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Lemmings Boards => Tech & Research => Topic started by: ccexplore on December 16, 2011, 10:25:51 PM

Title: glitches in other Lemmings games
Post by: ccexplore on December 16, 2011, 10:25:51 PM
Since Lemmings and Lemmings 2 have their own glitch thread, I'm starting this thread for glitches on the other games (Chronicles, Revolution, 3D, etc.).  I don't expect as much traffic on those games, so I don't think we really need to create one thread per game like we had for L1 and L2.

I recently started playing Lemmings Revolution and here are glitches I've seen so far (undoubtedly more to come in near future):

Lemmings Revolution (PC)

[edit: this list is currently collected mostly using the patched version of the game, with key game files timestamped 6/26/2000 instead of 4/14/2000.  Once I finish the game I will update the list with all differences I find between patched vs unpatched]

Climbers
Summary: very similar to analogous glitches in original Lemmings, but some with a Revolution twist
Bombers
Blockers
Builders
Bashers
Miners
Summary: remarkably, the infamous miner glitch from original Lemmings lives on in this game too!
Interactive Objects
Miscellaneous
outside a level
These are annoying glitches/flaws I've run into during the non-level-playing parts of the game.  Some may be due to running the game on versions of Windows higher than when the game was released (ie. post-Win98).
Title: Re: glitches in other Lemmings games
Post by: finlay on December 17, 2011, 01:53:42 AM
I'm certain there must be some for 3D but I don't know what they are. I can at least tell you that there's no equivalent of the direct-drop, because Lemmings must enter an exit horizontally on the side of a block. You also don't tend to get placement glitches or anything like that, due to the fact that lemmings always perform their skills on the edge of a block.

I do remember seeing a video of someone digging through the top of an entrance, but I don't think it really affected the game or anything.
Title: Re: glitches in other Lemmings games
Post by: LemSteven on December 17, 2011, 07:41:33 AM
Here's a few more Lemmings Revolution glitches that I know of offhand:
Title: Re: glitches in other Lemmings games
Post by: Clam on December 17, 2011, 09:31:49 AM
Some glitches in Lemmings Chronicles / All New World of Lemmings that I discovered back when I made custom levels for that game:

Title: Re: glitches in other Lemmings games
Post by: Minim on December 17, 2011, 06:09:26 PM
  • resetting a bomber:  after a bomber finishes the countdown but before he actually explodes, you can assign a non-bomber, non-permanent skill, and this will "reset" him so he doesn't explode.

Ah yes, I remember this trick. :) The trick has been mentioned as an alternative solution to the level "My finest moment" (Can be seen somewhere in the lemmings compendium, I couldn't manage to get a direct link, so I hope you all can find it.).
Title: Re: glitches in other Lemmings games
Post by: ccexplore on December 22, 2011, 09:19:31 AM
A couple more for Lemmings Revolution:

Title: Re: glitches in other Lemmings games
Post by: ccexplore on December 23, 2011, 09:14:40 AM
Having experiment around with miners in Revolution, naturally the next skill to do glitch-hunting on is the climber, judging on what we see in original Lemmings for that skill.  The results so far:

Title: Re: glitches in other Lemmings games
Post by: ccexplore on December 23, 2011, 04:31:15 PM
inability to select any lemmings buried in terrain

I was mistaken on that point.  Maybe the first time I tested it on some earlier level the lemming was too close to the top or something.  Anyway, as long as you selected a skill type that can be assigned to the lemming (floater and bomber are good options), you can still highlight a lemming buried in terrain, and assign skills to it.

So, I was able to track the movement of a stuck climber now.  It basically moves upwards just like in original Lemmings, but with the additional rightward drift.  I guess there's an asymmetry when facing left and facing right that ends up moving the stuck climber lemming steadily rightward.  (I can't quite tell for sure yet what exactly is the asymmetry.)

[edit: I have identified the asymmetry that allows the stuck climber to gradually drift rightward.  When the stuck lemming "falls", "lands" and turns left, he immediately starts climbing again.  But when he "falls" "lands" and turns right, he can walk forward for one grid-cell before starting again to climbing.  This extra bit of walking allowed only when facing right, results in the gradual rightward drift.]

[edit2: note that when a stuck climber falls and turns left, I mean it when I say he immediately starts climbing.  It appears the transition is directly from faller to climber, making it impossible (in all my tries so far) to assign skils to a stuck climber facing left.  For a stuck climber facing right, you can assign him skills during his "extra walking" phase.]
Title: Re: glitches in other Lemmings games
Post by: ccexplore on December 25, 2011, 01:13:14 AM
The glitching continues with Lemmings Revolution. 8) From now on I'll keep the OP up-to-date on the latest Revolution discoveries.  I'll still make new posts down here so I can attach more screenshots.

First, I've done more testing with blockers and have finally really understand how they work.  The "blocker stacking" trick merely scratches the surface.  I'll explain in more details in OP, but the gist of it is below:
As a collorary of how builders and blocker fields work, you have the following (arguably not a glitch):  you can build over a blocker in such a way that the blocker can still turn around lemmings going up the bridge, but the builder itself is unaffected (builder-passthru-blocker.png).
Title: Re: glitches in other Lemmings games
Post by: ccexplore on December 25, 2011, 01:31:34 AM
Of course I'm not done yet!  There's a spectacular one later in this post about the exit.  But first, let's get a few minor ones out of the way:
Now presenting the cool glitch--aborted exit jump:
Title: Re: glitches in other Lemmings games
Post by: ccexplore on December 26, 2011, 07:28:25 AM
Merry Xmas (for those who celebrate, and happy holidays otherwise)!  Today's special is yet another plate of fresh new glitches from Lemmings Revolution ;P:
[/list]
Title: Re: glitches in other Lemmings games
Post by: Minim on December 27, 2011, 08:04:50 AM
I'm amazed about how many glitches you've found on Revolution (About 58, the last time I counted). :o No wonder why some people said it's a good game. I'm just wondering. I had a look at the review of the game at Gamespot and the reviewer said something like:

Quote
it shipped with a few sound, video, and input-device bugs that may cause problems for some players who are loading up the game for the first time.

I don't quite understand what is meant by "input-device" bugs. Are they related to any glitch shown here or is this just a different type of problem?
Title: Re: glitches in other Lemmings games
Post by: ccexplore on December 27, 2011, 10:02:15 AM
Quote
it shipped with a few sound, video, and input-device bugs that may cause problems for some players who are loading up the game for the first time.

I don't quite understand what is meant by "input-device" bugs. Are they related to any glitch shown here or is this just a different type of problem?
I'd say the review focused on a different type of problem than what I'm listing in this thread, although there's definitely some overlap.  I did note in my list that I have some problems with the music, but they can be tolerated or worked around for the most part.  I see video problems in my Win7 machine, but now that I think of it, it may be a difference in video cards rather than different versions of Windows, who knows?  "Input device" may be about joysticks?  Don't know, mouse handling seems fine to me for the most part.  Anyway, some sound and video problems may only come up with specific models of graphics cards and sound cards, or are more prevalent back on Windows 95 and Windows 98, the versions of Windows the game was originally designed for.

Given the history of the game's development (link to Lemmings Encyclopedia), I suspect it was indeed a rush job with less testing than usual, by the time they try to get someone to publish this almost-killed game.  So it's hardly surprising that on the game mechanics side of things there are many glitchy behaviors.  Some are probably just inherited from copying code/algorithms from original Lemmings.  Others are due to the vast increase in new object behaviors (water, acid, gravity, teleports, switches, you name it!).
Title: Re: glitches in other Lemmings games
Post by: ccexplore on December 27, 2011, 10:18:34 AM
When it comes to glitchy behaviors in Lemmings Revolution, you know what they say--"LoTs moRe wHeRe TheY caMe fRom" ;P:
Title: Re: glitches in other Lemmings games
Post by: mobius on December 29, 2011, 04:03:29 AM
you talked about bashers being able to bash behind them but I didn't see this mentioned if you did, sorry

I only remember experiencing this a few times and possible only in one level; "Something fishy" but I'm not sure.

When a lemming is bashing through an area and a builder starts to build through the area that was bashed through his steps will start to disappear slowly behind him. Actually they disappear in a way that looks like an invisible lemming is bashing through them. It's been a long time so I'm not sure about the details but I think this doesn't happen if the basher is finished and no longer bashing. But when this happened to me the basher was very far away from the builder. I remember being shocked and trying the level again and it happened every time
Title: Re: glitches in other Lemmings games
Post by: mobius on December 30, 2011, 04:04:22 AM
  • On Win7 I can't even get music to play at all no matter what.
  • On Win7, the first time you're on the main menu right after starting the game, no text is displayed on the menu buttons.  This corrects itself after you started playing a level and then go back to the main menu.  Does not repro on XP.
  • At the post-level screen where it shows you how many you need and how many you saved, the text is too dark, it's almost unreadable.
if anybody ever finds solutions to these problems please post it somewhere. I can't get any sound either and some of the animation is kinda off. I just can't play the game this way. I tried running it in compatibility mode and also tried moving this file "ir42-something" in windows folder that it mentioned on install but nothing had any effect whatsoever.


anyway I thought of a few more possible glitches I remember from when I played long ago.

-Once I had a climber get stuck for no apparent reason that I could see. I cant remember what level it was but it was climbing up a straight wall and when it reached the top instead of falling it stopped but appeared to keep climbing but he wasn't getting anywhere. I couldn't assign it any skill not even bomber. it stayed there "climbing in place" for the rest of the duration.


-This one is bizarre but more than once I've had lemmings just vanish into thin air. Levels I remember certainly are "Reduce and Simmer" and "Don't let them out". 
In the latter I think it happened at a certain spot where a lemming was bashing near the exit balloon and it just disappeared with no splat sound or graphic or anything. I couldn't investigate it because every lemming that got near that particular spot vanished. I can't remember if the ticker reported a change in the number of lemmings.

Then In "Reduce and Simmer" I had a climbing lemming reach a wall and it began to climb but stopped halfway up and appeared to "mount" the wall when it wasn't at the top then go into the terrain and vanish. It was always at a particular spot so maybe these are glitches with the levels and not in the game in general.

-I never experience the reset a bomber glitch with the teleporter. But I have experienced a situation where when an exploding lemming is right in the vicinity of the teleporter (in other words if the teleporter "beam" appears like hes going to teleport) but he instead successfully explodes the teleporter beam stays there forever and the teleporter becomes unusable /in effect breaking the teleporter. Lemmings just pass through it after that. I think the exit opposing teleporter is effected also.
I should add; I think that the bomb countdown continues while the lemming is passing through the teleporter so they can in effect explode while not visible.

-Some telelporters appear to take longer to teleport than others. I remember on some levels the teleport being instantaneous and other waiting a long time for the lemmings to come out the other side

-this might not be a glitch but if a "sped-up" lemming enters another speed up pad it reverts to normal speed but retains the speedy blur behind him
Title: Re: glitches in other Lemmings games
Post by: ccexplore on December 30, 2011, 03:40:21 PM
-I never experience the reset a bomber glitch with the teleporter. But I have experienced a situation where when an exploding lemming is right in the vicinity of the teleporter (in other words if the teleporter "beam" appears like hes going to teleport) but he instead successfully explodes the teleporter beam stays there forever and the teleporter becomes unusable /in effect breaking the teleporter. Lemmings just pass through it after that. I think the exit opposing teleporter is effected also.
I should add; I think that the bomb countdown continues while the lemming is passing through the teleporter so they can in effect explode while not visible.

I can confirm the beam staying lit (this happens whether you let it explode or reset it by skill assignment), and explosion while the lemming is not visible.  I'm less sure about "breaking the teleporter" though from my testing.  I did test on 8-2 ("Locked In") and find that lowering the floor all around the teleporter by even just the minimum amount that you can take out using any skill, seems sufficient for a lemming to bypass being detected by the teleporter, so it's possible that might have been what you experienced?  On the other hand, I don't think a single explosion crater would be wide enough to affect the entire length of area (both front and back!) that a teleporter can suck lemmings from, plus this effect won't affect the exit teleporter either.

As an aside, the "lower the floor a tiny bit to bypass an object" trick can work on some other objects as well. For example, if a lever switch is not resting on steel, you can simply dig down once and bash, that will lower the floor around the lever enough for you and other lemmings to walk past the lever without changing it.  Actually, even the traps in original Lemmings work somewhat similarly.

Anyway, I'm still relatively early in the game, I'll keep an eye out as I come into more levels with teleporters.
Title: Re: glitches in other Lemmings games
Post by: ccexplore on December 30, 2011, 06:51:05 PM
-Some telelporters appear to take longer to teleport than others. I remember on some levels the teleport being instantaneous and other waiting a long time for the lemmings to come out the other side

I suspect the teleporter speed may just be something the level designer can adjust in each level, or possibly even for each teleport.  I just played level 8-5 ("Water way to go.") and not only are the teleporters there faster than the ones I've encountered in earlier levels, but it's also the first time I hear a sound effect for the teleporter!
Title: Re: glitches in other Lemmings games
Post by: ccexplore on December 30, 2011, 07:29:37 PM
I see another interesting teleporter behavior worth mentioning.  It seems that once a lemming has triggered a teleporter, he must leave the area of detection of either the entering or the exiting teleport, before he can be teleported again.

What this means for example, is that if you set a blocker at the exiting point of the exiting teleport, you can trap lemmings within the detection area of the exiting teleport, and they won't be teleported back (simply walk through the teleporter with no effect) until they can leave and re-enter the detection area.  See attached screenshot if unclear.

This is also probably the basis for walking thorugh the teleporter in the "reset bomber" case.  When the lemming goes "oh no", that aborted the teleporting.  But the lemming hasn't left the detection area of the teleporter yet, so he won't re-trigger the teleporter, instead simply walking or moving past it.  If he wants to enter the teleporter again, he must have moved enough to leave and re-enter the teleporter's detection area.
Title: Re: glitches in other Lemmings games
Post by: mobius on December 31, 2011, 07:28:43 PM
I've decided to play the game anyway, no music be dammed!

anyway here's a few more:
-bashers: a left facing basher can get a "headstart" on his bashing by bashing close to the wall he will take away a larger than usual chunk on the first bash. (it looks like a total of 3 bashes in one bash).  Right facing bashers can never do this.

-this glitch doesn't effect gameplay as far as I know its only graphical: if two retractable walls are next to each other where one is open and the other is closed; the one will appear to pull the other out of proportion. (like rubber or something) But Lemmings will fall right through the warped door (if it is open). In other words they seem to ignore the glitch.

-I have seen but never actually experienced the fall height glitch. When I played Tanks a lot I never had a problem! and my game wasn't patched. Is it possible they fixed the glitch in later releases of the game? Because i do think i got the game a few years after it came out.
Title: Re: glitches in other Lemmings games
Post by: ccexplore on January 01, 2012, 12:31:44 AM
-I have seen but never actually experienced the fall height glitch. When I played Tanks a lot I never had a problem! and my game wasn't patched. Is it possible they fixed the glitch in later releases of the game? Because i do think i got the game a few years after it came out.

I don't think I've reached "Tanks a lot" yet, I'm still on column 8 (counting from left to right starting at 1).  The fall height glitch only happens with a specific height, correspoding to digging down exactly 30 times.  I tested this on two different computers, one running XP and other running Win7, with same results, so at least it's not machine specific.  The level I first tested this on was "build 'em up then bring 'em down", where I did the digging right at the edge of the first drop.

About patched versions:  it's interesting you mention it.  I actually got two copies of Revolution from two different publishers, one from GlobalStar (GS) and another from Dice Computer Games.  The GS one did come with a patch, but it has to be manually applied and isn't installed by default.  The other one doesn't have a patch.  I believe I ran a file comparison and without the patch, both publishers have identical files, so I think the unpatched version is most likely the "original".  I have been running the unpatched version so far.

The patch simply updates "Lemmings Revolution.exe" and "patch.box".  If you are using the patch version, the files have a timestamp ("date modified") of 6/26/2000.  The unpatched version has 4/14/2000.  Most of the glitches listed aren't exactly game-breaking, so I don't really expect a lot of differences between the patch and unpatch versions, but it's certainly worth testing.  I should note that the patched version didn't help with getting the game to work well in Win7, unfortunately. :(
Title: Re: glitches in other Lemmings games
Post by: ccexplore on January 02, 2012, 03:47:31 AM
I have been running the unpatched version so far.

It looks like I remembered wrong.  I just happened to (re)check the timestamps of the files on the XP machine today, and apparently I have been playing with the patched version with the 6/26/2000 timestamp.

I did pick a few glitches to test between the patched and unpatched versions today.  The fall height glitch repros on "build 'em up..." in both versions, and teleporting behaviors appear the same so far in limited testing.  Yet there are definite subtle differences.  For example, when testing stuck climbers, at least on one level, I found that on the unpatched version, you don't seem to gain any height that way, only getting the rightward drift.  (Note: they can still climb through platforms that are sufficiently thin, basically thin enough that they won't hit their head, fall and turn.)  Whereas on the patched version, you gain both height as well as the rightward drift.  Given how many glitches are listed so far, it does look like I'll need to go through them all at some point on the unpatched version and see what differences I'll encounter.  I think most glitches will remain the same but there might be subtle differences here and there.

Fortunately all my recent "maximum %" records for Revolution so far remains unaffected by patched vs. unpatched.  If I have any new solutions for that challenge thread, I will make sure to test in both patched and unpatched versions to see if there are any differences.  For consistency I'll stick with using the patched version for now, until I finish the game.
Title: Re: glitches in other Lemmings games
Post by: LemSteven on January 04, 2012, 01:36:08 AM
If I recall correctly, there was originally a problem with Level 9-6 ("The High Dive") that made it unplayable in the original release of the game.  This may have been the primary purpose of the patch.

Anyway, to complicate matters further, my CD-ROM shows the "date modified" as 7/14/2000, which is completely different from both the versions mentioned by ccexplore.
Title: Re: glitches in other Lemmings games
Post by: mobius on January 04, 2012, 04:07:36 AM
The patch simply updates "Lemmings Revolution.exe" and "patch.box".  If you are using the patch version, the files have a timestamp ("date modified") of 6/26/2000.  The unpatched version has 4/14/2000.  Most of the glitches listed aren't exactly game-breaking, so I don't really expect a lot of differences between the patch and unpatch versions, but it's certainly worth testing.  I should note that the patched version didn't help with getting the game to work well in Win7, unfortunately. :(

I lied  :XD:. My game is patched. It's funny tho because mine says 4/4/2000  . The patch box has the same date.
on another possibly relevant note, this game uses box files which seem to be rare, perhaps that has something to do with it having difficulty working properly on different systems. :-\ maybe the game uses other unusual file types.

anyway, now that I probe my memory, I seem to remember an instance on another level (not Tanksalot) that the glitch happened  ??? It was this level I think...

Lemmings Revolution Level 12-11 OMG
^this person also plays the glitched version of Tanks a lot. They dont say anywhere though if they played this level before or after the patch. (they applied their own patch somehow (this level comes after Tanks a lot)).

I dont know if anyone's aware but XP doesnt actually play the game 100% properly either. Originally (on Windows 2000 or 98) all the letters on the main menu were red, the letters in the level were white. Some of the sprites are also changed. The speed at which the entrance box release rate changes increased drastically.
Title: Re: glitches in other Lemmings games
Post by: ccexplore on January 04, 2012, 04:52:54 AM
I lied  :XD:. My game is patched. It's funny tho because mine says 4/4/2000  . The patch box has the same date.

Given all these different timestamps I'm hearing, maybe file sizes are a better determination of which version is which?  (Well something like CRC is best for checking this, but maybe another time.)

On my CD, patch.box has size 5,233,355 bytes for the unpatched version, and 8,533,284 for the patched version.  Unfortunately filesizes are the same for "Lemmings Revolution.exe" so we'll probably need CRC with that one for comparing versions.
Title: Re: glitches in other Lemmings games
Post by: LemSteven on January 04, 2012, 11:00:10 PM
My version's patch.box is 8,533,284 bytes, the same as ccexplore's patched version, and both Tanks a Lot and My Finest Moment play fine (i.e. no splatting to ruin the attempt).
Title: Re: glitches in other Lemmings games
Post by: mobius on January 05, 2012, 01:12:48 AM
wait, how can u have a patch box if it's an "un-patched" version?  Are you saying they all contain this file "patch.box" even before the patch? ???

in any case mine is: 5,233,355. what you say is "un-patched". But I swear I never had a problem. But I am playing the game again so I'll wait and see when I get to these levels.

for another glitch: The steel in "The Abyss" is bomb-able. try nuking the level. You dont have any bashers, miners or diggers so you cant test it that way. (maybe that's why, they just never bothered to code the steel correctly. But then why make it steel in the first place?  :-\)

-it seems that when u assign a lemming basher, they will shift slightly to the left. (no matter what direction they're facing). I didnt test it out much yet. This explains the "headstart" glitch (or whatever u want to call it) and possibly being able to "bash" through steel. No, scratch that cause you can get through steel in either direction. anyway this could be useful I suppose.
Title: Re: glitches in other Lemmings games
Post by: ccexplore on January 05, 2012, 09:37:40 PM
wait, how can u have a patch box if it's an "un-patched" version?  Are you saying they all contain this file "patch.box" even before the patch? ???

When I said "patched"/"unpatched" it's really relative to my game CD.  On my game CD, just running setup from the CD installs the 5MB version of files, which also matches the ones on the CD itself.  In a separate directory (folder) on the CD is a patch with the 8MB version of files (and a short document explaining what to do to install the patch), which you have to manually install (pretty much you extract/copy the files over the original ones installed from the CD).

So I'm calling the 5MB version "unpatched" and the 8MB version "patched", and yes, both versions contain patch.box.  I don't know if there's yet some 3rd version out there that doesn't have patch.

=======================

this game uses box files which seem to be rare

Just wondering, have you seen other games that use box files?
Title: Re: glitches in other Lemmings games
Post by: mobius on January 05, 2012, 11:39:33 PM

this game uses box files which seem to be rare

Just wondering, have you seen other games that use box files?
I have not. (Before posting that^ I looked ".box" up on a file extension info site and didn't find much of insight. However just now I looked it up again on a different sight and found something which may be very interesting.
What I did find was a mention of our game and link http://www.elberethzone.net/en/dup-supportedgames.html. Which is some person's site who makes a program that supposedly lets you open and hack game files. I'm probably leaping to conclusions but this may just allow you to modify the game, even make an editor! (I would myself but my knowledge of programming is extremely limited) Anyway I'm going to test this program out later.

and to get back on topic more glitches;
-you kinda of touched on this when u explained blockers I just I thought I's give a little more detail.
as to freeing a blocker: if you dig 3 digs down (4 digs is the best way btw) and bash across the blocker will stop the basher. But you can still bash your way through by "forcing the lemming" (it takes a few bashers) you'll get through but the basher will leave a tiny space of terrain where the blocker stands (thus not freeing the blocker.

-the "disappearing steps" thing I posted about;
 this only happens when you attempt to build in an area where terrain once was (in which a basher is still currently bashing through). So it could be handy for having one lemming build and be alone (the others will fall through the steps that "vanish". I don't think this happens at all with miners or diggers
Title: Re: glitches in other Lemmings games
Post by: ccexplore on January 06, 2012, 01:08:04 AM
(Before posting that^ I looked ".box" up on a file extension info site and didn't find much of insight. However just now I looked it up again on a different sight and found something which may be very interesting.
What I did find was a mention of our game and link http://www.elberethzone.net/en/dup-supportedgames.html. Which is some person's site who makes a program that supposedly lets you open and hack game files. I'm probably leaping to conclusions but this may just allow you to modify the game, even make an editor! (I would myself but my knowledge of programming is extremely limited) Anyway I'm going to test this program out later.
Cool. :thumbsup: Let me know if it works for you.  I'll try myself later this week.  It'll certainly be helpful I think, even if it's just a pretty small step towards a goal of game modification.
Title: Re: glitches in other Lemmings games
Post by: mobius on January 08, 2012, 12:06:43 AM
(Before posting that^ I looked ".box" up on a file extension info site and didn't find much of insight. However just now I looked it up again on a different sight and found something which may be very interesting.
What I did find was a mention of our game and link http://www.elberethzone.net/en/dup-supportedgames.html. Which is some person's site who makes a program that supposedly lets you open and hack game files. I'm probably leaping to conclusions but this may just allow you to modify the game, even make an editor! (I would myself but my knowledge of programming is extremely limited) Anyway I'm going to test this program out later.
Cool. :thumbsup: Let me know if it works for you.  I'll try myself later this week.  It'll certainly be helpful I think, even if it's just a pretty small step towards a goal of game modification.

It's pretty interesting. I didnt do much with it yet but I was able to extract some of the sound files, including the music! (i always loved the music to this game). I also discovered there are a lot of bizzare sound files in there that don't appear in the actual game, like sounds from original lemmings, and the voice of some guy singing a reggae like song. ...seriously. ???
Title: Re: glitches in other Lemmings games
Post by: ccexplore on January 08, 2012, 03:14:05 AM
I was able to play around with it briefly and also review the relevant source code of the program.

There's a bug in the program so not all files are correctly extracted, and I suspect in some cases the file contents will get mixed up with one another.  However I was able to clearly see the format of the BOX files.  It's pretty simple (simple enough that had I bother to look at it with a hex editor, I could probably figure it all out just like that), and I'll write a more accurate extraction program over the next few days, and document the format somewhere on the forum for posterity.

patch.box is basically just a set of replacement files to be used over the version of files in lemmings.box.

The real challenge would be to crack the format of the LVL level files, that might take a while.
Title: Re: glitches in other Lemmings games
Post by: mobius on January 08, 2012, 04:31:48 AM
wow, awesome. I'm guessing your a programmer by trade?  :)

anyway, something new happened today when playing Revolution, in "Under and Up". This never happened to me before on this level and it happened on the first time now so this might be due to windos7. I tried to record of video of it happening but Camstudio went ape and when I tried to do it again it didn't happen  :(.

What happened was after the time door closed i started digging with the 'worker lemming and while he was under the crab all these lemmings starting coming in there. I looked and saw that a bunch were stuck inside the door.  :o ???. Somehow they were going through the closed door (with no action on my part that I could see at the time). No idea what's going on here but in that pic it shows a build brick I used to get some unstuck. and where the cursor is is where it happened (the second was taken in another go of the level in which i failed to reproduce it)

[if u look in the first u can see all the lemmings getting away on the right that shouldn't be there]

(also you can see the after effects of the 'basher/builder glitch right there, which incidentally really comes in handy on this level)
Title: Re: glitches in other Lemmings games
Post by: ccexplore on January 08, 2012, 12:16:01 PM
I have not had time to even play the game since like Tuesday, but I have reached that "Under and Up" level so I'll see if I can repro what you saw.

Incidentally, earlier in the week I had repro'd the basher/builder glitch you mentioned (I saw it in "Bridges").  Actually I think it's the exact same thing LemSteven was reporting, just that because his description was too brief, I didn't realize he might be talking about the same glitch as you were.

The list of glitches on the original post is probably a little out of date at this point, I'll try to find some time to update it with all the latest reports on the thread.
Title: Re: glitches in other Lemmings games
Post by: LemSteven on January 08, 2012, 05:46:50 PM
Incidentally, earlier in the week I had repro'd the basher/builder glitch you mentioned (I saw it in "Bridges").  Actually I think it's the exact same thing LemSteven was reporting, just that because his description was too brief, I didn't realize he might be talking about the same glitch as you were.

Yes, that's the same glitch I was trying to report.  I guess I wasn't specific enough.  ;P
Title: Re: glitches in other Lemmings games
Post by: mobius on January 08, 2012, 10:11:54 PM
oops, sorry. :-[ I thought you just meant the way bashers sometimes take out a little stuff all around them (sometimes behind and above).
its so odd though, I mean the way it works makes me think the 'bashing operation' is a lot more complicated then just deleting the material that was there.

I'll add another thing mentioned at the thread for saving  100% on  'One way ticket', but not mentioned here, about bashers; when a lemming is assigned basher and there is no terrain directly ahead of him, they will bash a little out from above them,  the lemming will bash a little but then keep walking if there's still no terrain ahead of them. But if there is terrain directly ahead of them when you assign basher they won't do this.

-You can heighten a basher's tunnel this way.
-combined with building, you can 'bash up' through terrain (especially thin ceilings)

-I'm gonna test this but I don't think they will bash above when finishing bashing like normal.
Title: Re: glitches in other Lemmings games
Post by: mobius on January 16, 2012, 01:46:39 AM
here's another odd glitch that I suspect is level-specific. (on 'When Two Tribes go to War') I assigned one of the acid lemmings a blocker on the left platform and when I went to bomb/reset him, when the countdown finished and he "oh-no!'ed" he fell through the steel for no apparent reason. Amazingly I actually managed to assign builder and successfully save him.  Actually I think i had to assign two builders, when I did once, he just stopped falling as if stuck in the steel then another one and he was free, (but he was close to the edge when a blocker anyway)

here's a picture:

Title: Re: glitches in other Lemmings games
Post by: LemSteven on January 16, 2012, 02:38:46 AM
^Interesting... I do know that if you assign a bomber close to the left edge of a platform, he can fall off the edge as he enters the "Oh No" phase.  I've never actually seen him go through the platform, though.
Title: Re: glitches in other Lemmings games
Post by: mobius on January 16, 2012, 04:44:15 PM
I documented the "disappearing" glitch I mentioned earlier.
So far I've only seen it happen on 'Reduce and Simmer'
When a lemming walks over to this area (see picture below) they will stop whatever they are doing, ei. walking or performing a skill, flop strangely like a fish and then vanish and die (the counter actually decreases).
Title: Re: glitches in other Lemmings games
Post by: ccexplore on January 16, 2012, 07:38:51 PM
flop strangely like a fish and then vanish and die (the counter actually decreases).

A little hard to tell since it's not shown in the screenshot, but your description seems to match a drowning lemming.  Perhaps the level data has some errors causing that area to be treated as water?
Title: Re: glitches in other Lemmings games
Post by: mobius on January 17, 2012, 01:53:31 AM
flop strangely like a fish and then vanish and die (the counter actually decreases).

A little hard to tell since it's not shown in the screenshot, but your description seems to match a drowning lemming.  Perhaps the level data has some errors causing that area to be treated as water?

I dont think so because drowning lemmings kind of slump forward then move downward (through the water). With this the lemmings just remains still and flop back and forth. It's really weird I've never seen it in any other place. However it could be what you said except for some reason they remains still and don't fall downward like they would through water.

-I've discovered an interesting trick u can do with the miner glitch. If you place two blockers  close together and have a lemming in the middle mine, he will keep getting turned around (while mining) but if he is positioned correctly he will leave a thin space of material in the middle.

in the picture u can see two separate holes made with one miner. The blocker on the right was free'd before I took the picture
Title: Re: glitches in other Lemmings games
Post by: mobius on April 25, 2012, 09:05:27 PM
anyway, now that I probe my memory, I seem to remember an instance on another level (not Tanksalot) that the glitch (fall height glitch) happened 

Since I've been playing this game again lately, I recently discovered I was right about that! ^^

In 12-8 "Just you wait!" If lemmings walk off the platform directly left of the entrance the fall height from there is the infamous 50/50 chance of death or life.  ??? ??? (btw, just as a reminder, I DO have the patched version  :XD:)

As a side note that's not really that important; we don't really know if it's 50/50 chance I could play this level a lot and take notes and calculations but I dont think I have time for that  ;P

----------

<back to other glitches I've been researching recently>

there may be some kind of glitch that happens with one way walls. But it needs more investigating.

-In 'Now You're Stalking' when I dug near the exit in the middle of two oow climbed up the one way wall terrain he stopped in the middle and walked into and through the terrain then climbed again inside it and got out on top and went on as normal.

-In When Two tribes go to war(I posted this above) a lemming strangley fell through solid steel (near a one-way wall)

-there were two other instances where something similar happened which I can't remember now but I think they all happened near one-way-walls.

========
I haven't been having much luck with that^ so I decided to look into diggers (since I noticed you don't have anything for them yet.

-If you dig at the very edge of a wall where the wall is made of steel or a one way wall in the wrong direction* or the lemming is halfway on steel and half way on regular terrain, even if the lemming is standing on terrain he will swing once and stop and no terrain will be seen being removed, BUT it actually has. One layer of terrain gets removed like normal (see picture; the lemmings appear to be 'walking in the terrain'
You can also test this on "Feeling Gravity's Pull. The middle entrance above the balloon; if a lemming digs close enough to the wall it will look like nothing got removed but the lemmings will fall through (because it is also a very thin terrain).
I'll continuing investigating it, to get a better accuracy

*need to test

========
the downward one way wall in "Wondering Free" does absolutely nothing. You can dig mine and bash through it in any direction. However the downward one way walls in "Mission Impossible" DO prevent you from bashing or mining through them
Title: Re: glitches in other Lemmings games
Post by: mobius on May 01, 2012, 12:58:04 AM
Quote
(ccexplore) Sometimes when you scroll around the level, you may cause a lemming to somehow pass through a blocker.  Exact circumstances still unclear (only happened twice to me so far). I think for this to happen, the level can't be paused when you are scrolling, but I'm not sure.  I've also encountered one time where this happens merely when I fast-forwarded the game for a bit, without any scrolling.

I've now experienced this (three times actually). I believe what I posted a while ago that happened to me on "Under and Up" was this as well. But today I experienced it again, in 'My Finest moment'. (see attachment) I was digging down and the lemming were stuck in a tunnel and I scrolled  to the left and all of a sudden I noticed one lemming moving where it shouldn't, and as you can see it became stuck in the terrain. What is truly bizarre is how did he get around the giant gap in the terrain? Apparently there moving in a way completely different from normal. Also [it may] have something to do with your cursor. Because I think my cursor was over the lemming when it happened and I was scrolling while my cursor was highlighting the lemming. Maybe this is what triggers it.
It also happened to me on 'turn on, tune in, switch on. where lemming went past a blocker (I don't think my cursor was over it that time though :-\)


-Time Doors-
On "Lock In" If two lemmings are squished together and pass the time door it can go from 10 or 9 directly to 0. I have to investigate more.

-(see attachment) Some of the steel in "The Abyss" and It's repeated level "Let's get those finger's moving"  does not behave like steel. The steel on the left (from the entrance) and the steel near the exit on "Let's Get..." is normal. However the steel on all the lower platforms behaves just like regular terrain and can be mined through and blown through. This is the only level I've encountered this so far.
((the level in the picture is actually NOT 'the abyss' it's "Let's get those finger's moving"))
pretty sure this is a level specific glitch, as it happens nowhere else that I've encountered yet.

I've done some more with mining under water. I wasn't sure if you already knew this but by building on top of water you can have a digger dig on the steps so that he continues digging into the water! Then, underwater he can even bash and build.
Title: Re: glitches in other Lemmings games
Post by: ccexplore on May 01, 2012, 03:15:38 AM
What is truly bizarre is how did he get around the giant gap in the terrain? Apparently there moving in a way completely different from normal.

Hmm, I guess it's possible.  I didn't happen to see a lemming skipping across a giant gap in the terrain myself since in all cases where I had it happen, it was simply a crowd blocked off with a blocker, and then at some point a lemming got past the blocker anyway.  The theory that the lemming instantaneously changed its position from point A to point B would in fact explain both "passing" (really "skipping", if it's such a change in position) the blocker and skipping across a giant gap.

Quote
I've done some more with mining under water. I wasn't sure if you already knew this but by building on top of water you can have a digger dig on the steps so that he continues digging into the water! Then, underwater he can even bash and build.

I'm aware of it, not sure if I explicitly mentioned it in my list of glitches.  Basically the game has a check that prevents you from assigning most skills if the lemming is not standing on top of terrain.  However once the skill is active, it doesn't necessarily require real terrain to continue, as we see with the underwater digging/mining/bashing glitches.
Title: Re: glitches in other Lemmings games
Post by: mobius on May 02, 2012, 12:03:44 AM
it happened to me again in the same level in the same situation!  ???
This time, 1 lemming somehow came out of the diggers tunnel except this time, he fell through the gap and died on the ground. It happened when I was looking at the other side of the level and I heard the splat. [so I don't know exactly what happened or what it looked like but this is pretty much the only possible answer]
So, subsequently what I said above is probably wrong about hovering the mouse over the lemming.

Since it was only 1 that "shifted" (a good a term as any) I solved the level anyway since 49/50 is required.  :D
Title: Re: glitches in other Lemmings games
Post by: mobius on August 06, 2012, 09:04:55 PM
I’ve pretty much worked out what’s going on with the glitch in “Feeling Gravity’s Pull” (see http://www.lemmingsforums.com/index.php?topic=654.30 )

This would go under ‘diggers’.
If a lemming digs when he is partly on steel (even if he is mostly on terrain but a little bit of steel) he will swing once and stop. No terrain will appear to be removed; however lemmings will react as if the appropriate portion of terrain was actually removed. While the steel remains intact (normal). This also works if the lemming is standing nearby a steel wall even if there is no steel underneath him.

Something more usual happens when over directional walls. I have to check it out.
I couldn't replicate it yet so either I was mistaken or I just didn't figure it out yet.
Title: Re: glitches in other Lemmings games
Post by: ccexplore on August 07, 2012, 12:39:17 AM
Interesting.  I wonder if there are any other levels where you can make use of this.

[edit: what do you know, you can use this glitch on 8-8 "Take Her to Warp Speed, Captain" too.  I wouldn't be surprised if there are more such levels]

I updated the footnote on the challenge thread to reference this post on the glitch.  Personally it doesn't really feel like it's in the spirit of not damaging the level, but heck, it's too interesting a result to not at least mention there. ;)
Title: Re: glitches in other Lemmings games
Post by: mobius on August 30, 2012, 10:06:40 PM
Lemmings shifting?

I honestly don’t know what to call this one. (I would’ve called it ‘sliding’ but I didn’t want to get it confused with the real sliding glitch as it’s nothing like that)* And it’s very difficult to describe and test out because it doesn’t seem to happen in any specific pattern. Except that it often happens when any lemmings nearby are performing any skill. I believe ccexplore actually mentioned this glitch;

Quote
“Sometimes when you scroll around the level, you may cause a lemming to somehow pass through a blocker.  Exact circumstances still unclear (only happened twice to me so far). I think for this to happen, the level can't be paused when you are scrolling, but I'm not sure.  I've also encountered one time where this happens merely when I fast-forwarded the game for a bit, without any scrolling.”

I also believe this glitch only happens on Windows 7, but I have no way of testing this at the moment.
If a group of lemmings are milling about in a restricted area (that is: inside blockers, or enclosed space with terrain) and a lemming is building, digging, bashing or mining nearby and you scroll; some lemmings will begin walking right through the terrain or blocker and they will also completely disregard whatever is really there and can even walk on the air. This happens for a short distance (for how long seems to vary every time) then they will resume acting normally. If they are inside terrain they will then be stuck. If they are in mid-air they will fall.

This happened to me on a few levels I don’t have screenshots for:
7-8 Build em Up then Bring em down.
When doing the no-damage challenge, I was building up toward the left near the balloon and when he hit the wall he turned around and started walking on air.

9-7 Battle of Lemmuckburn. I had the same situation ccexplore detailed. With blockers on the lower area near the entrance. Except it wasn’t just one or two; quite a bunch of lemmings escaped the blocker and fell to their death.
edit: when this happened, I wasn't doing anything nearby, so what I said above about lemmings using a skill nearby probably is meaningless. In fact, it happened twice; first time I was on the other side of the level and suddenly heard lemmings splatting and I only realized what happened a second  time when it happened almost exactly the same.

I can also confirm that it never happens when the game is paused. I know for a fact this glitch never happened to me on older computers however, I have been playing the game a lot more often and doing more advanced things lately. In any case, I'm not saying I have figured out all the details yet. I really have no idea what's going on.  ???

-------------------
*Has the sliding glitch been tested to work in Revolution? It’s much more difficult to test plus, I’m not sure lemmings even “jump” in this game at all. Considering they can’t get up steps as high as the first generation.
Title: Re: glitches in other Lemmings games
Post by: ccexplore on August 31, 2012, 09:36:03 AM
It was on XP when I encountered shifting lemmings back in December, since GP's patch isn't even in existence yet making Win7 not a usable option for me.  In the cases I ran into at th time, it was with lemmings getting past a blocker, and since I usually scrolled to some other part of the level before scrolling back and finding out it already happened, I never quite caught it in the middle of the act and never saw exactly what it looks like when it started happening.  I didn't see the case of lemmings ending up walking in mid-air or inside walls, but what you described makes sense.

And AFAIK lemmings don't "jump" on Revolution, so I don't expect the sliding glitch to work on that game.  Indeed, even in games like Lemmings 2 and Lemmings 3 there is already no "jump" when walking up taller steps.
Title: Re: glitches in other Lemmings games
Post by: mobius on October 06, 2012, 04:11:50 AM
I discovered a few new interesting things in Revolution today.

dig down a bridge glitch. I think somebody mentioned this before but I'm not sure (and I don't have time to look through the entire thread right now)

When a lemming digs on a stair, facing left and going the direction downward; he’ll dig a hole but he won’t fall through the stair, he’ll continue walking down. I still need to do more testing, but I think this only happens facing left (and going down).

--------------
another odd thing I noticed, which I don’t know if it’s a glitch or not:

I previously thought and observed that time doors work either direction. That is; when a lemming passes through from either direction, the counter always goes down. Until I recently played 10-2 Legend of Smelly Belly.
The time door in this level works completely differently; lemmings going to the right make it count down. But when a lemming passes going left, it goes back up!
This is also one of the few levels in which this time door can be opened up again (and get its timer reset via the laser gates).

First of all; when the door is reset its timer doesn’t right away go back to 5, it remains zero, until a lemming passes by.

As you can see from figure 2, you can actually get the timer to go up past its initial setting by having a lemming go in the wrong direction first, after being reset. (this door’s counter is original at 5). I'll have to tinker around some more tomorrow/later.
Title: Re: glitches in other Lemmings games
Post by: ccexplore on October 07, 2012, 02:25:53 AM
I previously thought and observed that time doors work either direction. That is; when a lemming passes through from either direction, the counter always goes down. Until I recently played 10-2 Legend of Smelly Belly.
The time door in this level works completely differently; lemmings going to the right make it count down. But when a lemming passes going left, it goes back up!

I could swear that I've seen it work like that (ie. can go back up walking left) in earlier levels as well.  If I get a chance I'll check.  Nevertheless, definitely some interesting and unexpected behavior you mentioned below.
Title: Re: glitches in other Lemmings games
Post by: mobius on March 29, 2013, 02:49:26 AM
I found a new glitch in Revolution I'm pretty sure hasn't been mentioned yet (at least its not in the list) (thought I'm kind of surprised this one hasn't been found yet  :-\ )

if you make a lemming a builder as soon as it leaves a teleport it will immediately re-teleport. It does not change direction however; it will come out of the exit T facing the same direction it was.
I'm guessing this has something to do with builders. They must shift slightly backward when starting (actually I suspected they did this before) Thus they re enter the teleport.
This works in both directions.
Title: Re: glitches in other Lemmings games
Post by: mobius on July 21, 2014, 09:51:32 PM
Quote
(from original post)
A timed door normally only allows a predetermined number of lemmings to pass, but you can sneak more through if you've got them bunched up tightly enough.  (reported by LemSteven)

I've finally confidently discovered this definitely does NOT work for me. For whatever reason in my game; the exact opposite happens; if lemmings are squeezed together and more than the time door allows pass into it, it closes and kills MORE than it should.
[I discovered this on "Where is Carol Vorderlem?"]

As to why this is i have no idea; maybe my game is newer and this was yet another patch they made to fix the game or maybe my game is more glitchier.
-note- I'm not refuting that it works differently in other people's games, I've seen it work as such, so i really don't understand it.

----
another note about time doors:
I previously thought and observed that time doors work either direction. That is; when a lemming passes through from either direction, the counter always goes down. Until I recently played 10-2 Legend of Smelly Belly.
The time door in this level works completely differently; lemmings going to the right make it count down. But when a lemming passes going left, it goes back up!

I could swear that I've seen it work like that (ie. can go back up walking left) in earlier levels as well.  If I get a chance I'll check.  Nevertheless, definitely some interesting and unexpected behavior you mentioned below.

I also confirmed by belief the level "Where is Carol Vorderlem?" UNLIKE "the legend of smelly belly" the time doors in this level never count back up, they always count down no matter which direction the lemming walks. This is the usual behavior, but you could be right in that other levels have the "smelly belly" behavior but I have yet to see it.
------
I wanted to start a counter with the glitches in revolution but it might be too late... I did however discover a new one recently, but I didn't write it down and forget it now. I'll try to remember it; it was very bizzare
Not sure if this was it but [and this might've been mentioned already] sometimes lemmings can simply disappear [and die] under a variety of circumstances. A new one I found was; reset a blocker by bombing, bashing, for some reason he fell into the terrain then was gone forever. Can't remember what level this was but there was nothing else odd in the area
Title: Re: glitches in other Lemmings games
Post by: ccexplore on July 21, 2014, 11:31:01 PM
Quote
(from original post)
A timed door normally only allows a predetermined number of lemmings to pass, but you can sneak more through if you've got them bunched up tightly enough.  (reported by LemSteven)

I've finally confidently discovered this definitely does NOT work for me. For whatever reason in my game; the exact opposite happens; if lemmings are squeezed together and more than the time door allows pass into it, it closes and kills MORE than it should.

It's possible you might just be misunderstanding LemSteven's description?  It has been a while since I last touched the game (more on that below), but if I recall correctly, the door does still close, just that because it's not totally instantaneous, it may be possible for the lemmings to all get past before the closure actually kills anyone.

I also confirmed by belief the level "Where is Carol Vorderlem?" UNLIKE "the legend of smelly belly" the time doors in this level never count back up, they always count down no matter which direction the lemming walks. This is the usual behavior, but you could be right in that other levels have the "smelly belly" behavior but I have yet to see it.

Aside from different versions and patches, I suppose it's quite possible that maybe a timed door can be set up in a level either way, to respond either the same or differently based on direction.  We just don't know anything about how things are represented and stored in the game's level files to know one way or another.  I seem to recall for example that I've observed and reported here some behaviorial differences (though nothing as fundamental as timed door directionality) with teleporters.  Also I believe some glitches here have been reported to only work on specific levels?

------

I've been in an unfortunate position with this game for a while, with one of my two game CDs damaged, and the other one not yet found (I think it's still in the house?  although frankly it may also have been damaged some time ago and thrown away and I completely forgot about it :XD:).  There is probably some way to coax the game to be played without the actual CD, but I haven't bothered yet to figure out how.
Title: Re: glitches in other Lemmings games
Post by: Prob Lem on July 22, 2014, 12:43:01 AM
There is probably some way to coax the game to be played without the actual CD, but I haven't bothered yet to figure out how.
There is. I know this because it's necessary to use a no-CD crack to get it running under WINE after you've gotten it installed from the CD.

The problem is, for some reason, this causes the loss of the level names, so you get something like "Undefined String" written where the level titles should be...
Title: Re: glitches in other Lemmings games
Post by: mobius on July 22, 2014, 03:52:41 AM
Quote
(from original post)
A timed door normally only allows a predetermined number of lemmings to pass, but you can sneak more through if you've got them bunched up tightly enough.  (reported by LemSteven)

I've finally confidently discovered this definitely does NOT work for me. For whatever reason in my game; the exact opposite happens; if lemmings are squeezed together and more than the time door allows pass into it, it closes and kills MORE than it should.

It's possible you might just be misunderstanding LemSteven's description?  It has been a while since I last touched the game (more on that below), but if I recall correctly, the door does still close, just that because it's not totally instantaneous, it may be possible for the lemmings to all get past before the closure actually kills anyone.


I understand the description. You compress x lemmings together. They try to pass through a time door which is set to >x, they all walk through safely and the door closes. correct? I've seen it proven in a picture by you or somebody [I actually think Pirohiko does it but I need to look for it]
For whatever reason in my game; instead; if you compress x lemmings together, they try to pass through a time door set to >x, they ALL die! So I'm actually losing more lemmings than I should be.
I'll look into it some more but this happened enough times to me that it wasn't a fluke (not just on 1 level) I haven't yet been able to get the "cheat" to work.------------
It can't be me just doing it wrong either right? because; if they are compressed either they are all going to get through or they are all are not. So far nobody's posted evidence of the third and final option; the game somehow magically separating compressed lemmings and only killing the ones over the limit. I will continue to try and investigate anyway. Maybe this could be the patch and/or windows 7?


I finally did it! I was able to get 6 lemmings through a 5 door on Green with Envy. Maybe I wasn't trying hard enough or they weren't compressed enough but I know for a fact that on certain occasions MORE lemmings died than were supposed to. I'll have to keep researching [I really should be doing something more valuable with my time I guess  :D ]

I also confirmed by belief the level "Where is Carol Vorderlem?" UNLIKE "the legend of smelly belly" the time doors in this level never count back up, they always count down no matter which direction the lemming walks. This is the usual behavior, but you could be right in that other levels have the "smelly belly" behavior but I have yet to see it.

Aside from different versions and patches, I suppose it's quite possible that maybe a timed door can be set up in a level either way, to respond either the same or differently based on direction.  We just don't know anything about how things are represented and stored in the game's level files to know one way or another.  I seem to recall for example that I've observed and reported here some behaviorial differences (though nothing as fundamental as timed door directionality) with teleporters.  Also I believe some glitches here have been reported to only work on specific levels?

I'd say it's a pretty good chance your right. And you're right about other things like the teleporters too. A lot of things like this are level -specific actually.
I suppose on Smelly Belly, it's sort of a fail safe. The layout of that level it makes it easier for it work this way? That is; if it worked the "usual" way; you could permanently trap lemmings in the entrance area by simply ignoring the beginning area. (you open up the door again in the level twice, but if you have more than 5 the last time, those extra will be trapped forever then)

Sorry to hear about CD troubles :( I know Prob Lem is right; little is 'on' the CD; the annoying "Level completed" or "Level failed" videos are one of those things.
However; I also encountered Prob Lem's untitled strong glitch-- it happened in an early incarnation of Guy's Patch, he managed to fix it. If he's around you can ask him how he fixed it. I seem to recall him saying he wasn't able to get the patch/game to run without the CD but I'm not sure about that. I know the CD only spins up for me when the "level completed" videos play. EDIT: I think it also spins up for the loading screens. [difficult to tell sometimes nowadays when computers/CD roms drives are so quiet  :P ]