Bad: I don't know why that one-way block is there, as the solution is backrouted and makes that block unusable.
A little thing I would have brought up before, but as I wasn't active on the forum at the time the Fun 11 review was posted, I didn't want to go back and reopen discussion of such an old post. There's no such thing as a "backroute" of such an easy level. The metaphor behind the word "backroute" is getting into a house that someone has taken great pains to make difficult to enter, but a back door has been left open. Solving Fun 11 any other way than two athletes, block and bash -- or solving Genesis Fun 15 any way that involves the one-way wall -- is more akin to finding a house whose front door has been left open, and getting in by digging a tunnel.
Anyway, moving on.
On the old forums, when we reviewed the Genesis Levels, as well as saying one good thing and one bad thing we compared each level to the level occupying the same position in the Amiga/DOS version. I'm going to do that, and I'd like to propose it as a rule, but you don't have to follow suit.
Fun 16 - Take a little rest50 lemmings
Save 80% (40)
Release rate 20
5 minutes
Good: First level that makes you think about trapping the crowd and using a worker lemming. Having to bash then immediately build keeps you on your toes, as does the limited (but not too much so) number of builders. An easier version of one of the Genesis game's best levels, and so gives you a chance to get to know the terrain.
Bad: The "worker lemming" concept feels a bit overused by now.
Better than Amiga Fun 16? No. The original has that awesome feeling of impossibility when you first see it, until you realise that you don't need to go across and then up. It doesn't need a great left-right extent to recreate, and I'm a little surprised it was replaced.