Taxing 27
27: 12 [77/80] (DOS) vs 14 [97/100] (SNES). [Analysis pending...]
13 skills is confirmed on SNES. But 12 not. But i can surely say casual 97% method building doensn´t work. Its let one gap remain even pixel prfected. No way make it any less
Mayhem 6
6: 9 (DOS) vs 10 (SNES). [Analysis pending...]
I have some clue how DOS version solution could work and i got make its pretty close work on SNES version, but just seems biggest trouble is strong metal.
For Taxing 27, you can view the DOS solution using Lemmix Player as described step-by-step
on this sticky topic. The replay file to view can be downloaded from
this post (look for the one with "7builders" in the filename).
You need 8 skills to make the path to exit (1 bomber, then 5 builders, a blocker, and one final builder). So it's all about how you hold and release the crowd:
Near the entrance, you have that triangular wooden staircase leading to top of the yellow block. Put one blocker on the third step of staircase from bottom. Put 2nd blocker on top of yellow block as close as possible to the 1st blocker, but also have him build one build brick first before blocking (but, assign blocker after build brick is fully laid down, but before lemming moves up onto it). The rest of lemmings will pass through the 1st blocker as they walk up the staircase, but will get trapped between the two blockers. Then once everyone is out, explode someone trapped between the blockers, if timed correctly the explosion will free both blockers, and together with the build brick you added on top of yellow block, the explosion crater will also block lemmings from going further right as well.
One obvious question is, can't you put the blockers lower so you wouldn't need to use the builder? I did some testing but it doesn't seem to work so far. If you for example put the 2nd blocker on one of the steps of the staircase, typically the lemmings would walk through that blocker just like they could walk through the 1st blocker from its left.
While the DOS solution captured in the replay file did have a big jump in release rate, I don't think it is strictly required for the solution. So as long as the blockers behave like they do on DOS, the 12-skill solution from DOS should work on SNES.
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For Mayhem 6, you can download the DOS replay file attached to
this post, to view in Lemmix Player. The solution technically can't be done as-is on SNES because it has several sharp changes to the release rates (there are parts where the release rate jumps from 99 to 50 and then back to 99). I don't know yet how essential those sharp release rate changes are or whether it's possible to find a different sequence of release rate manipulations that provide the same benefits but is executable on SNES, where release rate can't be changed while paused unlike on DOS. So it's possible there may be no way to make the DOS solution work on SNES, even though everything else in it besides the release rate changes should be doable on SNES.
I believe the release rate manipulation is specifically to help ensure that when the digger starts digging at the spot far enough to the right to eventually be stopped by the metal block, no lemming in the crowd will catch up to the digger before he has dug down far enough, for the right wall to become deep enough to turn lemmings around. I don't otherwise see a need for the release rate changes.
Not sure what you mean when you talk about "strong metal", so I'm curious what other solution ideas you have in mind that is affected that way?
I don't think "strong metal" has any relevance to the DOS solution I know about.