However it's not the number of enemies that'll put most players off progressing through the game, far more repellent are the blind leaps of faith that quickly become fixtures of levels. All too frequently you're expected to simply leap into abysses hoping you'll land on solid ground. Worse still on occasion you're expected to leap onto offscreen moving platforms, with instant death the result of getting the timing wrong. Such ridiculous expectations are the reason that save-states exist in emulators. "It may be a bit of a pattern learning experience" criticised Amiga Format. According to the magazine to enjoy the game you'll have to be someone "not afraid of going over the same ground a few times." I asked Jon Burton about this recently on Twitter and he was quick to point out it wasn't a fault exclusive to 'Leander'. "You couldn't publish a game in the 80's without leaps of faith - mandatory." This is probably why Magazines at the time felt able to forgive a game that expects you to memories entire level lay outs. Amiga Format thought 'Leander' "is definitely a platform game worth leaping for". This was praise Amiga Power agreed with. "Against all odds, 'Leander' has managed to win a place in my heart" their reviewer wrote.
The most ridiculous occurs towards the end of the game in World 3-3 where there are prisoners who need to be freed from a particular area. These prisoners turn out to be from 'Lemmings' and the player must clear a path for them to reach the exit. While it only lasts a minute or so its inclusion feels awkward, unnecessary and there only to satisfy a publisher's self indulgence.