Lemmings Boards > Challenges

Undamaged Levels (ONML etc.)

(1/18) > >>

ccexplore:
This is an extension of Luis' "Undamaged Levels" challenge, to the other Lemmings games on DOS.  (I can consider keeping results for other versions too if there're sufficient interest in that.)

I needed to start a new topic so that the list of results can be kept as the first post of the topic instead of buried somewhere on page X.  DOS Lemmings results repeated here for completeness.

Rules summary: beat the level without ever destroying any pixels/cells of terrain originally present in the level.  Destroying the stairs from a builder is fine because it's not part of the level's original terrain (ditto for other types of added terrain, for games like Lemmings 2 and beyond).

(* means one or more glitches are required for the given result.  If placed over the level itself, it means glitches are require for the challenge even without achieving 100%; if placed only over the 100% result, it means the level can be solved for the challenge without glitches, but glitches are required to achieve 100%.)

DOS Lemmings
Fun: 2, 3, 7-12, 14-16, 17*, 19, 20, 24, 25*, 26-28, 29*
    100%: all except 3, 17, 25, 29
Tricky: 1, 3, 4, 5*, 6-10, 12, 13, 22, 24, 26, 28*, 29
    100%: all except 5, 24, 28
Taxing: 2, 3, 4*, 9, 10, 11*, 15, 16, 18, 20*, 22-24, 27*, 28
    100%: all except 2, 4, 20, 27, 28
Mayhem: 1, 2*, 6, 10, 14, 15, 17, 18, 25, 30
    100%: all except 10, 15, 30

Genesis (MegaDrive) Lemmings
(unique levels in bold, Genesis-only achievements on non-unique levels in italics)
Fun: 2, 3, 7-12, 17*, 20, 23, 24, 25*, 26-28
    100%: all except 3, 17, 25
Tricky: 2-5, 7, 8, 9, 11, 14, 21*, 22, 24, 26, 28*
    100%: all except 21, 24, 28
Taxing: 4*, 9, 10, 11*, 15, 16, 18, 22-24, 28
    100%: all except 4
Mayhem: 2*, 9, 14, 17, 25, 28*
    100%: all except 14, 28
Present 7, 9, 11, 22, 30
    100%: 9, 11, 30
Sunsoft: 11, 19
    100%: all

DOS ONML
Tame: 2, 4, 5*, 7, 8, 9, 10*, 13, 14, 15, 17*, 20*
    100%: all except 5, 10, 17, 20
Crazy: 4, 5, 11, 15*
    100%: 4, 5
Wild: 3, 8, 9*, 11, 16, 19, 20
    100%: all except 20
Wicked: 4, 9, 13, 15, 17, 18, 20
    100%: all except 4, 15, 20
Havoc: 10, 12, 15*, 16, 17
    100%: 12, 17

DOS Xmas
91: none possible
92: none possible
Frost: 2, 3, 6, 8, 9, 11, 13*, 16
    100%: all except 6
Hail: 5, 7, 12, 16
    100%: all
Flurry: 1-4, 7, 9, 12-15
    100%: all
Blitz: 1*, 2, 7*, 9, 10, 13
    100%: all

DOS Lemmings 2
[notation: <level number>:<maximum out of 60+ you can save without glitches>(<max save with glitches>*)
 highlighted results are gold]
+To make it easier to read and compare results, we will consider you can always start off with 60 lemmings in every level, even though in reality that isn't the case w/o using cheats.  According to current records, you only lose a lemming each in Polar 8 and Classic 5.

Classic:  2:59(60*),  3:4,  4:2(8*),  6:4(8*),  10:2(60*)
Beach: 1:60, 2:60, 3:5, 4:1, 5:60, 7:0(1*), 8:60, 9:0(1*), 10:0(1*)
Cavelems
Circus
Egyptian: 4:1, 6:60, 7:2, 10:5(60*)
Highland
Medieval: 4:2, 7:1, 9:60, 10:60
Outdoor: 1:60, 2:60, 3:14, 4:60, 5:60, 6:60, 7:60*?, 8:1(60*), 9:1(60*), 10:5
Polar
Shadow
Space: 1:60, 2:60, 3:1, 5:60, 6:60, 8:1, 9:60, 10:60
Sports: 3:60, 4:60, 5:0(1*), 6:11(60*), 7:6(8*), 8:2(60*), 9:1(60*) 10:60

DOS Lemmings 3
Note
 - <level number>:<maximum saved out of 20>
 - To make it easier to read and compare results, we will consider you always start off with 20 lemmings in every level.  Remember that due to the reserve system in this game, you receive for example 11 just for getting a single lemming to the exit without anyone else killed (besides the nuke).
 - Highlight means all lemmings saved, including bonus lemmings.
 - Since the game auto-nukes on time up, and there isn't another way to quit without nuking, damage from the nuke doesn't count.  In some cases they may be avoidable by, for example, jumping the leftover lemmings or make them suicide.  Levels where nuke damage appears unavoidable are marked !.
 - Since most of time it is impossible to avoid causing disappearing platforms to disappear, that won't count as "damage" as long as it is done via a normally non-destructive action (eg. walking, shimmying, etc.).  Levels where such actions unavoidably occur are marked *.

Classic: 1:20, 2:20!, 4:20, 5:20, 7:20, 9:20*, 10:20*, 13:22, 14:11, 15:23, 16:20*!, 19:22, 20:15*, 21:20*, 22:20*, 23:20, 25:21*!, 27:11*, 28:20*!, 29:21*!
Egyptian: 2:20!, 4:20, 5:21, 10:20!, 11:20*, 12:20!, 13:11*!, 14:23*, 18:20!, 23:21!, 27:21*, 28:20!, 30:11*!1
Shadow: 1:20, 2:20, 3:11, 4:21*!, 5:12*!, 8:20, 9:22*

1Uses the second glitch listed on this post.

DOS 3D Lemmings

PC Lemmings Revolution
1-1 (100%), 1-2 (100%)
2-1, 2-2 (100%)
3-2, 3-5
4-2 (100%), 4-3 (100%), 4-6 (100%)
5-1 (100%), 5-2* (100%)
6-3, 6-8 (100%)
7-1 (100%), 7-7 (100%), 7-8* (100%)
8-2* (100%), 8-3 (100%), 8-7* (100%), 8-8*1 (100%), 8-9*, 8-10* (100%)
9-6* (100%), 9-8*1, 9-10 (100%), 9-11 (100%)
10-2 (100%), 10-5, 10-6 (100%*), 10-8* (100%), 10-10 (100%)
11-1 (100%*), 11-2 (100%), 11-3, 11-6 (100%), 11-9 (100%), 11-11 (100%), 11-12 (100%)
12-1*1? (100%), 12-2, 12-4

1Requires this glitch.  Visually the terrain looks undisturbed, but the lemmings will react exactly like the terrain has been dug away.  Probably shouldn't really count as "undamaged", but interesting enough to at least merit a mention here.

Proxima:
Tame: 2, 4, 7, 8, 9, 13, 14, 15 (all 100%)
Crazy: 4, 5, 11 (100%: 4, 5)
Wild: 3, 8, 9*, 11, 16, 19 (100%: all except 3)
Wicked: 9, 13, 17, 18 (all 100%)
Havoc: 10, 12 (100%: 12)

*Wild 9 is possible with the nuke glitch, of course. Is it also possible with sliding?

mobius:
  hey! c'mon give somebody else a chance. 

I was gonna try some of these but I can't keep up with you guys. I'll just do them myself and won't look at the answers.

Proxima:
Sorry. I had intended just to rattle off the levels that are trivial for this challenge (or already solved in the builders-only challenge) so as to save everyone else the effort -- then I noticed (though I had guessed this might be the case) that ONML doesn't seem to have any levels that are possible but non-trivial. Unless some more of the Tame levels can be done using Clam's blocker-glitching method. Or unless I missed a few

Clam:

--- Quote from: Proxima on 2012-07-30 18:53:26 ---Unless some more of the Tame levels can be done using Clam's blocker-glitching method.
--- End quote ---

Yes to that . Here are:
Tame 5 using the block and bomb through steel variant. Tame 17 using the wall-then-block variant. Tame 20 using ccexplore's 'blocker-pulling' method. This comes with the added complication that you can only save climbers this way, and there aren't enough climbers to save 25/50. This means you need to use the nuke glitch to cheat the percentages, and then quit the level before the remaining lemmings explode and destroy the terrain. (Is that a first for challenges? I think it is ) The attached replay saves 18/28 or 64%. There are a couple of other Tames where this might work, I haven't tried yet.

Navigation

[0] Message Index

[#] Next page

Go to full version