Here are my replays, solutions and results! (see attached) I've gone for all-saves first, minimising skills second. Hopefully, this will be useful as a guide to the maximum skills required to get a 100% solution, and serve as a benchmark for people to improve on.
Please note that I decided to add original skills to impossible levels (noted below in grey), again to indicate what skills would be required to get maximum saves in these levels. For the purposes of the challenge, by all means disqualify the scores for these particular levels. I still plan to release these levels as a pack at some point anyway (with my solutions as the intended ones); so I went ahead and made the necessary changes. It's worth mentioning that, in all instances, I never needed to add more than 1 of only 1 additional skill in order to complete the level.
I always used all 10 cloners just because they were there and I wanted to save all the Lemmings, darn it! :laugh: But - I never counted them in the "of each" UNLESS they formed part of the solution (and even then, the amount of cloners used never surpassed the most-used skill in any level anyway).
Original Levels: Always maximum saves (0 losses). 8-) :party:
Fun 1 - 1 of each
Fun 2 - 10 of each
Fun 3 - 3 of each
Fun 4 - 2 of each
Fun 5 - 9 of each
Fun 6 - 2 of each
Fun 7 - 2 of each
Fun 8 - 5 of each
Fun 9 - 8 of each
Fun 10 - 2 of each
Fun 11 - 10 of each
Fun 12 - 2 of each
Fun 13 - 4 of each
Fun 14 - 5 of each
Fun 15 - 4 of each
Fun 16 - 10 of each
Fun 17 - 3 of each
Fun 18 - 10 of each
Fun 19 - 6 of each
Fun 20 - 7 of each
Fun 21 (added 1 digger) - 5 of each
Fun 22 - 10 of each
Fun 23 (added 1 basher) - 3 of each
Fun 24 - 4 of each
Fun 25 - 7 of each
Fun 26 - 3 of each
Fun 27 - 6 of each
Fun 28 - 9 of each
Fun 29 - 10 of each
Fun 30 - 3 of each
Tricky 1 - 2 of each
Tricky 2 - 3 of each
Tricky 3 - 3 of each
Tricky 4 - 9 of each
Tricky 5 - 5 of each
Tricky 6 - 5 of each
Tricky 7 - 9 of each
Tricky 8 (added stackers) - 16 of each
Tricky 9 - 6 of each
Tricky 10 - 9 of each
Tricky 11 - 7 of each
Tricky 12 - 4 of each
Tricky 13 - 6 of each
Tricky 14 - 8 of each
Tricky 15 - 1 of each
Tricky 16 - 10 of each
Tricky 17 - 2 of each
Tricky 18 - 3 of each
Tricky 19 - 2 of each
Tricky 20 - 10 of each
Tricky 21 - 4 of each
Tricky 22 - 5 of each
Tricky 23 - 2 of each
Tricky 24 - 5 of each
Tricky 25 - 10 of each
Tricky 26 - 1 of each
Tricky 27 - 6 of each
Tricky 28 (added 1 basher) - 2 of each
Tricky 29 - 7 of each
Tricky 30 - 5 of each
Taxing 1 - 4 of each
Taxing 2 - 5 of each
Taxing 3 - 10 of each
Taxing 4 (added walkers & stackers) - 19 of each
Taxing 5 - 7 of each
Taxing 6 - 3 of each
Taxing 7 - 10 of each
Taxing 8 - 5 of each
Taxing 9 - 1 of each
Taxing 10 - 5 of each
Taxing 11 - 9 of each
Taxing 12 - 6 of each
Taxing 13 - 10 of each
Taxing 14 (added platformers) - 16 of each
Taxing 15 - 7 of each
Taxing 16 - 8 of each
Taxing 17 (added 1 basher) - 3 of each
Taxing 18 - 10 of each
Taxing 19 - 10 of each
Taxing 20 - 8 of each
Taxing 21 - 2 of each
Taxing 22 - 6 of each
Taxing 23 (added stackers) - 16 of each
Taxing 24 - 4 of each
Taxing 25 - 6 of each
Taxing 26 - 9 of each
Taxing 27 - 6 of each
Taxing 28 - 4 of each
Taxing 29 - 3 of each
Taxing 30 - 3 of each
Mayhem 1 (added stackers) - 19 of each
Mayhem 2 - 5 of each
Mayhem 3 - 5 of each
Mayhem 4 - 7 of each
Mayhem 5 - 9 of each
Mayhem 6 - 6 of each
Mayhem 7 - 8 of each
Mayhem 8 (added walkers & stackers) - 22 of each
Mayhem 9 - 9 of each
Mayhem 10 (added platformers) - 16 of each (used cloners for solution!)
Mayhem 11 - 1 of each
Mayhem 12 (added walkers, platformers & stackers) (added 1 basher) - 17 of each - This is a humdinger of a solution; shame it doesn't officially count towards the challenge!
Mayhem 13 - 2 of each
Mayhem 14 - 8 of each (used cloners for solution!)
Mayhem 15 - 10 of each
Mayhem 16 - 1 of each
Mayhem 17 - 6 of each
Mayhem 18 (added walkers & stackers) - 19 of each
Mayhem 19 - 6 of each
Mayhem 20 - 2 of each
Mayhem 21 - 4 of each
Mayhem 22 - 8 of each
Mayhem 23 (added 1 basher) - 4 of each
Mayhem 24 - 3 of each
Mayhem 25 - 6 of each
Mayhem 26 (added 1 digger) - 5 of each
Mayhem 27 - 1 of each
Mayhem 28 (added 1 basher) - 9 of each
Mayhem 29 - 8 of each
Mayhem 30 (added stackers) - 16 of each
Oh No! Levels: Always maximum saves (0 losses). 8-) :party:
Tame 1 (added 1 digger!) - 1 of each
Tame 2 - 1 of each
Tame 3 - 3 of each
Tame 4 - 2 of each
Tame 5 (added 2 diggers & 1 miner) - 2 of each (if you weren't going for maximum saves you could use a bomber and make it 1 of each)
Tame 6 - 4 of each (used Minim's stacker-shimmer-glider method for this!)
Tame 7 - 1 of each
Tame 8 - 1 of each (used the cloner to achieve this!)
Tame 9 - 1 of each
Tame 10 - 5 of each
Tame 11 - 2 of each
Tame 12 - 3 of each
Tame 13 - 2 of each (used another of Minim's tricks here!)
Tame 14 - 2 of each
Tame 15 - 1 of each
Tame 16 - 2 of each
Tame 17 - 3 of each
Tame 18 - 3 of each
Tame 19 - 4 of each (this one becomes quite an interesting level!)
Tame 20 - 1 of each
Crazy 1 - 1 of each
Crazy 2 - 6 of each
Crazy 3 - 4 of each
Crazy 4 - 2 of each
Crazy 5 - 3 of each
Crazy 6 - 4 of each
Crazy 7 (added shimmiers & stackers) - 12 of each
Crazy 8 - 3 of each
Crazy 9 - 4 of each
Crazy 10 - 8 of each
Crazy 11 (added walkers, shimmiers, gliders, platformers, stackers & fencers) (added 3 minutes) - 40 of each!
Crazy 12 - 5 of each
Crazy 13 - 4 of each
Crazy 14 - 5 of each
Crazy 15 - 8 of each
Crazy 16 - 3 of each
Crazy 17 - 7 of each
Crazy 18 - 4 of each
Crazy 19 - 3 of each
Crazy 20 - 6 of each
Wild 1 - 9 of each (really happy with this solution - maybe you can find a way to get the skill count down)
Wild 2 - 5 of each
Wild 3 - 8 of each
Wild 4 - 6 of each
Wild 5 - 5 of each
Wild 6 - 1 of each
Wild 7 - 6 of each
Wild 8 (added 2 minutes) - 9 of each
Wild 9 - 3 of each
Wild 10 - 3 of each
Wild 11 - 4 of each
Wild 12 - 5 of each
Wild 13 (added 30 seconds) - 10 of each
Wild 14 - 3 of each
Wild 15 - 7 of each
Wild 16 - 2 of each
Wild 17 - 5 of each
Wild 18 - 3 of each
Wild 19 - 2 of each (so close to being 1 of each... but not quite sure how to achieve it with a 50RR)
Wicked 1 - 5 of each
Wicked 2 (added 5 diggers) - 5 of each
Wicked 3 - 3 of each
Wicked 4 - 9 of each (very messy solution!)
Wicked 5 - 1 of each
Wicked 6 (added fencers) - 13 of each (this is a good 'un, similar to Wild 1!)
Wicked 7 - 4 of each
Wicked 8 - 4 of each
Wicked 9 - 7 of each
Wicked 10 - 10 of each
Wicked 11 - 6 of each
Wicked 12 - 7 of each
Wicked 13 (added stackers) - 13 of each
Wicked 14 - 2 of each
Wicked 15 (added stackers) - 11 of each
Wicked 16 - 3 of each
Wicked 17 - 6 of each (the swimmers finally get some action! - and I've now saved that Fencer!)
Wicked 18 - 4 of each
Wicked 19 - 3 of each
Wicked 20 - 2 of each
Havoc 1 - 4 of each (used cloners to good effect here as inspired by your Wild 13 solution, but couldn't find a way to improve the score).
Havoc 2 (added stackers) 25 of each (whew...!!! that was EFFORT!)
Havoc 3 - 4 of each
Havoc 4 - 10 of each
Havoc 5 - Improved to 3 of each
Havoc 6 - 5 of each
Havoc 7 - 7 of each
Havoc 8 - 3 of each
Havoc 9 - 3 of each
Havoc 10 - 2 of each
Havoc 11 (added walkers & stackers) (added 4 diggers) - 22 of each
Havoc 12 - 2 of each
Havoc 13 - 3 of each
Havoc 14 - 6 of each
Havoc 15 - 2 of each
Havoc 16 - 6 of each
Havoc 17 - Improved to 1 of each
Havoc 18 - 9 of each
Havoc 19 - 6 of each
Havoc 20 - Improved to 4 of each
Other Levels: Always maximum saves (0 losses). 8-) :party:
Covox Fun 1 - 2 of each
Covox Fun 2 - 3 of each
Covox Tricky 1 - 3 of each
Covox Tricky 2 - 7 of each
Covox Taxing 1 - 8 of each
Covox Taxing 2 (added stackers) - 13 of each
Covox Mayhem 1 - 2 of each
Covox Mayhem 2 (added 1 digger) - 2 of each (used a variation on the dolly dimple technique to get all saves)
Prima Fun 1 - 2 of each
Prima Fun 2 - 1 of each
Prima Fun 3 - 1 of each
Prima Fun 4 - 1 of each
Prima Tricky 1 - 9 of each
Prima Tricky 2 (added 1 digger) - 1 of each
Prima Tricky 3 - 1 of each
Prima Tricky 4 (added 1 digger) - 1 of each
Prima Taxing 1 - 8 of each
Prima Taxing 2 - 1 of each
Prima Taxing 3 - 1 of each
Prima Taxing 4 - 3 of each
Prima Mayhem 1 - 7 of each
Prima Mayhem 2 - 1 of each
Prima Mayhem 3 - 3 of each
Prima Mayhem 4 - 8 of each
Xmas '91 1 (added 1 miner) - 3 of each
Xmas '91 2 - 6 of each
Xmas '92 1 - 2 of each
Xmas '92 2 - 3 of each (that island on the right is a gift!)
Xmas '92 3 - 5 of each
Xmas '92 4 - 4 of each
Holiday '93 & '94 Levels: Always maximum saves (0 losses). 8-) :party:
Frost 1 - 3 of each
Frost 2 - 1 of each
Frost 3 - 2 of each
Frost 4 - 1 of each
Frost 5 - 3 of each
Frost 6 - 2 of each
Frost 7 - 3 of each
Frost 8 - 1 of each
Frost 9 - 1 of each
Frost 10 (added 1 basher, 3 miners, 3 diggers) - 3 of each
Frost 11 - 1 of each
Frost 12 (added 1 basher & 1 digger) - 2 of each
Frost 13 - 1 of each
Frost 14 - 3 of each
Frost 15 - 2 of each
Frost 16 - 1 of each
Hail 1 - Improved to 7 of each
Hail 2 - 2 of each
Hail 3 - Improved to 10 of each
Hail 4 - 7 of each
Hail 5 - 9 of each
Hail 6 (added 1 digger) - 1 of each
Hail 7 - Improved to 7 of each
Hail 8 - 6 of each
Hail 9 (added 1 basher and 6 builders) - 6 of each
Hail 10 - 3 of each
Hail 11 - 6 of each
Hail 12 - 2 of each
Hail 13 - 3 of each
Hail 14 - 9 of each
Hail 15 - 3 of each
Hail 16 - Improved to 9 of each
Flurry 1 - 3 of each
Flurry 2 - 2 of each
Flurry 3 - 1 of each
Flurry 4 - 2 of each
Flurry 5 (added 1 miner) - 1 of each
Flurry 6 - 7 of each
Flurry 7 - 6 of each
Flurry 8 - 8 of each
Flurry 9 - 3 of each
Flurry 10 - 6 of each
Flurry 11 (added 1 basher) - 1 of each
Flurry 12 - 1 of each
Flurry 13 - 1 of each
Flurry 14 - 2 of each
Flurry 15 - 1 of each
Flurry 16 (added 1 miner) - 2 of each
Blizzard 1 - 8 of each
Blizzard 2 - 8 of each
Blizzard 3 (added 1 digger) - 1 of each
Blizzard 4 - improved to 3 of each
Blizzard 5 - 4 of each
Blizzard 6 - improved to 2 of each
Blizzard 7 - improved to 3 of each
Blizzard 8 - 1 of each
Blizzard 9 - 10 of each
Blizzard 10 - 2 of each
Blizzard 11 - 10 of each
Blizzard 12 (added 1 miner and 1 digger) - 1 of each
Blizzard 13 - 7 of each
Blizzard 14 (added 1 miner) - 1 of each
Blizzard 15 - 6 of each
Blizzard 16 (added 1 digger) - 1 of each
Extra Levels: Always maximum saves (0 losses). 8-) :party:
Genesis 1 - 5 of each
Genesis 2 - 2 of each
Genesis 3 - 3 of each
Genesis 4 - 10 of each :lemcat:
Genesis 5 - 4 of each (finally used the swimmer!)
Genesis 6 - 6 of each
Genesis 7 - 1 of each
Genesis 8 - 3 of each
Genesis 9 - (added 1 miner) 1 of each
Genesis 10 - 2 of each
Genesis 11 - 2 of each
Genesis 12 - 3 of each :lemcat:
Genesis 13 - 2 of each
Genesis 14 - 3 of each :lemcat:
Genesis 15 - 3 of each :lemcat:
Genesis 16 - 5 of each
Genesis 17 - 4 of each
Genesis 18 - 2 of each
Genesis 19 - 3 of each :lemcat:
Genesis 20 - 3 of each :lemcat:
Genesis 21 - 2 of each :lemcat:
Genesis 22 - 6 of each
Genesis 23 - 4 of each
Genesis 24 - 3 of each
Genesis 25 - 5 of each
Genesis 26 - 1 of each
Genesis 27 - 3 of each :lemcat:
Genesis 28 - 3 of each
Genesis 29 - 4 of each
Genesis 30 - 3 of each :lemcat:
Genesis 31 - 5 of each
Genesis 32 - 8 of each
Genesis 33 - 1 of each :lemcat:
Genesis 34 - 6 of each
Genesis 35 - 3 of each :lemcat:
Genesis 36 - 4 of each
Genesis 37 - 3 of each
Genesis 38 - 5 of each
Genesis 39 - 3 of each :lemcat:
Genesis 40 - 6 of each
Genesis 41 - 4 of each
Genesis 42 (added 1 miner) - 5 of each
Genesis 43 - 21 of each
Genesis 44 (added 1 basher) - 3 of each
Genesis 45 - 7 of each
Genesis 46 - 15 of each
Genesis 47 - 11 of each
Present 1 - 3 of each
Present 2 - 2 of each
Present 3 - 4 of each
Present 4 - 5 of each
Present 5 - 4 of each
Present 6 (added 1 miner) - 1 of each
Present 7 - 10 of each
Present 8 - 4 of each
Present 9 - 2 of each
Present 10 - 3 of each
Present 11 - 3 of each
Present 12 - 1 of each
Present 13 - 4 of each
Present 14 - 2 of each
Present 15 (added 1 miner and 1 basher) - 1 of each
Present 16 - 2 of each
Present 17 - 2 of each
Present 18 - 2 of each
Present 19 (added 1 miner) - 2 of each
Present 20 (added 1 basher) - 3 of each
Present 21 - 1 of each
Present 22 - 3 of each
Present 23 - 4 of each
Present 24 - 4 of each
Present 25 - 4 of each
Present 26 - 3 of each
Present 27 (added 1 climber and 1 digger) - 3 of each
Present 28 - 8 of each
Present 29 - 2 of each
Present 30 - 5 of each
Sunsoft 1 (added 1 miner) - 2 of each
Sunsoft 2 - 3 of each
Sunsoft 3 - 4 of each
Sunsoft 4 - 8 of each
Sunsoft 5 - 4 of each
Sunsoft 6 - 4 of each
Sunsoft 7 - 3 of each
Sunsoft 8 - 5 of each
Sunsoft 9 - 6 of each
Sunsoft 10 - 1 of each
Sunsoft 11 - 1 of each
Sunsoft 12 - 3 of each
Sunsoft 13 (added 1 miner) - 5 of each
Sunsoft 14 (added 2 climbers and 2 diggers) - 2 of each (have a look at this one, it's cute!)
Sunsoft 15 (added 1 climber) - 1 of each
Sunsoft 16 (added 1 miner) - 2 of each
Sunsoft 17 (added 1 miner) - 3 of each
Sunsoft 18 (added 1 basher) - 3 of each
Sunsoft 19 - 1 of each
Sunsoft 20 - 2 of each
Sunsoft 21 (added 1 basher) - 3 of each
Sunsoft 22 - 2 of each
Sunsoft 23 - 5 of each
Sunsoft 24 - 7 of each
Sunsoft 25 (added 1 basher) - 6 of each
Sunsoft 26 - 2 of each
Sunsoft 27 - 1 of each
Sunsoft 28 - 8 of each
Sunsoft 29 - 1 of each
Sunsoft 30 - 3 of each
2P 1 - 1 of each
2P 2 (added 1 digger) - 9 of each
2P 3 - 2 of each
2P 4 - 10 of each
2P 5 - 2 of each
2P 6 - 3 of each
2P 7 - 7 of each
2P 8 (added 1 miner) - 1 of each
2P 9 - 6 of each
2P 10 - 6 of each
2P 11 - 10 of each
2P 12 - 3 of each
2P 13 - 4 of each
2P 14 - 0 of each!
2P 15 (added 1 digger) - 4 of each
2P 16 (added 1 basher) - 4 of each
2P 17 - 8 of each
2P 18 - 0 of each! (or 1 of each to save cloners)
2P 19 - 0 of each!
2P 20 (added 2 miners) - 2 of each
2P 21 - 10 of each
2P 22 - 4 of each
2P 23 - 2 of each
2P 24 - 1 of each
2P 25 - 3 of each
2P 26 - 1 of each
2P 27 - 0 of each!
2P 28 - 0 of each!
2P 29 (added 1 basher & 4 builders) - 5 of each
2P 30 (added 3 miners & 3 diggers) - 3 of each
2P 31 - 0 of each! (or 1 of each to save cloners)
2P 32 - 2 of each
2P 33 - 2 of each
2P 34 (added 1 miner) - 1 of each
Sega 1 - 2 of each
Sega 2 - 2 of each
Sega 3 - 3 of each
Sega 4 - 6 of each
Sega 5 - 6 of each
Sega 6 - 3 of each
Sega 7 - 2 of each
Sega 8 - 2 of each
Sega 9 - 6 of each
Sega 10 - 3 of each
Sega 11 - 6 of each
Sega 12 - 3 of each
PSP 1 - 2 of each
PSP 2 - 3 of each
PSP 3 - 3 of each
PSP 4 - 3 of each
PSP 5 (added 1 miner) - 3 of each
PSP 6 - 4 of each
PSP 7 - 4 of each
PSP 8 - 3 of each
PSP 9 - 4 of each
PSP 10 - 4 of each
PSP 11 - 6 of each
PSP 12 - 3 of each
PSP 13 - 4 of each
PSP 14 - 2 of each
PSP 15 - 2 of each
PSP 16 - 1 of each
PSP 17 - 2 of each
PSP 18 - 5 of each
PSP 19 - 5 of each
PSP 20 - 1 of each
PSP 21 - 2 of each
PSP 22 - 3 of each
PSP 23 - 5 of each
PSP 24 - 4 of each
PSP 25 (added 1 digger & 1 miner) - 2 of each
PSP 26 - 3 of each
PSP 27 - 4 of each
PSP 28 - 3 of each
PSP 29 - 3 of each
PSP 30 - 2 of each
PSP 31 - 2 of each
PSP 32 - 5 of each
PSP 33 - 2 of each
PSP 34 - 7 of each
PSP 35 - 1 of each
PSP 36 - 2 of each
Other 1 (added 1 climber & 1 basher) - 1 of each
Other 2 - 0 of each
Other 3 - 2 of each
Other 4 (added 4 builders) - 4 of each
Other 5 - 9 of each
Other 6 - 3 of each
Other 7 - improved to 5 of each
Other 8 - 2 of each
Other 9 - 4 of each
Other 10 (added 1 digger & 1 basher) - 8 of each
Other 11 - 3 of each
So there it is!!! I'm sure more advanced players than me will be able to improve on these scores, but I hope that this sets a decent benchmark for the all-saves part of the challenge.
All best,
-WillLem 8-)
Wow, so much has gone on. :XD: I did the first three levels of Taxing last night. Earlier this morning I just scanned all of WillLem's replays.
N of each what? To be honest, I don't quite understand Minim's format.
Okay, I think that's the root of the disagreement, so let's go over this. The idea is to rank solutions by the highest number of an individual skill used. In other words, 8 fencers and 8 disarmers is "better" than 9 fencers and 1 stoner. The former solution would be possible with a skillset of 8 of each skill; the latter requires at least 9.
That means that although there are 10 cloners in the level file given, firstly, you can't use them freely because if you have, for example, a 2-of-each solution, you are making it worse by using extra cloners; secondly, if a level was not solvable with 10 of each, but might be solvable with a larger number of each, you are allowed to modify the level and report a solution for the larger number.
Just to be clear, I have nothing against you reporting the total number of skills used; it's just not part of this challenge as Minim originally proposed it, and so I wanted to make sure we are tackling the same challenge so as to avoid unnecessary effort.
Thanks for clearing that up, Proxima. While I was posting I do recall someone explaining Rule #2 on a separate challenge thread. That happened to be on the next page of the board.
So, after looking at WillLem's solutions, I noticed that he was using up all 10 Cloners on every level. I ignored the unnecessary cloners and inspected on the rest. As Proxima mentioned, it was one of those things I forgot to clarify. The only edited results I can accept are skill changes, like Tricky 8. Terrain and object modifications are forbidden. That's why Rule #1 - Solve the level - is first priority.
I think WillLem's save all idea is a more useful order than the other way round, particularly so that we can use the same replays for later levels. As soon as I started playing the Taxing levels I completely forgot that some of them are repeats of earlier levels with usually tougher requirements and less time. Taxing 1 was a perfect example of that.
Now, some spoilery comments on WillLem's save all solutions.
Fun 5: Great solution! Your Stacker-Walker-Platformer safety bridge is inspired. Now the question remains, can we save that fencer that you used for the top of that first crystal on the left?
Fun 12 & 15: Great use of the stacker on steps to hold the others back! Worker lemmings are usually NOT associated with Fun 12. I wonder if the same trick for that level can be used when criteria switch.
Fun 13: Good use of scenery here. Never thought about the left side, but after looking I was able to top that by replacing one of your holding walkers with a shimmier, making the final solution for this level 3 of each.
Fun 14: This is easily doable with 5 fencers.
Fun 16: This is the only level where you lost a lemming with a stoner. I beat this record while I was doing the Taxing equivalent. Here's a 6-skill lose 0 replay, one which already works for the harder level.
Fun 28: Great job using the outside route, and the use of swimmers. I thought with the walls surrounding both pools that swimmers would either never get out, or fall to their death; but you proved me wrong.
Tricky 8: I reduced this to 14 of each. I fenced through the tiny wall before the exit and therefore saved two stackers. I'll still be re-uploading the level with 16 of each though.
Tricky 11: I replaced one of the stacker stopping walkers with a shimmier, making this level 6 of each.
Tricky 18: My Fun 2 replay works here too, so that makes it 2 of each.
Tricky 19: I can improve this to 1 of each using a stacker walker to scale the 12-pixel wall.
I did four more Taxing levels yesterday: 4, 5, 7 and 8. Thanks to its layout, 4 is indeed annoying and requires a great deal of motivation. 5 is also fiddly, especially when you're trying to break the bars with a fencer. I will update the levels again as soon as I submit everyone's results.
Comments on WillLem's Taxing solutions. I'll have a look at Mayhem later.
Taxing 2: I managed to reach the exit with one stacker. I controlled the lemmings a little differently too. Here's my 4-skill solution if you need it.
Taxing 7: I beat this record by using your Tricky 4 technique. I was also able to stretch the bridge at the top to 4 platformers. This makes it and Tricky 4 8 of each.
Taxing 8: The first 4 fencers are obvious, but I've proved that you don't need the fifth one to free those lemmings. Skillful stacking out of the pit should guide them onto that bridge without too much trouble.
Taxing 13: You went over the last one-way wall which is fine, but there is enough room under the arrows with a well placed fencer. This should hopefully save up on those building skills.
Taxing 15: Again, you used one fencer too many here! I was able to substitute one of the fencers with a stacker, matching the number of platformers and thus making it 6 of each.
Taxing 16, 19 and 22: Because of the short time limit, you unintentionally ended up losing some lemmings on 16 despite completing the level. I upped the release rate for you to make this save all solution certain. There's also a trick while safety building that if you let a Glider stack all eight steps, and give him a shimmier while he shrugs, he will jump on top of the stack and you can then build another tall stack. Clever, huh? Now see if you can use this trick on all the other steep drop levels. I was able to get Taxing 22 down to 4 of each using this method.
Taxing 28: Great teamwork to control the crowd here. Well done!
Comments on Crane's Solutions
Taxing 26: You ended up with a poorer result than WillLem because you missed that extra pixel on the lower right side of the terrain, and ended up gliding all 10 lemmings at the top. However, that fencer underneath the creator's platformer to control the crowd is inspired! We can combine the two to make the final result.
Taxing 28: I was able to save that lemming you splatted with a holding stacker and shimmier, making the final result 1 of each, lost 1.
Mayhem 1: Because you used all 10 stackers for the big ascent (Which is no surprise given its horrible layout), I'll probably reupload the level and make the skill total 20 so that a save-all solution is hopefully possible.
Mayhem 2: I beat this solution by using the blue wall (Although it's still fiddly to execute, there are some annoying steel bits hidden underneath the terrain), making it 4 of each.
Mayhem 4: WillLem beat you to it with his Fun 25 solution by a fencer. So the result is 7 of each.
Mayhem 16: You forgot to turn up the release rate at the end! Otherwise, this and 27 are indeed straightforward solutions, and thus I've counted your result in.
Mayhem 29: I swapped the stoner with a cloner and stacker, making the final solution 5 of each. Good job stretching the platformer bridge here.
Mayhem 30: Good job on this very long level. I think this can still be improved though with some smart stacking on that pit to the left of the exit hill. Hopefully it won't be too steep to execute this.
Finally, my comment on ccexplore's Tricky 28 solution. I understand that this is contrary to DOS mechanics, but I'm banning any terrain and steel adjustments to all levels. So this level layout stays the same, which also means, your lower result will count. Well spotted using the clear physics and NL mechanics to take advantage of the non-steel parts of that platform below the exit.
I realised I forgot to send my Taxing 2 replays. I'll put them here.
Now, some comments on WillLem's Mayhem Solutions, and then I'll put the updated results up on the OP.
Mayhem 2: I beat this solution by using the blue wall (Although it's still fiddly to execute, as there are some annoying steel bits hidden beneath the terrain), making it 4 of each.
Mayhem 8: I cut this down to 16 by using the stacker-shimmier-glider trick.
Mayhem 10: Cut down to 8 of each. While a symmetrical solution is cool and pleasing to the eye, this is a joke solution, as there's no need to go for both exits at once. As well as going for 1 exit, I used platformers and 1-brick stackers to stretch to it.
Mayhem 19: Used the stacker-shimmier-glider trick again to reduce this one to 4. The position of the entrance also played a cool role in my solution.
Mayhem 29: As Crane proved, you can stretch that bridge on the left to 5 platformers.
Mayhem 30: You used too many stackers to climb up the rocky structure on the right. What Crane did was send a lemming all the way from the left entrance to fence through the one-way arrow.
This is genius! I suppose if you focus on using skills in combination with one another to keep the amounts level, it's a good way to find these little tricks.
Hey, thanks for the compliment on Mayhem 19. I'm proud of that one too.
So, at this stage I thought I might send my comments on the Tame levels, then my response to namida's side note, and finally post some more results for Tricky.
Now the Tame comments...
1: (Namida's solution) I had a feeling the nuke was the only way down here. Well executed, and excellent crowd control! I like the way you kept the non-important lemmings well away from ruining the solution.
6 and 10: Beat you to them! :P It turns out my trick wasn't necessary after all for both levels. I cloned a glider down to that rocky overhang and platformed a safety bridge. The final save-all solution for both levels are now 2 of each.
8: Great solution. The raised clone platformer is inspired. Well done!
11: I "jumped" over the stalagmite, saving the extra fencer you used and making the final solution 1 of each.
13: Great job there using my Mayhem 19 trick. Well done!
14: The wall to the left is not usually used as a holding area for this level. Well done taking advantage of that.
20: Haha! Brilliant. :D One that reminds me of one of my first threads (https://www.lemmingsforums.net/index.php?topic=1065.0).
Namida's side note: I didn't quite understand on first glance about which folders needed to be changed, but eventually I just added the "Original_" to the filename "Lemmings_newskills" if that's what you meant. Please clarify if not. The info.nxmi file was changed and having done this for the first time, I found it quite fun actually. I'll try and do this info file for OhNo too.
Now, some more Tricky results from last night.
6: 3 of each
I used the stacker as a safety net here.
7: 4 of each, lost 4
8: 7 of each, lost 11 (This one was hard. At least I was able to share the stoners and stackers for ascent.)
9: 2 of each, lost 1
This exploits the gap on left side of the landscape.
11: 1 of each, lost 1
12: 1 of each, lost 5
Great challenge here for a coffee break! Concept replay atttached. I'm sure someone else can reduce the lemmings lost number.
13: 3 of each, lost 6
Another annoying level, as stretching the smallish gap with stoners and stackers appears to be out of reach. The Fencing up to the exit is awesome though!
Comments on WillLem's Crazy solutions
6: I spared a stacker easily here. Just put your first stacker where your second stacker was and you have your worker and holding pit.
7: Good job on this tedious level. I was able to beat it though by "jumping" onto that wall saving the last stacker. I also started the stack by where the entrance is to save a shimmier. The result is now 11 of each.
9: Now 3 of each thanks to advanced lemming control. Replay attached.
10 and 17: Hey, these are more like it. Well done! And phew, you just got those last lemmings home in time. I improved on 17 though with 5 of each. I saved the first platformer by walking up onto the brick platform. The second one wasn't necessary as I was able to re-position the stackers to make sure the lemmings land safely.
12: Now down to 4 of each. There was just enough height to lay three raised stackers as a safety net.
13: Great job using the wall route! However, you had a spare stacker & shimmier to free the others, rather than a fencer. This can be done with 3 of each.
14: Again, one fencer too many here. Not to worry though, I used a simple stacker-walker to reach the exit. This makes the result 4 of each.
15: Now 6 of each. A similar trick to what I used in my improvement to Taxing 14. Replay attached.
19: Nice use of teamwork to get the stacker ahead of that platformer. Impressive stuff! However, I found a way to save that first fencer along with a bit of Lemming Express crowd control. The result is now 2 of each. Replay attached.
20: Just modified a few skill placements where the extra stacker was not needed. For reaching the tall ice block, I swapped two of the three stackers with a platformer.
As for Crazy 11: Unfortunately, time changes are banned in this contest. So your result is regretfully 10 of each, lost 40, which I've improved to just 1x. This one will need extensive research though (And probably a mathematical genius too) to minimise the lemmings lost count and skill count here.
Other replays
Fun 5 & Tricky 16: (ccexplore) With some levels cutting the outside area off completely, They are easily overlooked. Good job taking advantage of that.
Mayhem 30: (Crane) Nicely done! I used one of your tricks to improve the result on Crazy 17.
And now, some of my Taxing Results and improvements.
12: 5 of each, lost 5
Found a way to save the sixth platformer. Replay attached.
13: 3 of each
Skill knowledge, height knowledge and precise skill placements are key here, and it also exploits the same trick I used to improve the next level.
14: 12 of each
Replay attached. Thanks to the terrain layout, I managed to contain the lemmings with 1 stacker and use the rest of the stackers to stretch across the water where necessary, saving 2 platformers! I'm sure 11 can't be ruled out when the criteria reverse.
When I have time I will add the results in and re-upload the OhNo level pack with changes to Crazy 7.
Phew! Having a hard time keeping up with these replays! Keep 'em coming though. ;) I'm still on the lookout for any potential errors here and there, like I just found with WillLem's Wicked 17 solution.
Comments on WillLem's Wild levels.
1: For both that and Wicked 1, really nice technique you used there at the start! Round the outside methods are overlooked particularly in a save all state, but fencing a stacked platform to allow the platformer to glide and land safely works perfectly for these scenarios.
3: Improved to 5 of each (Previously 8). Not too hard if you know some of the tricks I've mentioned on earlier threads. Used a few cloners to good effect here. Also started the rescue bridge from the second silver platform, rather than the third which you did instead.
5: Improved to 4 of each. I took the higher road here and fenced the same stacker on both sides!
13: This is doable in the time limit, but very tedious considering the long length and repetitiveness. Still, I'm re-releasing this level with the skill count increased to 70. Hopefully with this many fencers and walkers you'll be able to "speed fence" and get everyone home before time elapses. I saw your method and it's really good, but the fencer's a drag. I did the last bit slightly different though, by bridging the water from the ramp, rather than the chain. Here's a replay of a 65x solution because I used 65 walkers. I reached the goal in 2:40.
15: This might be doable in 6 if you clone the disarmer and let the cloned lemming fence the wall on the right, saving a stacker, but it's unconfirmed.
17: Improved to 3 of each. Replay attached. I used a new technique which enabled me to fence two walls at once: "Count-stacking" Which is, on a slope of 2 pixels or higher, stack in the direction away from the slope, count the number of bricks where the last brick layed is parallel to the slope then clone the stacker.
As for Wild 8: I think you're right that a save-all solution is impossible with low time-limit here, and given that the wall and the drop are too steep I probably won't re-release this level.
And now, the Wicked levels
3: Nice solution! But now it's been "backrouted". Down to 2 of each. Used the clone stacker to hold the others and took the left route instead. Here's my replay attached.
6: WillLem, good job with the outside route again, but lemmings can walk over those bubble walls, just like Crane did with his lose 2 solution. Distribute the fencers (And walkers, potentially) with the other skills, and you should get a lower record than 13.
7: Good use of the chains. Crane was able to beat your solution however by stacking on the edge of the third platform. The result is now 3 of each.
9: Now 5 of each. This is easily doable with 5 platformers if you use the green platform half way.
10: Now 7 of each. Outside-on-the-left route is not necessary here. Replay attached.
11: Sorry, WillLem, but you used 6 fencers instead of 5. However, I'm not ruling out the possibility that 5 can be done though. With the 3 walkers, shimmier and 2 platformers you've left over I'm sure this is possible to rectify.
12: Now 5 of each. Used the stackers for multiple purposes here: Holding the lemmings, and bridging the smaller gaps.
13: You actually used 13 stackers, so your result is 13 of each. :D
17: Not only you tried a symettrical solution, you drowned the fencer that tried to rescue those swimmers, thus your result is 6 of each, lost 1. I quickly got this down to 2 of each, lost 0. Replay attached.
BTW, really enjoyed Crane's solution to Mayhem 8! Cool concept indeed. Oh, and about ccx's newest solution to Fun 8/Tricky 22: I wonder if this trick can be repeated for Wicked 16?
Anyway, let's get on to Havoc (Crane).
5: Good use of platformers and the landscape to get everyone down to the bottom safely for the final fencer.
10: Well done! I like that you placed the stacker after the first trap before letting the disarmer do the rest.
19: I forgot the tunnel solution's not possible anymore. Great job getting round that and into the hidden exit. You distributed the skills evenly too.
Now, more of my results from Taxing.
15: 4 of each, lost 1
Was inspired by ccx's under route for Fun 5 and decided to use it here too. Replay attached.
20: 6 of each
Went under the first web and managed to save 2 fencers going that route. The web you land on first is annoying, as you can't platform straight after fencing. Because of that, I can't see 5x being possible.
23: 11 of each, lost 1
The start was pretty tough with the high release rate. This result I think can be improved.
24: 1 of each
Not actually too hard if you look at the terrain's layout. Remember to increase the release rate here.
27: 4 of each
Needed three stackers to reach the ledge, along with something else to create a holding pit; followed by a platformer and three fencers to break through the ceiling safely.
Really annoyed with Taxing 25 at the moment. The exit platform is reachable with 2 of each, like in Fun 19 but there aren't enough skills to prevent too many lemmings from dying. I wonder if precise adjusting the release rate at the right times will help get this bridge done more quickly, and thus save enough lemmings for the lowest x.
The results and the next version of OhNo will be uploaded in a few minutes time.
So I've managed to beat Fun 21 / Mayhem 26 with 3 skills, 0 losses, but there's a catch... it only works on the DOS version that doesn't have water at the edges of the level. As a result it probably doesn't count, but here's the replay and the modified level.
I'm glad you're thinking about the DOS version but for the purpose of this challenge nope. Sorry. Object modifications are not allowed. Still, great job with that replay though, particularly on the second tunnel. Cloning a lemming before tunnelling and letting the cloner build to keep the tunnel going is inspired. I also like the fact you freed the lemmings with a cloner. I also like your Tricky 1 solution! :thumbsup: You really gave everything to keep those masses at bay within the limit.
So now, I'm sharing more of my Mayhem results here.
4: 4 of each, lost 1
Used the quickest solution. As soon as the last fencer cuts down on the terrain turn him back to a walker, and everyone will approach the exit rather than the drop.
6: 2 of each, lost 1
Same as Tricky 9
7: 6 of each, lost 0
Replay attached. Works for both this one and Fun 20.
9: 6 of each, lost 1
Replay attached. Works for both this one and Fun 29. Lots of tight spaces here.
10: 5 of each, lost 12
Found good use for the shimmiers, and was able to stretch across to the exit with 4 platformers. A messy solution however.
17: 4 of each, lost 2
Replay attached. Again used the shimmiers to full effect. This is close enough to a "symmetrical" solution.
19: 1 of each, lost 1
Same as Tricky 11
21: 2 of each, lost 1
Because it's 100%, I had to think of a quicker way to rescue the splat start. I ended up using 2 platformers.
22: 6 of each
Used more stackers where the fencer wasn't needed in WillLem's solution: One on the second candle of the second chandelier, and two on the first statue of the bridge.
25: 2 of each, lost 3 OR 3 of each, lost 0
Replays attached. Utilises the raised double platformer to full effect.
Finally, My comments to WillLem's Havoc results
2: Room for improvement but good job nonetheless! Now down to 15 of each but I'll update the level pack at 25 of each to make sure your replay still works. My replay is attached. I'm sure 14 is not out of the question if I used the same technique from the second half of the level to get them out of the pit in the first half.
EDIT: Improved to 13 of each. I spared two more stackers with this new solution, but also evened out the platformers quite nicely.
3: Now down to 3 of each. I "speed-fenced" the first pipe, creating a pit for the others, and used two full stackers to create a safe drop, sparing one (+1 shimmier) to free the others.
4: Brilliant solution! I like the fact you worked up towards the ceiling and then multi-tasked with platformers and gliders at the end to get everyone home safely. On closer inspection, the fencer through the first icicle is exactly in the right position unlike the ones used for the other four icicles, as it raises the created ramp by a single pixel in comparison to the other 4 positions. The fourth icicle along is one area where the stacker wouldn't have been necessary had you known about this trick. On the other hand, you'd probably need walkers to stop the platformer once he completes the bridge to make sure this raised ramp idea works. Because of all this, I wonder if 9 is doable.
5: You beat Crane this time! Well done. (And I laughed at that bit near the end while watching the group of lemmings turn around on that smaller stacker)
Finished Havoc! Results & replays above (https://www.lemmingsforums.net/index.php?topic=4516.msg78223#msg78223).
This has been an excellent challenge! It would be fun to do the same challenge with a mixture of new & old skills as well... I guess someone would have to take on the task of selecting which skills were available for each level.
Some comments on Minim's comments:
2: Room for improvement but good job nonetheless! Now down to 15 of each but I'll update the level pack at 25 of each to make sure your replay still works. My replay is attached. I'm sure 14 is not out of the question if I used the same technique from the second half of the level to get them out of the pit in the first half.
EDIT: Improved to 13 of each. I spared two more stackers with this new solution, but also evened out the platformers quite nicely.
3: Now down to 3 of each. I "speed-fenced" the first pipe, creating a pit for the others, and used two full stackers to create a safe drop, sparing one (+1 shimmier) to free the others.
4: Brilliant solution! I like the fact you worked up towards the ceiling and then multi-tasked with platformers and gliders at the end to get everyone home safely. On closer inspection, the fencer through the first icicle is exactly in the right position unlike the ones used for the other four icicles, as it raises the created ramp by a single pixel in comparison to the other 4 positions. The fourth icicle along is one area where the stacker wouldn't have been necessary had you known about this trick. On the other hand, you'd probably need walkers to stop the platformer once he completes the bridge to make sure this raised ramp idea works. Because of all this, I wonder if 9 is doable.
Great job getting Havoc 2 down to 13 - I wish I'd checked whether they could drop onto that steel block on the left without needing a glider, would've saved me a lot of work!
Speed fencing - is that the technique you used on Wild 13?
Glad you liked my Havoc 4 solution - I was just determined not to have to add more Fencers!
Best,
-WillLem 8-)
Check out my final results for this challenge. (https://www.lemmingsforums.net/index.php?topic=4516.msg78223#msg78223)
Well done on finishing off Havoc (And thus, the entire OhNo collection). 8-) I even decided to have a go at the rest myself. I'll have a look at your replays soon and we'll compare.
I'm glad you've enjoyed the challenge. However, mixing up new and old skills would make things too complicated. Would you (or anyone else for that matter) like me to upload Holiday Lemmings, Covox, Prima?
Speed fencing - is that the technique you used on Wild 13?
Yes indeed. ;)
EDIT: OK, I just saw your Havoc replays. So, only one improvement I've already made out of the eight remaining levels. You've certainly proved to be a better player after learning all these tricks. Here are my responses:
10: Good try, but Crane already beat you to it. He gave the second lemming a stacker after the first trap, and held back the third and fourth lemmings with a walker and stacker respectively.
12: Excellent! I don't think this one can be beaten. Well done! Much better than my 4 stacker method.
16: Don't worry. It is hard without blockers, along with the high release rate and tight space. I managed this with 3 of each (And went a slightly different route). Replay attached.
17: Amazing! You used all the skills to great aplomb here. This is why we have these challenge threads.
19: Good try. Crane managed 4 of each on this level (And I don't think it's going to improve, considering that all four platformers are needed to cross the long gap). On two occasions he used the fencer as a wall to turn back the lemmings.
20: Absolutely brilliant! Well spotted to find and take the top route for the left entrance, rather than waste two fencers. I also like the way you abused the terrain on the bottom right. Creating a hole on top and building a platform inside it is inspired turnaround control.
After downloading WillLem's Covox replays, I realise that the names of difficulty ratings are identical to Original Lemmings. I've distinguished them (along with Prima) from the Original and will re-upload the pack. I also solved all of Covox. I will compare some of my solution differences to WillLem's here.
Fun 2: Nice job going up via the barrels! I went up the chains, and had to use 4 stackers to get up there.
Tricky 2: Nice neat solution. I did however narrow it down to 5 of each. Replay attached.
Taxing 1: Great job here! You evened up the skills nicely going through those treacherous obstacles and saved enough platformers to do the rest.
Taxing 2: Nice simple solution. I managed to narrow this down to 10 using the terrain around the exit platform. Replay attached.
I also did Covox Mayhem 2 with 3 of each, lost 2 & 4 of each, lost 1. Used stoners and stretched platformers to create a path to the exit, whilst holding the others back with two stackers.
I had a go at the Prima levels too. I pretty much got similar results to WillLem's. All comments are my result differences.
Tricky 1: It is a hard level, but a great challenge indeed. I have improved this to 10 of each. In fact, I'm almost certain that 9 is possible, given how many stackers I managed to save with this method. I can just replace the cloned stacker with two apart ones, allowing a third for the others to climb on top of. Replay attached. I never thought about going over the top of the logo, but with that along with trying to get to the top of Prima came with a cost of too many stackers. I went through Prima and the logo instead, and whilst it is difficult to pull off, I ended up saving lots of skills.
Taxing 1: Down to 7 of each. That platformer onto the rock wasn't necessary. A fencer would've produced the same result.
Mayhem 3: Down to 2 of each. Same as your method, but I used a walker on the first silver segmenit, and glided down the right side over the exit, saving a platformer.
I thought I might upload my Prima Tricky 4 replay too. My result is 4 of each, lost 1.
Tricky 1: It is a hard level, but a great challenge indeed. I have improved this to 10 of each. In fact, I'm almost certain that 9 is possible, given how many stackers I managed to save with this method. I can just replace the cloned stacker with two apart ones, allowing a third for the others to climb on top of. Replay attached. I never thought about going over the top of the logo, but with that along with trying to get to the top of Prima came with a cost of too many stackers. I went through Prima and the logo instead, and whilst it is difficult to pull off, I ended up saving lots of skills.
Just watched your Tricky 1 replay - it inspired me to have a go at getting it down to 9, which I managed by mixing elements of both our methods to create a supermethod! (replay attached).
I would have preferred to go through the logo at first, but I think I assumed all black space would be empty and would therefore require more fencers to get through. I should've checked! Glad you did, though. :thumbsup:
Prima Tricky 2 solved with a nuke solution achieving 22 of each, lose 32. Some key points of the solution noted below in spoilers.
Using highlight-lemming feature to perform the skill assignment, the very first lemming out will eventually do a shimmier jump just before it would've started "oh no". This skips the oh no allowing the explosion to happen right away, thereby allowing the exit to be reached sooner than otherwise, which in turn allows less lemmings lost to explosions. The lemmings assigned gliders are of course to create strategic gaps in the chain of explosions, in order to break the fall so it's survivable, and to ensure the platform doesn't get blown away before the lemmings can land on it and then exit.
Covox Taxing 2: 5 of each, lose 5.
Covox Mayhem 2: 3 of each, lose 1.
With one person improving on the other solutions and vice versa I have to admit this really is a never ending rivalry between the two of us. For some reason I forgot to upload my Holiday replay bundle! I've put it up at the bottom of this post.
My Comments on WillLem's Frost and Hail solutions
Frost 5: You used 3 platformers, but I can confirm a 2 of each solution is possible, by gliding your worker onto the central spike and cloning the second platformer to bridge across them. Between the two hatches I used a left fencer to create a holding pit and a stacker to get them out.
Frost 14: I was able to skip the first stacker by letting Lemmings 2 and 3 glide over the gap. I used the Tame 11 reacher method with Lem 2 to isolate a worker. The gap is just enough for Lemming 1's platformer to bridge across to safety without Lem 4 falling off.
Hail 1: Well done! Similar to my method, but better balance of skills here.
Hail 3: Great job on this horrible level! I never saw that only one fencer was needed to get across the "Y" rather than two. I like your jumping glider method to make it onto the overhang.
Hail 4: You went the outside route, which is what most players would do. But there is just enough room between the two steel blocks to take an inner route. Precision is key. I also used the terrain physics to my advantage here. Replay attached.
Hail 5: Sorry I didn't post a replay of this earlier, considering you've only managed 9 of each, but now I can proudly say I've proved it. I needed to be creative to stack quickly enough to make a safe fall before the 4th lemming splats to make a 3 of each solution possible. Because the fall is so steep I needed to also create a safety bridge along the edge of the spike. Replay attached.
Hail 7: Remarkable improvement here! I didn't think you could make it across the hanging ledge, but well done.
Hail 11: Good work, but I managed 4 of each already last month. This is a great challenge though, as you'll need to use almost everything you've learnt to achieve this, including Wild 17's "Count-stacking" trick.
Hail 16: I didn't think you had enough time to stack up and make a safe drop for the others but well played there. I was able to improve on that technique though to 7 of each by chopping the top off the ramp with a fencer, thus making the drop just a little bit shorter. Replay attached.
Nice work finishing off the Holiday levels, oh, and Merry Christmas! Here are my comments (The last ones :() on WillLem's Flurry and Blitz solutions:
Flurry 6 and Blitz 13: I managed to narrow both of them to 6 of each. Replays attached.
Flurry 8: Took the lower route and lowered the total to 7 of each.
Flurry 9: Good work, but I already found a way to save the third fencer. Result is still 2 of each. I hope that my replay is attached in the bundle somewhere (https://www.lemmingsforums.net/index.php?topic=4516.msg78715#msg78715).
Flurry 10: I simply changed the final fencer you used into a stacker/shimmier, improving the result to 5 of each.
Blitz 1 and 2: Both down to 6 of each. Replays should be in the bundle. On Blitz 1, you wasted 2 fencers on the ramp near the end, whereas I was able to create a safety bridge with the remaining building skills. Good job splitting the worker from the rest, but I was able to go one step further and let the worker "jump" over the steel block. In your solution you decided to complete the bridge, and that's made the solution needlessly more complicated without those other lemmings kept at bay.
Blitz 4: Nice improvement here using the Fun 2 technique!
Blitz 6: Usually the basher isn't placed there to get 100% but with that inverted fencer and use of the stackers to hold the others you made it look easy. Well done.
Blitz 7: I think I must've rushed this level considering how well I did on Blitz 2, a similar level to this, but more importantly you didn't. You did well to distribute the skills evenly here.
Blitz 9 and 11: Down to 7 of each. Replay attached for 11, while Blitz 9's replay should be in the bundle. For 9, I took about 2 more lower routes and was able to distribute the walkers, stackers and platformers evenly. I had to use walkers right at the end to meet the lose 0 requirement.
Blitz 15: Already found a way to save the extra platformer you used to create a safety bridge. Result is still 5 of each.
Ah, sorry for the late response WillLem. I was busy inspecting all the levels for nuke solutions and then I lost interest in it for a moment, therefore I haven't kept myself a complete record. Thanks for your continued interest in this Challenge thread. Also yesterday, I seemed to have dozed off while watching your replays for the first half of the rank! I must remind myself to take a closer look at these replays again soon. At least I was still able to make some significant improvements in some of the later levels.
Anyway, out of all levels, I've confirmed that 2P 30 and Sunsoft 25 are the remaining levels that are possible with nuke. These replays are in the bundle along with my initial attempt at Present 6.
Now, some comments on the Genesis levels:
Genesis 17: Impressive! It's risky taking the higher route with all those flame traps, but you managed it confidently.
Genesis 32: Well done getting the lemmings home in time. I like the way you used the swimmer to ascend the water pool too.
Genesis 36: Love the timing of the second lemming jumping over the signpost before the stacker completes the stack. Beautiful!
Genesis 38: I managed the get the lems down the opposite side and lower the skill count to 3 of each.
Genesis 39: Improved this to 2 of each quite easily. No need to hold the pack.
Genesis 42: Nice work trapping the others but yeah, this is a nasty layout and a 0 loss solution is indeed impossible. I managed 6x with a lose 1 solution, but I'm sure this can be improved further.
Genesis 43: Down to 15 of each and yes, this is a fiddly one to execute.
Genesis 44: Annoyingly, a 2-of-each, lose 2 solution seems so far to be out of reach. I was able to get 5x lose 1 and 3x lose 2 solutions though.
Genesis 46: Down to 11 of each by taking the right side. 10 might be doable if I can speed up that fencer.
Genesis 47: I cut this right down to 4 of each. A fencer/platformer works just as well to navigate up that crooked wall, rather than stackers.
Tihis time, I've decided to have a go at all the Present and Sunsoft levels too. All improvement replays (and a few older ones too) attached in the bundle. There are lots of levels to comment on here, so I've split them into two separate spoiler tags.
Present Comments
1: With a tweak of the release rate I was able to save that fencer that you used on the well.
4: Nicely done going the short route, but the long route is far easier for this level. Down to 3 of each.
5: Interestingly, I was able to improve by taking the long route to this level too. Down to 3 of each.
7: Cool solution! Doing this level properly though, I managed to reduce this to 4 of each thanks to the Replay Editor.
8: Now 3 of each, along with Sunsoft 6. Too easy for a replay. I simply cloned the rightmost fencer when it was close enough to the top part of the scales to get the others down.
9: Improved to 1 of each. No replay needed here either. I used in order a Glider, Platformer, Fencer and Stacker (With a walker or shimmier to cancel once the gap across is made)
10: Down to 2 of each. I found a quicker way down to the bottom to make a safety bridge for the others.
14: Now 1 of each. Unlike others, this 1 of each is quite hard to spot.
23: Like "Keep Step" I can reduce this to 3 of each. Why did you take the higher route insead of cut across the terrain like you did before?
25: Nice job! I didn't see that one-pixel ledge inside there.
27: Unlucky. This is doable with the new skills though. My replay shows an 8 of each solution, and is one of the rare occurences where the last lemming does the most work.
28: Improved to 5 of each. You can fence into the pits to rescue them.
30: Down to 4 of each. I was able to find a more direct approach to the exit.
Sunsoft Comments
2: On the second island I was able to perform a long fencer, thus reducing the solution to 2 of each. I also ended up not using any stackers at all.
3: One of those D'oh moments. I built over that last structure instead of fenced through it. You ended up saving more skills. Good job.
4: I managed to save a stacker, bringing the solution down to 7 of each.
7: Excellent use of the fencer and cloner here. Well done!
9: Cut right down to 3 of each. I also went the long way at first, but suddenly found a more direct approach that works better.
12: Nice elegant solution using the top route! I made a bit of mess attempting the lower route and thus having to do more within the tight time limit.
14: This level is still doable with the new skills. With fewer lemmings about I was able to reduce it to 13 of each.
15: Remember Crazy 7? This one is doable too with new skills. OK, I think after looking at your previous post this level is what you were talking about. But anyway, I did it and managed 11 of each here.
16: This one is surprisingly doable thanks to hidden breaks in the steel (And it is probably the best puzzle out there too). My record is 7 of each.
20: Now 1 of each. I platformed onto the circular obstacle on the left side, cut through the grass on the right and disarmed the traps with the new leader. Finally, I used a walker to turn the platformer back in the right direction.
24: Improved to 6 of each. I also seemed to have found a new trick near the end of the level whilst trying to ascend through a thin horizontal bar (Up to 5 pixels tall), which I thought was going to reduce my method even further, but ended up having no difference. Basically, when reaching the bar, the last stacker is positioned either to the right or the middle of the previous stack when facing right (and vice versa). It also must touch the bar above for this trick to work. As soon as the lemming comes back to the right, immediately assign the stacker on the same stack where you built the last stacker. Select a walker or shimmier at the appropriate time and there should be a 1 pixel-gap between the short stack and the bottom of the bar, therefore the lemmings will be able to ascend without needing a fencer.
27: Nice job! I was a bit lazy and simply assigned gliders to all of them. Never knew the left side could be used as a platform. Well spotted!
28: Improved to 6 of each. I like your method coming into the exit from the opposite direction though, but that turned out to be costly.
30: Down to 2 of each. The release rate was just low enough for me to take advantage and trap the lemmings closer to the exit without needing a cloned stack.
I tried the 2P levels as well, along with the first 3 levels of SEGA. Thanks for completing these. I went off those after trying to find the best solution for SEGA 3. Anyway, more comments on the 2P levels and one of the SEGA levels, but beforehand I'll post some of my non 100% results here.
8: 5 of each, lost 1
20: 3 of each, lost 1
30: 30 of each, lost 30
The first two are straightforward as you need to go round the outside of the level. On 8, the left side is shorter than the right. 30 is a more optimised nuke solution. Here I basically edited its text file by removing 10 cloner assignments, and voila!
4: Narrowed down to 7 of each. It was 8 initially, but after looking at your replay I realised that your method of safety bridge creation in the middle was better, and the gaps were short enough for the platformer to be cloned. I was able to combine them together for an improved result.
5: This is easily doable with 1 of each. I platformed to the exit with a glider, then created a stacker of the left edge to "save" the others.
10: Down to 6 of each. I thought my method of trapping the lemmings here would be worth watching.
11: Improved to 6 of each. For one side, I used 6 fencers at the bottom of the grid to ensure safety. The other side I used building skills to rescue 'em.
21: Slightly improved to 9 of each. A slightly different approach to the exit, but saves a few building skills.
25: Easily doable with 2 of each. A walker stops a fencer as soon as he makes a dent in the pipe. Followed by 2 stackers to ascend up the middle towards the exit.
Sega 3: Great job. I was dying to find out the 3 of each solution, and I keep missing out by 1 skill.
I also had a quick whizz of the PSP levels. I also did some levels with the criteria reversed because for some levels you only need one lemming. 8-) Here's my set of results. Edit: Forgot to attach some replays.
2: 2 of each, lost 3
3: 2 of each, lost 3
11: 3 of each, lost 1
24: 1 of each, lost 1
28: 1 of each, lost 2
32: 1 of each, lost 3
Now, the comments on PSP levels (And Other 7)
4: Excellent skill distribution here. Well done!
6: I found a way to break across that one-way arrow next to the entrance and shorten the route. Result is now 3 of each.
7: The starting platform was long enough that I managed to isolate a worker and get the first two bridges sorted out. After that, I let him jump onto the third platform and make the final bridge. Improved to 3 of each.
15: Thanks for clearing this one up. Good use of the platformers and gliders to cross the gap at the top.
18: Nice idea to stack onto the raised platform. You utilised the stackers and shimmiers to full effect.
22: Wonderful use of the landscape here! That last platformer placement was clever indeed, and you distributed the lemmings well just like the skills here.
23: Outstanding solution, and probably one of my favourites! I particularly like the start where you glided the second lemming over the fencer to create a completed platformer bridge, and the way you contained those lemmings.
26: Down to 2 of each. I remember playing this level on the Original PSP version. I think that one had 2 bashers. Similar kind of stuff here. It's only a matter of where to put those fencers.
33: Nicely done! You utilised the narrow parts of the level to your advantage, particularly when you turned the glider round before cloning him to land in the right direction to make a platformer over the fire trap.
Other 7: Well spotted finding the higher route and saving a platformer! I also noticed that the entrance is clearly visible ahead of the stackers (And Terrain in general), which is pretty annoying.
Results for previously impossible levels so far (modded levels and replays attached):
Fun 21 & Mayhem 26 - 5 of each (Walkers, Jumpers, Swimmers, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Fun 23 & Taxing 17 - 13 of each (Walkers, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Mayhem 12 - 23 of each (Walkers, Jumpers, Sliders, Gliders, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Mayhem 23 - 52 of each (Walkers, Jumpers, Sliders, Gliders, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Mayhem 28 - 22 of each (Jumpers, Sliders, Gliders, Platformers, Laserers, Fencers) - 100% Saved
Tame 5 - No solution found
Wicked 2 - No solution found
Havoc 11 - No solution found
2P (2) We're In This One Together - No solution found
2P (15) Graffiti - No solution found
2P (16) The Rubbish Dump - 61 of each (Walkers, Jumpers, Stackers, Laserers, Fencers) - 100% Saved
2P (16) The Rubbish Dump - 47 of each (Walkers, Jumpers, Stackers, Laserers, Fencers) - 99% Saved
2P (29) Co-operation - 31 of each (Walkers, Platformers, Stackers, Laserers, Fencers) - 100% Saved
2P (34) Graffiti (Genesis Version) - No solution found
Please note that the 2-Player levels were numbered differently for this challenge than they are in the actual games, so the challenge number is in (brackets) and the level title is specified for clarity.
Xmas '91 1 - 25 of each (Walkers, Gliders, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Frost 10 - No solution found
Frost 12 - 64 of each (Walkers, Jumpers, Sliders, Gliders, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Hail 9 - 19 of each (Walkers, Jumpers, Shimmiers, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Present 19 - No solution found
PSP 5 - 4 of each (Laserers, Fencers) - 100% Saved
PSP 25 - No solution found
Sunsoft 13 - 12 of each (Walkers, Jumpers, Gliders, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Sunsoft 17 - 4 of each (Platformers, Stackers, Laserers, Fencers) - 100% Saved
Sunsoft 21 - 16 of each (Walkers, Jumpers, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Results for previously impossible levels (pre-Jumpers, Sliders, Laserers) (modded levels and replays attached):
Fun 21 & Mayhem 26 - 5 of each (Walkers, Jumpers, Swimmers, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Fun 23 & Taxing 17 - 13 of each (Walkers, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Mayhem 12 - 23 of each (Walkers, Jumpers, Sliders, Gliders, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Mayhem 23 - 52 of each (Walkers, Jumpers, Sliders, Gliders, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Mayhem 28 - 22 of each (Jumpers, Sliders, Gliders, Platformers, Laserers, Fencers) - 100% Saved
Tame 5 - No solution found
Wicked 2 - No solution found
Havoc 11 - No solution found
2P (2) We're In This One Together - No solution found
2P (15) Graffiti - No solution found
2P (16) The Rubbish Dump - 61 of each (Walkers, Jumpers, Stackers, Laserers, Fencers) - 100% Saved
2P (16) The Rubbish Dump - 47 of each (Walkers, Jumpers, Stackers, Laserers, Fencers) - 99% Saved
2P (29) Co-operation - 31 of each (Walkers, Platformers, Stackers, Laserers, Fencers) - 100% Saved
2P (34) Graffiti (Genesis Version) - No solution found
Please note that the 2-Player levels were numbered differently for this challenge than they are in the actual games, so the challenge number is in (brackets) and the level title is specified for clarity.
Xmas '91 1 - 25 of each (Walkers, Gliders, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Frost 10 - No solution found
Frost 12 - 64 of each (Walkers, Jumpers, Sliders, Gliders, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Hail 9 - 19 of each (Walkers, Jumpers, Shimmiers, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Present 19 - No solution found
PSP 5 - 4 of each (Laserers, Fencers) - 100% Saved
PSP 25 - No solution found
Sunsoft 13 - 12 of each (Walkers, Jumpers, Gliders, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Sunsoft 17 - 4 of each (Platformers, Stackers, Laserers, Fencers) - 100% Saved
Sunsoft 21 - 16 of each (Walkers, Jumpers, Platformers, Stackers, Laserers, Fencers) - 100% Saved
Some of these may be improvable with a bit of Laserer/Fencer twiddling. The only levels which now remain impossible, it seems, all require downwards-destruction.