Does that mean you've solved my Tricky 28 challenge?Well, yes and no. I've made several attempts, and I know the trick that's involved, but I've only managed to get 97% instead of 98%.
Anyway, Taxing 7. I'll raise you one lemming - 98%.Yeah, I should have seen that the first time. I've got 98% on Taxing 7 now.
Does that mean you've solved my Tricky 28 challenge?Well, yes and no. I've made several attempts, and I know the trick that's involved, but I've only managed to get 97% instead of 98%.
Another one that's not too difficult, yet highlights a major backroute of sorts:
Taxing 22 -- Save 100% using 1 digger and 5 builders.
Would you be willing to tell me what that trick is? I can't figure it out .
There are replays of some of the old challenge solutions on the Lemmings File Portal - you might be able to pick up some ideas from those.
Is it time to start being open about glitches, rather than keeping them to ourselves just to mess with people?That would be my personal preference. I think ccexplore is really the one who started the practice of keeping glitches secret. I still don't know some of his glitches, to tell you the truth.
Well, as far as I know, ccexplore discovered that glitch by using a disassembly of the game, while I stubled across it by chance.Would you be willing to tell me what that trick is? I can't figure it out .
Well, it's not really the sort of thing you can figure out (unless you're ccexplore ). Is it time to start being open about glitches, rather than keeping them to ourselves just to mess with people?
Anyway, I posted this on the other forum just before it closed:QuoteThere are replays of some of the old challenge solutions on the Lemmings File Portal - you might be able to pick up some ideas from those.
As for the Wild 15 glitch, I'm pretty certain you know it. I wouldn't even call it a glitch at all, as it's pretty much expected behaviour if you consider that blockers turn lemmings around no matter what they are doing. (I was also kind of disappointed after being told about it Didn't know it for long either.)
Well, as far as I know, ccexplore discovered that glitch by using a disassembly of the game, while I stubled across it by chance.
But it is not a secret, in fact, ccexplore publicly released a tutorial level for that glitch that precisely gives you instructions how to trigger it. If I recall correctly, it was released in this thread: http://camanis.net/lemmings/lemmingswelt/forums/?topic=1135291547 So @Dullstar, just search for it, once in the level, you will encounter the glitch.
Does this mean the Wild 15 glitch simply involves a blocker turning around a digger so that when he stops digging he walks in the opposite direction that he started out in? I knew that for a while (having stumbled upon it by accident once when trying for 100% on Crazy 1). On the other hand, I can't see how that would help save 96% on that level.
The other glitch that I never really learned about was something to the effect of having a blocker's effect linger even after blowing him up. I have no idea how you would pull that off...
[...] By the way, what exactly is a "disassembly"?From what I know, ccexplore reverse-engineered the lemmings binary to some point, thus being able to view the assembly code, and interpreted it to get knowledge about the programming of the game engine and its mechanics.
A fun thing is that with a very special setup, you can also achieve the exact opposite effect: having a blocker standing around, but without its blocking field thus having the Lemmings just walk past it.QuoteThe other glitch that I never really learned about was something to the effect of having a blocker's effect linger even after blowing him up. I have no idea how you would pull that off...
Another wonderfully accidental discovery for me . I've posted regarding my experiences with this one (and related glitches) before, quite recently in fact.
A fun thing is that with a very special setup, you can also achieve the exact opposite effect: having a blocker standing around, but without its blocking field thus having the Lemmings just walk past it.Awesome. I'd love to hear all about it.
Heh, you know it already. Why didn't you add it yourself to the glitch list you provided yet?A fun thing is that with a very special setup, you can also achieve the exact opposite effect: having a blocker standing around, but without its blocking field thus having the Lemmings just walk past it.Awesome. I'd love to hear all about it.
That would be my personal preference. I think ccexplore is really the one who started the practice of keeping glitches secret. I still don't know some of his glitches, to tell you the truth.
Looking through the old challenge thread, there's only one glitch that I don't know about (or perhaps do know but not by the same name), and that is Wild 15. I've seen a replay of this challenge, and I've found my own method of getting 48/50 on this level (hint: look at the steel objects - they're terribly placed), and for the life of me I can't see where the glitch is. ccexplore even mentioned the glitch again in that thread...
Posting some of the challenges from the old thread:
Thanks, but the 100% challenges have more or less been done to death when I was around doing most of them in the old old forums.
Fun 12: Pass the level without using any bombers, builders, bashers, or miners. Also, only one blocker is allowed.
Let me guess. Uses a glitch...
I'm currently looking into ClamSpammer's Tricky 28 challenge and while I haven't worked out everything in detail, I still think 100% should be possible in his challenge.
And may I suggest 68/80 (85%) as a starting point for Fun 12?
Good job! I'm actually kinda glad I don't have to spend too much further time on working out a 100% solution, although I might still try to finish what I was working on and see how my solution work out (as well as making it possible to compare with your solution).
I decided to go through with my ideas anyway, and my Tricky 28 solution ends up saving 100% using 10 builders and 2 climbers.
Hail 6 - lose 40 (PLEASE do not try to improve on this unless you can set up some sort of computer simulation. It's pointless.)
Lemmings: lose 60
Aside from that, I had a go at those Xmas challenges. I'd already done Blizzard 13 but I'm one lem away with all the others and struggling. Any chance of some replays at some point?
I've found an easier way to execute 100% on Wicked 6 (PoP TiL YoU DrOp!) than what ccexplore described back on the Lemmingswelt forums.Good job!
I suppose the only bad thing about this new method is the reliance on the direct drop trick.
Frost 14 requires some very counterintuitive timing - the best solution doesn't come from trying to get over the gaps as quickly as possible. My solution here actually ended up with a lemming stuck in the bottom part of the second "9", so I can't say for sure that this is the maximum possible percentage for the level.
I'm a little surprised that it only takes 5 builders on the right side. (That said, I haven't looked at that level in ages, so maybe it's obvious when you get down to sketching out all the possible miner routes.) Does that include the two builders you need at the end to deal with the miner? Did you use more than one miner on the right side?
I just tried out the level and it didn't take long for me to work out a lose-5 solution. It must be a fairly different approach from what you're doing, since in my solution you have to do it on purpose to get any lemmings to the bottom part of the "9" next to the "5". That said, my solution cannot be improved, whereas not knowing exactly what your solution is, maybe yours might have a chance to do better than lose-5?
Tame 13: Pass the level (50%) with 1 builder.
Right. Here another challenge: Tame 16, pass with one basher, without using any miners, diggers or bombers. No glitches either.Challenge improved: same conditions, save 100%.
Let the first lemming build to the wall (One lemming will die) then set a blocker on the left of the platform. Make someone an athlete. Build to the right wall and turn around. Build to the left (Leaving no gaps) to create a safety bridge for the other lemmings. Let him climb to the next gap and build over it. Now let the other lemmings dig the stair and build over the right wall.
Complete Fun 26, "Nightmare on Lem Street", while only giving skills to one of the lemmings. It's up to you which one you give them to, but you can only give them to one. This includes climbers and floaters! (I can completely understand why some may think this one's impossible, but I've got a replay I can provide if anyone seriously wants to question it. To be honest, I would be very surprised if anyone other than ccexplore can complete this challenge.)
Just repeatedly and rapidly alternate assigning digger and miner to the first lemming out, to quickly lower him such that he can mine low enough to turn the second lemming around, who will end up trapped on the left side of the level.
It's of note that because of the miner positioning glitch (the same underlying one that is involved in Wicked 6 100% for example), you can go down more quickly alternating digger and miner than if you don't use the miner in your skills alternation).
Dig down a bit before you use your first builder.
The only thing I'd been doing wrong is, I thought you would have to two miner strokes before starting digging to make the pit asymmetrical enough for the second lemming to actually get out the other side. Turns out that's not the case.
Exactly the same, except that when the second lemming turned round I made him bash or mine down to the holding area, then made him a climber in the end.
No, it's not just him -- ask ccexplore some time how much I ranted against glitch solutions on the old forums.
No-one wanted to try my Tame 16 challenge? I found it quite fun, but I guess for most people here it would just be trivial....
I thougt of another way to mayhem 25- Have a nice day
(Btw i completed Mayhem level 30)
Im sooooo proud of my self
Fun 3: Lose 3
Fun 6: Lose 2
Fun 18: Lose 5
Tricky 15: Lose 3
Tricky 16: Lose 4
Tricky 17: Lose 2
Tricky 18: Lose 1
Tricky 23: Lose 1
Taxing 7: Lose 1
Taxing 19: Lose 5
Taxing 27: Lose 3
Taxing 28: Lose 10
Mayhem 5: Lose 4
Mayhem 10: Lose 2
Mayhem 19: Lose 3
Mayhem 26: Lose 4
Mayhem 29: Lose 2
3. The broken pillar obstacle is cleared using only a digger and a builder.
4. All of the blockers used on the starting platform are saved by bashing underneath.
5. The only two lemmings lost are the two blockers at the very end. The hardest part is getting the first two lemmings spaced far enough apart and sufficiently ahead of the crowd to do the last part.
haha, I was so proud of my 76/80 solution...
haha, I was so proud of my 76/80 solution...
Interesting you call it "your" solution...just curious, are you Don P. Fortier, aka "LemMaster Don" from alt.lemmings? Because it sounded like he was the guy who first found the 76/80 solution for Mayhem 29.
Actually, I got the idea of building to the left from some guy called dfoofnik on YouTube.
I recorded the 76/80 solution and uploaded it to YouTube as a video respose for a 75/80 solution of some guy called "LemmingsMaster". Maybe he's the same guy? Anyway, he said he couldn't perform the 76/80 solution because there's water in the bottom on the SNES version.
This was actually one of the few max % records that I was the first to get on these forums. I think 100% on Havoc 16 is the other one.
dfoofnik is LemMaster Don. So he's on youtube huh? I might have to start making a whole bunch of video responses to whatever he might've uploaded.
the versions that have water on the bottom, and this is done not by building west, but actually building east like the conventional solution. (Obviously you need to do some other unconventional things elsewhere to achieve 77/80.) I've verified this solution for both SNES and Amiga (and DOS of course, even though you could do better in DOS). I'll make a video/replay of it if anyone's interested.
Ah, yes. Lose 2 on Mayhem 29 is insanely difficult to pull off, but I have managed to do it a couple of times. Here are a few hints[...]
Sorry, forgot to thank you for the tips!
As for the 78/80 solution... bashing to free the first blockers... I'm still clueless... how can you save the rightmost blocker from falling into the void, since he is facing to the right? How do you manage to bash underneath to free them? Damn, you guys are truly masters. I still can't figure it out.
To get down lower, you have to build just a couple of bricks at the left edge of the steel and then dig from there.. You can dig the very last few pixels of steel without trigging the game's steel detection algorithm. When he is done digging, make him build just before he falls. This is the basis of the "left route".
You have to send your builder back down his bridge later to fill a small gap left left where he started building. If this is done properly, you can bash from the top of the bridge and free the blockers. To save the basher and the rightmost blocker, have them both build immmediately after the blocker is released. Their bridges should hit what is left of the steel, and they will turn around.
Of course, you cannot release the entire crowd until the majority of the work is done, so what I do is set up three blockers at the start. The first basher used releases just a couple of lemmings. When they walk up the steps, one of them deals with the broken pillar obstacle, while the others walk back down. The other basher is then used to free the remaining lemmings.
Quote from: SpoilerTo get down lower, you have to build just a couple of bricks at the left edge of the steel and then dig from there.. You can dig the very last few pixels of steel without trigging the game's steel detection algorithm. When he is done digging, make him build just before he falls. This is the basis of the "left route".
You have to send your builder back down his bridge later to fill a small gap left left where he started building. If this is done properly, you can bash from the top of the bridge and free the blockers. To save the basher and the rightmost blocker, have them both build immmediately after the blocker is released. Their bridges should hit what is left of the steel, and they will turn around.
Of course, you cannot release the entire crowd until the majority of the work is done, so what I do is set up three blockers at the start. The first basher used releases just a couple of lemmings. When they walk up the steps, one of them deals with the broken pillar obstacle, while the others walk back down. The other basher is then used to free the remaining lemmings.
Unfortunately, I'm unable to make any kind of videos, replays or the like. Sorry.
EDIT: You mention that 2 bashers are used to free the blockers... how do I suppose to get rid of the pillar? Using only a digger and builds? Damn, I feel so stupid
Have a lemming dig from the top of your bridge just after hitting the pillar and turning around. Shortly before he runs out of stuff to dig through, make him build. He will go right, but hopefully he will hit his head on the bridge from earlier and turn around. If the digger and bridge were placed properly, the lemmings should be able to drop off from the first brick and land at the very edge of the bottom part of the pillar.
EDIT: I MADE IT!
I just made a slight modification on your technique: I set up 4 blockers instead of 3 at the beginning, so you get better timing for the build-block thing at the end. Here I attached a replay.
I'll capture it into a video and upload it to YouTube. Obviously, proper credit will be given
Double block the lemmings as narrow as possible. When all lemmings are in, bomb a blocker. All the packed lemmings should look like one lemming. Just before he hits the wall make someone a blocker. 94%
Does that mean you can have 50 climbers and 50 floaters? If so, it's quite easy.
Tricky 9
0 Climbers
1 Floater
0 Bombers
0 Blockers
8 Builders
1 Basher
1 Miner
0 Digger
Release Rate : 50
Number of Lemmings : 80
100% to be saved
Time : 2 minutes
For a different one, add 1 climber and remove a builder.
I wanted a challenge that made 3 different uses of builders' bridges. One to cross a pit, one to block lemmings by building into a wall.. and one that provides a safe falling distance for all. I think it's funny that my modified challenge utilises a fourth purpose: to replace a blocker.
I think it's also worth pointing out that I had earlier added one extra climber and floater for the third builder purpose, but found it was unnecessary.
My level's stats were: save 100% of 100, RR 1, 2 minutes, skills 7-1-7-1-7-1-0-1. (I liked using patterns like that for the skill allocation. My solution didn't involve the climbers at all, and of course the bombers are useless.)
My level's stats were: save 100% of 100, RR 1, 2 minutes, skills 7-1-7-1-7-1-0-1. (I liked using patterns like that for the skill allocation. My solution didn't involve the climbers at all, and of course the bombers are useless.)
That reminds me of Crazy 16 - Across the Gap!
Anyway, why don't you do my signature challenge below. It's going to be tedious I know, but you can send me as many Lemmix replays as you want.
Anyway, why don't you do my signature challenge below. It's going to be tedious I know, but you can send me as many Lemmix replays as you want.
* "Normal" solution: block, build, block, build, block, build
* Normal 100% solution: use mine/build to replace 2nd and 3rd blockers, last lemming out releases first blocker and both float
* Direct drop solution: build to directly above exit, use builders to delay other lemmings if 100% desired (or make them float)
* Alternative solution on versions with no direct drop: build up and right from end of start platform and break through top wall, continue as in normal solution
* Normal Taxing 22 solution: one lemming floats, dig and build to turn, build back up to shorten drop; use blocker on one side, pit on other side to trap crowd, release blocker (this crowd control method can also be applied to the other solutions)
* Taxing 22 backroute (and the solution I originally found): one lemming mines platform, floats and builds L-to-R bridge to catch fallers; second lemming builds over hole in platform; third lemming mines to shave off corner of platform and shorten fall a bit more
* No floaters, no direct drop 100% solution: use above crowd control method, worker lemming goes long way round, builds over exit and builds to shorten fall
I done it! 54% saved Lemmix replay. You'll like this solution I made.
Oops, I didn't see the 100% bit did I?
Keep trying. It's harder than the Fun 27 challenge, although with the full range of skills Minimac gives you, it's not too hard.
On the other hand, try doing it the way I did *without* watching my replay first. (IE: 100% with 1 blocker, 3 builders and 1 basher) if you want a harder challenge. (Which still, to be fair, isn't *that* hard)
It seems that too many players overlook the idea of having more than one worker lemming. (On the other hand, I almost always consider it, as many of my own levels do this - most notably, "To The End!" requires two workers)
People who know the level well will have no trouble with this one, but I can't think of anything better at the moment:
Fun 23, only assigning skills to lemmings that are going RIGHT. Note that it doesn't matter if the skill activates when they're going left (mostly only applicable to climbers or bombers), as long as they're going right when you assign the skill to them.
Here's a very slight variant on the normal direct drop solution for Fun 27. You might want to add this to your list, minimac:
I MADE IT! (100% on Fun 27 with 1 builder)
I attached the replay.
Here's a very slight variant on the normal direct drop solution for Fun 27.
Good work! That's another solution in the bag! Do you want me to delete my replay? (I still like it though)
People who know the level well will have no trouble with this one, but I can't think of anything better at the moment:
Fun 23, only assigning skills to lemmings that are going RIGHT. Note that it doesn't matter if the skill activates when they're going left (mostly only applicable to climbers or bombers), as long as they're going right when you assign the skill to them.
As you said, easy if you know the level well Got 100%, though the solution wasn't very skill-efficient.
For a real challenge, use the exits on the LEFT, still assigning skills only to RIGHT-going lemmings.
(100% not required, though you're welcome to try.)
Let me know how long I should wait before giving out a replay.
Sometimes he turns around and continues to bash, sometimes he bashes on the spot and does nothing, sometimes he frees the blocker. Seems to be no consistency here. Stupid, stupid, stupid.
Done!
I do overcomplicate things sometimes. :-\
Much fewer - it can be done with no bombers at all.
Hush.... I didn't want to make the secret too obvious
Here's a small challenge for Taxing 9 (Perseverance). I might've had mentioned some form of it on the old old forums, but hopefully it remains unknown to most:
Solve the level with 3 skills (out of the ones given to you in the level), such that no lemmings ever go horizontally beyond the right edge of the starting platform (as in, past the rightmost column of pixels of the starting platform, applying this boundary even when you get down to the lower platform of the exit). From the level editor, this translates to no lemmings' x-position ever going above 812.
Too easy? Find two different ways to do it. (Obviously any differences that do not affect the solution in any meaningful way doesn't count. I can tell you that the two ways I know of involve different skills used.)
I thought we weren't keeping glitches secret any more... And besides that, I thought you were talking about the outside route, which requires at least one bomber.I was talking about the outside route; it's obvious from the fact that minimac said 4 bombers that he doesn't know about it. I, of course, don't know anything about ay glitch solutions.
3 skills, not 3 kind. So if you use 2 climbers, that's 2 skills.
Damn, can't even figure out one solution using 3 skills.
Damn, can't even figure out one solution using 3 skills.
I used the following skills in my 3-skill attempt:
Digger
Floater
Miner
OK. Can you tell me if Mayhem 15 is possible with 4 builders?
Here's another short challenge. Fun 10: 100% with 2 blockers, 2 bashers, 1 floater and 4 builders.Or 2 blockers, 2 bashers and 3 builders.
Here's another short challenge. Fun 10: 100% with 2 blockers, 2 bashers, 1 floater and 4 builders.Or 2 blockers, 2 bashers and 3 builders.
Taxing 24: 100%, without any builder bricks directly below the drop that you would usually create a landing place below - however, you also must not prevent the lemmings from going up to it.
Tricky 5: 3 minutes with 1 basher and no miners, diggers or bombers. All other skills allowed.
Here's another challenge for Fun 10 - but a little more crazy.
Save 100% in 1 minute with no builders. In doing so, you must destroy the whole central block of terrain (beneath the trapdoor), and nothing else. The attached pic shows what you're aiming for.
I posted this one a couple months ago on the old forums, but I'm going to post it again here for the benefit of some of the newer members:
Fun 22 -- Save 100% using the following skills:
1 Climber
2 Builders
2 Bashers
1 Miner
1 Digger
Fernito: Clam's challenge says "Without destroying anything else", but you used miners on the bottom area, so you didn't succeed.
Taxing 24: 100%, without any builder bricks directly below the drop that you would usually create a landing place below - however, you also must not prevent the lemmings from going up to it as a whole (you may prevent one or two lemmings from going up, if you find this to be necessary, but the majority must be allowed to go).
Tricky 5: 3 minutes with 1 basher and no miners, diggers or bombers. All other skills allowed.
Done! Though it's far away from being a flawless replay, sorry for that.
There's no way to redesign it to acheive that. You simply don't build bridges that would make that fall safe. You can avoid the fall (but not by preventing lemmings from reaching it), but you can't make it safe.
Taxing 24: 100%, without any builder bricks directly below the drop that you would usually create a landing place below - however, you also must not prevent the lemmings from going up to it as a whole (you may prevent one or two lemmings from going up, if you find this to be nessecary, but the majority must be allowed to go).
Taxing 24: 100%, without any builder bricks directly below the drop that you would usually create a landing place below - however, you also must not prevent the lemmings from going up to it as a whole (you may prevent one or two lemmings from going up, if you find this to be nessecary, but the majority must be allowed to go).
Does this replay comply with the rules?
Here's another one:
Fun 29: Save 100% with the following skill restrictions:
No climbers or bashers
No more than 10 miners
No more than 10 diggers
Here's an easier Tricky 28 challenge: 100% using only 5 diggers. Builders are the only other skill that is acceptable.
Thought of a new challenge, but probably it'll be no challenge for you guysI think I know how to do that -- you could use the same method that's the solution to one of my Cheapo levels
Fun 11, 100% within 1 minute and 10 seconds - you can't use blockers nor builders.
I think I know how to do that -- you could use the same method that's the solution to one of my Cheapo levels
Cheapo is another Lemmings clone / level editor. I think there are details in the Level Designing board somewhere. And as I've said before, I don't have Lemmix so I can't post replays.
I did complete the challenge, however.
I set the release rate to 99 right at the start, made the first 14 lemmings climbers and dug the entire block away.
Quote from: SolutionI set the release rate to 99 right at the start, made the first 14 lemmings climbers and dug the entire block away.
I've (rather sadly) got a spreadsheet with all that sort of information in. Assuming no typos and that none of the records have improved since I last regularly visited the forums:
Lemmings: lose 60
(Oh No!): lose 84
Xmas: lose 54
TOTAL: lose 198 (out of 17189 - using DOS version with 80 lem limit)
Thought of a new challenge, but probably it'll be no challenge for you guys
Fun 11, 100% within 1 minute and 10 seconds - you can't use blockers nor builders.
How about we knock off those 10 seconds and leave it with a nice round figure - complete this in one minute. Now, technically I haven't completed this myself, but I got it to within the two second margin given by the pause trick (in fact I got even closer still - about half a second), and I know for sure that it's possible to shave off this last bit.
Since even I haven't definitively beaten it myself, you can be fairly sure this is a seriously difficult challenge.
I have completed minimac94's challenge. Used every single builder.
The pause trick? You pause the game, wait for the trapdoor sounds to finish, then resume.
I have completed minimac94's challenge. Used every single builder.
A new one: Beat Flow Control (Havoc 10) with 71% without changing the release rate.
I'll give you one hint: It uses none of the climbers, but every skill apart from them. (Although, it can probably be done without the second miner and digger)
- Make the first lemming a floater as soon as he comes out.
- Make him mine just before the first... errr... "sucking tube".
- Make the third lemming bomber and floater as soon as he comes out.
- Time his explosion with a miner/digger just before the second vacuum tube, so when he explodes, both the second vacuum tube trigger area is out of reach AND the mining lemming has no terrain to keep mining, so the skill is cancelled.
- The rest is easy to figure out.
I've spotted a mistake in the scores for ONML. This number was (presumably) obtained from the list at the start of this thread on the old forums, which wasn't correctly updated with the improvements to records that followed. Specifically, Wild 18 can be completed with only 2 lemmings lost - not 4, as this post suggests. Thus the total lost in ONML is 82.
Also (this was fixed in the post following the one I quoted) the total lost in Lemmings is 55, not 60. This means the total lost overall is 191.
Taxing 4, without assigning ANY skills to lemmings that are in the top half of the level.
My solution doesn't use any glitch at all, though.
http://www.ksoftgames.digibase.ca/lemmings/index.phpNo, I don't care, I don't want broken links You should get rid of that. Don't you realise that not everyone has seen that link yet?
Of course, it's a broken link, but...
No, I don't care, I don't want broken links You should get rid of that. Don't you realise that not everyone has seen that link yet?
OK OK, back to challenges now.
Tricky 13: 20 builders only, and also, will you tell me how many lemmings you rescued? I've got 83% :)
Tricky 13: 20 builders only, and also, will you tell me how many lemmings you rescued? I've got 83%
Tricky 13: 20 builders only, and also, will you tell me how many lemmings you rescued? I've got 83%
Tricky 13: 20 builders only, and also, will you tell me how many lemmings you rescued? I've got 83% :)
Tame 18: 66% with 2 bashers, no bombers, miners or diggers.
senice There's 21 digger's i bleve on pea soup try try
Dig under the bowl then bash at the right point
i think theres basher
I think it's the sliding trick, but I'm terrible at it.
A couple of recent ones I've done in the challenge topics, which I think are worthy of being posted as challenges here:
Tricky 12 with no builders.
Taxing 4 with no more than 3 builders.
Mayhem 3 with no bashers.
Here's another one I mentioned on the old forums that is worthwhile bringing up again for the benefit of some of our newer members:
Taxing 15: 100% with no builders
Surprisingly, it is possible to do this without glitches.
These challenges have mostly been coming from other challenge threads lately, so I'm doing them too. And bettering them in some cases - like Taxing 4 with 1 builder
And speaking of which, I have a new challenge of my own from another thread: Complete Wild 5 with 3 builders.
Taxing... 4... with... 1... builder! I definitely gotta see that. I have NO IDEA of how you can do so .
Taxing... 4... with... 1... builder! I definitely gotta see that. I have NO IDEA of how you can do so .
I posted a replay when I solved it. Here.
Btw how do you change your pos.
like
it says fun on mine
becuase i want mine on SUNSOFT
Try useing half the digger's on we all fall down (Part's 1 to 4)
Try Fun 21 with 13 builders and 5 diggers.
Spoiler spoiler spoiler spolier spoiler!
How bout the whole playthrough of
the lemmings genesis level pack
all 180 levels link to us
to show us the videos
Btw shouden't there be a LemTube topic for posting lemming videos
Giga's challenge is not regarded as a challenge or a spoiler either. Anyway, I'll try the host's challenge.
I like it! It's so random about how many lemmings you can save, unlike my Tricky 5 challenge. Here's a 31% solution which fits the bill.
You have to delay the crowd while a leader builds over the gaps in the end. This actually forces you to give the crowd room to roam on the left side of the level.
Even with the key part, getting 98% is pretty hard.
But I did it!
Even with the key part, getting 98% is pretty hard.
But I did it!
Wow, that was amazing!
Damn, how many different Tame challenges are available?
Once again, I'm feeling dumb for discovering and doing things that were already performed...
Fun 1: 100% with 1 digger and without touching any left walls.
If you ask me, you don't have to change anything, just keep track of what you're doing.
Fun 1: 100% with 1 digger and without touching any left walls.
I presume that excludes the left wall of the digger's pit?
with a twist of lemmings with
2 floaters,4 builder,1 miner basher and digger
with a twist of lemmings with
2 floaters,4 builder,1 miner basher and digger
I don't think this is possible. I can't see a way of rescuing the third lemming that comes out.
with a twist of lemmings with
2 floaters,4 builder,1 miner basher and digger
I don't think this is possible. I can't see a way of rescuing the third lemming that comes out.
Uh oh! Your challenge has been challenged!
Come take look at these replays
on of my favs
turn around young lemmings
used only builders
mayhem 23 100%...PLEASE don't tell me that's meant to be new. Mayhem 23 is one of the easier ones to 100%.
Classic 7- no wall crawl 99%
tip:just go to the right then bash and build have another lemming come as the builder blocks
I don't need to test that to confirm it is not possible. I just made a quick testing level in Lemmix to test this, and I found that saving 59 out of 60 is only 98 percent.
So I checked with lower numbers, still making it possible to lose just 1 lemming, and it stayed 98%.
Mine the ground beneath a climber, and I think the lemming will go splat (if done correctly).
Mayhem 25 - 6 builders - no floaters - LOSE 2!!
Jesus christ geoo,
You've got me absolutely stumped
Since I released all my thoughts on the level, you've completely destroyed me on it.
If you're wondering why the solution still uses so many skills given the power of the glitch, well unfortunately right now, framestepping is still not reliable enough to make more minimal-skill solutions feasible for execution, as those solutions would require dealing with both tennis balls with at least one (if not both) of their kill-zones intact. I've tried a number of times the past week or so and keeps screwing up mid-way. Whereas here, you'd note in my video that you only need to deal with one tennis ball, and even then I've used the skills to minimize the amount of time a lemming would walk in the ball's kill zone, making the solution much more tolerant to mistakes in the frame-stepping.
Bomb at the right of the level to make a holding pit accessible; make sure that no-one splats in the process. In my attempt 3 lemmings landed in a bunch under the right tennis ball, the rest getting safely into the holding pit. Step them through the ball, and have them land in front of the left ball. Flame away some terrain below it while framestepping to make sure none of them gets crushed. Flame again at the bottom of the hole you created with the first flame thrower to break through the pipe. The lemmings will land one floor below and barely survive the fall landing in front of the steam pipe. Release the crowd with the last flame thrower and guide them through the balls.
I also recoded a video, but for some reason it looks blurry and has sound even though it uses the same codec as yours
I don't know anything about the blurry part, but as for sound, I actually turned off sound and music in Lemmings 2 itself before I recorded my videos. I do that because I find that the video zips up noticeably less efficiently when there's sound recorded. Of course, that was for the good old days when the forum doesn't complain of 4-6MB attachments. Now that I apparently have to go through FileDen for all my movie uploads, I might as well keep the sound and maybe even skip the zipping......Ah, I only disabled the sound in the dosbox.conf, not ingame, which caused the sounds to be recorded into the video.
You're taking summer classes?
]Ah, I only disabled the sound in the dosbox.conf, not ingame, which caused the sounds to be recorded into the video.
But no matter what settings I choose in the dosbox.conf, it always results in a video of resolution 320x200 (as opposed to 640x400 yours has) looking blurry/'jpeg-y' and not crisp like yours does.
Ok thanks, setting machine=vgaonly did it, it was previously set to vga (vgaonly isn't even listed in the commentary notes in my dosbox.conf, but it works).
So I guess this was what they were referring to with 'video mode'.
Downside seems to be that I can't have proper fullscreen anymore, it's as small as windowed, just centered on the screen.
Hmm, which version of DOSBox are you using? I'm currently still on 0.73, haven't upgraded to 0.74 yet. If you're using older versions you should probably move to 0.73 at least.I'm actually using 0.74, however I remember now I simply copied over the old config from 0.65, that's why it's missing these comments I guess.
Think you know the "maximum saved" results for PC Lemmings 2? Well think again. Thanks to my discovery of the glitch allowing you to survive the bouncing tennis ball via framestepping, it's now possible to save all 60 lemmings in Sports 1! Yep, that level whose previous best result was a lose-2 I think.
Solve Mayhem 7 - 100% - backroute it over the top1-Upping this one: no climbers.
(no touching/building/bashing/digging any of the terrain the poles are connected to or the poles themselves, no building over poles)
HINT: It uses every skill except some floaters
doing the bottom part wrong of all things, even though that part was already featured in other challenge solutions (I think)
Definitely didn't know about the shrugger trick, I don't think I've seen that before, and probably won't occur to me for a long time if I were to work it out myself unless I got lucky. I think your method may well be the best method possible (certainly the best known now) for creating a builder-only right-blocking structure not relying on external terrain pixels. I don't think I'd be able to substitute my "rapid stacking of builders" method in your solution due to the high RR necessary, which has some obvious subsequent negative side effects.
I also had an incorrect assumption that things won't work out if the right-blocking structure is too close to the left-blocking structure, totally forgetting there is a simple way to turn around the lemming that built over and land onto the left-blocking structure. Forcing the right-blocking structure to start off farther to the right means I can't get the right-facing builder to float down to either of the lower platform (he stops building in between the 2 lower platforms), forcing me to do the lower parts my way. (Indeed, I didn't think the lower part could be done with only 7 builders until your victory forced me to start revisiting some of my assumptions, and that happened to be the first one I picked to attack. ) And you're right, the fall distance is exactly the maximum possible. I totally lucked out.
Also, its a pity u solved it and uploaded it so quickly. Now all the lazy people will just download ur file instead of trying it themselves
Haha, you need to think more like a lazy person.
Looking further at ur solution its essentially a modified version of geoo's original solution to my no-blocker challenge. Did u see that replay he posted? Damn that splat height... U have ruined my plans of leaving the whole forum scratching their heads for ages while I refuse to release my solution until someone solves it or everyone gives up Oh well, lemmings works in mysterious ways hehe...
I also once took the levels from ONML and ran them with original Lemmings, which is quite easy to do on the Mac because you just move a file over. Basically, you get lots and lots of jumbled-up terrain.There's a topic for that, and similar creations.
Without moving the screen solve the following levels:
Without moving the screen solve the following levels:
Since you can't prove that the screen hasn't been scrolled across (short of making a DOSBox video, which is tiresome), would it be good enough to change the requirement to 'assign skills only to lemmings inside the initial screen boundary'? For Fun 15 in particular, it would be useful to scroll across and see what you're doing. Scrolling doesn't affect the lemmings at all, so any such solution proves that you can solve the level without moving the screen.
It's a little tight, but I think nuking will work w/o killing too many. You can lose up to 40. The fall takes I think 19 frames (so 19 died from exploding before finishing the fall)and there's 16 frames of "oh-no" before the explosion happensand on top of that, you lose no more than I think 16 or 17 due to the fact that fallers explode immediately on countdown 0 (thus 16-17 frame sooner than the early ones who gets to do "oh no"), so altogether it should be about 35-36 lost.
Oh yeah, I completely forgot about the right-click bug. I'd say it is legitimate to use this, since you can do it without scrolling the screen. In fact, this glitch is almost tailor-made for this type of challenge .
Nevertheless, if you manage a use for it more interesting than getting a fully remote-controlled hero lemming, I'm happy to look the other way.
3: Without the glitch, most levels are either trivial, or clearly impossible.
1: You'd have to use the same setup every time (set a blocker, send one remote-control lemming ahead, glitch-assign skill, rinse and repeat if necessary), which would get boring
Let the second lemming block the others while the first lemming mines through the first obstacle. Build before he hits the second anti-gravity pad. Mine through the next obstacle and build a zig-zag staircase right-to-left until he reaches the steel ledge. Turn him into a climber facing left and build towards the balloon. Release the others by letting someone mine under the blocker. Build one last staircase but watch out for the shredder.
my way:
-Let 4 lemmings go then block. Mine/dig/bash through first platform.
-last one builds over the second gravity pad.
-the first lem shuts the first vertical door, the second shuts the second horizontal door and the third mines a hole in the platform on the left in between doors for the others to go "up" through. -The last lemming builds up to that hole then build right to the balloon.
The shredder is all the way over on the other side of the level and shouldn't be a problem. I avoided that area of the level completely. I think that's where you went. (which sounds easier now that I think about it)
-I just tried and succeeded going your way (no need to flip any switches and go around the level) - it definitely saves more lemmings. I'm not sure if the shredder would've gotten in my way or not. My lemmings by-passed it when it was position away from them, luckily.
block the lemmings on the door above the balloon. Have two or three go left and blow a hole in the floor and have one bash under the tall door then all the way left. Then build to the wall on the left, climb and build over to the switch. build to turn him around then he flips the switch.