Since we've been talking about the tediousness of levels for quite some time, I came up with an awesome brainwave.
I went through each level to check out the maximum time the player has to waste before assigning an alternate skill to a lemming, or before clearing the path for the others. So let's take Fun 15 for example, which involves bashing and building. I start timing by the moment he's assigned the first basher, and finish when I assign him the builder. I assign him the basher at 7:36 and then the builder at 6:54. He's wasted 42 seconds. Then when he starts building to the exit, the path is cleared at 5:46, meaning that he's taken 68 seconds. I take the higher of the two numbers shown at fill it in the table. I've completed most of the levels the intended way, but I have a few questions to raise on some of the levels that I think I backrouted.
Sunsoft 30 "Fall and no life (Part Two)": I ended up bashing underneath the right-facing OWW at the bottom, saving a builder in the process. I still can't find the intended solution though. Replay attached below.
Present 27 "Try anything once": As mentioned before, I solved it easily by digging the one-way. Steel on top highly recommended.
Present 30 "Final impediment": I want to see this one out of the redux.
I never used the platforms below, and was able to solve 100% by just working on the top two. Building to the wall and back takes a whole minute to be exact.
Crazy 19 "Don’t Panic" Not a bad level for the second rank (and I don't mind if it stays in the second rank for the Redux if no terrain alterations are made, it's a fairly decent size anyway) but I think the proper route involves going up to the OWW above, and digging down to the exit. That's why there's only one basher and two walls before the exit. The TLE's solution is a backroute as it uses two bombers to break the last wall. I've found out that you can dig and bash the floor. If we wanted to remove the backroutes, this can easily be remedied by taking away the floor in between the two walls.
Sunsoft 19 "Let's go camping." It's a worthy contender for the Redux, no doubt about it, but at the moment all I used was the top platform, freeing the blocker easily with a digger basher.
H94 Hail 04 "Lemmintaschen?" Very nicely designed lantern, but as I mentioned in my old review players can just mine and build under it, removing the challenge altogether. I thought the intended solution was to bash the lantern, including the wall with three candles above. That must be where the 20 builders are coming from.
Sunsoft 20 "Haunted botanical garden" Why a split entrance on the right side?
Anyway, I didn't use all the skills, but I expected the lemmings on the left to get hit by the hidden trap after building the gap below. The thing is, they didn't. I wonder if this should be happening on the Genesis version.
This post is a similar example that comes to my mind, showing trigger areas for different graphic styles. If so, then I'll need to request a fix to move that trap.