I’m getting really annoyed at the Lemmix limitations (like arrows being broken; not working for miners one way
Yep, like we all know, mining oneway-wall to the right is probably the most incomprehensible authentic Lemmings game mechanic alongside steel glitches, but please stay calm möbius.
I can say that we have more Lemmix levels dropping to the Lemmix Bonus rating because they don't work in Lemmini (blockers don't turn fallers and bashers, diggers on air can't build etc.etc.etc.!) than Lemmini levels, which aren't making it to the standard ratings.
(still wondering why the Lemmini haters like it so much better)
That what geoo said. Also, at first we all have likely got used to authentic, original Lemmings game mechanics. I can imagine how someone playing Lemmini for the first time is confused with different blocker behaviour, builder's turnaround trigger areas etc.
Lemmings games today have all these luxurious features, including savestates and such, and if one's used to them, then it's of course hard to get along without them. Anybody remember playing Lemmings in DOS without any extra tools, loving those games fanatically?
I played not much over a year ago still CustLemm, and it was utterly cool. (Without EVEN fast forward or replay!) When I tried Lemmini, I felt so coddled with these two new features. Now I've played with Lemmix's quick restart, savestates etc. and I think I can't go back in CustLemm anymore.
I don't even know if I'd play Lemmings in their authentic environment, in DOSBox for example, because I've got used to these new features. Lemmings playing has become more efficient, decreasing factors that consume time (like executing same things again inside a lemmings level), because we have utility such as replaying. So, it's just how everyone's used to play.
Still, there are lots of people who still play mainly without FF or replaying, like our YouTube guy roundthewheel. And of course I totally understand those who like to play with these helpful features, mostly because they save time. A lot.
I personally love both Lemmix and Lemmini for the reasons stated
here. So I think I'm pretty lenient in this case also. The only game engine I don't like is WinLem, it really doesn't have any strengths compared to the other engines, on the contrary it's hard to handle and crashes a lot.
(and you have to watch out that you don't do 'Restart Level' from the menu, as this doesn't allow Action Replay for no good reason);
Btw, this is an issue which has confused me in an opposite way. For me, if I want to restart a level, I definitely don't want any replaying there to mess things up. This was an issue in Cheapo and Lix, when I first time restarted levels in those games, I was a bit annoyed and tried for a couple of minutes just to find a way to get rid of the replay mode. :b Imo it's most natural if there's "restart level" and "replay level" separately, I hadn't earlier even thought that they mean the same thing? That was a surprise for me.
I intend to make a full scale game with ratings in the Lemmini version. I would like to do the same for Lemmix/DOS Lemmix player but;
1. Have no idea how, need help.
2. Doubting whether a good enough number of people are really interested in that, to bother doing it.
I've played some bigger levelpacks (for Lemmings95) in namida's LemmixPlayer, because it supports both L1 and ONML graphics. The ini.file needs this change: LookForLVLfiles=1 Then the lvl-files labeled 0101, 0102 etc. behave as a full scale game. But namida's LemmixPlayer has its own rating names, and there are only 5 ratings for 30 levels, so the compilation pack won't fit there. :I No idea if anyone else has done anything like this.
Executing solutions is also an interesting issue. These aforementioned helpful features in Lemmings games are nowadays making execution more and more trivial. Having savestates and such causes that making mistakes aren't fatal to the solution, and we might even get less concentrated on the tricky parts of the levels, because nothing bad can happen. Executing, like time limits and such, is also a part of the whole Lemmings game experience imo, and I totally agree with Proxima's opinion about
this case here.
It's of course nice that we try to make levels as nice as possible to execute, and we as experienced Lemmings players likely think that the actual puzzles are probably the main thing in Lemmings. I'm fully comfortable with it. But the interesting part is, how pleasant to execute we are trying to get 180 levels? Can't there be a one single level which is annoying to pull of and if there is, how badly it destroys the whole playing experience?
Related to this issue, my opinion about tseug's "Oh No! Not Again":
I found it fun möbius that you voted for this level and seem to get annoyed because of execution of many easier levels. ;D In my opinion, all about this level is finding a ridiculous pixel perfect solution hidden in that terrain. It doesn't use tricks, it doesn't have a puzzle. I don't say it's a bad level, but I just were so amused about this execution thing, so I had to say this, but I wouldn't vote for it to the pack. Still, I somehow understand why some people might have some kind of a respect to this level, probably because it really seems impossible before you solve it.
All in all, my personal opinion: The more unique/beautiful/etc. a method/trick/solution is, the more I forgive its tricky execution.
About the rating names, I also don't like the silly ones. Like I said, I don't even know the meaning of most of those, and I'd think that others who aren't native English speakers, would prefer names which are even somewhat familiar.