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#71
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by UltimateLemmings - September 08, 2026, 12:32:23 PM
As for personal features that I am adding that I always wished were in the game, I am adding per level stats and leaderboards - my goal as a kid was always to max out the saved lemmings. Now this will be built in to each solution: The maximum possible saved lemmings versus your effort.

Of course any and all of these modern QoL features will be optional, but I bet you you'll be going back and min/maxing them all ;)

Oh yeah, and I'll be adding a Retry button for each level even if you finished it  :lix-evil:
#72
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by UltimateLemmings - September 08, 2026, 12:29:34 PM
I am of course open to porting this back to Windows/Linux or other platforms once in a good state. I'm also currently exploring the best ways of distributing this without stepping on licensing and copyright toes. Ultimately no copyrighted material will be distributed, but a smooth end player experience is the ultimate goal for people for whom emulation is a step too hard.
#73
Other Projects / [BETA] Ultimate Lemmings - a n...
Last post by UltimateLemmings - September 08, 2026, 12:10:37 PM

I've been building Ultimate Lemmings: an unofficial native macOS project bringing classic Lemmings; Oh No! More Lemmings, the Xmas and Holiday releases, Lemmings 2: The Tribes, and Lemmings 3 into one connected app.

It started with wanting to play Lemmings again. It has grown into something closer to how I remember playing it: sitting with other people, arguing over solutions, taking turns, making spectacular mistakes and cheering when we finally get everyone home.

How is this different from an emulator or another Lemmings engine?

An emulator runs the original game executable inside a recreated machine. Ultimate Lemmings reads the original game data and runs its own native engines. That lets the games share menus, profiles, controls, QoL, and saved-game flows, while retaining their different gameplay systems.

The aim is to preserve the original puzzles and character while making the whole experience comfortable to play today. That means original campaigns, the sequels, rarely played Macintosh artwork (2x artwork that only appeared in the classic Mac ports, not seen in any other port), shared play and modern controls in one place.

Community engines have already done enormous work keeping Lemmings alive, so of course not claiming that every convenience here is a new invention. What makes this project different is the combination and the emphasis on returning to these games with someone sitting beside you.

The artwork deserves its own mention

  • Original 2× Macintosh artwork for Classic. The Macintosh release has beautifully detailed sprites, terrain and objects. These are actual higher-resolution assets, not simply enlarged DOS pixels. Unless you played the original classic mac games you probably never even thought to emulate them. So most will be playing these for the first time. Which of course means, once you get to L2+L3 you'll see a drastic graphical downgrade, except...
  • I've also created NEW 2× Macintosh-style artwork for Lemmings 2 and 3. This is newly reconstructed artwork based on the original sequel assets and a close study of Classic's Macintosh art. It is not a recovered Mac release. The extra detail preserves the original collision masks, placement and animation timing.
  • Classic presentation with optional modern touches. Original game lettering, selectable graphics and audio, CRT effects and HDR feedback. The Xmas and Holiday games retain their seasonal soundtracks.
  • ACTUAL NUKES Now you can REALLY nuke the Lemmings the way you remembered it in your mind. No spoilers. This will blow you away.
  • Vari-speed up to 10x across all three games and 6000+ levels (yes, I have included an insane amount of fan-created levels). There's also rewind. Undo nuke. Death sounds for Lemmings falling into the void (user controllable as this varied from port to port).
  • DJ Soundtrack Soundtrack now auto-mixes into a new track once the level goal has been met. You can mix and match soundtracks across platforms, ports and games for optimal variation and proper audio cues. Mods have an optional modern sound which brings drums and percussion to the center stage instead of hard panning + modern EQ and sound treatment including Spatial Audio!
  • THERE'S MORE?? Player profiles. Three star level ratings. Achievements! GLOBAL LEADERBOARDS?‽‽ Per level as well as across all??
  • OKAY SO YOU KNOW HOW ...this game is an advanced trolley problem? In addition to all the meta-goals above it will also assign you a philosopher based on your playstyle per level. Useful? No. Utilitarian? You betcha!
Built for taking turns

Hot Seat and player profiles exist because that is how I played Lemmings as a kid: alternating attempts with my cousins, sisters and friends.

There are separate player profiles, persistent shared saves, clear turn ownership, paused handovers and explicit retry choices. You can leave a shared game, play solo and come back without losing your shared progress.

It gives that old "your turn—let's see you do better" experience a proper home in the game.

More comfortable to play, without losing the puzzle

  • A connected Classic journey. Full Quest brings 292 Classic-family levels into a 13-stage progression, weaving together the original game, Oh No! and the festive releases. Oh Yes! More Lemmings is a collection of previously port exclusive levels from the SNES and SEGA ports. There is also a library of more than 6,000 fan levels. This is the most complete collection of Lemmings content in one place!
  • Variable speed. Tap to toggle fast-forward. Hold F, the Speed button or a controller trigger to ramp up to 10×, then release to return to your previous speed.
  • Clearer skill targeting. The reticle shows whether a lemming can accept the selected skill, and clicks favour the nearest eligible target—even in a crowd.
  • Keyboard and controller controls. Remappable controller bindings, direct skill shortcuts, visible shortcut letters and quick access to pause, hints and menus.
  • Help over the actual level. Pause and display keyboard commands over the scene. The original 120 levels also have tiered hints and verified solution routes.
  • Saved attempts. Escape saves your attempt and returns to the menu. Interrupted runs, including fan-level queues, can be recovered and resume paused.
  • Reasons to revisit levels. Stars, personal bests, career awards, local records and replays, with verified routes behind supported rescue targets.
  • Accessibility options. Scalable menus, reduced motion and flashes, pause on interruption, and clearer keyboard focus and control names.
Where it stands

The project is currently at beta 32, with universal Intel and Apple Silicon builds, a macOS 12.3 compatibility build and a separate Game Center test build. If you want to test leaderboards, please DM me your Provisioning UDID found in System Information and I'll add you to the private gamecenter sandbox test.

All 120 original Lemmings levels have verified winning routes. Validation is still progressing through the other campaigns. Lemmings 2 and 3 remain previews, and the size of the fan-level library does not mean every level has been checked for completion or perfect compatibility.

Why I'm still working on it

I cannot emphasise enough how well this game has held up.

We are playing it NOW, laughing out loud at how we are fkking up levels and solutions, then cheering when something finally works. The Hot Seat features came directly out of those evenings. It is pure joy to play still and I am sad this IP was left on the vine to die (we speak not of the current gacha mobile games).

For me, this is as much fun in 2026 as it was in 1992. Lemmings is a ridiculously good game, and I want more people to have that experience again.

Download Lemmings beta 32
#74
Editor Bugs & Suggestions / [✓][SUG][ED] Option to have Au...
Last post by Flopsy - September 08, 2026, 11:34:17 AM
I think Auto Screen Start is a great option to have but I find myself always having to tick it myself on every new level I make.

It's not a big deal but being able to have an option in settings to always have this option ticked would be of great help to me.

Apologies if there is already a way to do this but I didn't see it in settings.
#75
Game Bugs & Suggestions / Re: [BUG][ED] Unable to load r...
Last post by Flopsy - September 08, 2026, 10:08:06 AM
I am aware of the auto feature, I'm a little old school though and prefer to load replays from file, it's the way I test levels, I make multiple replays so I can back route test at the same time.
#76
Game Bugs & Suggestions / Re: [BUG][ED] Unable to load r...
Last post by Guigui - September 08, 2026, 09:59:48 AM
Same here with editor 2.2 and CE 1.1.3. Clicking the load replay button does not do anything.
It worked about some time ago though.
Maybe this has to do with the newly implemented "autosave-load" replays when using the editor that I asked for ?

This feature works great by the way; Flopsy have you tried to simply play the level ? The last replay you made for it should automatically load ; pretty handy when you create a level, play test, modify the level, playtest again and so on.
#77
Game Bugs & Suggestions / [✓][BUG][PL] Unable to load re...
Last post by Flopsy - September 08, 2026, 08:30:55 AM
When selecting to test levels in the editor, on the level preview screen. Selecting load replay or using the hotkey to attempt to load a replay fails to function and doesn't do anything. I have to resort to saving the level and go onto the NL player itself as a workaround at the moment.

This bug has been occurring for a while but I had to do an entire fresh install on NL last night due to computer failing to start NL at all. I noticed this bug was still occurring following this.

I'm running v2.2.1 of the Editor and v1.1.3 of NL CE.
#78
SuperLemmix Bugs & Suggestions / Re: [?][SUG] New Level Select ...
Last post by WillLem - September 08, 2026, 04:25:26 AM
Had a play around with this today. The 'panels' idea from the OP could work quite nicely:



However, with a large collection of levels this quickly becomes unfeasible. I still want to see if it can be done on a single screen, much like the current Level Select menu.

It was nice to get this working though :) we may soon have a decent-looking Level Select screen!
#79
SuperLemmix / Re: [RELEASE] SuperLemmix 3.0....
Last post by WillLem - September 07, 2026, 01:03:46 AM
The Editor has been updated to 3.3.1 in the main SuperLemmix download.

If you already have SuperLemmix 3.0.3, you can get the latest version of the Editor here.

Otherwise, just go ahead and download SuperLemmix 3.0.3 as normal.
#80
SuperLemmix / Re: [RELEASE] SuperLemmix Leve...
Last post by WillLem - September 07, 2026, 01:01:08 AM
SuperLemmix Editor 3.3.1 Hotfix

:lemming: A few bugfixes and UI tweaks:

 • Rulers can now be fully opaque without causing an exception due to lack of alpha channel.
 • Piece data is correctly updated after adding a ruler.
 • Piece Search - Piece data is correctly updated after adding a piece via the Piece Search dialog.
 • Piece Search - Trigger Effect combo now fits all items, no need for scrolling.
 • Pieces tab controls are properly positioned with no overlap.



Get the latest version here.