By the way, are the classic lemmings skill glitches been carried forward?
- Giant Leap - Jumper lemming climbs up through a wall after the gap it was about to jump into is closed up by a builder
- Blocker pushing lemmings through a wall
- Nuke glitch - When you nuke the level the game calculates your percentage based on the number of lemmings that have entered the level, rather than the total number in the level
- Miner falling through terrain while leaving it intact
- Climbing up when stuck inside terrain
- Miner crossing 1-pixel gaps
- Climber comes away from the wall slightly when it hits a ceiling and falls
- Blockers make steel areas destructible
- Climbers transition to walkers for one frame when the terrain they are climbing on is removed - you can then make them build in mid-air
- Right one-way walls cannot be mined
- Various steel-destruction glitches where the terrain that the lemming tries to destroy is not part of the steel area. EXAMPLE: Top 7 rows of a steel area can be bashed through - this includes the top of the level and in fact cannot be prevented by better placement in this case
There's a lose only one lemming solution for one of the Classic Levels (whichever one loses four lemmings most of the time) that uses the push lemmings into the wall with a blocker trick.
- Miner crossing 1-pixel gaps - not yet tested. 1-pixel gaps may be hard to come by in Lemmings 2 anyway, now that terrain has to be aligned to tile boundaries rather than on arbitrary pixels. Creating the setup to test this will probably require doing something annoying like stacking builders.
I just noticed that the title to Egypt level 2 is not "Glued to the Goal!" but "G1ued to the Goal!"
Er... Are there any glitches involving the ballooner? I don't have the editor but I was thinking this: If a lemming gets stuck in a small wall and is given a ballooner skill, what would happen next?
I half understand what you're saying...
<snip>I was guessing 3 possible outcomes when a lemming gets stuck inside an 8 pixel high wall:
1: The balloon would stay there and not move the lemming upwards.
2: The balloon would fly to the ceiling.
3: It would burst during the blow up.
Awesome! 100 lemmings... wish we could get that for DOS Lemmings 1, as the percentages at that level are awfully easy to calculate!
More a visual quirk than a glitch IMO, but the dragon trap in Medieval IX sure is quirky. Simon noted for example that runners can get past the dragon unharmed, although that at least looks perfectly natural (the dragon reacts slower than the runner can run past where the fire strikes).
I know direct drop works on the SNES version of Lemmings 2 because that was how I solved Sports 8 with 9 skills (although your accuracy needed to be precise to the very pixel). It could work here, too.
- Miner crossing 1-pixel gaps - not yet tested. 1-pixel gaps may be hard to come by in Lemmings 2 anyway, now that terrain has to be aligned to tile boundaries rather than on arbitrary pixels. Creating the setup to test this will probably require doing something annoying like stacking builders.
I just noticed that scoopers can come out quite a way (maybe 4 pixels) from a wall after they finish digging through it. So I guess there's a good chance it will work with miners too (to a lesser extent of course).
Another rock climber glitch - the dangling animation disappears when a steam valve is on the level. (the actual steam vents are fine)I think this is because the steam valve contributes to the sprite memory limit and animations start disappearing when you have a certain number of animations possible in the level. For example, the Builder shrug is usually one that vanishes.
(doesn't affect gameplay as you can still click the lemming, but it has put me off using rock climber -> shimmier combos on the 1 Sports level that has all three things)