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Messages - Frevett

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1
Challenges / Re: Maximum Lemmings Saved Records
« on: March 05, 2012, 11:58:18 PM »
The latest game update on the PS3 version removed highscores (I have no idea why), so now you can't see what the most lemmings anyone's saved on each level is (or fastest times, or even how many you've saved). Here's a list of what's possible in each level:

Trial:
1) 5/5
2) 5/5
3) 5/10
4) 5/5
5) 2/3

Fun:
1) 100/100
2) 4/4
3) 8/10
4) 2/2
5) 21/20
6) 10/10
7) 2/2
8) 3/3
9) 19/20
10) 3/3

Tricky:
1) 100/100
2) 5/5
3) 10/10
4) 99/100
5) 2/2
6) 4/4
7) 40/40
8) 2/2
9) 100/100
10) 100/100

Taxing:
1) 5/5
2) 10/10
3) 19/20
4) 4/4
5) 3/3
6) 8/10
7) 10/10
8) 4/4
9) 9/10
10) 10/10

Mayhem:
1) 100/100
2) 100/99
3) 5/4
4) 8/10
5) 100/100
6) 100/100
7) 10/10
8) 100/100
9) 100/100
10) 50/50

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Non-Lemmings Gaming / Re: Psychopath - pathfinding puzzle game
« on: August 09, 2010, 11:53:14 PM »
I should've mentioned needing to register to keep track of progress, my bad. I guess the gameplay can get a little monotonous, especially in the lower levels which are pretty linear.

3
Lemmings Main / Re: Lemmings PSP/PS2 Music - Listen Here!
« on: August 09, 2010, 11:33:25 PM »
I think the PS3 lemmings tracks are pretty cool as well. Here's the theme tune, though the quality isn't perfect. I can't seem to find any youtube clips which just have the level themes though. Some of the level walkthroughs have decent quality sound; but you get all the SFX and the ones with decent sound don't have all the levels (and so miss some of the themes)

4
Lemmings Main / Re: Lemmings Update (PlayStation 3)
« on: August 09, 2010, 11:07:55 PM »
I can't seem to make the second lemming bump his head on the second bridgepiece laid by the first, he just keeps on building through it. A way to framestep would be very helpful. It has to be something similar to your diagram though. 36 seconds (the top score) is pretty much exactly how long it takes the main body of lemmings to reach the exit.

I've pretty much given up on how to get near the top scores on the last two levels. Pretty sure M9 needs a completely different path, and I still can't save the blocker in 70 seconds on M10.

I've been looking at Fun 6. The method I have means that even if I bridge the 6 non-climbers up straight away, it still takes around two minutes to get them to the exit (ignoring that some of them catch up with the digger at the end and so fall through facing the wrong way). Piooner has it in just over 90 seconds. The only other alternative I can see to bridging them up is to use the diggers to remove the wall in the way, but it's too thick to remove with just two; and you need a third to get through the platform just above the exit.

5
Non-Lemmings Gaming / Re: Psychopath - pathfinding puzzle game
« on: August 06, 2010, 11:16:50 PM »
The gameplay mechanics are the same, yeah. I only have a limited experience with Sokoban, but the different objective (getting just yourself to an exit rather than organising the blocks) leads to a pretty different style of puzzle.

6
Non-Lemmings Gaming / Psychopath - pathfinding puzzle game
« on: August 06, 2010, 03:13:46 PM »
Having played this game for a while I thought I'd post this here as some of you might enjoy it. Basically Psychopath (and Psychopath 2) is a puzzle game where in each level you have to find a route from point A to B. The catch is that to complete the level you have to do it in the smallest number of steps possible (i.e. if a level is possible in eight steps, doing it in nine or ten isn't good enough)

It's a simple concept and you only have to deal with a very limited amount of obstacles: in the original game there are only immovable walls and blocks you can push (one at a time, no pulling); but one which can be used to make incredibly difficult levels. Including a database crash a year or two ago, over 10 million games have been played, yet only around 60 people have completed the original game.

There are 71 levels with a fairly shallow learning curve to start with, the difficulty ramps up significantly after a while however. I've attached a picture of level 30 (one which trips up many people) for anyone interested.

I know many people here like creating levels as well, and this game comes with a level editor for that.


Psychopath 2 added two more obstacles: restricted movables that you can only push in one or two directions; and holes which you must fill with a block before you can pass over. Many of the harder PP1 levels end up being fairly large to become difficult; however with these new additions it becomes a lot easier to make small levels which are still very challenging.
It is also non-linear (PP1 requires you to beat a level before you can move onto the next) so if you're stuck you can pick any other level you like and play that instead, and contains all the levels from the original PP1. Currently only two people have completed PP2.
However, PP2 can often run fairly slowly (especially the stats page), which can get frustrating; whereas PP1 runs very smoothly (and has an excellent soundtrack)

To my knowledge there are no walkthroughs for either game (mainly due to it having such a small community), but you can ask for hints on the forum and hopefully someone will be able to help. Unfortunately many of the hints that were posted before were also lost in the database crash.

From past experience this thread will die before generating any real interest. Most people either play the first 10-15 levels and dismiss it as too easy; or get further and give up because it's too hard.

7
The 85% solution feels pretty easy compared to the other levels around it, and I can't see what your intended 80% solution is.
Kind of new to this and don't know how to record replays, but it's fairly straightforward to describe:

Quote from: Solution

Make the first 4 lemmings floaters. When the first one hits the ground on the bottom level make him a blocker to turn the other three round.
Make lemming 6 a blocker as soon as he lands from the exit, up the release rate to 99
Make lemmings 2&3 into climbers.
Set lemming 4 bridging as soon as he turns around from the lemming 1 blocker.
Make lemming 2 an exploder while he's climbing up the wall to the right: about when his head is level with the top of the exit.
Lemming 3 climbs into the crevice the explosion made; make him bridge to the left just before he falls back down to the bottom level. When his bridge is half complete, make lemming 6 (the blocker) an exploder.
Explode the other blocker on the bottom level. The two bridges should stop the other lemmings dying of height.

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Levels for v10 or older / Re: Lemmings Plus DOS Project - Downloads
« on: July 30, 2010, 06:08:55 PM »
100%-ability List
Danger 16 "Grounded" - 100% is impossible, highest possible is 80%.

85% is possible.

9
Lemmings Main / Re: Lemmings Update (PlayStation 3)
« on: July 11, 2010, 11:59:00 PM »
What is your time on Tricky 07?  (just curious...)

He's got 33.54, about 12 seconds ahead of second place. Piooner isn't even in the top 5 for that one.

Quote
I have a partial solution that might explain how Fun 09 in 36 seconds is possible, but I can't figure out how to finish it.  It's very tricky:


I see what you're trying to do, but can't make it work either. Does a lambda shaped bridge force the lemmings to turn? I thought they'd still step round the bridge as normal. I know the double thick bridge still turns lemmings who approach it from the wrong side, but can't see how to get two lemmings to turn around to build it with only 4 bridges to use.

Made no more progress on saving 50 in 70 seconds on Mayhem 10. Here's what I'm doing if anyone else wants to try:

Quote from: Spoiler

1. Make the third lemming dig as soon as he hits the ground (you can make the first dig if you want, but I've found this way helps with the precision clicking coming up)
2. About 10 lemmings will escape the pit being dug, and the first two will be a little ahead.
3. What you need to do is turn most of the lemmings back, but have at least two lemmings drop down below (one to bridge the trap, one to bridge the final gap by the exit).
4. If you have two diggers either side of a blocker (this really needs to be pixel-perfect) they will free the blocker, but their pits will be separated by a small column of terrain.
5. Of the two lemmings slightly ahead of the other escapees, wait until they have just passed over the trap beneath them, then make the second one of them a blocker; then immediately make the first one a digger. (This is why the slight gap is useful, the lemming ahead is already in the right place to dig; and if there's no gap then an extra lemming will escape the blocker. If you do it the other way round then you have to worry about not digging too early so that you free the blocker you just placed.)
6. This is the hard part. You want the final lemming that escaped the pit to dig the exact instant he turns round from the blocker. If done right this will free the blocker and he will walk into the pit that the lemming further ahead is digging, and this pit will be too deep for him to escape.
7. With this timing, the first pit should finish with the two lemmings facing in opposite directions. Leave it as late as you can to make them floaters; and make the digger that freed the blocker a floater as soon as possible. You want to leave the two lemmings that hit the floor as much of a headstart as possible.
8. The lemming that heads left towards the trap should bridge the trap as late as possible (this is the part I haven't got to work yet, I'm not fully sure it's possible) He needs to have built up to the wall before the other digger drops down and walks over the bridge (he'll turn round due to the wall and get killed by the trap through the bridge)
9. As soon as the bridge over the trap is done, immediately bash the digger who's digging down the main body of lemmings. They'll drop onto the bridge and all head towards the portal.
10. The lemming who headed right should bridge the gap to the exit as you'd expect.
11. If all is done right the other 49 lemmings will catch up with him just as he finishes bridging and exit in around 67 seconds.

Notes:
- freeing the blocker needs to be perfectly timed. Even when I know when to dig I still mess it up 9 out of 10 times.
- it is possible (and perhaps easier to time) to free the blocker with the second digger still facing right. However this means you'll get two lemmings facing right; and as the first lemming has more bridging to do before safety compared to the lemming bridging the trap, I don't think this is the right way to do it.
- if you look at the terrain right at the start; just before the steel there are three long ovals in it. If you set off a digger near the right hand side of the first oval, his pit will contain an overhang sticking out from the right hand side. I don't know if this is helpful in any way. It seems (it's happened twice for me) that if you dig in a certain spot, the overhang will be the right size so that there's a large enough gap in the ground for him to stop digging; but he will step onto the overhang and hence turn right before dropping down. I can't see how to get this to help, but I figured it was interesting enough to mention.
- if you follow my method above you'll have one digger left over. I can't see a way of using that to slow down the third lemming that hits the ground by the trap. I've tried making the blocker start digging as soon as he is freed (before he drops into the pit being dug to his right) but it doesn't slow him down enough.

10
Lemmings Main / Re: Lemmings Update (PlayStation 3)
« on: July 10, 2010, 09:49:29 PM »
Some random thoughts:

1) Suppose there was a cheat code that gave you 99 of every Tool.  That would explain many of the impossible times.

If there is a cheat I guess it's most likely this; but it'd mean anyone who has the cheat doesn't use it to save more lemmings than is legitimately possible.

Quote
2) The US leaderboards are also dominated by piooner-mk6-100.  That guy is either the greatest Lemmings player or the only one with the cheat code, haha.

Odd. Does that mean he's paid for the game twice?

Quote
3) I replayed Mayhem 10 with the goal of saving just 1 lemming as quickly as possible.  It took me 64 seconds.  Now even with the release rate maxed out there is about 15 seconds of "distance" between L1 and L50, so saving all 50 should require a minimum of 89 seconds.  But piooner-mk6-100 did it in 1:05.58 (65.58 seconds).  I dare say that is "impossible" unless there is a way to make lemmings run instead of walk!

A <89 second perfect solution is (in theory) possible. I've tweaked what I was doing earlier, and now have a 49/50 solution in 66.12 seconds. What happens is the lemmings that exit later catch up with the first lemming (they don't all have to bridge the final gap, which is what slows down L1). The playthrough I just had actually had L1 (well, the lemming that bridges the final gap) as the final lemming saved as the rest of them overtook it as it was finishing its bridge and shrugging before stepping off the end.

11
Lemmings Main / Re: Lemmings Update (PlayStation 3)
« on: July 10, 2010, 05:14:51 PM »
Yeah the Lose X numbers are based on the total lems including cloned ones. :)

I've just checked the Mayhem 10 EU leaderboards and fifth place has a time of 1:16.14 so they are seperate for each region.

That's kind of a shame, would like to see the top scores on a global level.

Managed to squeeze my way into the top 5 on Mayhem 9 (EU) with 4:13:56: half a second behind 4th. Still half a minute behind pioneer-mk6-100 at the top (if that guy's legit he's incredible (along with kgb555) dominating so many of the leaderboards). Reckon I can get 4th place, but I think a different method's needed to break the top 3.

Quote
I do wonder if there's a steel glitch, especially with Mayhem 5. I'm 11th but 5th is five minutes faster and even if I maxed my solution it would be nowhere near that time.

If you set the first lemming in that level to dig immediately, then the next lemming (in the right compartment) to climb out and start bridging to the exit; it takes roughly 2 minutes for the lemmings that are getting dug down to get to the exit (including the ones that head left once they drop to the bottom level). So to break the top 5 legitly you can't dig all the way down.
The only other feasible option I can see is to use the basher to get out when the digger is halfway down, but I see no way of getting all lemmings into one compartment without using the basher.

Mayhem 7 looks interesting with the top 3 half a minute ahead of 4th/5th. I'm just under a minute behind the 1:27 in first place, but I don't think my solution was what the designers intended.

The top 5 of Fun 6 can definitely be broken into legitimately. I was trying earlier but kept getting the timings wrong and having one lemming walk the wrong way at the end.


Quote
Frevett, if you just want 100% on Mayhem 10 then ignore the leaderboards for now. There's a slower but much easier method. Mayhem 4 is interesting and uses some ideas that are quite obscure. No glitches, but you need to be creative with the skills.

Yeah, I have 100% on Mayhem 10, with two different solutions:
Quote from: Mayhem 10
One with the main body of lemmings walking across the top all the way, and one with them getting turned back and heading through the portal

In Mayhem 4 I can
Quote from: Mayhem 4
dig through the first platform and leave a step for lemmings not to die of height and then get the two blockers close enough together so that one can free the others. Utterly stumped on how to stop lemming 2 escaping the digger though.
Taken a break from it while I have a look at the highscores on other levels.


Completing this level in 70 seconds or under would require all lemmings to use the teleporter.  I have an idea of how to do this, but I can't actually do it.  A steel-digging glitch may be required to actually pull it off.

I've managed about 47 of them in 70 seconds, but haven't made any progress from that. I need a basher to free the blocker I use and another basher to stop a digger digging himself to death, which is obviously one too many.

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Lemmings Main / Re: Lemmings Update (PlayStation 3)
« on: July 09, 2010, 03:05:48 PM »
I have a similar problem on Mayhem 4 as well. The second lemming enters the level too quickly and escapes the pit my first lemming's digging.

I have a 47/50 method on Mayhem 10 which takes around 70 seconds. I'm guessing the people at the top of the leaderboards have a variation on that. With an extra basher and a bit of luck I could do it.

I've also just found a fairly interesting second solution on Mayhem 9 which puts me about 30 seconds outside the top 5. With a bit of playing around with timings and release rates I reckon I could improve it enough.

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Lemmings Main / Re: Lemmings Update (PlayStation 3)
« on: July 08, 2010, 10:14:01 PM »
Thanks for that. I remember having an idea for Taxing 9 but I couldn't get it to work and assumed it wasn't possible since as you say no-one had done it at the time. I'll have to have another go.

When the trophy patch was announced it was implied that there would be DLC, but I've not seen anything since. The patch was done by Cohort Studios rather than Team17 but there's nothing new on their site either. Hopefully there is something coming still.

I'd be interested to know what you're doing on Mayhem 5. I've saved 100% but my solution was nowhere near the times at the top of the leaderboard so there must be another method.

Wasn't aware that Cohort Studios had done the patch, thanks for that.

Quote from: Mayhem 5
First lemming to fall into the right hand side climbs up and bridges immediately - bridging 4 steps then blocking. Second lemming into the right climbs up and bridges the gap the lemmings drop through. Third lemming into the right drops through into the compartment just before the bridge piece can be placed blocking him. If you block the first lemming on the third step it doesn't seem possible to free him with a basher. If I could keep the third lemming out of the compartment they can all go into the left compartment and dig down.

I was stuck for ages trying to bridge the lemmings out of one compartment rather than stopping them entering entirely. I managed to bridge them out of the left compartment and into the right one, but was left with two bridges too few for the last part unfortunately

I've pretty much given up trying to get close to matching the fastest times on most levels, some of them are insane.

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Lemmings Main / Re: Lemmings Update (PlayStation 3)
« on: July 08, 2010, 07:35:01 PM »
Trial 3: Lose 5
Trial 5: Lose 2

Fun 3: Lose 2
Fun 9: Lose 1

Tricky 4: Lose 1

Taxing 3: Lose 2
Taxing 6: Lose 2
Taxing 9: Lose 2

Mayhem 4: Lose 2

TOTAL: Lose 19

Just so you know, it's possible to only lose 1 lemming on Taxing 9. I'm guessing no-one had done it when you posted this, as as of a few days ago, there were only 4 of us with 9/10.

I'm stuck with two 7/10 solutions on Mayhem 4; and two 99/100 solutions on Mayhem 5 (one of which is a fraction of a second away from being 100/100; I guess there's somewhere I can shave off time at the start that I'm missing)

Now for the question I registered to ask: does anyone know of any planned DLC for this game? It's been a while now, and some extra levels would be welcome (as would a level creator); but I can't find anything on any of the developers' websites.

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