I'd say that pausing at the beginning of the level to save a couple of seconds is perfectly acceptable. Anything that you can do in DOS/Amiga lemmings is fair game, in my opinion. This also includes the Nuke glitch for when Wild 9 comes up...
By the way: are we going to allow pausing for time here? Maybe we should put a * alongside levels that can be done this way, but not (or at least unconfirmed) without it.
Also 19 looks like it's just out of reach. Although feel free to give it a try. I spent a good amount of time on it with no luck. Maybe Clam Spammer or ccexplore might have better luck...
EDIT: I've got it! 78% through the exit in 1 minute on Lemmix. Here's the replay. Try it on your own first if you want, but be aware that it takes quite a lot of work.
Sure. You can add Tricky 19 to the list now. Replay attached.
@Clam Spammer:
Isn't it 88%? Great job!
Tricky 6 starts you less than a minute's walk from the exit, but there's a lot of building to do, which takes up a fair bit of time and appears to put this one out of reach.LemSteven already has Tricky 6 on his list, and you have Taxing 10 in your list. Are you sure you don't mean some other level?
It's actually quite similar to my Taxing 22 challenge.
One question though: Would Taxing 8 be possible, or does Tricky 5 save less than 100% and/or use skills not available in Taxing 8?
However, I do have a couple more from Mayhem: 8 and 10.
Crazy -- 1, 2, 3, 5, 11, 12, 15, 16, 19, 20
I've got Crazy 13. Replay attached.
I've got Crazy 13. Replay attached.
[8] I thought this one was too simple to warrant a replay - your solution is much more complicated than it needs to be.Oh right, you can blow up one-way-walls. Whoops.
[10] My attempt came up less than one second short, and I haven't had a chance to try this one again, though I'm 99.9% sure that it can be done.I assume this is one second short on Lemmix? I'm fine with seeing a replay for that even if it doesn't work in Lemmix (I can always just modify the time limit to see how close you get). More power to you if you manage a replay tonight that works in Lemmix.
I'll upload the replays as soon as I have them - probably tonight.
Oh right, you can blow up one-way-walls. Whoops.
But, perhaps my solution can be modified to lose fewer lemmings than yours?
The use of the sliding glitch for Mayhem 10 and especially Fun 29 are beautiful to watch. I hereby proclaim ClamSpammer master slider.
I love the messiness that these lemmings variants bring. It's a nice change from the maximum percentage and other challenges that require you to be clean and efficient.
Anyway, I've now got Mayhem 20 in the bag as well. Unsurprisingly, it's basically the standard solution, with just one minor but important change:
I've got a new one for Wild. Not 3, which was suggested as a likely candidate, but 19. The abundance of builders allows you to get across the gaps very quickly if you know how - which you should after seeing my replay for Mayhem 8
And we can now add Mayhem 2 to the list as well.
A suggestion: can we put the whole list in one post? Preferably the first one, if you're happy to keep it up to date, LemSteven.
Also, Wild 3 is now confirmed!
I'm pretty sure 18 is possible as well, but I haven't verified it.
15 definitely cannot be done in Lemmix because again, the amount of walking alone has the clock at 3-59 by the time the last lemming exits, and only 96% at 4-00 (you need 98%).
It's funny you should mention this bug, because I've recently found another one that is going to come into play very shortly. In Blitz 3, "Check Your Hints!", the first two exits work in Lemmix but not in DOS. They have index numbers 15 and 16 - which is interesting, because I thought #15 was supposed to work in DOS . Anyway, after a bit of testing I've found that object #17 (if it is a trap or exit) also triggers in Lemmix, but from #18 onwards they work (or don't work ) as they should.
The video doesn't look choppy at all for me. I'd say that video is enough proof that it can be done. A couple of things I'd like to point out:
Okay, one more. Wild 5 (http://camanis.net/lemmings/lemmingswelt/index.php?cmd=get&file=challenge_replays/wild5_1min.lrb). This might be the last one until we start on Havoc, since I can't find any others that could be done this way.
I'm definitely fine with holding off until LemSteven gets back.
Especially since I'm still finding more levels to add to the list.
You can get a tightly packed group of lemmings through the ice-blower trap using a blocker.
Build into the wall and get a lemming to dig down next to the steel. Now hold the cursor so that the digger is just inside it. Make the next lemming dig just before it turns around in the steel. Repeat a few times and you should be far enough through to bash the rest.
Here's a surprise - Mayhem 12.Excellent! I love how you manage to compress the lemmings despite the lack of blockers. I was thinking of using the 7-builder stack as a substitute for the blocker, so I'm glad you beat me to it with something far more elegant and simpler.
I say "surprise" because I thought it was impossible to make the climber into a basher at the right spot (I'd tried it before on other levels, without success).
(edit: How foolish of me to think that you don't know something about this game. )
I was thinking of using the 7-builder stack as a substitute for the blocker . . .
I was thinking of using the 7-builder stack as a substitute for the blocker . . .
I don't think it takes 7 builders to block the lemmings. I think it's usually 3-4. I forget if 2 can work or not. Of course, I don't know what version of the game you are using, so...
Unless you're talking about the part at the end, although I think that kinda doesn't make sense, so that's probably not what you are referring to.
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And I may have spoken too soon about Tame 15. If you remove the obstacles (which amount to three terrain pieces - such is the nature of Tame levels ), you can get 50% through the exit before the clock reaches 2:58. There's no way to get a 1-minute solution that works in Lemmix, but it could just be possible in DOSBox.
I'm not sure about this one, as I got the requirement bang on the 4:00 mark (5:00 on that level).
I'm not sure about this one, as I got the requirement bang on the 4:00 mark (5:00 on that level).With a slight modification of the method, I got the requirement at the 4:02 mark, so 1 minute is definitely possible.
Bomb the 13th lemming out as soon as he comes out, and bomb the first two lemmings later on to complete the path to the exit. Lemmings 3-12 will exit instead of 4-13, which saves a couple of seconds.
Just something to mention: if you play under the "High Performance PCs mode", you can get extra few seconds at the end because of the level fading out more slowly.
Interesting mention for the DOS HPPC's mode. I wonder how many seconds we will be able to save altogether when this trick is in conjunction with the pause trick.