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#51
NeoLemmix Levels / Re: New Neolemmix pack is Read...
Last post by kaywhyn - November 28, 2025, 11:33:15 AM
@Plodderuk

Hi Plodderuk, my turn to welcome you to the Forums! :thumbsup: For the level in question in your post, I've tried it just now, and yes, I've confirmed that OMG 21 - Have a pain day is completely solvable with the given skillset. Replay attached.
#52
NeoLemmix Levels / Re: LemFan's various packs
Last post by JawaJuice - November 28, 2025, 11:18:05 AM
@Plodderuk Yes, I realized that we were probably talking about the same thing - it's not something I would personally describe as a trick, but perhaps it should be. As you say, it's definitely arguable.

Spoiler
The lightbulb moment with this level for me was realizing that the climbers needed to be closer together so that the second climber is already past the point where the bomb impacts the wall he's climbing.

It was one of the trickiest levels in the whole pack for me, along with Walk in the Woods, Wafers in the Red Brick, Expo Dept and Too Far Into the Novel from Depressive rank. As far as The Top Card goes, unlike the two apparently impossible levels from the LemFanLems I pack, it's not really clear what LemFan's intent might have been. My guess is it would have involved climbing up, turning around, mining down to the crowd, then to avoid the climber climbing off screen to the left, dig down to the water, and the last lemming dig through the platform so the final two can swim/climb to the exit. But that would require considerably more skills than those given.

RE: Acknowledgements, horrible level tbh. I solved it as much by luck as judgement. As you say, it's obvious how it should be solved but executing it is a royal pita. It reminds me of the Just a Second level that was created more as demo of what could be done in the game. I did attach that replay but it's probably not worth looking at.

In terms of attaching a zip file, I'm obviously no expert being a relatively new joiner myself, but what I do is go to the Preview pane, then simply drag the zip file I want to attach to the area that it says to drag to - I haven't had any issues with it automatically extracting the contents of the archive.
#53
NeoLemmix Levels / Re: New Neolemmix pack is Read...
Last post by Plodderuk - November 28, 2025, 11:07:33 AM
Hi MASTER-88, I enjoyed playing your challenging pack.
I have a question about one level: OMG level 21 'Have a pain day': Can you confirm that this level can be completed without a Climber? I can see how to save all 100 if there is 1 Climber, but I can't see how to do it without. I can't use Kaywhyn's instructive YouTube replays for insight here, as this is one of the replacement levels for those he tested.
#54
NeoLemmix Levels / Re: LemFan's various packs
Last post by Plodderuk - November 28, 2025, 10:54:24 AM
Here are some more detailed comments on:
Lemmings Obliterated
I was looking for a relatively easy pack, and Lemmings Obliterated fits the bill. This pack ranges in difficulty from Very Easy to Medium, but mostly Easy – though some are Easy only if you know the relevant trick. There is mild progression in difficulty over the 3 ranks, the first 2 with 50 levels each, then 25 in the 3rd rank. The levels are not numbered, so I've been playing them in alphabetical order of their title. There are some nice challenges, particularly in the later levels.
The pack uses the 8 classical skills, plus Platformers, Stackers, Fencers, Hang Gliders and Walkers, and occasional use of Stoners, Swimmers and Cloners. It makes less use of traps than most packs. Only a few levels need perfect placement or timing.
One level appears impossible, as JawaJuice has noted.
Comments on these and the more notable levels in each rank:
Pathetic rank
The 3rd level, "Adding a Couple of Lems" was not straightforward. It's simple to save all but the last lemming; but freeing the Blocker without losing others needs the lemming that does this to be well separated from the others, and it took me multiple attempts to achieve this.
6th level "Basking in the Bricks" – why provide Disarmers in a level with no traps?
21st level "Jack of Crystals" – the key to making best use of the scarce skills is choosing where and how to use the Digger.
43rd level "The Cubical" - the solution to this has some nice touches, particularly in how to allow the advance lemming to get back to the group, and how to free the Blocker and get the advance lemming home.
Reasonable rank
1st level "Acknowledgements" – this level really frustrated me. From the terrain and the Save requirement, it's obvious what sort of solution is needed. But the terrain also means that each lemming lands in its first frame; this can make it difficult or impossible – depending on when and where a Blocker is positioned - to distinguish an individual lemming and assign it as a Floater, until and unless it falls into the pit. I ended up with a green tick here, but I'm not sure how, and it's not in my Replays.
11th level "Condensation" – requires quite a bit of thought to identify the complicated route which the advance lemming needs to take.
24th level "Modernised Level" – a nice puzzle, with the platforming needing careful positioning.
26th level "ProbLematic" – with careful attention to the terrain, this level is easier than it first appears.
28th level "Rainforest Hunt" – needs careful timing and positioning. At first I couldn't see the relevance of the Stoner, but this becomes clear later on in the level.
33rd level "Singing a Song" – this is one of several levels where a roundabout route is enforced for the advance lemming, in this case to help overcome the shortage of Bashers.
37th level "The Lem Stairwell" – another nice puzzle, where it took me a while to work out how to save one of the Climbers, which is needed to meet the Save requirement.
40th level "The Top Card" – this is the impossible level. I can't see any hope of a solution with the skills provided. I wondered whether there was a clever solution approaching the exit from the far side, but the terrain does not allow this.
44th level "Try the Farmland" – the 'Save 37' requirement can be exceeded, saving all 40. Maybe a backroute?
48th level "Wall Mutilation" – a straightforward level at first sight, but with a couple of subtleties. The terrain allows the Digger-Blocker trick if used at the right place. Also, you need to think ahead about how the Climber will be saved.
50th Level "Wish Comes True" – another tricky puzzle. Working out where to use the Digger and the Stacker was the key for me.
'Depressive' rank:
There are quite a few easy levels in this rank. Comments on some of the less easy:
Spoiler
7th level "Ghostly Forest Beast" – the terrain here leaves many possible routes to ascend to the exit. It's not too difficult to exceed the target and save all.
9th level "Intruders in the Antarctic" – it took me quite a while to get this right; it needs accurate placement of the Bomber and the Miner. 
14th level "Silly Boy" – I'm not sure that my solution is the intended one.
15th level "Something Else Works" – this had me puzzled for some time. There may be several alternative solutions. The key elements for mine were: careful placement of the skills used by the exit, to give enough room for what needed to be done later; and solving the problem caused by this placement, when the mineshaft exit was just too high for walkers to ascend into it.
19th level "Too Far into the Novel" and 23rd level "Vacuum Sucker" – these levels are all about timing, to give the advance lemming(s) time to do their work before the followers come along and fall to their doom. "Vacuum Sucker" is the more difficult, but it's possible to save well over the required number.
24th level "Wafers in the Red Bricks" – I tried 3 different places to use the Bomber; one got close to a solution, but none of them quite worked. Then I realised there is a fourth option; with this it is possible – with a slight tweak - to save 39 rather than the required 38.
25th level "Walk in the Woods" – if my solution is the intended one, this level is a classic of misdirection. The problem with my first attempts was with the mineshaft: either it ended too high (at 7 pixels) for the group to ascend into it; or, if reduced to 5 pixels, this left a hole elsewhere in the mineshaft floor. The obvious likely remedy would be to place it to leave a step 6 pixels high – but, despite multiple tweaks, I could not achieve this. With a different solution 38 lemmings can be saved, but that's 1 short of the requirement. So I went for something completely different, where it's easy to save 38, and the required 39 can be saved with a bit of care; one feature of the terrain makes me think this is the intended solution, though I'm not completely sure.


@JawaJuice: re the Antarctic level, your solution and mine are virtually identical. When I referred to a 'trick' I simply meant what happens when a lemming reaches a thin ceiling from below. I guess it's arguable whether this should be described as a trick.

LemObl_Path_Plukz.zip 
LemObl_Reas_Plukz.zip
LemObl_Dep_Plukz.zip 



#55
In Development / Re: Levels by Crane
Last post by JawaJuice - November 28, 2025, 09:30:41 AM
@Crane Medivac! The solution came to me in a dream :) Well, not quite, but I was running through the level in my mind just before I went to sleep and I had to turn the light back on to see if I had hit on it - it seems I did!

#56
In Development / Re: Levels by Crane
Last post by JawaJuice - November 28, 2025, 09:25:05 AM
@kaywhyn I really do hate these kind of levels. I just find them stressful, especially with that abrasive 'I'll Be Back' tune playing haha. I did actually have another go at it, but again, I get nowhere with the normal version let alone the talisman!

Spoiler
You clearly have to use all 5 builders to cross the water, which only leaves you 5 diggers to get most of the crowd down safely. If I try an AT style solution to turn them around at the far end, hardly any of them get back up before the digger steps become too high to climb. Conversely, if I use the old stair steps technique of creating 1-pixel offsets by using one digger to cancel the other, most of the crowd end up going towards the fire trap, where they all obviously die. It's not really the kind of puzzle where you can come up with multiple ideas of things to try, I find, and I'm pretty much out of ideas already!

EDIT: Actually, scratch that. I think I've worked out how to do this level, though it's gonna be tricky to pull off. Apologies to @Crane, I think I may have been guilty of complaining before properly engaging my brain in this case!

@Armani I shall take a look! 1m28s for Last Lemming Standing sounds insane!

EDIT: Those made for entertaining viewing with a coffee break, Armani! Your solution to Deep Freeze is very intricate, which ties into what kaywhyn was saying about max save solutions often being fiddly. Watching your Last Lemming Standing replay was a hoot! It was almost like watching someone play an arcade game like Mario rather than Lemmings :P I will hold off from watching your Outside the Box Part 2 replay for now, I might give that one another crack myself first.
#57
In Development / Re: Levels by Crane
Last post by Armani - November 28, 2025, 08:00:37 AM
@JawaJuice  ;)


Plus, here are some of the replays I uploaded to Discord before that are probably worth keeping
#58
Non-Lemmings Gaming / Porting Sonic the Hedgehog fro...
Last post by Crane - November 28, 2025, 03:56:17 AM
So this is an interesting topic.  Someone is toying with the idea of porting Sonic the Hedgehog for the Sega MegaDrive (Genesis for those in the USA) to the Amiga, the original platform that Lemmings ran on!

Thought it might be interested for those who like low-level, old-school programming!

#59
Contests / Re: Level Design Contest #33 -...
Last post by kaywhyn - November 28, 2025, 03:01:12 AM
Quote from: JawaJuice on November 27, 2025, 10:22:38 AMCheers! He hasn't confirmed yet, but I think I have now found the intended solutions for Icho's levels. I was surprised to backroute them too. I just normally take a path-of-least-resistance approach, rather than thinking about what the author might have intended, which sometimes leads to backroutes I guess! The exception to that was his R1 level. Initially, I couldn't really see how to do it at all, so it was more of an any-means-necessary approach, which I pretty much knew would be a backroute b/c who uses the basher/blocker trick as a key element to a solution? XD

There's one level by Turrican whose solution absolutely requires this combo. I'm not going to spoil which level it is, you'll have to figure it out for yourself! :P I believe two Lemmings Uncharted levels by Armani require it too, though I think he told me it's not necessary?

QuoteIf you want to put it in spoilers, I'd be curious to know what others have found to be the hardest part of your R3 level, because the rest seemed relatively straightforward to me. Working out how to release those two lemmings that fall into the little well was the main headache.

I think Armani more or less said this was the hardest part as well, so apparently you're not alone there! :P It surprises me because I thought the setup here makes it easy to spot what's required here, but hey, what do I know regarding whether people find my levels easy or hard? :laugh:

QuoteAs I've said, I'd love to be a playtester on your upcoming pack, so bear me in mind when the time comes for testing!

Yup, absolutely! It's not going to be for a long time because, yea, I'm very slow when it comes to making levels. Not to mention 125 levels is a very overambitious goal I'll admit and I'm nowhere near the target even after almost a year :P

QuoteC++, now you're talking my language ;)

I still have some of my homework assignments from the course, and I believe last year I installed Visual Studios on my machine again after so long. Some currently don't compile correctly and hence throw errors, but I would have to investigate the code I wrote on my end for those. This was a really long time ago, back in 2009, meaning it's been at least 16 years since I last did any coding/C++ programming. So, pretty much means I'm relearning the programming language due to the huge lapse in time from the last time I worked with it and Visual Studios.

Thank you so much again for playing my levels as well as the banter as you mentioned :thumbsup: You'll definitely be seeing more from me in the future, but as mentioned there's Armani's LDC Compilation Pack you can play through for several of my past entries. That reminds me, I would like to submit some updates to replace some of my levels in it, since yea, I'm not necessarily proud of my earliest levels due to the poor visuals. Nowadays, I can't even look at those really early levels of mine without cringing at least once :sick:   
#60
In Development / Re: Levels by Crane
Last post by kaywhyn - November 28, 2025, 02:37:51 AM
Ah, Mincemeat. The one I pre-tested for Crane. I still urge you to attempt the level, JawaJuice. It's one of my favorites and is quite a satisfying solve! :thumbsup: The talisman is excellent as well, even if it's on the fiddly side, but then again a lot of max-save challenge solutions are! :P