile-first direction better.

The selection behavior has also been improved. A selected Fizzle can now stay selected across harmless state changes, such as walking to falling, falling to walking, landing, or turning. This should reduce unnecessary timing pressure without adding a full pause or rewind tool.

I also added a short level information board after the intro. It shows the total number of Fizzles and the number that must be rescued. This should make the goal clearer before the actual gameplay starts and should make the HUD easier to understand.

The digging area has also been adjusted for better readability. The idea is still that the grass layer disappears and the underlying platform/rock material becomes visible, but the freshly opened path should now be easier to recognize.

For the public release, I am considering difficulty levels before starting a level. These could affect the overall pace of the level, from slower and more relaxed to faster and more challenging. Depending on how fair and playable that feels, a time limit could also become part of higher difficulty settings later.

So instead of solving mistakes through rewind, I am currently looking at error prevention and readability: clearer onboarding, preserving selection, predictable falling, configurable pacing, clearer level goals, improved visual feedback, and level design that avoids unfair timing traps.

Thank you again for these detailed observations. Your feedback already had a direct influence on the updated demo. That is exactly why I want to stay close to the community while building Fizzles: the demo shows the foundation, but the best solutions will come from testing, discussion, and iteration.
#23
Other Projects / Re: Fizzles – Original Puzzle ...
Last post by Simon - May 22, 2026, 10:09:17 PM
You're welcome!

Even if you re-solve these design problems, it will be worthwhile to see your solutions. You have different constraints than the existing games. And you may well find a solution that blows everything out of the water, and we should all copy it.

For example: Lix and NeoLemmix have savestating frameworks for fast rewinding. That's for manual rewinding to undo a mistake, or for history editing, or to allow the multiplayer mode to react to delayed packets. Maybe you'll decide upfront that you don't need savestating. Your design choices for error prevention must now make sense in a world that can only ever go forward. Compared to Lix/NeoLemmix, this will be a new design restriction. Looking forward to your solutions!

-- Simon
#24
Site Discussion / Re: Lemojis!
Last post by Simon - May 22, 2026, 09:54:28 PM
I'll come back to the smileys this Monday, May 25th.

-- Simon
#25
NeoLemmix Levels / Re: [NeoLemmix] The Complete R...
Last post by kaywhyn - May 22, 2026, 05:47:52 PM
Then you might be interested in my recent LPs, as I've done a complete LP of L1, ONML, and Holiday Lemmings 1994, all for the Amiga. I made sure to point out the differences between the Amiga and Dos versions of the levels if I remembered to :laugh:

As for Genesis Present and Sunsoft ranks, as far as I'm aware, no, no one has yet done a Reverse Edition of those ranks/levels. So, feel free to make your own take of such a pack concept for them! :) I also recently did a live stream of the entire port, including showcasing the 2-Player levels! :laugh: 
#26
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - May 22, 2026, 05:36:04 PM
Im not are check out this channel in few weeks. Is Step 4 goes too hard? ???

If you need some help about tricks or etc.. I´ll answer. Step 4 & 5 contains some unique stuffs all around.

Step 4 is still much easier overall. Step 5 is just Pure hell. :devil:  Its contains maybe most hardest lemmings levels you can ever imagine.  :evil:

Wish luck if anyone could beat this pack. Im not are make 1.01 version yet. I´ll work it. Its will at least patch few backroutes steps 1-3 and add some new talismans.

#27
NeoLemmix Levels / Re: [NeoLemmix] The Complete R...
Last post by Guigui - May 22, 2026, 05:28:16 PM
Thanks for the explanation kaywhyn, I was not even aware of the differences between DOS and AMIGA version of the game.

Can you confirm that the Present and Sunsoft ranks in the Genesis version of the game have not been reversed by previous people here ? If so, I'd like to work on that if time allows.
#28
Lemmini / Re: Bug (Retrolemmini 3.0) - L...
Last post by hrb264 - May 22, 2026, 08:03:43 AM
Quote from: ericderkovits on May 22, 2026, 12:39:00 AMLemmings also get trapped at the ceiling not only in Retrolemmini, but also SuperlemminiToo

Yeah, to be clear I'm not saying it should be changed, but I noticed it happening a few times now and it was interfering with a solution i tried for the level (although I worked out how to complete the level without this)
#29
Lemmini / Re: Bug (Retrolemmini 3.0) - L...
Last post by ericderkovits - May 22, 2026, 12:39:00 AM
Lemmings also get trapped at the ceiling not only in Retrolemmini, but also SuperlemminiToo
#30
NeoLemmix Levels / Re: [NeoLemmix] The Complete R...
Last post by kaywhyn - May 22, 2026, 12:04:05 AM
@Guigui

You didn't link to the topic for the Class Edition Reverse Lemmings pack properly, but that one is by WillLem and is for the most part identical to Colorful Arty's NL pack, except he uses the Amiga version of the levels instead of the Dos ones like Colorful Arty does. Meaning, a lot of the levels that lack the water across the bottom on Dos will be present in WillLem's pack because it's there on the Amiga version. However, Colorful Arty's New Formats NL version is pretty much a remastering of his Old Formats and SuperLemmini version of the packs and hence can be thought of as an entirely new pack even though all the levels are the same in them. It's also a completely separate pack from WillLem's version even though they both contain the same levels.

TLDR: Playing through both of them are worth the time! ;)