This is somewhat a hard concept for me to put into words...
One more Fun level thus far has caught my attention but needs more time to work through, and (if my plan actually works out...) it would be a glitch solution.
I already did up to Fun 20 - only Fun 14 and Fun 20 were really interesting so far.
Now that being said... for Fun 15, it's possible to get into ceiling using only two builders, right? You'd then two (well, not entirely impossible with one, but I doubt you could pull it off with a 3-of-each-skill limit whereas 4 might be reasonable especially given the extra builder) to slide up the last pillar... obviously, prior to completing the path, you use climbers to get your lemmings up there instead of sliding. I'm NOT going to try and pull this off, but any obvious problems with the theory?I can answer this one. The two-builder route depends on other lemmings mining while the bridge is in progress, to take away ceiling pixels so the builder doesn't stop. That makes it unusable for this challenge, as you need too many climbers and miners.
Mayhem 2: 6 (?) -- This is assuming the 6-builder solution from the WSCYLW thread doesn't need more than 6 blockers and/or bombers.
Crazy 19: 2 (88% is possible with 1)
Although the fifth lemming can't be saved, he can still be put to good use. With a perfectly timed bomber, he can take out a chunk of the ledge as he is falling, providing a low enough place to start the final basher. The bomber must be timed perfectly, otherwise either he will take out some of the bridge or you won't get the proper terrain setup.
Quote from: spoilerAlthough the fifth lemming can't be saved, he can still be put to good use. With a perfectly timed bomber, he can take out a chunk of the ledge as he is falling, providing a low enough place to start the final basher. The bomber must be timed perfectly, otherwise either he will take out some of the bridge or you won't get the proper terrain setup.
Crazy 15: 3
Do we usually count that one (the steel thing) as a glitch?
As for other results that should be tagged -- Tricky 9 (3) must use steel glitches, otherwise it takes 4 builders just to cross the gaps.
Also Tricky 9 improved to 3 with a glitch-free solution (which barely works, with a barely survivable fall for the crowd and lucky alignment with the level terrain to still allow the crowd be turned by that blocker). Replay also attached. I don't think glitching through the steel would yield any further improvement on this level, but feel free to prove me wrong.
Wild 4: My best is 7, might be improvable with sliding.
Wild 6: 2 per skill. 1 per skill is possible to save 98% (with the last lemming dying, not being bombed), but the level requires 100%.
Mayhem 23 can be done with 7, glitch free (another nice challenge). I suspect that the number can be reduced to the 4-5 range via sliding.
10: 7, from the WSCYLW thread, which I'm assuming uses a glitch
I updated the first post, but I see I didn't post the reply. I had a go at Wicked 11, I did it with 4 (using 4 each of bombers, blockers and builders), but I see the skills you can't live without has only 2 builders. What was used of other skills in acheiving that?
Use a digger and a basher to handle the beginning and then mine through the tree. Once through the tree, the miner blocks, and another lemming blocks the left side before the trap. I tackled the next obstacle with two miners and a bomber, and after that the route was pretty straightforward with three builders and a basher. A final bomber releases the crowd.
On Mayhem 18, I don't know how this could be improved in any way. I looked at the 8-builder solution made years ago but I think 8 is as far as it goes. I don't think this will work in 7 considering the number of bombers and blockers you have to use to break the steel.
18:54 -- I'm thinking 3 may be doable, but I'm struggling with getting the bombers to work in my favor.
Actually having done the level, I'm now thinking WSCYLW for that level can be improved to 2 builders via sliding (similar to the Crazy 8 2-builder solution). Must try that some time. (Though not sure whether it is possible to keep it down to only 2 blockers on such a solution, so might not help with this challenge anyway.)
Just looking at the remaining levels of Original Lemmings. It's harder to execute these solutions when some of the replays disappear, and also without specific resources on what exact implications need to occur to pull off these glitches. I have made some good results here, but some levels I'm struggling with too.
Fun 15 I can confirm is improved to 4 of each. Replay attached. And yep, there is sliding involved here.
Mayhem 18: Improved to 6 of each. This solution combines elements of the 3 builder replay with the old 8-builder's data for the skills used on each side. In order to distribute the skills evenly it turned out I needed to combine the 3-builder's left side solution with the 8-builder's right.
Taxing 4 requires more sliding obviously, but where to do it will take some guessing. Apparently I can't see the 1-builder or the 7-skill solution on the forums anywhere :( According to the 7-skill post you'll need to execute several release rate changes. Result at the moment stands at 5 thanks to a 1 builder solution.
Mayhem 14 is easily doable with 16, but can be done with less. Apparently the 15-skill replay uses 1 bomber, 1 blocker, 4 builders and 2 diggers, which adds up to 8, and involves the glitch that doesn't work on Lemmix replays (And therefore, I don't know how to pull this off). So far I can't tell which 7 other skills are required to make the solution work.
Mayhem 14 is easily doable with 16, but can be done with less. Apparently the 15-skill replay uses 1 bomber, 1 blocker, 4 builders and 2 diggers, which adds up to 8, and involves the glitch that doesn't work on Lemmix replays (And therefore, I don't know how to pull this off). So far I can't tell which 7 other skills are required to make the solution work.
The glitch in question works on Lemmix, including in replays, if you use the updated versions (with added code by myself and ccexplore - this particular glitch is ccexplore's doing) here: https://www.neolemmix.com/?page=download_list&program=42
EricLang's original versions definitely did not support this glitch, and my understanding is that it's among the glitches his recent improved version doesn't support either.
Taxing 4 requires more sliding obviously, but where to do it will take some guessing. Apparently I can't see the 1-builder or the 7-skill solution on the forums anywhere :( According to the 7-skill post you'll need to execute several release rate changes. Result at the moment stands at 5 thanks to a 1 builder solution.
Mayhem 14 is easily doable with 16, but can be done with less. Apparently the 15-skill replay uses 1 bomber, 1 blocker, 4 builders and 2 diggers, which adds up to 8, and involves the glitch that doesn't work on Lemmix replays (And therefore, I don't know how to pull this off). So far I can't tell which 7 other skills are required to make the solution work.
Taxing 15: 3