Hiya, I haven't been here for a while, but I'm here with a new project I'm working on, a TAS (Tool-Assisted Speedrun) of Lemmings. I'm using the Genesis port as TAS support for DOS is very poor, and I like how the genesis cuts out really long levels and has extras. I'll also try and explain what's going on in each post. The frame count I give is from when the level fully loads to when the result screen starts loading. The ingame clock isn't being used and differs from port to port so is unreliable to compare some solutions.
Number of frames for each level with links to the current best solution:
Italic values have outdated videos.
Bold values are very 'messy' levels, lots of lemmings, lag and building etc. There is likely improvements possible on any of these but they will be tedious & illogical.
Radioactive values use glitches
Green values are trivial (or at least close) solutions.
Strike-through values need to be redone.
Tricky 1, Taxing 19, use almost exactly the same file as their fun counterparts so don't need a video
Current estimated time: 0:28:40
Current average frame count: 1977
Estimated completed time: 2:08:39
Solutions can be found as original .bk2 files hereTASvideo forum thread(Note: Early on the frame count was level load - last button press which was unreliable in some ways, so some old solutions may have lower frame counts than they actually do in some places, see this post. All values in the table, Youtube and .bk2 archive are accurate with modern frame count.)Genesis Controls:
D-Pad | Move cursor |
A+Left/Right | Move screen |
B+Left/Right | Skill Select |
B+Up/Down | Control Release Rate |
C | Assign skill / Skill select |
Start | Pause |
A+Start | End level |
Notes about pausing: Any time spent pausing is included in the final frame count. You can move the cursor and change skill when paused, however you can't assign skills or change the release rate.
Emulator: BizHawk
Framerate: 49.7014601199484 fps (~50 fps)
Localisation: Europe
(Used as it was the only non-virus infested version I could find, and if a NTSC version does come up it's too late now)
Anyway here is the first level, Just Dig!, in 836 frames or around 18 seconds from fade in to fade out.
https://www.youtube.com/watch?v=q879Wd9XL54What happens here is that I assign diggers to each lemming at the moment the digger before it digs another layer, which almost instantly creates a 2 pixel dig rather than a 1 pixel. At the same time I have it so the release rate causes the lemming to be at the furthest right when this opportunity happens, so it has the maximum rightwards reach. This is to reach some of the terrain just above the exit that is slightly higher than the rest, causing a quicker breakthrough.
This is repeated for each apart from the very last which waits a bit before digging so as to be somewhere in the middle of a digger's shaft when it begins (though still at another 2 pixel dig opportunity), which causes the previous digger to become a walker. This can then just walk towards the exit, falling through the space the last digger creates to the exit, without the extra frames diggers need to complete their animation cycle before falling.
Finally A and Start are pressed as early as possible to finish the level as soon as possible