Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Crane

Pages: 1 ... 72 73 [74]
1096
Lemmings Main / Re: guess the Lemmings level game
« on: September 08, 2012, 08:29:25 PM »
This is a long shot... "We all fall down".

1097
Lemmings Main / Re: guess the Lemmings level game
« on: September 08, 2012, 12:56:11 PM »
Pillars of Hercules... such an obvious answer... drat!

1098
Lemmings Main / Re: guess the Lemmings level game
« on: September 08, 2012, 12:40:21 PM »
I definitely need practice at this!

"The Great Lemming Caper"?

1099
Lemmings Main / Re: guess the Lemmings level game
« on: September 08, 2012, 01:08:40 AM »
"The Fast Food Kitchen" is correct - as I said, a bit easy.

Hmmm, as for minimac's clue, well there's no level called Gibraltar, but to stretch the theme of an expanse of water separating East from West per se, I'll hazard a guess at "Stepping Stones".


EDIT: I just noticed that "The Fast Food Kitchen" was done near the beginning, with a very similar clue... sorry.  I have a better one when my turn next comes.

1100
Lemmings Main / Re: guess the Lemmings level game
« on: September 07, 2012, 08:58:21 AM »
I'll give it a shot... this one will probably be pretty easy for you guys:

"A McDonalds cook takes double orders"

1101
Lemmings Main / Re: Playing level packs
« on: September 07, 2012, 08:35:56 AM »
That's true, I still have CustLemm lurking around so I can use that.

Given the choice I'd make a large pack for Lemmini, since I can do things like control the background music with that.  I may release something on that front soon.

1102
Reviews / Re: Level Review Topic
« on: September 06, 2012, 06:32:44 PM »
Genesis/Mega Drive - SUNSOFT 26 - Just a minute (Part Three)



Lemmings: 100
Target: 100% (100)
Release Rate: 90
Time Limit: 1 minute

Tools: 01 -- -- -- -- 02 03 01


Good: Nice scenic design.

Bad: Solution is too obvious as, by this stage, players know about the "mining into one-way walls" trick to turn a lemming around (thanks to the "Everyone turn left" levels) and this level uses it twice.  The wide pillar on the right doesn't reach the bottom of the screen - admittedly not too visible in-game, but a bit of a careless oversight.  It is not really a worthy successor to the "Just a minute" levels of Mayhem... in actual fact, I don't think you can actually run out of time unless you forget to turn up the release rate.


With some skill, you don't even need to use the third miner to save the climber, as you can bash from the exit and hit the steel plates while allowing the basher from the left to still reach the tunnel... in my opinion, only offering 2 miners and relying on this trick would make it more on par with post-Mayhem difficulty.  You can probably tell I don't like this level too much; I found it a pushover by this stage and there isn't really much I can say about it that's positive.



Oh, to bring up an older level:
...
Genesis - Present 16 - A trap is a trap


Lemmings: 100
10% to be saved
Time: 3 minutes
Release rate: 80

Skills: 7 bombers, 7 blockers, 5 builders

Good: Impossible to build straight away, lots of exits and of course, lots of traps. Not a bad intended solution with the requirement of more than one worker...
Bad: ...but it's time consuming with blockers AND bombers, steel frame looks boring.

My solution to this was very unorthodox, and I sense it is what the designers were trying to aim for, given the low pass percentage.  I bombed straight down the middle, directly above the exit.  Of course, you don't have enough bombers to break through, so I used the only other source of bombers available... the nuke.  About 30% get saved this way.  It also explains the presence of the steel floor, to prevent exploding lemmings from undermining the exit.

1103
Tech & Research / Re: Version Differences
« on: September 06, 2012, 11:13:35 AM »
Strange, when I completed it, I got a congratulatory message telling me that I was one of the élite.  Mind you, after that I quit the game, not seeing what happened if I played another level... I assumed it would just be Fun 1.

1104
Lemmings Main / Re: Playing level packs
« on: September 06, 2012, 09:55:57 AM »
I am using the Lemmix Clones - sorry, I should have made that clear.

1105
Lemmings Main / Playing level packs
« on: September 06, 2012, 02:19:48 AM »
Since I've been away from the custom Lemmings scene for a few years, I'm behind the times (or rather, I started working with Lemmini).

My question probably has a painfully obvious answer, but how exactly do you play custom Lemmings level packs in Lemmix? Surely I don't have to manually extract every single level and save it in .lvl format for Lemmix to read.

1106
Tech & Research / Re: Version Differences
« on: September 06, 2012, 01:28:43 AM »
Been a while since I played this version - this one seems to get neglected a lot because the system was exclusive to Britain if I recall correctly.

Acorn Archimedes

- Logo splash-screens for Psygnosis and Krisalis Software (the company that made the port).
- The scrolling text on the menu has elements of humourous self-deprecation (it talks about the 'elevator music'!)
- Remixed music, including a few unique tracks.  Of the four special levels, only the music for MENACING resembles the original.
- Lemmings make a sound when they fall off the screen.
- Changing the release rate causes the pitch of its sound effect to also change, like in the Amiga version.
- Animation seems to be extremely smooth in comparison to other versions.
- Many levels have large expanses of water at the bottom, like the Amiga version.
- No two-player mode.
- No directional select.
- Background is dark blue with (mostly) white text.
- Passwords are meaningful and easier to remember (e.g. "DOUBLEDUCK" is Fun 22, and "LEMMGFINAL" is Mayhem 30).
- Release rate behaves differently (notably, a release rate of 1 spaces the lemmings out nearly twice as far compared to other versions).
- Levels closely resemble their original Amiga counterparts (e.g. "The Fast Food Kitchen" has a time limit of 2 minutes).

On an extra note, the Archimedes version of Oh No! More Lemmings has a very large array of music tracks: 26, compared to the Amiga's 6.

1107
Reviews / Re: Level Review Topic
« on: September 06, 2012, 12:31:39 AM »
This is my first review too - I don't know why I didn't join this forum sooner.  I hail from England, where the Genesis is known as the Mega Drive, but I'll try to cater for both sides of the pond!


Genesis/Mega Drive - SUNSOFT 24 - Out, away from the tune



Lemmings: 50
Target: 98% (49)
Release Rate: 1
Time Limit: 6 minutes

Tools: -- -- 01 01 05 05 -- --


Good: Very neat design with the stave and the notes (and remembering the double-bar terminator on the far right!).  Easy to make the naïve mistake of building against the first A-note instead of bashing through it.  Good music choice.

Bad: Far too trivial for SUNSOFT, let alone this late on - this is no harder than early Taxing at best.  Building off the final A-note can be frustrating because it can sometimes trap lemmings to the right of it.  Time limit is far too long - even leaving the release rate at 1 leaves you with well over 2 minutes to spare.

1108
Hey guys - thought I'd get back into Lemmings and level design!  (I'm the guy that did Garjen years ago)

For a specific version of Lemmings, the level "I am A.T." from the Mega Drive version ("SUNSOFT Special 2" on the SNES) I believe is impossible to complete without upping the release rate (100 lemmings, 01 Release Rate, 2-minute timer).  In fact, you need to up the rate to about 75 just to perform the conventional solution.

Some levels are indeed passable on some platforms, while impossible on others.  On the Acorn Archimedes version of Lemmings, a release rate of 1 causes lemmings to be spaced about twice as far apart as they are in other versions, which I believe makes We All Fall Down (Tricky) impossible - on the DOS version you have about 30 seconds left.

Pages: 1 ... 72 73 [74]