Author Topic: Top 5, Bottom 5  (Read 25080 times)

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Offline Clam

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Top 5, Bottom 5
« on: August 31, 2009, 12:32:40 AM »
I know the question of favourite and least favourite levels has come up in the past, but it's been some time since the last one and I'm sure some opinions have changed since then. And besides that, I never mentioned which levels are my favourites. :) So here it is in a different format (rather than just listing some levels you like or hate). Of all the original Lemmings, Oh No and Xmas levels, which 5 do you like the most, and which 5 do you hate with a passion? (EDIT: You can include levels from other lemmings games too, either in the same list or a separate one.)

Here are mine.


BOTTOM 5 ><img src=" title="Angry" class="smiley" />

5: Tricky 16 - Luvly Jubly
Multiple bomber timing that changes every time you go deeper into the grid. Plus I can't stand the name.

4: Taxing 14 - Hunt the Nessy....
Mind-numbing tedium.

3: Taxing 13 - Upsidedown World
It's like you have to learn to play the game again by a different set of rules. Incredibly frustrating to see a plan fail for no apparent reason, right at the end, and then have too few skills left to save it.

2: Wicked 2 - Inroducing SUPERLEMMING
What have you done?! WHAT HAVE YOU DONE???!!!

1: Hail 3 - And a Happy New Year!
Like Hunt the Nessy, but even worse. Uninspired and poorly put together.


TOP 5 :thumbsup:

5: Mayhem 3 - It's hero time!
A quick and fun level to play. Good skill set and clever solution.

4: Taxing 6 - Compression Method 1
Gather 'em up, release 'em and squish 'em. Fun to figure out, and fun to watch.

3: Tricky 22 - Turn around young lemmings!
The original turnaround level. Simple and effective.

2: Havoc 9 - AAAAAARRRRRRGGGGGGHHHHHH!!!!!!
Very well designed multitasking level that gets progressively harder to keep up with as your builder gets further away.

1: Havoc 10 - Flow Control
Simple, unique and brilliant - a remarkable contrast to most other levels in ONML :P

Offline Dullstar

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Re: Top 5, Bottom 5
« Reply #1 on: August 31, 2009, 04:06:31 AM »
What about Lemmings 2?  Lemmings 3?  Or...  *gasp* 3D lemmings?

Offline Clam

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Re: Top 5, Bottom 5
« Reply #2 on: August 31, 2009, 04:23:31 AM »
They never even crossed my mind as I posted that. :D Go ahead and include them if you like, or start a separate thread. I doubt any would make it on to either of my lists, to be honest...

Offline namida

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Re: Top 5, Bottom 5
« Reply #3 on: August 31, 2009, 05:48:43 AM »
I don't remember ONML that well as I haven't played it nearly as much, so I'm doing two seperate lists for the two games I *do* know well: Original and Lemmings 3D.

EDIT: I've modified this to include a couple of levels I forgot about before.

Original
5 Worst
5 - Hunt The Nessy. Long building stages are alright for earlier in the game. One in the middle of Taxing, especially one of this length, is just pointless.
4 - The Prison. This level is plain and simply annoying.
3 - Save Me. It's a pain to pull off, and long yet overly simple to work out. Hard to pull off levels, in my opinion, should either be short entirely, or at least have the hard to do parts near the beginning.
2 - All or Nothing. It's either plain luck, pixel-precise mouse location, or if you have a version with the arrow keys feature, a total dud level.
1 - We All Fall Down (Taxing). This level is plain annoying. The fun one is a good early-game introduction to the idea, the Tricky one is still reasonable, and the Mayhem one requires a bit of additional thought beyond the normal for these levels. The Taxing one is just boring and tedious.

5 Best
5 - Postcard from Lemmingland. This was the first level in Lemmings that had me stumped for a while. It's a great puzzle, without any difficulty in how to actually execute it. (Some levels have overtaken these two.)
4 - Take A Running Jump. While not exactly challenging, it's a very interesting design.
5 - Upside Down World. This is a really fun puzzle level, that takes a bit of thought without being overly difficult.
4 - Mind The Step. I really have no idea why, but this is simply a level that I love playing.
3 - Menacing. No, not the PC/Amiga level. The Sega Master System one! It's a very creative level that uses a trick that I don't think the original game ever uses elsewhere (ok, Feel The Heat does, but that's it) - took me ages to work out how to do it, I kept thinking that couldn't possibly be enough builders! My only complaint is that this level would probably have been better off in Taxing (or possibly even early Mayhem) rather than Tricky.
2 - No Added Colours or Lemmings. A great puzzle level, which is the kind I like. Almost as good as...
1 - It's Hero Time. This level focuses on solving a puzzle in a creative way, and obviously gives a lot of variety. On top of that, with how many different solutions there are, it's fun to play over and over. A truly excellent level.

Lemmings 3D
5 Worst
5 - Stilt Walkers. I don't know why, but this level is just annoying to me. Not to mention the huge backroute.
4 - Spaghetti Junction. Mazes and splitters are very overused by this point of the game. Of course, there's the backroute, if you can find it.
3 - Tower of Lemlab. This level is basically just about passing typical obstacles one by one, with no overall theme or challenge to it... unless you find the backroute.
2 - Jelly Belly Islands. Basically, it's about remembering where the teleporters send you (Yet again, unless you find the backroute :P). It's plain annoying.
1 - Final Maze. Yet another remember-where-teleporters-send-you level (or in this case, springs). And do I even need to say it? Backroutes FTW.

5 Best
5 - Dot to Dot. Okay, yes, it's a build-build-build level. But the fact that there isn't many of them in L3D makes it more acceptable. Besides, I dunno why, but I always found this level quite fun. (And of course, gotta love the shortcut!)
4 - Across The Network. A fun level with several solutions, all of which require a bit of thought to pull off.
3 - Lemmtris. It's fun to have a more olden-style level among the game. It's also notable for being the only non-training level where 100% can be acheived, yet is not required.
2 - Rescue Team. Okay, the level itself wasn't done that well, but the idea behind it is still a great one. It's pretty fun, too.
1 - Critical Path. Possibly the only level in Lemmings 3D that qualifies as a true puzzle. It's great fun.
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Offline Minim

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Re: Top 5, Bottom 5
« Reply #4 on: August 31, 2009, 06:56:12 AM »
Gosh, I'm surprised you didn't put Tightrope City on the list of the sloppiest levels of all time. Anyway, here are my Original Lemmings Bottom 5:

5th place: Going up...: A long and boring level.

4th place: Time to get up!: Takes a while, but you need to use boring bombers again.

3rd place: We all fall down: Would be better with higher release rates.

2nd place: Hunt the Nessy: Too long.

1st place: Tightrope City: Maybe not for the PSP version, but it's too generic.

And these are my favourites:

5th place: Let's be careful out there: Plenty of ways to do this. Looks simple.

4th place: It's hero time: Clever solution

3rd place: One way or another: Both ways are possible, you can choose which is better.

2nd place: Rendezvous at the mountain: It's a great multitasking level to end the game! Sweet.

1st place: And then there were four: Another great multitasking level. The absolute best.
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Offline namida

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Re: Top 5, Bottom 5
« Reply #5 on: August 31, 2009, 07:49:32 AM »
Neither Rendezvous at the Mountain nor And Then There Were Four actually *require* multitasking, unless you're doing a challenge. "The Fast Food Kitchen" is an example of a level that *does* require it.
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Offline LemSteven

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Re: Top 5, Bottom 5
« Reply #6 on: August 31, 2009, 08:37:48 AM »
3 - Lemmtris. It's fun to have a more olden-style level among the game. It's also notable for being the only non-training level where 100% can be acheived, yet is not required.

That is not quite true.  "T Minus Five and Counting" and "Castle Peralus" can be done with 100%, both using backroutes.

Anyway, here's my lists for Lemmings and ONML.

Lemmings

Best
5:  Triple Trouble:  Small, but quite challenging level
4:  Upsidedown world: Good puzzle with a hard-to-find 100% solution, but the OWW at the end keeps it from being higher.
3:  No added colours or Lemmings:  One of the best puzzle levels in the game
2:  Cascade:  Would be one of my least favorites if not for the 100% solution
1:  And then there were four:  Awesome multitasking level

Worst
5:  Pillars of Hercules:  Simply stop the splatting and build to the exit.  Nothing really interesting here.
4:  All or nothing:  There's no puzzle; it's just a matter of hoping your bashers go the right way.
3:  Follow the leader:  Too much straight walking.
2:  We All Fall Down (Tricky):    It's no more difficult than the Fun version, but a lot more tedious.  The Taxing and Mayhem versions are more challenging.
1:  Down, along, up.  In that order:  I hate this level with a passion.  There is almost no room for error when it comes to placing your builders, and it all depends on exactly where the blocker's force field is.

Oh No! More Lemmings

Best
5:  Scaling the Heights:  A challenging level late in the game; it's only flaw is the blatant backroute that allows you to complete the level with no miners.  100% is possible, too, using some counterintuitive techniques.
4:  KEEP ON TRUCKING:  A fun level with several hazards and many different solutions.
3:  SNOW JOKE:  Another fun level that's great for challenges.
2:  ROCKY ROAD:  A nice, long (but not too long) level with a good variety of obstacles.
1:  PoP TiL YoU DrOp!:  Although it's too easy for it's place in the game, it is always a challenge to get by with as few bombers as possible.  100% is possible, too!

Worst
5:  LOoK BeFoRe YoU LeAp!:  Too much bomber timing.
4:  Welcome to the party, pal!:  Way too much building, and the time limit forces you to release the crowd at almost precisely the right moment or start all over again (unless you take a clever ceiling backroute).
3:  Up, Down or Round and Round:  An unimaginative design, pixel-perfect builder placement, and an evil trap right below the exit combine to make this one one of my least favorites.
2:  Flow Control:  Too easy for the Havoc rating, and a large percentage of the lemmings get eaten up by the traps.
1:  Where Lemmings Dare:  As if those lizards weren't bad enough, the level also has to have those %$*# plant traps right next to the exit.

I'll do the other games later.

Offline Clam

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Re: Top 5, Bottom 5
« Reply #7 on: August 31, 2009, 09:47:40 AM »
My list for Lemmings 2 is complete. It's been a while since I played this game, but thankfully The Lemmings Encyclopedia is there to refresh my memory ;)


Lemmings 2

Bottom 5
5: Cavelem 9 - EVOLUTION OF LEMMINGS
Easy to find the solution, but it takes millions of years to execute. :P

4: Highland 4 - A mere stone's throw
Good to see something different, but... seriously, WTF?

3: Space 8 - Odyssey
Chain through the wall? How the heck am I supposed to figure that out? Plus there's too many teleporters to deal with.

2: Classic 7 - So close but so far away
Waaay to long, but the worst thing is you don't know how many lemmings you're allowed to lose. And it's quite obvious that you can't save everyone.

1: Sports 10 - Take up Archery
This takes a ridiculous number of bulls-eye shots. Each of which takes TWO perfect clicks - one for the archer position (on a RUNNER, no less) and one for the target.


Top 5
5: Cavelem 2 - Successive Division
Clever theme, and a clean, simple solution.

4: Shadow 2 - NITRAM THE HUGE!
Nothing too difficult, but you have to use those skills wisely.

3: Space 6 - Lunar Olympics
A fun one to play - you have to pick the right skill for each job. Shows off much of the repertoire of individual abilities.

2: Egypt 5 - Echo of Light
One of the few puzzles in this game that's tricky and not just annoying.

1: Outdoor 7 - Natural Selection
A wonderfully original solution, which really stands out against all the boring "hero lemming" puzzles. Truly the fittest of the levels.  :thumbsup:

Offline Minim

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Re: Top 5, Bottom 5
« Reply #8 on: August 31, 2009, 09:51:49 AM »
5 - Stilt Walkers. I don't know why, but this level is just annoying to me. Not to mention the huge backroute.

I think the backroute is part of the level solution. When I played it, I couldn't find a solution without cheating.
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Offline namida

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Re: Top 5, Bottom 5
« Reply #9 on: August 31, 2009, 09:55:48 AM »
No, there are proper solutions, but there's also a major backroute.
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Online Proxima

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Re: Top 5, Bottom 5
« Reply #10 on: August 31, 2009, 01:29:54 PM »
Gosh, I'm surprised you didn't put Tightrope City on the list of the sloppiest levels of all time.
I've always felt that the puzzle (at least when you first encounter it) redeems the lack of background graphics. And it does suit the title.

It's been interesting (though not wholly surprising) to see that some players' bottom levels appear in others' lists of top levels :)

Okay, here's my list:

Original Lemmings

Bottom 5

5: Taxing 4 - Lend a helping hand
When you're playing this before you've studied the operation of objects for designing Cheapo or LemEdit levels, it seems like pure chance whether the traps kill you or not.

4: Tricky 25 - Cascade
This level traumatised me when I was a kid. I don't think I need to explain why.

3: Taxing 14 - Hunt the Nessy
As stated already by others, long and tedious without any real challenge.

2: Tricky 14 - MENACING !!
Aaargh, that music.... make it stop....

1: Mayhem 14 - Pea Soup
Long, boring, and completely impossible if you have a black-and-white monitor as I did at the time, which is utterly unfair.

(Wow, what is it about the number 14? Actually, I dislike Fun 14 as well, because it's too long and samey.)

Top 5

5: Mayhem 1 - Steel Works
What a way to kickstart a category! No doubt it is largely thanks to its position, but this is one of those levels that really sticks in the memory and that you love coming back to. Or at least I do.

4: Mayhem 20 - No added colours or lemmings
I have to join in the general praise for this level, as it's such an elegant puzzle and perfectly executed -- no backroute has ever been found.

3: Taxing 6 - Compression Method 1
A gorgeous lateral-thinking level quite like no other.

2: Taxing 22 - Come on over to my place
In contrast to the next on my list, I like this one because the backroute is such an elegant solution.

1: Mayhem 13 - The Great Lemming Caper
An absolutely beautiful level with a beautiful solution; even the existence of the backroute and the fact that I found it years before I found the real solution doesn't stop me appreciating this.

(Other levels that would make my top 10: "Upsidedown World", "Going Their Separate Ways", "Tribute to M. C. Escher", "Triple Trouble", "Call in the bomb squad")

Oh No! More Lemmings

Bottom 5

5: Crazy 11 - No Problemming!
Nothing but a joke, and skews the ONML lemmings lost statistics by a ridiculous amount.

4: Wicked 15 - SPAM, SPAM, SPAM, EGG AND LEMMING
I hated the precision required to turn the floater lemming and still have room to build a suitable landing platform.

3: Wicked 18 - LoTs moRe wHeRe TheY caMe fRom
Hidden traps and a really tedious-to-execute solution.

2: Havoc 10 - Flow Control
As stated by LemSteven, it's almost insulting that they put this in the Havoc rating.

1: Wild 14 - ICE SPY
The most unpleasant trap in any of the games, and it's so well disguised that the first time you play you will certainly walk right into it.

Top 5

5: Crazy 10 - ROCKY VI
Gorgeous puzzle with a very elegant solution.

4: Wicked 10 - Temple of Love
Another cunning puzzle that made me very happy when I solved it.

3: Wild 15 - THE SILENCE OF THE LEMMINGS
I share LemSteven's liking for "long levels with a good variety of obstacles", and this is one of my favourites.

2: Wicked 3 - This Corrosion
Easily one of the best puzzles in the game, but I hear that it's marred by a backroute, though I can't remember the details. (Steel glitches, perhaps?)

1: Crazy 7 - And now, the end is near...
Awesome title, awesome puzzle, awesome solution! Kept me stumped for a good long while, and I was so happy when I finally got it.

(Other levels that would make my top 10: "Be more than just a number", "Lemmings in a Situation", "Introducing SUPERLEMMING", "ONWARD AND UPWARD", "Creature Discomforts")

Offline Pooty

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Re: Top 5, Bottom 5
« Reply #11 on: August 31, 2009, 02:48:13 PM »
Lemmings

Bottom 5

5: Mayhem 24 - All or Nothing
    What's there to like? There's nothing to it.

4: Taxing 14 - Hunt the Nessy
    It's long, lumpy, boring, and the only exciting part is I get to cut its neck, never to be seen again.

3: Taxing 13 - Upsidedown World
    Those roots drive me nuts. I think i've done it, and then.. that root at the end is blocking all the lemmings. Grrrrrrr...

2: Taxing 26 - Triple Trouble
    While I do appreciate a challenge.. this level is far too hectic.

1: Mayhem 11 - We all fall down
    It's just tedious. It's incredibly dull, and it's also "head-doing". What really gets me is this level has to be done FOUR times, each time worse than the last.


TOP FIVE

5: Mayhem 29 - Save Me
    This level blows my mind. It's delightfully fiendish, though it would have been higher in my list if I didn't get it done in my second try. That was a bit disappointing.

4: Tricky 30 - The Crankshaft
    I think it's amazing that removing the bashers turns this level from being dull to being quite an interesting level indeed.

3: Taxing 22 - Come on over to my place
    I like the solution to this level. One of my favourite moments is after the blocker is freed, while every other lemming is walking around the level, there are these two lemmings floating to the exit.

2: Mayhem 1 - Steel Works
    This level captures the "first level in the hardest difficulty" feeling. As a beginner looking at each of the first levels, this one looked terrifying (especially the splat-start), forcing me to play the game at a lower difficulty. But as I played the game more and more, I realised.. it's not that bad. I was thrilled when I managed to get it done for the first time, and I was well and truly on my way.

1: Mayhem 20 - No added colours or Lemmings
    What a genius solution. There's a load to consider, and when I got it done, I realised it was quite elegant. It defines what I love about Lemmings.
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

Offline Minim

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Re: Top 5, Bottom 5
« Reply #12 on: August 31, 2009, 04:19:08 PM »
2:  Flow Control:  Too easy for the Havoc rating.

No it isn't, because the release rate is a little something new to the levels. Like what Clam Spammer said earlier on.

Simple, unique and brilliant - a remarkable contrast to most other levels in ONML.
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Offline Minim

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Re: Top 5, Bottom 5
« Reply #13 on: August 31, 2009, 06:10:04 PM »
I guess for the ONML, the Tame levels are thrown out of the window. We'll keep it this way for now.

The 5 levels I hate the most are:

5: Inroducing SUPERLEMMING: The typo persists, and it's nothing other than frustration (which is what no-one likes just because it's so early in the game).

4: Dr. Lemmingood: I suppose that's Dr. Feel-good. It doesn't, with bombs and builders they intentionally tried to make it as hard as possible without even thinking about it.

3: Welcome to the party, pal: Another worker lemming level without any thumbs up. All together now: "Mama told me not to come..."

2: Spam, egg and lemming: A splat start, which is nice.

1: No Problemming!: Takes a really dark simple level which is impossible and then, bang, another level is there along with it. What a stupid waste of time.

Next up, are my favourites.

5: Suicidal Tendencies: I personally like it, especially the excess amount of custard at the bottom and the timing of the builders.

4: Pop till you drop!: Bombers make it fun, although you won't need them.

3: Time waits for no lemming: Simplistic looking but a nice level to play.

2: Just A Quicky: The title says it. A nice little brain teaser for the grey matter.

1: This Corrosion: Solution is well planned and looks amazing once you find it.

Edit: Changed #1 from "Across the Gap" to "No Problemming!"
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Offline Dullstar

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Re: Top 5, Bottom 5
« Reply #14 on: August 31, 2009, 09:53:25 PM »
I've never noticed that typo before.

Offline Minim

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Re: Top 5, Bottom 5
« Reply #15 on: August 31, 2009, 10:25:49 PM »
Maybe you didn't play DOS lemmings or play Lemmix. They cut out Wicked 2 on Windows version as well.
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Offline Clam

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Re: Top 5, Bottom 5
« Reply #16 on: August 31, 2009, 11:08:15 PM »
Maybe you didn't play DOS lemmings or play Lemmix. They cut out Wicked 2 on Windows version as well.

I thought it was in the Windows version, but it ran at regular speed like every other level. I haven't played that version in ages though, so I'm not sure.


I might split up my list for the original levels into separate lists as everyone else has done. Don't expect my #1 pick to change though :P


Does anyone else have a list for Lemmings 2 (or Lemmings 3)?

Offline GigaLem

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Re: Top 5, Bottom 5
« Reply #17 on: September 01, 2009, 12:19:31 AM »
Does anyone else have a list for Lemmings 2 (or Lemmings 3)?
[/quote]
Thats a Grate idea
Heres my Top 5
Tricky 21-All the 6's...
a Nice idea to use the fire tarrain
To make 666  :evil:Hohohahahahahahaha sorry
Taxing 13-upside downworld
One of the MOST CREATIVE STAGES It's upside down in dirt try making a upside down level with the marble tarrain
Fun 23/Taxing 17-Lost that lemming fealing/X marks that spot
One level in two rating yet pretty fun in taxing 17 see that x on the right
The extra exit hiding there
(tell me if it ok to do snes&genesis levels)
Sunsoft 2-I M A.T.
A real great idea to use dig to make stairs level
And now make most fav(should of done those levels)
Havoc 5-There's a Madness in the method
An original level to diffrent and/or new ways for methods (yet i can't beat it lol)
I'll show my least favs later

Offline ccexplore

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Re: Top 5, Bottom 5
« Reply #18 on: September 01, 2009, 01:05:04 AM »
Giga, you do know that you can insert blank lines in your posts by pressing ENTER twice, I hope? :-\

Something like that monolithic block of text above is not what I'd called a list......

Offline Clam

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Re: Top 5, Bottom 5
« Reply #19 on: September 01, 2009, 03:00:14 AM »
Here are my most liked and loathed levels in...

Lemmings 3

Bottom 5
5: Shadow 30 - Far too much fine execution needed, and those fake stones look just like the real thing.
4: Shadow 18 - Yes, they tell you where to throw the grenades, but there are other complications that make this frustrating - avoiding spats, preventing your guys getting caught in the explosions, and dealing with that damned bird.
3: Shadow 21 - I never did figure out how to sneak past those bird things, but this one is particularly bad - this part requires absolute perfection to get through. Heck, even without the bird trying to eat you, it's not that simple. And it takes a couple of minutes to get to this point.
2: Classic 4 - Very cruel to make you jump 12 individual lemmings, in a tight space, so early in the level set.
1: Egypt 10 - The initial battle with the purple monsters gets annoying as the lemmings walk past each other at the key moment, and the crucial skills needed to save the extra lemming are hidden in the ground.

Top 5
5: Shadow 14 - A rush to save the bonus lemming before it falls in the water. Good fun.
4: Classic 14 - A nice twist with the extra lemmings freeing the regular ones, and the trick of catching a climber as it falls back down is unique.
3: Egypt 24 - A clever little puzzle that makes you think carefully about how to use each tool, and how to deal with the fake ground.
2: Egypt 5 - This level forces do everything in the right order, and quickly.
1: Classic 5 - You have the freedom to place those bricks any way you like. The only obstacles are the ones you create yourself.

Offline LemSteven

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Re: Top 5, Bottom 5
« Reply #20 on: September 01, 2009, 03:17:20 AM »
Here are my lists for Lemmings 2 and Lemmings 3D.

Lemmings 2: The Tribes

Best:
5:  Circus 8 -- PLAY THAT FUNKY LEMMING:  Many obstacles and a roundabout way to the exit make this a fun level to play.
4:  Space 6 -- Lunar Olympics:   One of the best “hero levels” ever made.
3:  Classic 4 -- Tension Sheet, Good Idea:   A great puzzle in which the floor route is the intended solution.
2:  Polar 9 -- It’s all up hill:  An epic level that’s more than just a building exercise.
1:  Sports 8 -- Run the Risk: Another long, challenging level with many possible solutions.

Worst:
5:  Sports 1 -- Ceci n’est pas une pipe: This is really a pointless level, and you lose two lemmings for no apparent reason.
4:  Shadow 10 -- Moonbeams: A building exercise and an anticlimactic way to end the Shadow tribe.
3:  CaveLem 5 -- This is the Pits!: This level is riddled with evil traps, and has a blatant backroute solution.
2:  Medieval 9 -- LEMMING IN DISTRESS!: That %#&@ dragon is the most evil trap in the game.
1:  CaveLem 7 -- Deadly Exit:  This is my least favorite type of level -- one in which almost the entire premise is avoiding the traps.

Lemmings 3D

Best:
5:  Level 61 -- The Five Arches: A fun level that is tricky to figure out.
4:  Level 75 -- Hole in One, Two, Three!: A tricky 100% level that forces you to control the crowd efficiently.
3:  Level 78 -- Castle Peralus:  A classic puzzle that is unfortunately marred by several backroutes.
2:  Level 79 -- Tuther Circus Level:  One of the best puzzle levels in the game.
1:  Level 76 -- Fun Fair:  An epic climb up a Ferris wheel with a brilliant solution.

Worst:
5:  Level 58 -- Snake:  Turn, bomb, turn, and repeat seven more times.
4:  Level 13 -- Tower of Stone:  Turn, turn, turn, build, etc., and then you lose all but 20 lemmings in the end.
3:  Level 70 -- The Hanger:  Another “bunch them up and lead them through the trap” level.  I hate these with a passion.
2:  Level 32 -- Dot to Dot: A very tedious level in which many lemmings are lost, unless you find a backroute.
1:  Level 73 -- The Catacombs:  A completely pointless maze that becomes quite simple once you map it out.

Lemmings 3 and Lemmings Revolution are coming soon.  :)

2: Classic 4 - Very cruel to make you jump 12 individual lemmings, in a tight space, so early in the level set.

You might want to take another look at that level, because there is a better way to do it.  Consider it a challenge to complete the level without a single jumper.

Offline namida

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Re: Top 5, Bottom 5
« Reply #21 on: September 01, 2009, 06:02:48 AM »
UGHH. I completely forgot "No Added Colours Or Lemmings" when I did my top list. While it wouldn't've beaten "It's Hero Time", it would definately have beaten the rest.
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Offline chaos_defrost

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Re: Top 5, Bottom 5
« Reply #22 on: September 01, 2009, 08:24:34 PM »
Wow, it's been a while. Good to see this community doing well again  :thumbsup:

I've played Lemmings, ONML, and The Tribes, so I'll post about all three when I can

Lemmings:

GTFO these are trash

5) Taxing 29 (forgot name) -- So the Taxing set is hard, right? Then this level pops up and it's like easier than some Fun levels. Why? This is such a lazy level.
4) Upsidedown World -- Another level that stopped me as a child for the wrong reasons. Then I finally DID figure it out and the game terrain glitched and I couldn't replicate my solution. I quit Lemmings for a while because of this level.
3) All or Nothing -- Really?
2) You Live and Lem/Steel Mines of Kessel -- I always hated the layout of these two levels for whatever reason. Also they're long and the Mayhem version is straightforward and just boring.
1) Lemming Sanctuary in Sight/King of the Castle -- Aesthetically boring, it's just a building exercise and I really just don't like it.

Sweet awesome fun levels

5) And then there were four -- There's a lot of ways to do this, and not really any pressure to do it well, so this is a fun longer level to unwind with/try for fast clear times or high % saved.
4) Compression Method 1 -- Neat solution. Though I don't know why there's no CM2 in the game, that always bothered me.
3) Call in the Bomb Squad -- I don't know why, but the idea of bombing a hole in the ceiling of a level was cool.
2) No Added Colours or Lemmings -- Easily the best "puzzle" in the entire game. This level took me a long time to figure out when I first played it.
1) It's Hero Time! -- A lot of the custom stages I have made have the "one of all skills" premise because of this very level. It has a really neat solution that isn't annoying to execute, and the level feels frantic. A lot of fun.
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Offline Minim

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Re: Top 5, Bottom 5
« Reply #23 on: September 01, 2009, 08:43:00 PM »
5) Taxing 29 (forgot name) -- So the Taxing set is hard, right? Then this level pops up and it's like easier than some Fun levels. Why? This is such a lazy level.

The name is "How do I dig up the way" just to let you know. I agree with you actually. The designers put it in a lower level file and I can't understand why they decided to move it to Taxing. The earlier the level built, the easier it would be, with the exception of the training levels which were at the last level pack, but were moved to the Fun rating.
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Offline Pooty

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Re: Top 5, Bottom 5
« Reply #24 on: September 01, 2009, 09:53:38 PM »
3: Space 8 - Odyssey
Chain through the wall? How the heck am I supposed to figure that out?

That seems a bit far fetched. The SNES version had a much simpler solution. I'd have to play the version you played to believe it.
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

Offline Clam

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Re: Top 5, Bottom 5
« Reply #25 on: September 01, 2009, 10:12:21 PM »
Have a look at the solution given by the Lemmings Encyclopedia. The picture clearly shows a lemming going into the wall while holding on to the chain, and the solution description says that this is indeed what you have to do. This is the sort of thing that belongs in a custom level (the typical "seemingly impossible" challenge that turns out to have a clever and unexpected solution), not the original game.


You might want to take another look at that level [L3 Classic 4], because there is a better way to do it.  Consider it a challenge to complete the level without a single jumper.

In any case, this level demands far too much given its position in the level set.

Offline ccexplore

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Re: Top 5, Bottom 5
« Reply #26 on: September 01, 2009, 10:56:00 PM »
Have a look at the solution given by the Lemmings Encyclopedia. The picture clearly shows a lemming going into the wall while holding on to the chain, and the solution description says that this is indeed what you have to do. This is the sort of thing that belongs in a custom level (the typical "seemingly impossible" challenge that turns out to have a clever and unexpected solution), not the original game.

Hmm, I don't recall having to do something like that when I solved this level; on the other hand, I don't even remember for sure which versions of Lemmings 2 I've solved that level on (so my memory is suspect), and there are definitely more differences between versions of Lemmings 2.  I guess I'll have to play this level again some time soon.

In general, I would not take any solutions presented by the Lemmings Encyclopedia as definitive, official, or even necessarily good.  As I said before, they are basically the compilation of solutions found by a single person.  I'll admit though that the chain being there does strongly suggest what Lemmings Encyclopedia presented may be the intended solution.  We'll see.

The SNES version had a much simpler solution.

The SNES version dumbs down a lot of the solutions, to the point where I barely consider it a valid version of Lemmings 2.  More like Lemmings 2 Lite if you ask me. ;)

Offline ccexplore

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Re: Top 5, Bottom 5
« Reply #27 on: September 01, 2009, 11:03:37 PM »
This is the sort of thing that belongs in a custom level (the typical "seemingly impossible" challenge that turns out to have a clever and unexpected solution), not the original game.

Perhaps, but there are a few levels even in original Lemmings that keyed on unusual tricks, like the blocker-turns-builder technique in Mayhem 5, or the miner-frees-blocker technique in Mayhem 20.  Neither tricks have precedents in previous levels (well ignoring Taxing 22 anyway), and so ultimately it would behoove the player to experiment with the given skills to discover the technique for themselves.  Seems to me the chain trick here is in the same spirit.  It's there after all, so it behooves the player to try doing stuff with it.

Offline Clam

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Re: Top 5, Bottom 5
« Reply #28 on: September 01, 2009, 11:18:17 PM »
I never managed 100% on this level before I looked up the solution there (and I haven't played it again since, so I still haven't - this was fairly recently too). I know the Lemmings Encyclopedia isn't necessarily a great source, but at least for Lemmings 2 it's certainly not a bad one - every solution there is good for a gold medal. By the way, does this level require 100% for gold?


Perhaps, but there are a few levels even in original Lemmings that keyed on unusual tricks, like the blocker-turns-builder technique in Mayhem 5, or the miner-frees-blocker technique in Mayhem 20.  Neither tricks have precedents in previous levels (well ignoring Taxing 22 anyway), and so ultimately it would behoove the player to experiment with the given skills to discover the technique for themselves.  Seems to me the chain trick here is in the same spirit.  It's there after all, so it behooves the player to try doing stuff with it.

I can see where you're coming from here, but going through a wall takes this a bit too far IMHO. Plus the layout of this level suggests another way into the maze (through the top), apparently with the intent to throw you off. Well guess what, guys - it worked.  ><img src=" title="Angry" class="smiley" />

Offline Pooty

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Re: Top 5, Bottom 5
« Reply #29 on: September 01, 2009, 11:27:01 PM »
I got to Space 8 with 51 lemmings (Don't give me that look! I was in a mighty hurry! ;)). I was able to reproduce a similar solution to the SNES one (which replaces the frustrating-to-use chain with a delightfully simple parachuter), but that is quite ridiculous to pull off because you have to time the chain swing so that the lemming latches onto it, and time it so he doesn't go flying above the airlocks. I sure hope that wasn't the intended solution. :P

I now hate this level. What a shame. :(
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

Offline ccexplore

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Re: Top 5, Bottom 5
« Reply #30 on: September 02, 2009, 10:37:58 AM »
Okay, I've played Space 8 on the DOS version of Lemmings 2 and I have confirmed that you can save all the lemmings without ever using the chain.  Here are some hints:

Quote from: hints
- a shimmier is also a jumper (should be apparent based on how the lemming acts when you assign him a shimmier while he's walking)
- like builders, if you use stackers at the right places, you get the side effect of turning around the lemming in addition to the usual stacker functions (eg. block off other lemmings)
- for a lemming that possesses climbing ability, if you jump him into a wall, he will climb up that wall

And here's my solution:

Quote from: spoiler
First lemming on the left entrance will stack once he's past the left edge of the steel block on the ground right before the teleporter.  At that position, he will bump into the ceiling (and stop stacking and start walking) facing left, as desired.

Exactly one lemming will leak past the stacker.  This lemming will serve as the worker lemming for the remainder of the solution.  Once he got through the teleporter and drop into the pit, have him stomp through it while still facing right.  Also assign him a climber.

The worker can make through the "maze" onto the teleporter at the level's bottom right.  There are two places where you need to make the worker jump so he can continue on towards the long-winded path to the teleporter, should be obvious where the two jump spots are located.

Once he's gotten through that teleporter, he can now use the laser to free the lemmings from the left entrance.  After he finishes lasering, use the shimmier as a jumper to jump across the drop, so that he doesn't continue left onto the exit like the crowd.  Instead, he will end up heading right, towards the area below where the right-entrance lemmings are trapped at (remember, your worker can climb).

Have your worker stack at the right edge of the square block of the "V" below the area with the lemmings.  This will turn your worker left, as well as blocking the crowd from heading right.  Now use your remaining laser to release the remaining lemmings.  There's enough time for them (and your worker) to make it to the exit.

I'll admit it's not clear whether the solution I presented is the intended one.  [edit:  now I'd like to think that it is, as I imagine the long-winded path to the bottom-right teleport (and in general, the long journey the worker lemming must take) be what the level title "Odessey" refers to.]  Still, I remember enough to say that's how I solved it the first time around on whatever version of Lemmings 2 I played on, and I distinctly remember this level as being one of the better ones in Lemmings 2 that actually required some thought.  So I'm glad that the chain trick is not necessary even in the DOS (and presumably Amiga) versions; that would've really ruined the level for me. :thumbsup:

[edit: fixed typos and errors in my solution]

Offline ccexplore

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Re: Top 5, Bottom 5
« Reply #31 on: September 02, 2009, 11:11:42 AM »
Okay, I'm sure you're all sick by now of hearing about Space 8, but here's one final thought from me and I'll stop:

The chain itself goes through the wall when it's swinging around at full power without any lemming attach to it.  Seems like a pretty big clue that a lemming would be able to get through the wall with it (if nothing else, doesn't it beg the question of what would happen?)

Offline namida

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Re: Top 5, Bottom 5
« Reply #32 on: September 02, 2009, 12:58:04 PM »
(Wow, what is it about the number 14? Actually, I dislike Fun 14 as well, because it's too long and samey.)

I've noticed that in general, Lemmings has a tendancy for sucky, drawn-out Level 14s.  :/
Out of both Original and OhNo, the only Level 14s which I consider to be good are Tricky 14 on the Sega Master System version, and Wicked 14.
True, Havoc 14 isn't exactly long, but it's still pretty lame.
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Offline Pooty

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Re: Top 5, Bottom 5
« Reply #33 on: September 02, 2009, 01:20:49 PM »
And here's my solution:

Nicely done. :thumbsup:

...the only Level 14s which I consider to be good are Tricky 14 on the Sega Master System version...

I love that level, though I'm amazed at how many people struggle on that one. I think it might be the timing of the miner at the end. Other than that, the level is simple enough. Rescuing 100% on it is also quite fun. That is one of few videos I've made for YouTube.
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

Offline ccexplore

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Re: Top 5, Bottom 5
« Reply #34 on: September 02, 2009, 07:33:54 PM »
True, Havoc 14 isn't exactly long, but it's still pretty lame.

Hmm.  While far from my favorite level, I think the level is good in that because of the limited skills given (particularly builders and bashers), you have to think a little to decide which skills to use in which area.

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Re: Top 5, Bottom 5
« Reply #35 on: September 02, 2009, 08:09:31 PM »
I'll have to look this up; I can almost never remember ONML levels by location (and I think one reason is the lack of repeat levels, which help to fix landmarks in the memory).

Tame 14 is "Get a little extra help". One of the better Tame levels.
Crazy 14 is "Time waits for no lemming". I like this level; it's an elegant little puzzle and, while it's easier than a couple of the levels that came before it such as Crazy 7, 8 and 10, I'd still list include it as a good level.
Wild 14 is "ICE SPY". See my post on the first page.
Wicked 14 is "The Lemming Learning Curve". Can't see why you counted this as a "good" level; as minimac94 said in the other thread, it's almost easy enough to be a Tame level.
Finally, Havoc 14 is "Synchronised Lemming". An enjoyable "quicky", and I think if you see as it such then the fact that it's too easy for its position can be forgiven.

So, it seems the ONML Level 14s overall are a better bunch than the originals....

Offline Dullstar

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Re: Top 5, Bottom 5
« Reply #36 on: September 02, 2009, 10:34:42 PM »
Maybe you didn't play DOS lemmings or play Lemmix.

I've played DOS and Lemmix before.  I have never noticed the typo before, though, but of course, I don't know as much about ONML.

Offline Clam

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Re: Top 5, Bottom 5
« Reply #37 on: September 02, 2009, 11:58:44 PM »
Okay, I've played Space 8 on the DOS version of Lemmings 2 and I have confirmed that you can save all the lemmings without ever using the chain.  Here are some hints:

Thanks, now I hate this level even more...


So, it seems the ONML Level 14s overall are a better bunch than the originals....

What about the Holiday Lemmings 14s? Let's see...

Flurry 14: Fun visual design, surprisingly good for challenges (1 minute, 1 of each)
Blitz 14: Lame exit-hunting level... :(
Frost 14: A rush to get to the exit before you lose too many lemmings. This is a pretty decent level actually.
Hail 14: A remake of a classic level, but without the puzzle elements that made the original challenging. 100% requirement makes up for this a little.

Offline LemSteven

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Re: Top 5, Bottom 5
« Reply #38 on: September 03, 2009, 04:15:52 AM »
All right, here we go with my final two lists:

Lemmings 3

Best
5)  Shadow 27:  Not too hard (and definitely too easy for its position in the game), but it requires teamwork to pass and it highlights a trick in the end using the bombs.
4)  Classic 26:  A good puzzle, especially in the end, where you have to make sure one lemming isn’t holding all of the spades.
3)  Egyptian 25:  It’s fun to go blasting away at the terrain until you break through, although nonetheless I am glad there aren't a bunch of levels like this one.
2)  Classic 28:  Quite possibly the hardest level in the Classic tribe, and the intended solution uses up just about the whole level.  The fact that most of the spades in the level are hidden makes it harder for first-time players (although I have once successfully completed the level without them).
1)  Classic 25:  Another tough level with an elegant solution.  Unfortunately, there is a hideous backroute that completely avoids the lower-left section of the level.

Worst
5)  Shadow 22:   The main focus of this level is maneuvering around the bad guys, and that is not a good thing in my opinion.
4)  Classic 3:  Those traps pretty much freaked me out the first time through this level, and almost the entire solution focuses on building over their triggers.  I just find this level completely unenjoyable.
3)  Shadow 21:  I agree with Clam Spammer here -- that buzzard is downright nasty.
2)  Egyptian 26:  This is really an uninteresting level with too many traps in too small of an area.
1)  Shadow 25:  Between all of those traps and the psycho buzzards, this level is downright evil.

Lemmings Revolution

Best
5)  “My friend the end”:  A level with no blatant backroutes that I know of, plus 100% is possible (and challenging).
4)  “Just you wait”:  This would probably be one of the most difficult levels in the game if not for a pitiful backroute, but it still provides a formidable challenge nonetheless.
3)  “Turn on!  Tune in!  Switch on!”:  This level has an elegant solution, but it loses points for requiring perfect timing when hitting the switches at the end of the level.
2)  “No clues… hee hee hee hee!”:  Probably the best puzzle level in the game, as it requires you to direct the weasels to the laser gate because you don’t have any floaters to do it yourself.
1)  “It’s Going to Take Time”:  Another very difficult level that’s much more than a simple trailblazer level because it requires multitasking to get everything done in time.

Worst
5)  “Tanks a lot”:  Due to some glitchy behavior, sometimes a few of the lemmings in the tank fall too far at the start, ruining the attempt right away. 
4)  “Bridges”:  Due to a glitch, the lemmings can walk right over an emptied acid pit instead of falling in and hitting the switch inside.  This can easily ruin an otherwise perfect attempt.
3)  “My finest moment”:  Most of the level is unused in the only solution I know of, and this level also suffers from the same glitch as “Tanks a Lot”.
2)  “Two Laps Finale”:  Even though this level is possible without the “make the bomber do something before he explodes” glitch, this level is riddled with backroutes and I’m still unsure of the “intended” solution.
1)  “The Legend of Smelly Belly”:  This is another “maneuver around the bad guys” level, and that is not a good thing.  Plus you have to use the same basic technique three times.

Offline Minim

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Re: Top 5, Bottom 5
« Reply #39 on: September 03, 2009, 06:43:15 AM »
Worst
5)  “Tanks a lot”:  Due to some glitchy behavior, sometimes a few of the lemmings in the tank fall too far at the start, ruining the attempt right away. 

I would put that straight to number 1 on my list, because this level is impossible :XD: Here are the rest:

2nd bottom: Let's get those fingers moving: Derivative looking template of the Abyss, and the red background creeps me out...

3rd bottom: A long and lonely road: Yeah, I know the title, but it's boring.

4th bottom: The Crowded House: A Hellish background with snow? I don't get it...

5th bottom: How do we get up there?: Exceptionally hard for a middle level,. which forced me to use a solution. This should be placed at the end.

Now here are my favourites:

1st: Designed with love: Lots of beautifully created ways, even though I was stumped for a little while...

2nd: Feeling Gravity's Pull: Teamwork is essential here. So fun seeing what switch does what.

3rd: Green with Envy: Just brilliant requiring lateral thought.

4th: Walk the plank or join the crew?: Quite a few solutions here, but I just like it.

5th: T is for Teamwork: The name says it all, a nice looking level too.
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Online Proxima

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Re: Top 5, Bottom 5
« Reply #40 on: September 10, 2009, 01:48:18 PM »
What about the Holiday Lemmings 14s? Let's see...

Just to complete the series, I looked at the Level 14s on Genesis Lemmings :)

Fun 14 "Room with no exit" is the first unique level, different but a bit tedious.
Tricky 14 is still "MENACING !!". Can't remember whether this level's music on the Genesis is as painful as on other versions.
Taxing 14 is "Value each moment" (clone of Crazy 3). Dull timed-bomber level.
Mayhem 14 is "Climb and fall. Fall and climb". Another tedious precision skill-placement level.
Present 14 is "Like an overflowing wave". Trivially easy.
Sunsoft 14 is "No world without you". I want to like this level, which is a neat puzzle, but it's spoiled by being an easier version of a level that appeared earlier in the game.

So, it looks like the Genesis 14s are almost even worse than the originals....

Offline namida

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Re: Top 5, Bottom 5
« Reply #41 on: September 10, 2009, 02:20:06 PM »
Note to self: Take extra care not to make tedious and boring Level 14s in the LP DOS project! (So far, two Level 14s have been done, for Mild and Psycho... Mild's one is a normal 20-all medium-length level although it's quite fun, but there's also several intentional quick solutions, while Psycho's is our old friend Lemmerixo, which while it can be slightly annoying, isn't nearly as bad as the ones in the original games... plus, among all the other insane Psycho levels, it's kind of a breather level).
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Offline geoo

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Re: Top 5, Bottom 5
« Reply #42 on: September 12, 2009, 02:57:28 PM »
Wow, it seems that in my short hiatus from reading the forum I missed a new peak in activity, the start of a level designing game and the return of Insane Steve!

Anyway, here's my somewhat belated evaluation on the best and worst levels:

Best in Original Lemmings

Interestingly enough, I feel quite the opposite compared to ClamSpammer in regards to Original Lemmings and ONML: I rather find many of the original levels pretty uninspired (Genesis excluded: It seems like the level size limitation was a blessing with many horrible levels being replaced by interesting ones).
However there are a few levels that stand out in the (your mileage my vary) sea of mediocrity. I compiled these few together with my favourite levels from the Genesis version (which happen to occupy the top spots) into my personal Top 10:

10) (Genesis) Present 29: Private Room available: Pretty unique in its conception, despite only a few additional skills, the solution isn't immediately evident after knowing the technique.
9) Mayhem 3: It's hero time!: Nice 1-of-each-skill puzzle with a variety of solutions.
8 ) (Genesis) Sunsoft 22: Watch left or right (Part Two): I'm pretty certain there are multiple solutions to this one, but none is visible at first sight.
7) Mayhem 27: Just a Minute (Part Two): A different kind of goal compared to most other levels, requiring some thought to achieve.
6) (Genesis) Mayhem 29: No hurry, Relax.: The solution isn't hidden too well, but it's pretty elegant.
5) Mayhem 13: The Great Lemming Caper: Apart from its many backroutes (could do with some skill-reduction), it's a nice two-lemming puzzle.
4) Mayhem 20: No added Colors or Lemmings: A fair introduction into the 'undermining' mechanic, and for me the best puzzle level in Original Lemmings (Amiga/DOS).
3) (Genesis) Sunsoft 30: Fall and no life (Part Two): Even though it has a couple of solutions, neither of them is trivial, and what I suppose to be the intended solution is pretty nifty.
2) (Genesis) Sunsoft 29: I am A.T.: A classic emplying a very unique technique which has inspired quite a few fan-made levels. Has it ever been found out who the mysterious 'A.T.' is?
1) (Genesis) Mayhem 30: Lemmings' Ark: Magnificient level, beating the entirety of Lemmings and ONML. It took me an entire week to solve this elegant puzzle. Sadly there's one (or a few?) bad backroutes to it, but they don't prevent you from looking for the intended solution, as they are too unaesthetic to be satisfied with.

The next two in this list would be yet another two Genesis levels, Mayhem 1 (Let's get together) and Taxing 20 (Fall and no life).

Worst in Original Lemmings
I don't really have levels I particularily learnt to hate because I just skipped over the tedious ones until Lemmix made them bearable. Let me just list the two I remember in particular, as otherwise this list would get endless:

Mayhem 1: Steel Works: When I was still playing the original lemmings in DOS, this always put me off to get started into Mayhem, because it's just so unnecessarily long and boring.
Taxing 14: Hunt the Nessy....: The epitome of mindless tedium. Sadly, it is representative for a lot of levels in Original lemmings: Get from one point to another using a worker lemming and a vast supply of skills (usually builders).

Top 5 in ONML

5) Wicked 3: This Corrosion: Not overly difficult, but a clean and elegant solution.
4) Havoc 16: Scaling the Heights: There are various ways one can think of setting up the bridges, however the timer requires you to optimize. Sadly backroutable.
3) Crazy 10: ROCKY VI: It's pretty clear where you need to go, but fine-tuning is required to get along with only 8 builders.
2) Havoc 4: The race agains cliches: Despite being a somewhat long level, the are multiple interesting solutions neither of which is trivial.
1) Havoc 5: There's madness in the method: Objectively it's likely not the best one, but back when I wasn't quite as good at the game, I remember myself being mesmerized by it because of how clear it looked, the very limited supply of skills and yet me not being able to find the solution for a few days.

As for the worst, again there's none I hate in particular, I'd just go through and note the tedious ones again (which frequently happen to be snow styled levels, for some reason).

Offline Minim

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Re: Top 5, Bottom 5
« Reply #43 on: September 13, 2009, 12:07:18 PM »
OK, how about Level 18s! :P (Because 18 is my favourite number).

1st: Mayhem 18: And then there were four: Four entrances, four times the fun.

2nd: Present 18: King of lemmings: Another great solution, using two heroes rather than one.

3rd: Havoc 18: Lemmings in a situation: A cunning solution and a great challenge. Perfect for Havoc.

4th: Taxing 18: Tribute to M.C. Escher: Creative ways round the one-way block.

5th: Tricky 18: It's Lemmingentry Watson: Good solution, although there isn't much to this level.

The bottom 5 are sixth place onwards:

6th: Tame 18: Lemmings for Presidents!: Still think it's too easy for late Tame, but it's ideal for challenges.

7th: Wicked 18: Lots more where they came from: I appreciate the many bombers with the jumpy text, but a hidden trap will kill you, and are you serious you need that many anyway?

8th: Crazy 18: NO PROBLEM: Too much walking at the end. Shame they don't get paid for stamina.

9th: Fun 18: Let's block and blow: Quite boring without the other skills.

10th: Wild 18: Dr Lemminggood: Grrr... Bombs and builders. No-one wants to do that.

What level have I not played? Sunsoft 18, the special one, I can't play it because of special graphics.
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Offline GigaLem

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Re: Top 5, Bottom 5
« Reply #44 on: October 10, 2009, 11:40:33 PM »
My worst in lemmings
10)lem1-dos-down,along,up in that order
It's realy hard with only 5 builders and blockers
how are you a post to do that
9)Onmlem-dos-INTRODUCING SUPERLEMMING
Realy? how do beat that level when the lemming
IS FAST AS SONIC!
8)lem1-genesis-kanichwa lemming san
4 buiders and 2 miners that set of skills are for mayhem
and it's too easy
7)lem2-dos-space2
isn't that too early for the levels to be hard
6)onmlem-dos-race agenst cliches
too long and imposible
5-1 is cooming

Offline Minim

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Re: Top 5, Bottom 5
« Reply #45 on: October 24, 2009, 07:02:58 PM »
5-1 is cooming

When, Giga, when? We've waited two weeks to see what your least favourites were. ><img src=" title="Angry" class="smiley" /> I wouldn't accept your list because you only list your least favourites in a specific range, rather than the top 5 losers (and winners). You know that this is a Top 5, bottom 5 thread don't you?

I may put up some Holiday lemmings levels soon, and see which ones are my favourites.
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Offline namida

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Re: Top 5, Bottom 5
« Reply #46 on: October 24, 2009, 09:39:22 PM »
Don't forget that Giga is a 12 year old who thinks everyone shares his opinions on how things should be done... >_>
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Offline Minim

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Re: Top 5, Bottom 5
« Reply #47 on: October 29, 2009, 06:53:24 AM »
OK, My Holiday Top 5 and Bottom 5 are here:

Top 5
5: Frost 4: Separate Ways: Lots of ways to do this, even with just 4 skills, which makes the level better than it actually is.

4: Hail 11: Emmings (No L) Clever title, as No L becomes Noel. Has a good range of solutions here as well.

3: Frost 2: Ski Jump!: Lots of solutions here. You don't have to pick just floaters!

2: Hail 1: Go Thataway!: Interesting. Just doing it the dirty way by bombing down the floor and bashing won't get you through, but lateral thinking will lead you to success.

1: Hail 6: Surprise Package: It's just random how many lemmings you can get, and randomness is what I enjoy. Well designed and unique execution with a nuke feature that doesn't play a part in any other Holiday lemmings level.

Bottom 5
5: Blitz 1: Oogilemming!: Plain stupid and long as well, and having you to click 25 lemmings climbers. This is too much for a starter level.

4: Flurry 4: Lemmings tracks in the snow!: Absolutely derivative actions from the last level. There is just no point.

3: Flurry 10: 32 Lemmings below zero: Generous skills, but I think Hail 3 is better than this stupid crap. Too dark, low scenery and too long to wait before the next skill comes in to play.

2: Blitz 3: Check your Hints!: Once you found the exit, you found it. Nothing different applies here.

1: Flurry 8: Vacation in Gemland: Hey, where did this come from? ??? They come here and have a hard time with limited skills, limited time, and 100%. Disrupts the learning curve by a long way, and also, it's a pretty but dark vacation.

Hehe, I've just realised, all the levels I hate are H93 levels, and the ones I love are H94 levels. Go Frost and Hail! :D
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Offline Adam

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Re: Top 5, Bottom 5
« Reply #48 on: April 22, 2011, 08:48:41 PM »
I'm making an executive decision to resurrect this thread from the dead, as we have some new members who haven't done this before, we probably have some members whose opinions have changed in the past 18 months-or-so, and it's a way for me to test out our new "Spell Check" button.

I've only properly played the Master System version of Lemmings, so I shall only do top/bottom five for this port.

Bottom Five
5: Come On Over To My Place - Embarrassing backroute, meaning that this level is pointless.
4: King of the Castle - 20 builders and no way to block lemmings makes this level VERY annoying when trying to get close to 100%
3: We All Fall Down (Mayhem) - 20 lemmings is the Master System's limit. Therefore, there's no great difficulty.
2: Hunt the Nessy - It's a building level. A tedious building level. Good music, though.
1: All or Nothing - Pot luck. 'nuff said.

Top Five
5: It's Hero Time - This level is a legendary Lemmings level, it has to be said. I like it for similar reasons to most people.
4: Menacing (Lemming Lament) - One of very few levels to implement the climb-build-mine technique, and t does it so well.
3: Take a Running Jump - I can't explain why I like this level - it's just fun, and a level where you can constantly try to better yourself.
2: Nearly There - I'm biased as this is in the Crystal style. It's a very easy level for its position, with a very easy solution, but somehow, it's not tedious.
1: POOR WEE CREATURES! - This level (along with Taxing 27) are the only levels in the Master System version where I felt a great sense of satisfaction after completion.



Offline Gronkling

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Re: Top 5, Bottom 5
« Reply #49 on: April 22, 2011, 09:18:31 PM »


Bottom 5:
5. What an AWESOME level. - Very long, tedious hero lemming level with annoying stars. The only thing I like about this level is the music.
4. Bomboozal. - Lots of bomber timing and nothing else.
3. Hunt the Nessy... . - Boring, tedious building over a large level. Quite ugly too.
2. King of the castle. - Boring ad frustrating. Not fun at all.
1. Down, along, up. In that order. - FRUSTRATING AARRGGHHHHHH!!!*∞ . Also it looks bad and is way to long.

Top 5:
5: Postcard from lemmingland - Nice solution that is fun to play though it is a bit hard for it's position.
4: Compression method 1 - Fun, not very obvious solution.
3: The great lemming caper - Really elegant solution with only two lemmings.
2: It's hero time - Good 1 of each skill level that is fun to find other solutions to.
1: No added colours or lemmings - Very unique and elegant solution with only a few skills.

Offline finlay

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Re: Top 5, Bottom 5
« Reply #50 on: April 22, 2011, 11:44:02 PM »
original
Bottom:
5. We all fall down – why must we play this level four times?
4. Taxing 26: Triple Trouble – this was one of the levels that really floored me when I first played the game as a child, for some reason. I still have some residual hatred for it, even though I think I can now manage it, just.
3. Mayhem 29: Save Me – to be expected of one of the final levels, but those final tiny ledges are just annoying.
2. Taxing 14: Hunt the Nessy – as a representative of all the bloody builder levels out there. ARRGH
1. Mayhem 26: The Steel Mines of Kessel – a graphical bug in the Mac version (one of the few times that the updated graphics had an effect on the level – it's the little stalks on the ground; there's about 3 that you should be able to climb over that you can't. Naturally this is a problem because you have to be even more conservative with skill assignment.) and the changing of the goal from 90/100 to 72/80 mean that this level simply induces pure bile within me. It's possible, but very difficult.

Top:
5. Mayhem 2: The Boiler Room – Dunno, there's something I quite like about it. Probably just because it's not intuitive.
4. Taxing 28: POOR WEE CREATURES! – as I say, it took me a long time to pass Triple Trouble for the first time, so I've still got this sense that this and "Call in the bomb squad" are in some way new. If it weren't for that, I'd probably place it lower. Also, I like levels in the crystal style, and ones that aren't repeats. In general.
3. Mayhem 19: Time to get up! – again, I think there's just something I quite like about it because it's unusual.
2. Tricky 25: Cascade – I quite like it when a level does something unique. And the 100% thing is cool too, although I only ever managed it once.
1. Mayhem 20: No added colours or Lemmings – nifty. Difficult to pull off, though.

onml
Bottom:
5. Havoc 16: Scaling the Heights – The other graphical bug that I can think of from either game in the Mac version (coincidentally, it's also 5th from the end!). However, very satisfying to complete, unlike The Steel Mines of Kessel, which crossed over that line long ago – essentially it's the wall that you have to climb up, which isn't quite flat. The climber doesn't get all the way up, and you have to build a step in the little notch so that he can get up. Needless to say, this is very difficult to do. Fortunately on the Mac version loading times are almost non-existant, unlike some other versions I've played. Here's a screenshot from when I played it the other week if you're wandering what the hell I'm on about. Must be at least the 50th attempt...
4. Wicked 6: PoP TiL YoU DrOp! – bit of a waste of space if you ask me, particularly being able to skip two of the entrances and still get more than 37%.
3. Wicked 9: How on Earth? – Annoying builder-catches-the-floaters level, not hard enough for Wicked.
2. Havoc 5: There's madness in the method – very hard on the PSX version, where you can't select a lemming that isn't bashing by holding the right mouse button or equivalent, so 90% of attempts end with you splatting on the first hurdle.
1. Wild 14: ICE SPY – Actually, it was a toss-up between this and SNOW JOKE. I mean, they're both lazily designed levels with an AWFUL, AWFUL PUN in the title. I also can't remember which is which off the top of my head – and they get conflated with "On the Antarctic Coast" for me, too.

Top:
5. Wicked 2: Inroducing SUPERLEMMING – The speed up function is neat but makes "This Corrosion" feel like the lemmings are walking s-l-o-w-l-y along at a snail's pace. Also, I have a bit of a soft spot for the singleton levels. It's nothing special, I guess. Also, I think there's a backroute near the end where on some versions you can just build over the final gap to get to the exit. That's always how I used to do it, anyway, although it's difficult to pull off. Took me ages to realise what that chamber on the right is for.
4. Havoc 17: Where Lemmings Dare – I think I like it for nostalgic reasons more than anything, for some reason. Dunno. Anyway, simple-looking level with lots of ways of catching you out. However, it was a lot easier for me when I played it the other week than it used to be.
3. Wild 13: ONWARD AND UPWARD – Nice unconventional use of blockers at the beginning, which I like because it's unusual – blockers are usually only used for holding the crowd...
2. Havoc 14: Synchronised Lemming – Not much puzzle to it, it's just a unique level that stands out to me.
1. Havoc 19: Looks a Bit Nippy Out There – Difficult in a good way; very satisfying to complete, because the exact way of getting the lemmings into the right place isn't immediately apparent and took me a while to work out.

holiday
Bottom:
5. Blizzard 12: The Voyage Home... – I haven't really complained about any other levels that take ages to walk because the Mac version has a speed up function. But this just takes the piss. Getting the bombers to go through the ledge is also annoying.
4. Frost 12: It's Boxing Day! – Cheap and nasty trick that violates the conventions of level design. Argh!
3. Hail 6: Surprise Package? – This level just baffles me. It's not even a puzzle, for heaven's sake!
2. Hail 8: Sir Edmund Hilemming – Again, haven't complained about similar levels in ONML or original lemmings, but even with the speed up function this level is very, very tedious. I used the solution on TLE, which is probably a backroute, ie bashing underneath all the obstacles. I can't imagine how tedious it would be to try and build over everything.
1. Blizzard 9: Lemmings...The Motion Picture – this was honestly the tipping point that made me absolutely hate builders. Yes, I can build to catch a non-floater. I know I can. Why must I do it 5 or 6 times? Trivial solution but non-trivial, tedious execution is what made me hate it.

Honorable mention to any level shaped like letters or numbers. ><img src=" title="Angry" class="smiley" />

Top:
5. Blizzard 1: Oogilemming! – Looks simpler than it is, although I guess it's a bit tedious.
4. Blizzard 13: The Final Frontier – Was thinking of putting it in the bad list because it's annoying, but I decided it can be let off for being quite clever – you think it's a standard builder level but you don't quite have enough unless you change the formula slightly.
3. Hail 13: Polar Expedition – Metal blocks are a nice way of getting the digger to stop, although a little obvious perhaps.
2. Blizzard 15: The Needs of the Many... – A couple of the more unusual tricks in this level but nothing we haven't seen before really. I can't quite fathom why there are less floaters than there are lemmings, though. It seems wasteful to me.
1. Hail 15: Steel Block Party – I like this one because I found a nifty solution to it. It's a different one from the one on TLE, though – you bash, and then use the right mouse button to select a few diggers at the same point as the basher, so that the basher goes down a few pixels and dodges the metal. I think the level's a good design in that it makes you think about how to do it with only one basher.

You may be able to tell I'm flailing a bit there; going back through the list makes me realise how much I hated this game overall and how much "Steel Block Party" was really the only level I actually liked.

By the way, what's "Blitz"?

Lemmings 2
Bottom:
5. Circus 6: HEADACHE – You don't say. Any level that relies on waiting for every lemming to climb into the cannon is a bad level. Plus it's not very obvious how to get to the cannon.
4. Highland 7: In Memory of McAngus – a pausing bug that makes cannons not go off properly makes this level a nightmare.
3. Classic 9: Flying the Mad Pursuit – differences in the selection criteria for Lemmings 2 mean that it's very hard to get the lemmings to build near each other, because the game will try to select the lemming that's already building rather than the one that's not building, which is how it works in the original game. So this level became very difficult for that reason.
2. Shadow 9: SPINNY THANG – I found it very difficult to get twisters to work properly, so a level that relies on their use with very narrow margins of error was a bit of a nightmare.
1. Sports 10: Take Up Archery – the only one that floored me. I managed it on gold a few weeks after completing the rest of the game. It's the bit where you have to get a runner to shoot an arrow in the air and have it come down in such a way that it blocks him that I found hard.

Top:
5. Egyptian 7: The Egypt Cottage – Nice use of flying skills.
4. Circus 8: PLAY THAT FUNKY LEMMING – I quite like using the different digging skills here. Manages to be quite tricky, too, especially at the bit at the beginning where you have to make sure the lemmings don't turn back.
3. Cavelem 9: EVOLUTION OF LEMMINGS – I have a bit of a love-hate relationship with this level, actually, because the bit at the start where you have to laser through the floor and then send a jet pack through the tiny gap is very hard. But I think it's quite a cool level, the way you have to get the guy up there to build the bridges. Reminds me a bit of "This Corrosion".
2. Space 8: Odyssey – Again, a bit of a love-hate level. I couldn't really work out how to do it on my own, unfortunately; all the bits were there but I hadn't pieced them together in the right way. And I wasn't really expecting teleporters. But the level meshes together quite well in the end. It's just a shame that most walkthroughs, including the TLE one, highlight the obvious backroute/bug that is using the swing and shunting the lemming straight into the maze at the bottom without going through most of it.*
1. Space 6: Lunar Olympics – I think this level would have been better suited to the Sports tribe, really, but this was one of the few levels that really made it fun rather than a chore to work out how some of the new skills worked, particularly the pole vaulter, which I always find a little bit funny to watch.

I was flailing a bit here again; I much preferred some tribes to others, and I couldn't think what to put for #5 – because there are quite a few that are kind of alright but not quite good enough to put in the top list. Also I've only played the game once so I don't know the levels by heart like I know the original games.

* Having gone back through the thread, it seems you've already been talking about this: basically what I think is that it's meant to be a way of catching a lemming that isn't a floater – that's the solution I ended up using. This would fit with what Adam said about the SNES version having no chain and a parachutist instead.

Offline The Doctor

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Re: Top 5, Bottom 5
« Reply #51 on: April 23, 2011, 02:23:20 AM »
Rank          Love                              Hate                             
1.Go for it!Heaven can wait (WE HOPE!!!!)
2.Lemming LamentHunt the Nessy
3.Have a nice day!Origins and Lemmings
4.The Art GalleryYou need bashers this time
5.The Far SideDown, along, up - in that order
This Lemmings forum is simply *fabulous*!

Offline Clam

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Re: Top 5, Bottom 5
« Reply #52 on: April 23, 2011, 03:14:16 AM »
Some good points there finlay, especially on the Holiday levels. I guess you'd expect the later games to have worse levels than the originals, but that doesn't account for just how awful some of those levels are. I should redo my original/ONML/holiday list at some point, but split them into separate lists like everyone else has.


Quote
Havoc 19: Looks a Bit Nippy Out There – Difficult in a good way; very satisfying to complete, because the exact way of getting the lemmings into the right place isn't immediately apparent and took me a while to work out.

I always just used the easy backroute here (catch the lemmings at the start, and bash to the exit). I did try once (briefly) to find the "intended" solution, but didn't find one. There are other levels where I wonder what the designer's intention was, since there's a huge backroute or the level just seems too easy - "The Lemming Learning Curve" is another. This may be best left for a new thread though.



Quote
Hail 15: Steel Block Party – I like this one because I found a nifty solution to it. It's a different one from the one on TLE, though – you bash, and then use the right mouse button to select a few diggers at the same point as the basher, so that the basher goes down a few pixels and dodges the metal. I think the level's a good design in that it makes you think about how to do it with only one basher.

I found this solution too - only after I'd already built and released a custom level using the same trick :(


Quote
By the way, what's "Blitz"?

Blitz and Blizzard are the same thing. The version I have calls it Blitz, so that's what I know it as.

Offline GigaLem

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Re: Top 5, Bottom 5
« Reply #53 on: April 23, 2011, 03:30:08 AM »
Rank           Love                               Hate 
1.         Fall and No Life (Part 2)      Let's get together
2.         What an AWSOME Level     Steel Works
3.         Dolly Dimple                       If at first you don't sucseed...
4.         SUNSOFT Special               We all Fall Down (Part's 1 though 4)
5.         All the 6's..... :evil:(Lol)      Lemmings make level work (Did i spell it right?)

Offline finlay

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Re: Top 5, Bottom 5
« Reply #54 on: April 23, 2011, 03:33:37 PM »
the easy backroute here (catch the lemmings at the start, and bash to the exit). I did try once (briefly) to find the "intended" solution, but didn't find one.
Given that I couldn't find another solution either, I think that's the one. I found it hard to get lemmings out of the pit, though, even doing the catch-them-in-the-pit-and-bash-to-the-left solution. I saw that there was a gap in the metal on the left implying that you should be able to bash through and then climb up, but I couldn't get any solution to work after doing that.

Offline LemSteven

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Re: Top 5, Bottom 5
« Reply #55 on: April 23, 2011, 08:14:55 PM »
5. Wicked 2: Inroducing SUPERLEMMING – [snip]  Also, I think there's a backroute near the end where on some versions you can just build over the final gap to get to the exit. That's always how I used to do it, anyway, although it's difficult to pull off. Took me ages to realise what that chamber on the right is for.

I've never had any kind of success with the "right side" solution to that level.  I always run out of time by a good 20-30 seconds, and I don't see any way of shaving that time off the solution, especially since all of the skills are used.  Is there some sort of timing difference between the PC and Mac versions that makes this possible?

Offline ccexplore

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Re: Top 5, Bottom 5
« Reply #56 on: April 24, 2011, 02:13:31 AM »
Now that you brought this up, yes, the Mac's clock is a little slower, so it may well be that the "right side" solution only works on the Mac version.  (The Amiga version's clock is even faster than the PC's AFAIK; actually I think the Windows version might be slower too, not sure.)

It could be that they originally intended the right-side solution but discovered the backroute, and actually decided to take the backroute over the right-side solution.  It's my only explanation anyway that they would leave the spaces on the right side and yet did not bother to give a measly extra minute.

Offline CynicalOkie

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Re: Top 5, Bottom 5
« Reply #57 on: April 28, 2011, 01:38:47 PM »
Shoot, I'm not that good of a player, but I'd say this:

TOP 5:

1. Heaven Can Wait (We Hope!!!) (Must be the Christianity that comes out in me.)
2. Poles Apart (Not really backroutable, at least from my perspective.)
3. The Crankshaft (As someone said earlier, the lack of bashers makes the level more interesting)
4. It's Hero Time! (One of everything, pretty tough and pretty fun!)
5. Feel the Heat (Short and simple, not a build-a-thon)

BOTTOM 5:

5. Walk the Web Rope (Long and tedious)
4. The Ascending Pillar Scenario (Long and tedious again...)
3. Hunt the Nessy (Long and tedious AGAIN!)
2. All or Nothing (If you know the trick, or have one of those newer versions, this level's a dud.)
1. Tightrope City (Just BLAND and boring.)

Offline Adam

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Re: Top 5, Bottom 5
« Reply #58 on: April 28, 2011, 02:26:49 PM »
Hey, welcome to the forums, CynicalOkie!

It doesn't matter how good you are, it's how much you enjoy the game!

Some interesting choices there - I do quite like how Feel The Heat is in there, that's a good level which is fairly underrated, IMO!

Can't say I agree with you about Walk the Web Rope, though - that's one of my favourites!

Offline CynicalOkie

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Re: Top 5, Bottom 5
« Reply #59 on: April 29, 2011, 04:50:51 PM »
I guess my favorites are the really short and tough ones, huh? (I'm sure a sexual innuendo is in there somewhere, but I won't point it out for obvious reasons.)

Offline Adam

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Re: Top 5, Bottom 5
« Reply #60 on: April 29, 2011, 05:09:34 PM »
Innuendo, isn't that an Italian suppository?

I like the short, tough levels.. they're better than the long, boring ones!

Offline finlay

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Re: Top 5, Bottom 5
« Reply #61 on: May 21, 2011, 03:32:47 AM »
Has anyone made a Genesis levels list? I think Present 29 is definitely on mine.... ><img src=" title="Angry" class="smiley" />

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Re: Top 5, Bottom 5
« Reply #62 on: February 09, 2012, 09:31:10 PM »
I'll do a Genesis list in a second. First, though, this topic is long due an update, since so many new people have posted since I last compiled the results. [EDIT: Now includes TM's and Nortaneous' votes.] So, again, here's the list of which levels score highest and lowest in total:

Most Liked

5= - Mayhem 12 - The Far Side / Mayhem 18 - And then there were four
4 - Mayhem 13 - The Great Lemming Caper
3 - Wicked 3 - This Corrosion
2 - Mayhem 3 - It's hero time
1 - Mayhem 20 - No added colours or lemmings

Most Disliked


(Many voters' lists lumped the WAFD levels together, so I'm now doing the same.)

6 - Taxing 23 - King of the castle
5 - Mayhem 26 - The Steel Mines of Kessel
4 - Mayhem 5 - Down, along, up in that order
3 - Mayhem 24 - All or Nothing
2 - We all fall down
1 - Taxing 14 - Hunt the Nessy

Most Controversial


(Again, these are the levels that appeared on some people's top 5s and others' bottom 5s. Ranking within the list is determined by adding together positive and negative votes.)

5 - Havoc 5 - There's madness in the method
4 - Wicked 6 - PoP TiL YoU DroP
3 - Tricky 25 - Cascade
2 - Taxing 13 - Upsidedown World
1 - Havoc 10 - Flow Control

Online Proxima

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Re: Top 5, Bottom 5
« Reply #63 on: February 09, 2012, 10:04:40 PM »
Ok, here's my list for the Genesis levels. (For this list, I'm only considering levels that are unique to the Genesis version, and excluding ONML clones.) I've done a Top 10 rather than Top 5 as there are so many good ones!  :thumbsup:

TOP 10

10. Tricky 29 - Konnichiwa Lemming-san. The first of the Genesis version's particular style of puzzle level, and it's a pretty neat one.
9. Taxing 1 - The bridge is breaking down. Another neat puzzle.
8. Tricky 9 - Where do you see Lemmings? I just love the appearance of this (admittedly rather simple) level.
7. Taxing 2 - Temporary peace. A lovely piece of misdirection.
6. Mayhem 1 - Let's get together. Awesome puzzle with very few skills.
5. Present 9 - Fix the road, quick! The one that proves that builder-only levels can be great puzzles too.
4. Present 17 - Electric circuit. Absolutely unique concept, sadly backroutable.
3. Sunsoft 9 - Evacuating a coal mine. Very difficult level that looks really good too.
2. Sunsoft 3 - Anxiety. Nice concept, awesome use of a graphics set that doesn't normally produce the best-looking levels.
1. Sunsoft 30 - Fall and no life (part two). Beautiful puzzle that felt really good to solve.

BOTTOM 5

5. Taxing 28 - Watch right or left! Silly title, boring solution, ugly layout with one-way sections on parts of wall for no reason.
4. Present 14 - Like an overflowing wave. Apart from having to click on a lemming facing the right direction at RR 99, there's nothing to this one at all, and the terrain is very bland.
3. Present 21 - Use your brain better. To put it bluntly, you don't need to.
2. Present 23 - Precarious oasis. We had this identical level in Tricky. The solution's the same; all they've done is take away the skills you weren't using anyway.
1. Sunsoft 28 - No gate trap Lemmings. Quite aside from the wacky title, this is the third-last level of the game?!?

Offline mobius

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Re: Top 5, Bottom 5
« Reply #64 on: February 09, 2012, 10:08:49 PM »
I couldn't think of enough for each game separately
my top:
1 It's Hero Time
2 Flow Control
3 The Far Side. (it looks simple at first but then the time restriction makes u do approach it differently (I like the time limit in this case))
4 Upside down world. -idk why but it was artsy, and challenging
5 Postcard to Lemmingland. Because when I was a kid this level stumped me and I was so happy when I finally beat it when I was a little older.

worst:
1 hunt the Nessy. -I never even beat this level, boring
2 Steel Mines of Keesel. -I guess at that point I was tired of remakes
3 Pop your top. I like bombers but not that much..
4 All the 6's. kind like hunt the Nessy, the artistic stuff alone doesn't impress me
5 Come over to my place, basically like the first one.

I'm currently playing through the Genesis levels for the first time. I already like all of them  :)

How about Lemmings Revolution?
top:
1 No Clues Hee Hee. -this one really stumped me at first.
2 Last One To the Top
3 Legend of Smelly Belly
4 When Two Tribes Go To War
5 Take Her Up To Warp Speed - trying for 100% is fun

bottom:
to be honest I don't hate any levels in Revolution but I picked my least favorite;
1 How do we get up there? -really annoying time limit.
2 Lemmings Four the drop - i dont really hate it much but it's too easy.
3 Walk the plank or join the crew. -because (and this isn't the only level like this) the have a teleporter and speed up pad that serves no purpose at all. You think they would want to utilize the new stuff in the game as much as possible...
4 The Lone Ranger. It's not so bad, but to me it seemed like a level better suited for original lemmings.
5 Reduce and Simmer - this level is made too easy mainly because you can reduce the drop rate. If you keep it at 99, it's much more challenging.
 Long and Winding road is like this too-shouldn't this level have been at the beginning instead of end?
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
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Offline Nortaneous

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Re: Top 5, Bottom 5
« Reply #65 on: February 18, 2012, 12:30:23 AM »
I've never played the Genesis levels, only the original and ONML, so. It was hard for me to cut the bottom 5 down, since there are a lot of levels I really don't like.

Top 5:
Mayhem 25: Have a nice day!
Havoc 3: It's the price you have to pay
Wicked 3: This Corrosion
Crazy 2: Dolly Dimple (Took me a few years to figure out.)
Havoc 9: AAAAAARRRRRRGGGGGGHHHHHH!!!!!!

Bottom 5:
Wicked 5: Chill out!
Mayhem 4: The Crossroads
Wild 9: Ice Station Lemming (I generally don't like levels that require placing one brick at a time like that, and this one strikes me as particularly cheap.)
Havoc 20: LOoK BeFoRe YoU LeAp! (This is how they end ONML? With a bomber timing level?!)
Taxing 23: King of the castle

Offline finlay

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Re: Top 5, Bottom 5
« Reply #66 on: February 18, 2012, 11:45:22 PM »
On Wild 9 you can use a basher to get out of the lower area, viz. TLE:

Offline LemSteven

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Re: Top 5, Bottom 5
« Reply #67 on: February 19, 2012, 05:00:19 AM »
There's also the incredibly cheap nuke glitch solution to Wild 9 that allows you to complete it in less than 10 seconds...

Online Proxima

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Re: Top 5, Bottom 5
« Reply #68 on: February 19, 2012, 03:57:34 PM »
Although that is only on the PC version. Which raises the point that, to keep things simple, I've been ignoring version differences in compiling the votes, but they do lead to some anomalies. Taxing 13 is disliked primarily because of a PC-version bug that prevents the "normal" solution working. Mayhem 26 is disliked both for the PC version being too easy and the Mac version being too hard -- the two versions are so different that it might be better to consider them separate levels. Similarly, Taxing 22 has attracted negative votes for the PC version being no harder than the Fun level with the same template; positive votes for the Mac version (which requires 100%) being a neat puzzle, and negative votes for the SMS version, which is solved just by mining off the corner of the starting platform.

Offline lemmaniack133

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Re: Top 5, Bottom 5
« Reply #69 on: March 28, 2012, 07:46:57 AM »
I've played Lemmings (PC/DOS and SNES), ONML (PC/DOS), COVOX/Save the Lemmings, the game from The Official Lemmings Companion, X'mas Lemmings 1991 & 1992 (PC/DOS), Holiday Lemmings (1993 &) 1994 (PC/DOS), the Classic Tribe from Lemmings 2 (SNES), Paintball Lemmings, and Lemmings Revolution. I have yet to play the other games :-[

Anyway, here's my list. Let me know if you agree or not :D.

Lemmings Bottom 05:
05. We All Fall Down (Tricky 2, Taxing 30, Mayhem 11) - I like the idea of challenging the players with repeats of this level with different circumstances but personally, I'm not a big fan of it. On a side note, my 1st copy of Lemmings was PC Windows 1995 single CD bundle with the original + ONML and I didn't have to use the diggers to pass these levels :XD:
04. The Ascending Pillar Scenario (Taxing 11) - I absolutely hated the 100% requirement and it took me a hundred trys before I passed it. Plus, when I played "Been there, seen it, done it" (Tricky 7), that level used to give me nightmares :-\
03. Luvly Jubly (Tricky 16) - Hated the bombing through the grid to the exit part.
02. Upsidedown World (Taxing 13) - Liked the level design but I always had trouble with the steel under the trap and the second one-way wall.
01. Save Me (Mayhem 29) - For me, it's WAY too precise and hard to execute correctly. To this day, I've only passed this level once...

Honorable mention: POOR WEE CREATURES! (Taxing 28) - hated how some lemmings had to die and the whole process seemed way too slow for me.

Lemmings Top 05:
05. Postcard from Lemmingland (Tricky 19) - To most, it's a super simple level, but I like it because I was the first one in my family to solve this level :D
04. Origins and Lemmings (Fun 14) / The Crankshaft (Tricky 30) - On both levels, I solved it the same way: climbers, blockers (although now I use builders for a 100% solution), and miners. (I never knew most people even used the bashers for Fun 14 haha.)
03. Hunt the Nessy.... (Taxing 14) - Okay, I know (almost) everyone hates this level (which still baffles me), but I LOVE IT! The level design, the idea, and a simple solution! I agree on the tedious walking, but I still enjoy everything else haha.
02. The Boiler Room (Mayhem 2) - I remember solving this level WITHOUT having to use bombers on the Windows 1995 version (now that I have the DOS and the SNES, I have to use bombers now :'( ), but I still have lots of fun playing that particular level.
01. And then there were four... (Mayhem 18) - I personally enjoy levels with multiple entrances (or exits) and I remember feeling so proud when I passed this level cause I save 100% on my 1st try 8)

Honorable mention: Rendezvous at the Mountain (Mayhem 30) - I never got to this level before I broke my Windows 1995 copy, but when I got there (via PC/DOS), I remember feeling a bit of awe and thinking what a wonderful end to (the PC/DOS version of) the game as it uses the dirt tile set and all/most of the lemmings meet up in the middle to go home :)

(I'll continue with the other games in a few more posts if that's okay. I feel like this one is getting too lengthy haha.)

Offline lemmaniack133

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Re: Top 5, Bottom 5
« Reply #70 on: March 28, 2012, 08:36:24 AM »
Oh No! More Lemmings Bottom 05:
05. Almost Nearly Virtual Reality (Wicked 13) - Bland, boring, and I'm convinced that the chains hate my lemming-hero for he usually can never start building on the chain when I play.
04. Higgledy Piggledy (Wild 10) - What's up with this? After reading the reviews on this level from this site, I have to agree that the level is not well designed, the sacrifice of various lemmings is terrible, and the bashing to the exit is neither creative or fun.
03. Lemming Rhythms (Wild 3) - I hate, hate, HATE pixel acurracy and freeing blockers from a tight and high spot :XD:
02. LoTs moRe wHeRe TheY caMe fRom (Wicked 18) - Title REALLY bugs me, the cave is evil, and I usually run out of miners by the time I get near the water. I've tried the backroute via the top of the cave and I could never pass the level that way :(
01. Up, Down or Round and Round (Wicked 19) + Where Lemmings Dare (Havoc 17) - Why did I group them together? Time. Acurracy. Traps. I think that should be enough (to say).

Honorable mention: No Problemming! (Crazy 11) - This one is just weird. I both like and hate it. It's...unique to say the least, but why kill 40 innocent lemmings who just wanna go home :sick:?

Oh No! More Lemmings Top 05:
05. Dolly Dimple (Crazy 2) - I just really like this level for some reason, although the vacant darkness on both sides creep me out...
04. LeMming ToMato KetchUp fAcility (Wicked 1) - My sisters were not willing to pass this level and so I was always the "hero" who would pass it. This also means I figured out the 1st solution on my own 8).
03. You Take the High Road (Wild 7) - As I've mentioned before, I love multiple entrances and exits and the idea of two mini-levels into one screen under a somewhat-strict but managable time constrant makes me appriciate the level a lot ;)
02. Take care, Sweetie (Wild 16) + Inroducing SUPERLEMMING (Wicked 2) - I like 1-lemming levels and that's why I put them together. It's a nice shift from crowd controls and path-making, and I love the speeded-up clock and pace in Superlemming. However, I'll admit the typo in Wicked 2 is going to bug the living shizz out of me (and I didn't even notice it til people starting talking about it on this site).
01. This Corrosion (Wicked 3) - I passed this level on the ONML demo 1st and then on the actual game. It's a level with a beautiful and unique solution and (again) it made me happy to figure out the solution (although initially, I tried the backroute with the chains to the left, but ultimately, the crowd would always pass through it and I had to try again).

Honorable mention: Lemming Express (Crazy 4) - I like the line (or "train" I should say) of Lemmings walking down the path as one lemming has to get ahead to build over the bubbles haha.

(BTW, hope users don't mind I grouped 2 levels together and put down honorable mentions in my lists :P)

Offline mobius

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Re: Top 5, Bottom 5
« Reply #71 on: March 28, 2012, 02:08:34 PM »
On a side note, my 1st copy of Lemmings was PC Windows 1995 single CD bundle with the original + ONML and I didn't have to use the diggers to pass these levels :XD:

I saw this mentioned somewhere else as well. I have the copy of Windows Lemmings (also bundled with Oh no!etc.) that comes with Lemmings Paintball. And the incorrect fall height glitch in 'We All Fall down' is not present in this version. On all 4 versions of the level, the lemmings always die when the hit the ground. So I never experienced this. ???
So did they fix this glitch on this version of WinLem? On my label it says 1996 so it's possible.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
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Offline finlay

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Re: Top 5, Bottom 5
« Reply #72 on: March 29, 2012, 02:32:20 AM »
02. LoTs moRe wHeRe TheY caMe fRom (Wicked 18) - Title REALLY bugs me, the cave is evil, and I usually run out of miners by the time I get near the water. I've tried the backroute via the top of the cave and I could never pass the level that way :(
From the way some of the slopes on the top seem to be aligned, I don't think it is a backroute; I reckon it's either the intended solution (with the route through the cave, therefore, a backroute) or possibly a deliberate attempt at a level with a high road/low road solution. I'm sure I managed to get it to work at one point, although usually when I go back to it I've basically forgotten how, and end up giving up and just going through the cave...

Offline lemmaniack133

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Re: Top 5, Bottom 5
« Reply #73 on: March 29, 2012, 04:38:47 AM »
On a side note, my 1st copy of Lemmings was PC Windows 1995 single CD bundle with the original + ONML and I didn't have to use the diggers to pass these levels :XD:

I saw this mentioned somewhere else as well. I have the copy of Windows Lemmings (also bundled with Oh no!etc.) that comes with Lemmings Paintball. And the incorrect fall height glitch in 'We All Fall down' is not present in this version. On all 4 versions of the level, the lemmings always die when the hit the ground. So I never experienced this. ???
So did they fix this glitch on this version of WinLem? On my label it says 1996 so it's possible.

I would believe so. Asides from my memories, I haven't seen any recent videos showing how the Windows version positioned the ledge too low to avoid splate height. I definitely remember not using any diggers on my 1st copy cause when I replayed the game on the PC/DOS, I was surprised (initially) that they died falling of the ledge :o

On a side note, there's a backroute where you only use 2-3 diggers and you can save all the lemmings without using all or most of the diggers. I can never execute this though.

Offline Clam

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Re: Top 5, Bottom 5
« Reply #74 on: March 29, 2012, 05:42:14 AM »
My version of Windows Lemmings seems to have WAFD fixed as well. I've just done a side-by-side comparison between this and Lemmix, and the height difference between the platforms is exactly the same, so the splat height must have been corrected. Interestingly though, Mayhem 1 (Steel Works) still lacks the splat start in WinLemm, which would suggest that there's something else at work here (eg. maybe the lemming spawns lower relative to the hatch in WinLemm compared to DOS).

As for the 2-3 digger backroute, I can't get it to work either, and the reason is that the digger only starts removing terrain below it on the second stroke (in DOS it removes a layer immediately), which prevents you from digging under a digger in progress.

Offline lemmaniack133

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Re: Top 5, Bottom 5
« Reply #75 on: March 29, 2012, 06:22:52 AM »
Interesting. I didn't know about that for "Steel Works". My Windows PC 1995 copy had the splat in the beginning but maybe they forgot about it in the WinLem version? (Maybe for screen adjustment or whatever?)

I even tried it on my SNES version. Still doesn't work (or at least I can't get it to work ???)
----------
Anyway to continue on with my Top #, Bottom # list. Here's COVOX Lemmings / Save the Lemmings) :D.

There are only 8 levels in this game, so I'll do top and bottom 4 haha.
In case you guys don't know what this is or haven't heard of it, it's an 8-level demo that came on a seperate bonus disc when you ordered the original Lemmings and/or ONML through the Psygnosis hotline number. It seperated by the original 4 ratings, Fun, Tricky, Taxing, and Mayhem, and there's a special "COVOX" level along with 7 ONML-style levels. (Note that there are absolutely no bubble tile levels in this demo.)

COVOX Lemmings (AKA Save the Lemmings) Bottom 04:
04. "Bridge Away! (Fun 2)" - This technically would be #5 in my Top 5 and I feel bad that this level is in my bottom 4 haha. I like the structure, design, and concept, but if I had to say some bad stuff: too many skills (50 of everything? Really?) and the chain looks out of place.
03. "The COVOX Level (Fun 1)" - I love the return of the crystal tile from the original game, and while it's a pretty-looking level, (to this day) I have NO IDEA what "COVOX" means, the blackness/shadows in the structures are actually holes/gaps in this level rather than part of the obstacle, and sadly, the left exit serves no purpose unless you want a "challenge" (which I can't think of for this level). And speaking of exits, why use the bubble tile exit instead of the original crystal tile one  :-[?
02. "JackLemmings (Mayhem 2)" - To me, this one was just weird. I like the title, but it wasn't that much of a challenge at all. And since I'm kinda nit-picky, I don't like how the level isn't symmetrical and WAY TOO MANY excess skills ><img src=" title="Angry" class="smiley" />.
01. "IceTown (Taxing 1)" - The only snowy level and it had to be the worse one in this game. Level is terribly designed (i.e. the not-snow-covered rocks in the beginning and the island? on the right of the exit) and the solution was terribly thought out. Time is also your worst enemy here.

COVOX Lemmings (AKA Save the Lemmings) Top 04:
04. "Animal or Vegetable? (Tricky 1)" - Simple level with a few twists from the ordinary. Sounds pretty good to me. Props to the title too :D. The crystal and rock structure under the exit should be redone or revised though :P.
03. "How do we get down there? (Mayhem 1)" - Excess amount of skills for its position in the game, but still a good level. Seems like something I'd see in ONML, for sure; maybe in "Crazy" or "Wild", granted that the number of skill availability is reduced ;).
02. "Heaven Can Wait II (Taxing 2)" - Wonderful reminder of the original level (both the Fun and Taxing version). The concept is the same, but change in skill availability and release rate makes it interesting :D.
01. "Lots of Steel crates! (Tricky 2)" - I just LOVE this level! Solution isn't too hard to figure out but the execution of it can go wrong if it's not done correctly. 21 lemmings is an odd number (no pun intended ;P) but in the end, you still saved 20 lemmings :). Also, NOT BACKROUTE-ABLE :thumbsup: !

Offline mobius

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Re: Top 5, Bottom 5
« Reply #76 on: March 29, 2012, 09:58:39 PM »
holy crap... your post solves a riddle of mine from 20 years ago...

I had that. I had the Covox lemmings but I lost the disc. "Covox Lemmings" came up on my DOS screen and many times I tried to play it and it never worked right &  I couldn't understand why. [I was young and DOS doesn't say things like "you need another disc".

Covox was a type of audio system at the time that I guess they were trying to advertise (that has since gone nowhere I guess):

http://en.wikipedia.org/wiki/Covox

--------
has anyone read my post in the glitches section? I think I mentioned some things about winLem, like the fall height that need verifying.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


Offline finlay

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Re: Top 5, Bottom 5
« Reply #77 on: March 30, 2012, 03:02:57 AM »
You can download Covox lemmings from (I think) the Lemmings Universe website (so yeah, we know about it!). And yeah, Covox was a company. From the same website you can get the Official Companion Demo, which I think was released along with a guidebook, and has the 'Prima Publishing level' after the name of the publishing company that released it. However, unlike the Covox level, which actually looks nice, this is a three-colour bashfest and is really boring.

Yeah, here: http://lemmingsuniverse.net/downloads.html#games
About halfway down, savelem.zip and lemmcomp.zip .

I played it about a year ago; I think IceTown was my favourite, because it's actually challenging and looks artistic (ie, like a town!). Some of the rest are really boring levels with just a few brick blocks or something like that.

Offline lemmaniack133

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Re: Top 5, Bottom 5
« Reply #78 on: April 02, 2012, 03:25:49 AM »
holy crap... your post solves a riddle of mine from 20 years ago...

I had that. I had the Covox lemmings but I lost the disc. "Covox Lemmings" came up on my DOS screen and many times I tried to play it and it never worked right &  I couldn't understand why. [I was young and DOS doesn't say things like "you need another disc".

Covox was a type of audio system at the time that I guess they were trying to advertise (that has since gone nowhere I guess):

http://en.wikipedia.org/wiki/Covox

Glad to be of help haha, and thanks for the link explaining what COVOX is haha. Just a note that when I first heard of this demo, I was told it was called Save the Lemmings, which I personally like a little better than COVOX Lemmings haha :P.

I was told that you had to install the original Lemmings and/or ONML first (depending on which game you ordered from Psygnosis). From there, you can install COVOX/Save the Lemmings just fine. Same thing with the game from The Official Lemmings Companion.

You can download Covox lemmings from (I think) the Lemmings Universe website (so yeah, we know about it!). And yeah, Covox was a company. From the same website you can get the Official Companion Demo, which I think was released along with a guidebook, and has the 'Prima Publishing level' after the name of the publishing company that released it. However, unlike the Covox level, which actually looks nice, this is a three-colour bashfest and is really boring.

I played it about a year ago; I think IceTown was my favourite, because it's actually challenging and looks artistic (ie, like a town!). Some of the rest are really boring levels with just a few brick blocks or something like that.

Maybe we should review both COVOX/Save the Lemmings and the game from The Official Lemmings Companion along with X'mas Lemmings 1991 & 1992 since everyone's done the original (Amiga/DOS version + Genesis), ONML, and Holiday Lemmings (1993 &) 1994 hahaha ;P.

The Prima Publishing Level was more of a challenge, but I agree that the COVOX Level looks TONS better (and like I said, it reminds me of the original game :D), and even now, I STILL can't enjoy IceTown when I play that demo :(. Also for the record, I TOTALLY agree when people said that the publishers produced WAY TOO MANY brick tile levels :XD:

Offline mobius

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Re: Top 5, Bottom 5
« Reply #79 on: April 23, 2012, 01:21:42 AM »
I'd like to re-post my favorites because I kind of made mine sloppy and combined the original and oh no more lemmings. And I forgot some. (and because I was bored today)

for the Original:

best
1- The Great Lemming caper
-great challenge and good repeat (unlike some others). There are multiple solutions but they're all difficult to find!

2- No Added colors or Lemmings
-best puzzle in the original game, took me a long, long time to solve it. nice "intro" to digging out a blocker

3- Poor we creatures!
-it's a crystal level, and it's different and interesting.

4- Compression Method 1
-no builders, yay! and a good puzzle especially for me because I never solved the first one this way at all. (I always built up on the right side, by passing the crushers altogether.

5- Last One Out's a rotten egg!
-a good challenge and just fun


worst:
1- King of the Castle
-too much like the first one and just generally not interesting to me

2- Hunt the Nessy


3- All the 6's.
-Idk why but I don't care for levels like this, bashing/etc through letters.

4- Curse of the Pharohs
-too much like the first one

5- The Steel Mines of Kessel
-Too much work. and by this point I guess I was just tired of all the repeats.



Oh No More Lemmings:

best:
1- AAAAAARRRRRRGGGGGH!
-clever idea with delaying/stalling all the lemmings while one does work instead of just trapping all the lemmings in the standard hero level

2- Flow Control
-great "intro" to RR control, and still difficult for an novice player even with the clue in the title

3- There's Madness in the Method
-neat puzzle, for it's time it really was 'madness'

4- Five Alive
-I like having 6 lemmings and it's a difficult puzzle at first.

5- Dolly Dimple
-tough level for it's position but simple yet fun.


worst:
1- Almost Nearly Virtual Reality
-boring building level & unlike other's have said, I don't really care for the mono-chrome

2- Pop till you drop
-boring bomb timer with totally stupid no bomb backroute

3- up down or around and around
boring

4- No Problemming!
-stupid, a waste of design work and time imo

5- Ice Ice Lemming
-I don't like all the blocks and basically becomes a standard worker level


Lemmings Revolution:

best:
1- No Clues Hee Hee
 -this one really stumped me for a long time

2- When Two Tribes Go to War
 -I like the theme and solution(s) (there are a few) There's also some odd and funny glitches in this level

3- Touch the ground turn around
 -so simple yet so difficult (for me when I first played it anyway)

4- Last one to the top
 -the solution is somewhat easy but the execution can be difficult and saving 100% is fun. I also like the design and the unusal method used to kill the weasels. :evil:

5- Tune In, Turn on, Switch On
 -the solution behind this one is really neat, it's the only level in the game where something like this is done. Good use of the new features.

worst:
1- all of the two skill tutorials
 -did they really need to do this? One tutorial for each skill was enough for original lemmings, this just seems unnessiasary especially considering most people who played this game most-likley were lemmings veterans.

2- Let's Play Catch
 -I like time-bomber levels but this one really annoys me, mostly because the terrain (those wood logs) are so uneven and have gaps in them.

3- How do we get up there?
 -really annoying time limit, and it doesn't change your solution at all. (without it however the level isn't that bad)

4- Buidld em Up then bring em down
 -Just kind of boring. and it doesn't make use of any interesting features of the game, it's better suited for the original game.

5- Ouch me head
 -the only interesting way to play this level is to pretend you don't have any diggers
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

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Offline Minim

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Re: Top 5, Bottom 5
« Reply #80 on: June 26, 2012, 04:54:19 PM »
I am going to update my best and worst on Lemmings Revolution here.

Bottom 5
1: Let's get those fingers moving: As I said before, it is derivative. Also it's too easy for set 11...
2: A long and lonely road: Just not interesting to play and looks a bit dull.
3: How do we get up there!: Same reason as before. The only thing I didn't say is, this needs much more time than just 4 minutes.
4: Seargeant Bash: A poor introduction to the shredder, which actually feels more like eye candy rather than a spot of bother.
5: Scale that wall: This supposedly challenging level is unfortunately marred by backroutes. Here are the details. Many years ago I discovered a backroute which involved building up to the switch on the opposite side. Apparently, TM found another method (which can be shown here which involves hitting the switch from the other direction. Even though it was hard to execute, I still call that a "backroute".

Top 5
1: Green with envy: Plenty of skills, but also plenty of fun too!
2: Walk the plank, or join the crew?: Very exciting level, seeing if the lemmings can go fast enough before the weasel shuts the door.
3: Battle o Lemmuckburn: Nice variety of obstacles on this one
4: It's Going to take time: Although it can be quite frustrating without the rewind button, this is a very interesting level to play as it requires multitasking.
5: Penelope Lem Stop: Nice and relevant title, as this reminds me of Wacky Races. It is a race to get to the switch below before all hell breaks loose.

Interestingly, my former favourite level "Designed with love" is not on the list.
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Offline namida

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Re: Top 5, Bottom 5
« Reply #81 on: January 15, 2014, 02:10:52 PM »
Quote
4- No Problemming!
-stupid, a waste of design work and time imo

I know we all say this level is quite stupid but I have to ask - how did we feel about it the first time we saw it, and quite possibly weren't aware of the other entrance? In that context, I think it's as much of a unique trick as several other of the more unique ONML levels...
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Offline Clam

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Re: Top 5, Bottom 5
« Reply #82 on: January 15, 2014, 08:03:06 PM »
:agree:, I love the unique gimmick in this level and it left a good impression for me. I like Lost Something and Surprise Package for the same reason (but not Superlemming, as I mentioned at the start - some gimmicks are better than others :P)

The downside of course is that the gimmick is only good once, so replayability is limited unless the level provides good challenges (Lost Something delivers there too :)).

Offline nobody

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Re: Top 5, Bottom 5
« Reply #83 on: January 15, 2014, 08:27:26 PM »
Shoot, I'm not that good of a player, but I'd say this:

TOP 5:

1. Heaven Can Wait (We Hope!!!) (Must be the Christianity that comes out in me.)
2. Poles Apart (Not really backroutable, at least from my perspective.)
3. The Crankshaft (As someone said earlier, the lack of bashers makes the level more interesting)
4. It's Hero Time! (One of everything, pretty tough and pretty fun!)
5. Feel the Heat (Short and simple, not a build-a-thon)

BOTTOM 5:

5. Walk the Web Rope (Long and tedious)
4. The Ascending Pillar Scenario (Long and tedious again...)
3. Hunt the Nessy (Long and tedious AGAIN!)
2. All or Nothing (If you know the trick, or have one of those newer versions, this level's a dud.)
1. Tightrope City (Just BLAND and boring.)

Actually there is a backroute for Poles Apart, which lets you complete it 100% in under 1 minute.

Offline namida

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Re: Top 5, Bottom 5
« Reply #84 on: January 16, 2014, 03:16:18 AM »
:agree:, I love the unique gimmick in this level and it left a good impression for me. I like Lost Something and Surprise Package for the same reason (but not Superlemming, as I mentioned at the start - some gimmicks are better than others :P)

The downside of course is that the gimmick is only good once, so replayability is limited unless the level provides good challenges (Lost Something delivers there too :)).

Yeah, that is the problem. They're great the first time but not after that. That can even be said of some of the more normal solutions - arguably, although not to such a huge extent, even one of the consensus favorites, Mayhem 20, exhibits this problem to a small degree.

Of course, these levels can be, as I suggested, clever experience for a first time player. That's why I like the idea of using them, but not excessively. (If you take a look at LPII's gimmick levels - one of them (that being the Sneaky) one, once you work out it's trick, it's basically a Tame type level. Yet at least two people have commented that they thought that was really clever when they cracked it - then you get people like geoo who just use glitches to avoid the gimmick altogether. =P)
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Offline WillLem

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Re: Top 5, Bottom 5
« Reply #85 on: March 26, 2020, 11:00:35 PM »
In reverse order:

Bottom 5 Original Lemmings

5 A Beast Of A Level - Compared to the other 20-of-everything Fun levels, this just stands out as being very tedious and has such an obvious backroute that it just feels pointless. Also, I'm not a fan of the "other graphics" levels in general; they break the visual continuity of the pack, and not in a good way.
4 The Crankshaft - I just find this level a bit boring. Its layout is quite dull and it's a solution that basically involves waiting around for Climbers and Miners, the two slowest skills!
3 King Of The Castle - Whilst I'd admit that this one is quite satisfying to pull off, I'd rate this as the most boring builder-fest of the original game: if builder-fests are bad, then small-map one-screen builder fests are worse - you don't even get the illusion of going somewhere and exploring a landscape, it's just... clicking. :sleep:
2 The Prison - I just don't like this level. Despite its small size and two possible routes it just feels cumbersome and tedious.
1 How Do I Dig Up The Way? - For me, this is the most tedious level of the original game. Its layout is dull and uninspiring, and it doesn't feel worth the effort that its solution demands.

Top 5 Original Lemmings

5 Steel Works - this may be a somewhat sentimental entry into the top 5 list, but I just remember as a kid looking at the first levels of each rank (the Amiga version let you do that) and thinking "how on earth are you supposed to rescue them if they're splatting as soon as they land and there's only 5 Floaters?" When I eventually discovered the solution, and then went on to get an all-save in my teens, it's one of the best feelings I've had playing Lemmings and it's stayed with me to this day. I'll always have a fondness for this monster of a level which looked so impossible the first time I saw it.
4 Hunt The Nessy - I love it! They made a funny looking Nessy out of mud and grass, what's not to like? :crylaugh: Also, I love remixing this level: I've made a version which is possible in under 2 minutes. ;P
3 Take a Running Jump - if there's a good way to do a builders-only level, this is it! A fun, inspiring layout with a neat little trick that can catch you out if you aren't paying attention, and that classic MAD DAM DMA graffiti because they knew it would!
2 POOR WEE CREATURES - another one I love remixing, and I always liked the challenge of saving as many lemmings as possible on this level. Its mid-section isn't quite as interesting as its bookends, but it stands out as one of the most fun and unique original levels.
1 Konbanwa Lemming-san - my favourite level to go back to and find different solutions for. Its generous skillset allows multiple possible set-ups and self-challenges, and it balances complexity and simplicity to a sublime degree which is unmatched elsewhere in the game. It's also one of my favourite levels to remix.

Shortlist for the top 5: A Nightmare On Lem Street (another good one to play around with due to its expansive "decoration"), Not As Complicated As It Looks (same reason, and I love how simple yet effective it is), Mary Poppins' Land (another one that eluded me for many years and I was so excited to discover the solution for, plus I love its layout and title reference to Mary Poppins' umbrella...)

Bottom 5 Oh No! More Lemmings

5 Have an Ice Day - this is one of those levels that didn't payoff when I finally solved it, it just felt annoying. There's just something about this level that I don't get on with.
4 KEEP ON TRUCKING - just a bit... boring.
3 ROCKY ROAD - :sleep:
2 Up, Down or Round and Round - frustrating, cumbersome and too much effort following the previous level which is also a pain...
1 LoTs moRe wHeRe TheY caMe fRom - urgh! Those icicles. Messy, laborious and annoying.

Top 5 Oh No! More Lemmings

5 Five Alive - one of the best examples of a quality puzzle meeting satisfying execution. It's also quick, but oddly memorable.
4 AAAAAARRRRRRGGGGGGHHHHHH!!!!!! - one of the best official levels, a brilliant solution and a masterclass in multitasking.
3 Where Lemmings Dare - easily the best of the Rock levels, it takes some doing even in NeoLemmix and it's very satisfying to solve.
2 Oh No! It's the 4th DIMENSION! - a great multi-hatch multi-tasker, and very fun to go back and get 100% on!
1 LeMming ToMato KetchUp fAcilitY - this is another one that had me stumped for a while, but I was determined to beat it and when I eventually figured it out it felt great. It's also one I'd love to get 100% on one day... not sure if it's even possible!
« Last Edit: March 27, 2020, 03:32:28 AM by WillLem »

Online Proxima

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Re: Top 5, Bottom 5
« Reply #86 on: March 27, 2020, 02:41:45 AM »
1 Konbanwa Lemming-san - my favourite level to go back to and find different solutions for. Its generous skillset allows multiple possible set-ups and self-challenges, and it balances complexity and simplicity to a sublime degree which is unmatched elsewhere in the game. It's also one of my favourite levels to remix.

This is definitely very high on my list of "levels that I regret didn't make it into Redux". I wouldn't push out any level that's in to make room for it, but... it's a great Fun level because it's a unique challenge, with RR 99 and terrain less friendly for trapping the crowd than Patience. It was the first level in the game that was tough at first (well, I was a kid :P ) and really satisfying to beat.

Quote
1 LeMming ToMato KetchUp fAcilitY - this is another one that had me stumped for a while, but I was determined to beat it and when I eventually figured it out it felt great. It's also one I'd love to get 100% on one day... not sure if it's even possible!

It's believed not to be possible. The record is lose 1 on DOS, lose 2 on Mac and NL. (As a piece of trivia: this may well be the only level in ONML for which DOS and Mac max saved differs, although we haven't fully confirmed this as yet.)

Offline DireKrow

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Re: Top 5, Bottom 5
« Reply #87 on: March 27, 2020, 03:18:58 AM »
For me, from the original...

Best:
1. No Added Colours or Lemmings
2. Postcard from Lemmingland
3. The Great Lemming Caper
4. It's Hero Time / Konbanwa Lemming San
5. The Crankshaft

Honorable mentions:
Save Me; Down, Along, Up In That Order

Worst:
1. We All Fall Down / We All Fall Down / We All Fall Down / We All Fall Down
2. All or Nothing / Lock Up Your Lemmings
3. Lost Something?
4. Walk The Web Rope
5. All The 6's

Dishonorable mentions:
Upsidedown World; Pea Soup; With A Twist Of Lemming Please

I also don't particularly enjoy Call in the Bomb Squad or Boiler Room because Build+Bombing into ceilings is one of my least favourite things to do, but I'm not going to hold that against those puzzles
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Offline Swerdis

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Re: Top 5, Bottom 5
« Reply #88 on: March 27, 2020, 03:50:45 PM »
Here are mine, form the original Lemmings.

The Best:

1. The Great Lemming Caper.

It's a shame that this level can be backrouted so easy. The intended solution (which I think it is) is so exceptional in this game and so elegant that this level deserves to be on top of my ranking.

2. No Added Colours or Lemmings

One of the few levels that really deserves to be called a puzzle. At least to my knowledge, this level has never been backrouted which lets it shine even more.

3. It's hero time!

The mother of all One-of-each-skill-levels. Nuff said.

4. Postcard from Lemmingland

Zillions of different solutions, but none of them is easy to find for a novice player. This level probably ended the level-progress for lots of Lemmings players in the old days.

5. Poles Apart

This is a hard and clever one which introduces a new puzzle late in the game. Good work by the developers.

Other good levels:

Save Me!, which requires both consideration and precision and should have been the final level. Last one out is a rotten egg which I always liked for no particular reason and Poor Wee Creatures for a really creative way to deal with a splat start (in opposition to Steel Works, for example)

The Worst:

1. All or Nothing

An absolute joke of a level. Based on pure luck, that's not what a level should be. Just laziness by the developers.

2. Hunt the Nessy!

The definition of boredom. These worker levels were a plague in the original game and this is the paragon.

3. We all fall down.

Ok, the first one was at least bearable. But why it had to arise four times is still beyond me.

4. Lost Something?

No, a level should not have hidden elements. No, a level should not have hidden elements. No, a level should not...

5. All the 6's is a good candidate for this. But since DireKrow already chose this one, I'll take With a Twist of Lemming Please. To click 50 Lemmings to floaters individually, is just plain bad level design.

Compared to modern day Neolemmix standards, the bad levels outweigh the good ones by far. I could name at least 15 more that would well qualify for the Bottom-5-list, not just in the lower ranks. Examples: Pea Soup, Pillars of Hercules, Curse of the Pharaos.



« Last Edit: March 27, 2020, 04:20:07 PM by Swerdis »