Author Topic: Which levels can be beaten without assigning skills to more than one lemming?  (Read 32295 times)

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Offline Proxima

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Yes, it's the flip side to namida's challenge. This time you may only give skills to one lemming.

(No nuke glitches were abused, spindled or mutilated in the creation of these results.)

Fun: All except 3, 4, 6, 13, 18. -- Non-100%: 2.
Tricky: All except 2, 10, 15-18, 22, 24, 25. -- Non-100%: 8, 12, 13, 23.
Taxing: All except 2, 7, 9, 16, 19, 23, 24, 27, 30. -- Non-100%: 5, 6, 28.
Mayhem: All except 5, 9, 11, 15, 19, 20, 21, 26, 29. -- Non-100%: 1, 2, 7, 10, 18, 25, 30.

Original Lemmings: 25 + 21 + 21 + 21 = 88/120

Tame: All possible with 100%
Crazy: All except 1, 3, 10, 14, 17. -- Non-100%: 11, 15, 18, 19.
Wild: All except 5, 7, 8, 13, 15, 18, 20.  -- Non-100%: 3, 10, 12, 19.
Wicked: 2, 4, 6, 11, 13, 15, 18, 19. -- 100%: 2, 18.
Havoc: 1, 3, 4, 6, 8, 10, 11, 15, 18, 19. -- Non-100%: 10, 18.

ONML: 20 + 15 + 13 + 8 + 10 = 63/100

Xmas 1991: All possible with 100%
Xmas 1992: 1-3.
Flurry: All except 8, 12, 16. -- 100%: all.
Blizzard: 1-7, 9, 12, 14. -- Non-100%: 12.
Frost: All except 6, 10, 13, 15, 16. -- Non-100%: 7, 14.
Hail: 1, 3, 4, 6, 8, 9, 11, 13. -- Non-100%: 6.

Holiday Lemmings: 2 + 3 + 13 + 10 + 11 + 8 = 47/70

Total: 88 + 63 + 47 = 198/290

Lemmings 2

Beach: All possible!
Cavelems: 1-3, 8.
Classic: 1-6, 10.
Space: All except 6.

Lemmings Revolution

Column 1: 1, 2.
Column 2: 2, 3, 4. -- 100%: all.
Column 3: 1, 4. -- 100%: both.
Column 4: 1, 3, 4, 5. -- 100%: 4, 5.
Column 5: 3, 4, 5, 7. -- 100%: 4.
Column 6: 1, 2. -- 100%: 1.
Column 7: 1, 7, 8, 9. -- 100%: all.
Column 8: 3, 5, 8. -- 100%: 3.
Column 9: 4, 5, 6, 7, 10, 11. -- 100%: all.
Column 10: 2, 7, 9, 10, 11. -- 100%: all.
Column 11: 2, 11. -- 100%: 11.
Column 12: 1, 3, 5, 6. -- 100%: 1, 3, 6.
« Last Edit: October 01, 2020, 02:47:50 am by Proxima »

Offline namida

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I was considering this myself, and is indeed how I found the solution to Fun 26.

Also, Fun 2 is definitely not impossible at all. However, 100% is impossible.

Also: I don't think it needs to be said that all of Tame is possible.

Fun 9 is possible with 100%. It's not the exact same lemming, but the right one is always possible to select at the time and is just lost in the crowd.

Offline Proxima

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Also, Fun 2 is definitely not impossible at all. However, 100% is impossible.

Oh yes, I forgot you only need to save one lemming :D

Offline ccexplore

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Fun 9 is possible with 100%. It's not the exact same lemming, but the right one is always possible to select at the time and is just lost in the crowd.

Actually, the game mechanics favor more recently entered lemmings if all lemmings under the cursor are walkers, so in general, if the worker lemming became lost in the crowd, it is not trivial to pick him out again, and in some case may truly be impossible.

Nevertheless, I was able to make your solution actually work with the same lemming, as you can verify with the text version of the attached replay.  The only dicey part was between assigning him the miner and then the digger after his initial 3-step building, which as you know is the first place you screwed up in your solution.  (The miner has to revert to walker first before you can assign him digger, because it's on that frame of reversion that the miner actually moved horizontally, allowing your digging to be positioned correctly.)

That part you can pick out the same lemming with a little luck/timing, because any lemmings from the crowd to the left of him may all be on the 3-step bridge, and so if you keep your mouse cursor as low as possible and also leaning left, you can indeed pick up just your worker lemming on your mouse cursor.  Then to avoid this sort of hairy lemming selection, I finish the rest of the solution by keeping the worker lemming working on something, so that he can always be selected out of the crowd.  In particular, I have him build towards the pillar to bash it, rather than have him walk to it to bash.

[edit:  oh I see, Proxima added a stipulation about picking out any lemming from the crowd again.  I think if you're relaxing the criteria that way, maybe you should indicate which levels you've done so far that rely on that rule, so that other people like me can then check which ones are truly possible to assign skills to only one lemming.]

[edit2:  replay removed because it's been superceded by a solution that also works on Tricky 26.]

Offline ccexplore

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Caveat: if you lose your "worker lemming" in a crowd, you're allowed to fasten on one lemming and assume that's the right one -- this allows levels like Fun 12 to be beaten that would otherwise be a real pain even though they are obviously theoretically possible.

Actually, there's no need to invoke your rule on Fun 12.  Just assign climber to your worker lemming first, this will give you a natural way to separate him out no matter what.

I would ask that in the spirit of the main criteria of the challenge (assigning skills to only one lemming), that your additional rule be avoided as much as possible, invoked only when absolutely necessary.  Furthermore, any levels which have only been confirmed using that rule should be called out as such, so that further work can be done to determine whether the rule is truly needed on that level.

Offline Proxima

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To make things simpler, I've just removed that rule. You're right about it not being needed so far -- I would have thought of the climber trick myself if I'd done the levels in a different order, since it's by far the easiest way to approach levels like Fun 16.

If we do find any levels that can be done with that rule but not without it, then I'll maintain a separate list as you suggest.

Offline ccexplore

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Here's Fun 27 100%.  There's a subtle trick at the very beginning which if you don't look carefully, you might miss.  Details below:

Quote from: highlight to read
There's a delay between the builder laying down a build brick and moving on top of it.  If you dig in between those two phases as I did at the very beginning, the digging will leave the rightmost pixel of the brick intact.  That pixel will make the right wall of the digger's pit just high enough to block lemmings that way.

Offline ccexplore

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There's one more thing I need to clarify.  Note that the game mechanics does not prioritize lemmings assigned climber and/or floater over non-climbers/non-floaters, so my remark about assigning a climber does not mean that if you do so, you will be guaranteed to pick him out in a crowd.  All I mean is that since you can assign climbers well in advance of any actual climbing, you can usually rely on the climber separating himself out from the crowd, when you have the crowd contained by high walls.

Offline ccexplore

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Tricky 26 is possible using basically my Fun 9 100% solution.  The only refinement I need to make was to not waste any bashers when making the 3-step bridge at the beginning.  Those bashers (which I inherited from namida's original solution) turn out to be completely unnecessary.

I've attached the Tricky 26 solution here, and removed my earlier Fun 9 solution since it's been superceded by this one.

Offline Proxima

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OK, as there are now quite a few results better than my original lists I've replaced the first post with a list of what has so far been achieved. And added Mayhem 24 because it's obvious.

Offline ccexplore

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Tricky 20 and 27 can be removed from the non-100% list.

Offline Dullstar

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Interesting...  off to ONML!

I'm not done yet, but so far 1-3 are possible...  I'll check all of tame.

Offline Proxima

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I thought those two might turn out to be 100%able... fortunately I was able to work out your solutions just from reading the text files  :thumbsup:

Offline Dullstar

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The entire first half of Tame can be done with 100%.  Actually, there were two levels that I didn't get 100% on, but that was on one because of a mistake (dug down too far so I had to break through the floor with a bomber) and the other was because I didn't feel like waiting for all the lemmings.

Offline ccexplore

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fortunately I was able to work out your solutions just from reading the text files  :thumbsup:

 :D Okay, I'll remember to at least include a screenshot next time.  The Lemmix replay thing was supposed to alleviate me from having to write a detailed explanation, so I'll tend to be a little slow in doing that sort of thing, but I think a quick screenshot can usually capture 80% of how the solution works, and should complement the text files nicely.

Offline Dullstar

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The whole of tame is possible at 100%.

Offline ccexplore

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Taxing: No results yet

Well, I have results to report now for Taxing 1-10.  I would've reported at least 2 hours sooner if I could just post Lemmix replays instead of having to make screenshots and all that nonsense. :XD:

Here are the levels that I found impossible:

Taxing 2:  I fail to find any way to get across the water fast enough to prevent too many lemmings being lost on the other side of the water.

Taxing 7:  when your worker finishes all the building to the exit, there're not enough skills left for your worker to go back to release the crowd.

Taxing 9:  you don't have enough skills to get a deep enough pit fast enough to trap the 2nd lemming out.  Trying to quickly build right for a survivable drop also doesn't work (you can't make it fast enough for the 2nd lemming out).

Here are the levels that I found possible but non-100%:

Taxing 5:  similar to Taxing 9, there're not enough skills to get a deep enough pit fast enough to trap the 2nd lemming out.  But it's possible to lose no lemmings other than that one.

Taxing 6:  The only known 100% solution requires bashing through the top portion of steel on the right, which is only possible if you are no more than 5 pixels down from ground level.  But to prevent lemmings from falling off on the left, you have to dig down at least 7 pixels from ground level.  And there's just no way to go from 7 pixels to 5 pixels with the skills given and the constraints of the challenge.  My best so far is lose 5.

So in summary:  1,3-6,8,10; non-100%: 5,6

I've attached two zip files.  One contains only Lemmix replays.  The other contains screenshots and some text notes as well, for those who can't/won't use Lemmix.

Offline Proxima

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You don't have to make screenshots; I was just particularly interested in Tricky 20 and 27 since I had been trying to get 100% on those levels and was curious about what I missed.

I've added Crazy 4, 7, 11 to the list since the normal solutions to those levels meet my criteria.

Offline namida

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Mayhem 1 is possible, but not 100%able. The replacement worker rule is not required, you can do it with the genuinely same lemming.

Quote from: Spoiler
The start involves building immediately upon landing. The second landing place is the only part where you lose lemmings, but if done as quickly as possible, you'll have the required amount plus one lemming to spare surviving the fall. Seperating the worker without wasting skills involves release rate manipulation to get him, over the course of two builders, to the back of the crowd - I used a digger at the end of the first builder to prolong the time given, too. Containing the crowd takes no extra work, due to the natural terrain, but releasing them involves a steel glitch - keeping the worker seperate is a simple matter of having him build over the containment area. The only real tricky point is that you must not waste ANY builders - you have none to spare.

Offline geoo

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Here's Fun 27 100%.  There's a subtle trick at the very beginning which if you don't look carefully, you might miss.  Details below: [...]
There's also a 100% solutions that works for the sequel (Taxing 22).
Spoiler:
Quote
Uses the miner glitch from Havoc 10 in the beginning, therefore even the blocker is required.

EDIT: to carry on a tiny bit, Taxing 11 and 12 100% are trivial.

Offline ccexplore

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You don't have to make screenshots; I was just particularly interested in Tricky 20 and 27 since I had been trying to get 100% on those levels and was curious about what I missed.

I know, I wasn't so much complaining as I was shocked at how long it takes to even make enough screenshots to fully supplement a Lemmix replay.  I think from now on I'm going to have to go back to the single screenshot idea.  You guys can PM me if you need any particular details explained.

Do you still need screenshots for Tricky 20 and 27, or is the text version of the Lemmix replays enough?  Here's a short summary:

Quote from: Spoiler
Tricky 20:  after you get through the first pillar, dig down to create a wall on the left to block the crowd.

Tricky 27:  there are ways to make a safe drop down to the bottom without using any builders.  Also if you dig on the top at the right place, due to the uneven terrain, you can trap the 2nd lemming out.  The rest is pretty much just the standard non-100% solution, except you'd use miner+builder at the two places where you'd normally use blockers, and you go release the crowd first before doing the last builder to the exit.

Offline namida

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I've managed 88% on Mayhem 2. Maybe CC or Clam can improve on this to get that last lemming required to pass... although I doubt it. Still, so close...
« Last Edit: May 17, 2020, 06:37:54 am by Minim »

Offline Proxima

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Do you still need screenshots for Tricky 20 and 27, or is the text version of the Lemmix replays enough?

Don't worry; the text version told me everything I need to know :)

Offline Dullstar

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Oh, can Lemmix replays no longer be uploaded for whatever reason?  Good, looking out for Linux and Mac OS X users!

Offline Clam

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Taxing 11-20 is a case of "all or nothing". All can be done with 100%, except for 16 and 19 which are clearly impossible.

Re: Mayhem 2: It looks like there's no way to stop those lemmings falling off the screen, but I've found a plausible method of solving this that involves sliding in two places (and thus not having to bomb any lemmings). There seems to be enough builders to do this. I'll post the replay if I can get it.

Offline namida

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o_O How the hell do you do 13?

And, while 20 is very clearly possible to pass, I can't see 100% being possible.

Also, add Mayhem 8 to the 100%-possible list. Apart from abusing miners for a fast dig at the start, and making sure to use the same lemming, it's pretty much just the normal solution. Replay attached anyway.
« Last Edit: May 17, 2020, 06:39:17 am by Minim »

Offline Clam

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13 uses the alternating miner/digger trick at the start. Replay attached.

For Taxing 20, you have to be a little clever at the beginning to avoid losing the second lemming, but beyond that it's easy.

Mayhem 2 looks like it's going to require varying the release rate to get the lemmings together in the same spot. This could take a while to figure out...
« Last Edit: May 17, 2020, 06:40:38 am by Minim »

Offline namida

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Mayhem 10 is possible, but not 100%able (obviously, since even under normal conditions 100% is impossible).

Offline Clam

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The rest of Taxing:

21, 25, 26, 28, 29. All with 100%, except 28 (for obvious reasons).

Offline namida

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o_O I'd like to see how you did 21

Offline Proxima

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I can guess 21, I think, but I'd love to know how to solve 26. Only I want to at least try it for myself first.

Offline Minim

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Maybe if you had 99 of each skill Taxing 26 might be possible but I don't think it can be solved with 10 per skill...

I also heard that it's much easier to do this topic under 3D Lemmings. You just use the "Highlight lemming" function (Make it more realistic using the "Virtual lemming" function! ;)). I doubt that many of these levels will be possible since a lot of turners are required in the game.
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Offline Clam

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Maybe if you had 99 of each skill Taxing 26 might be possible but I don't think it can be solved with 10 per skill...

You get 12 builders. With 10 it would probably be impossible. Plus you need to be aware of the exact positioning of the steel objects.

And as for 21...
Quote
This is another application of the miner trick.

Offline Proxima

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I noticed that 21 out of 30 Taxing levels have been solved, so I changed the Tricky and Taxing lists to "all except" format to save space.

Offline Dullstar

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If only there was a way to prevent those annoying RR modifications to prevent from accidentally using two lemmings instead of one.

Offline ccexplore

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And as for 21...
Quote
This is another application of the miner trick.

I don't think that's necessary.  Because of the ways the trigger areas are positioned and the way climbers are positioned, you can climb off either walls of the pit without getting hurt from the flamethrowers.

Offline Clam

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Maybe not... but it works ;)

Anyway, I've finally had a look through Fun and Tricky (which were done in my absence). The list at the start of this thread appears to claim that Tricky 11 and 13 can be done with 100%, which I can't verify. Neither level has been mentioned in this thread.

Offline namida

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I think Mayhem 28 is a _VERY_ obvious one that should be added to this list. :P

Offline ccexplore

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The list at the start of this thread appears to claim that Tricky 11 and 13 can be done with 100%, which I can't verify. Neither level has been mentioned in this thread.

I suspect a typo/oversight on Proxima's part.  I did manage to find a way to start off Tricky 11 so that 100% is possible (attached), but I don't see any way so far for Tricky 13 to be 100%.
« Last Edit: May 17, 2020, 06:46:08 am by Minim »

Offline Minim

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I think Mayhem 28 is a _VERY_ obvious one that should be added to this list. :P

Also Wild 16. :)
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Offline namida

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Mayhem 17 can be done. I can't manage 100%, but it may be possible.

Offline Proxima

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I'll put it down as 100% until someone convinces me otherwise, since I can't see why you should lose any lemmings if you take the ceiling route.

Havoc 10 is another obvious one.

Offline Minim

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I've done some more levels. Wild 10 is definitely possible. I think Wicked 19 and Wild 20 are possible as well (I haven't done these two manually yet).
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Offline ccexplore

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Here's my wrapping up Mayhem 1-10 (except Mayhem 2 which I think I'll leave to ClamSpammer ;)):

Confirmed Mayhem 7.  non-100% (can't dig or build fast enough for 2nd lemming, and even if somehow there's a way, you'll probably run out of skills to finish the actual level).  My solution loses 2.  I could attach a replay but this is one that is more fun to figure out on your own, it is quite conventional and should be doable by many here.

Mayhem 5 is obviously not possible because there are no known solution that doesn't use blockers.  Mayhem 9 is also pretty obviously impossible.

This leaves Mayhem 6, which unfortunately has eluded me so far.  I've tried a number of things only to either be short 1 or 2 builders, or run out of time (as in not even close).  I haven't given up yet though, and maybe others will have better luck with this one.

[edit: whoops, forgot Mayhem 4.  It was obviously very annoying to do, but I did get a solution that truly uses only 1 lemming (see text version of replay for proof, attached).  It saves 82% while the requirement is 80%.  Whether 100% is possible remains to be seen.]
« Last Edit: May 17, 2020, 06:52:31 am by Minim »

Offline namida

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I'll put it down as 100% until someone convinces me otherwise, since I can't see why you should lose any lemmings if you take the ceiling route.

Havoc 10 is another obvious one.

Because it seems you wouldn't have enough skills to save the 2nd lemming out. Feel free to prove me wrong.

Offline Proxima

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Because it seems you wouldn't have enough skills to save the 2nd lemming out. Feel free to prove me wrong.

Oh, I've done this part, I just didn't have the patience to do the whole level with the same-lemming condition. It can be done with three miners, two diggers, so you have plenty to spare as you only need one of either for the rest of the level.

Offline namida

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Mayhem 18 can be done, with genuine same lemming, but not 100%.

Apart from one steel glitch (the minor, dig-at-the-edge kind, not the major break-the-whole-way-through kind), there's nothing special in the solution. Just clever use of skills.


Also: To save anyone else trying, Mayhem 12 and 14 are both impossible solely due to the time limits. Take that out of the picture, and they can be done.

Mayhem 16 and 27 can be done. The replay attached works on both, even though the filename says 16.
« Last Edit: May 17, 2020, 06:54:39 am by Minim »

Offline Fleech

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I'm sure there are better methods, but here's proof for 100% on Mayhem17. :)
« Last Edit: May 17, 2020, 06:55:43 am by Minim »

Offline namida

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100% on Mayhem 22.

I swear this level was DESIGNED for this to be done. You have exactly one second left over, and SEVERAL times the terrain fits *perfectly* to the size of builders.

BTW: You forgot to add 16 and 27 to the list even though you added 18. :/
« Last Edit: May 17, 2020, 06:57:14 am by Minim »

Offline namida

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I think Mayhem 28 is a _VERY_ obvious one that should be added to this list. :P

Also Wild 16. :)

Also Wild 9. :D

BUT...

It can be done without the nuke glitch, too.

Offline Pooty

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100% on Mayhem 22.

Goodness me, that was close. I couldn't take my eyes off the clock. :D
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

Offline namida

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I know. I had dozens of attempts where I had a few lemmings not making it, and therefore had to start again, only to find that the one place I could've saved time was, in fact, the dig pit at the start. By fixing up stuff there, I managed to gain just enough time to get those last lemmings in.

By the way, just for those attempting to recreate it: Almost every move is pixel-precise (including the digger!), in addition to the VERY rapid switching needed between diggers and bashers at the start (it pretty much has to be changing action every frame). Don't even bother attempting it without Lemmix. >_>

Offline namida

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Oh god. Mayhem 30 seems to HATE this challenge.

It's entirely possible, except for one thing.
Setting RR99 immediately means you lose at least one lemming on the right, and 20 on the left - ie: 21 lemmings.
Setting it anything but immediately means you lose exactly 21 on the left (but you can save everything on the right).
The level allows you to lose 20.

Offline Fleech

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It is possible to save all the lems on the right at RR99 and therefore complete the level. Replay attached.
« Last Edit: May 17, 2020, 06:59:22 am by Minim »

Offline ccexplore

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Also: To save anyone else trying, Mayhem 12 and 14 are both impossible solely due to the time limits. Take that out of the picture, and they can be done.

I'm afraid you didn't really save anyone time.  Mayhem 12 can be done with plenty of time left (44 seconds in my solution) if you go the ceiling route.  Now we have no choice but to also look at Mayhem 14 again, even though your choices there are definitely a lot more limited. :-\
« Last Edit: May 17, 2020, 07:02:32 am by Minim »

Offline Clam

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I think Mayhem 28 is a _VERY_ obvious one that should be added to this list. :P
Also Wild 16. :)
Also Wild 9. :D

You've missed an even more obvious one here... ;P


Here's Mayhem 4 with 100%, and Mayhem 6 - with 4 builders to spare :) (In fact, it's possible to improve that to 5.)

Mayhem 2 will have to wait a little longer though...
« Last Edit: May 17, 2020, 02:40:31 pm by Minim »

Offline ccexplore

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You've missed an even more obvious one here... ;P


Here's Mayhem 4 with 100%, and Mayhem 6 - with 4 builders to spare :) (In fact, it's possible to improve that to 5.)

Actually, no one misses anything.  I mentioned Mayhem 4 and Mayhem 6 already.  For Mayhem 4, I've spent hours on a solution that technically you could call "works" (attached), except it needed the pause trick to gain an additional second or so, and since DOS Lemmings doesn't give you a good way to tell whether you've truly select the same lemming or not, it feels a little wrong to me to present a Lemmix solution that doesn't actually work in Lemmix.  And since I spent all that time on Mayhem 4 hoping to make it actually work on Lemmix, I never got around back to Mayhem 6 either (although my comments clearly invited others to look at that one anyway).

I'm glad you save us the time though.  If only I can predict the future and just leave Mayhem 4 alone, that one was truly driving me nuts. :XD:
« Last Edit: May 17, 2020, 02:46:14 pm by Minim »

Offline Clam

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You've missed an even more obvious one here...  ;P

...

Actually, no one misses anything.

I was referring to the levels that are obvious because they have only one lemming. >:(

Offline ccexplore

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I've confirmed Mayhem 23 (100%) and Mayhem 25 (non-100%).  This wraps up Mayhem more or less, since all other levels not yet mentioned are impossible due to various obvious reasons.

My best on Mayhem 14 so far only saves around 30% when time runs out, so time limit is still an issue with that level, and I'm not confident at this point that it can be overcome.

Offline namida

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Also: To save anyone else trying, Mayhem 12 and 14 are both impossible solely due to the time limits. Take that out of the picture, and they can be done.

I'm afraid you didn't really save anyone time.  Mayhem 12 can be done with plenty of time left (44 seconds in my solution) if you go the ceiling route.  Now we have no choice but to also look at Mayhem 14 again, even though your choices there are definitely a lot more limited. :-\

Well, let me rephrase: Mayhem 12 can't be done the genuine way solely due to the time limit. If the time limit wasn't in the way, it indeed could be done.

Proxima: You may want to specifically mention on your list that Wild 9 can be done without the nuke glitch, otherwise anyone who just reads the list will assume that's the only way to do it.

Offline Fleech

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I felt like having a look at the Xmas games. Both 1991 unique levels can be completed with 100%.

EDIT: I've just done the first three 1992 levels with 100%.
« Last Edit: May 17, 2020, 02:50:22 pm by Minim »

Offline namida

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Flurry is all-or-nothing. 8, 12 and 16 cannot be done, the rest, 100% is possible. None of them are hard enough to warrant a replay, IMO.

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Hang on, Flurry 8 is possible. No wait, you're talking about "Vacation in Gemland" aren't you, not "Clouds of Lemmings" (I keep mentioning Amiga levels don't I? :-\)
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Offline Fleech

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Yep, Flurry 8 is Vacation in Gemland on the DOS version. As an aside, has anyone ever extracted the levels from the Amiga xmas games? I know it was done for the original game.

Just had a look through Blitz. 1, 3, 4, 5, 6, 7, 9, 14 can all be done with 100%. I completed 12 as well, but none of the others.

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I'm still trying to open one successfully.

Offline Dullstar

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Anyone know a program that is capable of opening the Amiga lemmings files, preferably a level editor?

Offline Proxima

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I've added totals for Original Lemmings and Holiday Lemmings 1993, since every level has now been looked at -- and all the ones that have not been solved do seem to be impossible for obvious reasons (with the possible exceptions of Mayhem 2 and 14, so I'll amend the totals if those are completed).

Offline ccexplore

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Okay, here's my progress on Crazy:

Confirmed all possible except following levels:

1, 3, 10, 14, 17

non-100% on following levels:

11, 15, 18, 19

Unsurprisingly, Crazy 17's issue is the time limit.  I tried two methods so far, and I can't even get the worker lemming to exit in time.

I got 49/50 on Crazy 15, which is probably the max.  I didn't do an optimal job on 18 and 19, I believe the maximum with my methods are 48/50 and 49/50 respectively.

Replays/screenshots for selected levels attached.
« Last Edit: May 17, 2020, 02:58:13 pm by Minim »

Offline Clam

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Well, let me rephrase: Mayhem 12 can't be done the genuine way solely due to the time limit. If the time limit wasn't in the way, it indeed could be done.

I'd say the ceiling route is genuine enough. However, it is possible to do this level without taking the ceiling route.

And you can add Blitz 2 (100%, as required) to the list as well.

Replays attached.
« Last Edit: May 17, 2020, 03:01:52 pm by Minim »

Offline Fleech

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Sorry, I've just noticed an error in my post above. My Blitz 1 solution was Lose 1, not 100%. :-[

Also, could the '91 and '92 levels be added to the first post please?

Offline Clam

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Good news!

I can confirm that Mayhem 2 is possible. :)

I don't have a replay right now, because I didn't actually solve the level. Instead I modified the level to get an equivalent setup while avoiding most of the boring repetitive stuff during the "trial and error" phase. As soon as I get a replay of the final result, I'll let you know. ;)

Offline Proxima

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Also, could the '91 and '92 levels be added to the first post please?

You'd have to tell me a bit more about these levels -- how many there are, how I should format them.

Offline Fleech

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You'd have to tell me a bit more about these levels -- how many there are, how I should format them.

There are fours levels in the 1991 demo. The first two levels are unique, the last two are from ONML (and as such not worth including). There are four levels in the 1992 demo as well, all of which are unique.

You can download all four Xmas demos here if you want them.

Personally I'd bundle all the Xmas games in togther and list 1991 and 1992 as individual difficulty sets.

Offline namida

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Question: How come Taxing uses the "all except" format in the list, whereas Mayhem lists the ones that CAN be done... even though they both have the same number of levels that can't (Mayhem possibly fewer, pending an absolute result on Mayhem 14).

Offline Minim

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Question: How come Taxing uses the "all except" format in the list, whereas Mayhem lists the ones that CAN be done... even though they both have the same number of levels that can't (Mayhem possibly fewer, pending an absolute result on Mayhem 14).

Proxima sorted it out, namida. Replace them with "Flurry" and "Blizzard" now.
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Offline Proxima

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No, because unless more Blizzard levels are solved (which looks unlikely) the positive format is more compact.

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Oh, OK then. I'll try and understand your concept here ;)
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Offline Clam

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Here it is: the replay for Mayhem 2.
« Last Edit: May 17, 2020, 03:04:38 pm by Minim »

Offline Pooty

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That is unbelievable. I've never seen such fine lemming control. Brilliant work. :thumbsup:
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

Offline ccexplore

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I finally got 100% on Blitz 1.
« Last Edit: May 17, 2020, 03:05:09 pm by Minim »

Offline Clam

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That is unbelievable. I've never seen such fine lemming control. Brilliant work. :thumbsup:
Thanks  :)

The sliding trick just never gets old :D


I finally got 100% on Blitz 1.

Ahhh... so you can bash through all that. I didn't look at the terrain very closely :XD:

Offline ccexplore

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I finally got 100% on Blitz 1.

Ahhh... so you can bash through all that. I didn't look at the terrain very closely :XD:

This isn't exactly new, I used that same method on the minimum skills thread for my 13-skills solution to Blitz 1 that doesn't use any climbers and floaters.  In fact, the only thing that hung me up initially on this one was the time limit, believe it or not.  Apparently all that climbing and floating adds up to a lot of time even for a 9-minute level, and I did way too much of that when I first tried out this level for this challenge.

Offline ccexplore

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Results for Wild:

all except 5, 7, 8, 13, 15, 18, 20.  non-100%:  3, 10, 12, 19

Selected solutions attached.  (Nothing spectacular I'm afraid.)
« Last Edit: May 17, 2020, 03:07:09 pm by Minim »

Offline ccexplore

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Um Proxima, you misplaced my results in Wicked instead of Wild.

I've gone through Wicked 1-10 so far and there's definitely a sharp drop in number of levels possible for the challenge.  So far only 2, 4, and 6, non-100% on 4 and 6.  4 may be unique in that the worker lemming himself cannot make the exit.

Havoc 4 can also be added to the list because the 3-skills solution I presented satisfies the criteria of the challenge.
« Last Edit: May 17, 2020, 03:09:32 pm by Minim »

Offline ccexplore

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final Wicked results from me are:

2, 4, 6, 11, 13, 15, 18, 19.   I only managed 100% on 2 and 18.
« Last Edit: May 17, 2020, 03:10:23 pm by Minim »

Offline ccexplore

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And here goes Havoc:

1, 3, 4, 6, 8, 10, 11, 15, 19.  Only 10 is non-100%.

For Havoc 16, note that I failed because of the time limit rather than lack of skills.  I believe you'll need a totally different approach to get around the time issue, and I'm not seeing any other approaches available when you can't use blockers.
« Last Edit: May 17, 2020, 03:11:43 pm by Minim »

Offline Clam

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This has been cold for a couple of days now... so here's Frost.  :P

All except 6, 10, 15, 16. Non-100% on 7 and 14. And if you recall from the least-skills thread, 13 can be solved by the nuke glitch, saving 1 of 1 (i.e. 100%).

Offline Minim

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Hail 1 and 6 are obviously possible, whereas Hail 2 and 5 are obviously impossible.
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Offline Clam

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Don't forget about the possibility of 100%. Hail 1 requires 100% to pass, so that's simple enough.

Hail 4, 8, 9, 11 and 13 are all possible with 100%. Hail 3 I won't go near (see this thread for why), but I'm gonna say 100% for this one too.

That leaves Hail 10 in doubt. Any solution here would have to start from the lower left entrance, for obvious reasons, which makes things difficult. At this point I'd have to say no to this one, for the time limit if nothing else (although it looks like one more basher or builder is needed anyway).

Offline Proxima

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I agree with you about the impossibility of Hail 10 and the possibility of Hail 3 (unless the time limit proves an insuperable obstacle; I don't have the Holiday levels so I can't say for sure, but I've put it down).

Although of course it's possible that more solutions are discovered later, for now we have at least looked at every level and solved over two-thirds! Well done and thanks for taking part, everyone.

Offline Clam

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Another challenge thread rises from the dead! :D :scared: Here's Mayhem 14, 100%.

Offline ccexplore

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Good job! 8) I looked back at my failed solution (30% saved when time runs out) and I can't believe basically the only thing I did wrong is to not trap the crowd (facepalm)!  Everything else is basically more or less what you did.  Don't know what I was thinking at the time. :-[ :XD:

Offline Clam

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One more update; unless Proxima's note about nuke glitches is serious, then we should add Frost 13 100% (the nuke glitch solution, which uses one builder only).

Also, Hail 13 100% was posted here, but isn't listed in the results.

Offline Proxima

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Okay, now that I'm back it's time to round this off. I've added Mayhem 14 and Hail 13 to the results.

I need to check one thing, as I've confused myself a little. Before I added Mayhem 14, the Mayhem list read "All except 5, 9, 11, 14, 15, 19, 20, 26, 29" but the total was 20 (not 21). Looking back through the topic, at one point ccexplore said "All Mayhem levels not discussed so far are impossible for obvious reasons." The Mayhem levels not included on my list that were not discussed in this topic are 3, 13 and 21.

3 is easy -- the no-climber no-floater solution fulfils the conditions. 13 had already been reported in the main challenges thread. I assume ccexplore didn't list these because they were already in my opening post.

Unless I'm mistaken, 21 is impossible because you can't build in time to save the second lemming. (Since Mayhem 12 was the last Mayhem level to be solved before my hiatus from the forums, maybe I inadvertently removed 21 by mistake for 12?) So I've put 21 back on the list -- please let me know if I'm wrong about this.

Offline ccexplore

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I was just going to reply back on Mayhem 3 but looks like you beat me to it.  Thanks for bothering to keep these threads up to date! 8)  I'll check 21 later tonight but I do agree with your current assessment for now.

Offline mobius

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I notice that Lemmings Revolution is not on this list. Allow me to clear that up...  ;)
these challenges are lots of fun. I plan on going through Revolution for those others too.

I started at an arbitrary level. I loath doing the tutorial levels, so I may never do those. But otherwise; I'll try to go through the game entirely. Of course I'm sure ccexplore or somebody else is going to see this and do that for me. :P Also from now on if I don't say anything: no glitches were used.

5-3 Sargent Bash 19/20.
One Lemming always will get killed by the saw. I haven’t successfully found a way around that yet.

5-4  The Crowded House 100%
*see attachment

 
Quote
wait till the first or second lemming that comes out (right or left) turns around once and merges with another from the entrance then start your 1 lemming digging down through the first block shortly after/next to the entrance.
When they fall through he turns around and build up to the ceiling. He turns around and have him build again to make a stoppable wall (you only need 2 builders in Revolution). He hits the ceiling again and is now alone. Bash, build up to the top area.
Let him turn around and come back. Dig or bash through the steps to free everybody. Now let them all go up and wait until he (who should be last) turns around and everybody else is going back down the steps. Dig through the thing platform then dig and bash few times (actually once of each is only necessary) to fall safely and build to the balloon. There should be enough time for him to finish until the others get there.
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Offline mobius

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4-5 The Long and Winding Road. 100%

Quote
nothing much to it. Just remember to build back left out of the pools to give a lot of room for the group to walk around and get your hero in back of them so he can bash to make a wall in the area where the pit is so nobody dies. Also watch out for the area where you build up to the left if the lemmings don't fall on the water they can die, as it's high.

5-7 Wandering Free 13/20
*bomb reset

It’s practically impossible to not lose a lot on this level, as you have to start by building over water then there’s a high fall, in addition the RR can’t be changed. I tried building to trap them in the beginning area but later, when you need to free them you don't have enough skills to do so and trap them, as you need to trap them in order to make it through the next area.

Quote
The way I accomplished it; Make ‘the lemming’ a climber and build over the first pool. You lose 3. Then dig in the block with the downward arrows that do nothing, you will lose quite a bit more here. This will trap the rest lemmings in a small space which is what you want. Build to stop him. When he comes back facing right let him climb out of the hole and dig down at the edge of this block so you can build to the ledge and make contact with it. When that is done, let him go all the way back to the beginning then mine right to the hole where they are all congregated then bash right to the steps. The idea is to give the group the largest area to walk around and waste time in. When he gets done bashing and the group is freed and far away, go ahead and bash through the next obstacle and build over the next pool. Dig through the next three platforms. Bash through the next on the bottom. The group should be almost caught up to you by now. When he gets done, make him a blocker right near the edge of the next pool. Once the crowd turns around reset him and build over the pool then bash through the last obstacle.

6-1 The Iron Curtain 100%

6-2 Make Mine a Large One. 28/30

If anybody wants an explanation on these just let me know.


EDIT:
5-5 One Way Ticket 49/50
Again, you can avoid lemmings falling to their death by digging and compacting them and spacing your worker far away.

note: ccexplore’s method of having one go through the steel to the balloon to bash through the thin part you normally bomb through won’t work because there’s no way to get him back down to the other area (that I know of). So you’ll have to kamikaze your hero at the end.
(It might be possible to force-bash through that steel to get inside there from the top but I don’t think you have enough bashers) edit: I have also never checked if the one-way-wall on the top actually works (it could be fake!)


6-4 Escape to victory is theoretically possible by using the miner/building position glitch, twice. *see this thread for explanation
http://www.lemmingsforums.com/index.php?topic=585.msg12387#msg12387
Build up to the platform then make a hole for the others to fall into. Then make another hole for the weasels over the water. Get him to come back around to the beginning area and mine/dig whatever to the exit. Simple but pulling off that glitch is really tricky.
"All things are empty... Whoever can see this no longer needs anything to attain."
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Offline ccexplore

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I think I was actually the first (and probably only one so far) to start lumping "later" Lemmings games (eg. L2, Revolution, etc.) into same thread as with the more "classic" games (eg. Lemmings 1, ONML, Xmas Lemmings), like the thread I created for undamaged solutions.  So don't expect other thread owners to update and track results for other games they didn't originally planned for, especially ones they can't or don't play.

Since I think this thread has mostly been wrapped up in terms of the "classic" games' levels, I guess it's not that problematic to hijack it (so to speak) for Lemmings Revolution results at this point.  I will update below as more results come in from whoever posts them.

4-5 (100%)
5-3, 5-4 (100%), 5-5, 5-7*
6-1 (100%), 6-2

Offline Proxima

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Revolution results (so far) added to the first post. Don't worry about "hijacking" -- it's much preferable to starting a new topic for each challenge that's "the same again, but in Revolution". And while it's true I've never played the game, at the time I started the thread I didn't have Lemmix, so I was equally in the position of taking all results posted on trust  :P

Offline mobius

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@ccexplore: I'm assuming, when you wrote: "5-3, 5-4 (100%), 5-5, 5-7*" that 5-3 and 5-4 are 100% and that 5-5 & 5-7 are not. If they are all 100% please post a explanations!


 I had a productive time in Revolution just now. So, you’re not keeping a record of how many were saved? I’ll still mention how many I saved just for giggles.

7-1 Designed with Love 100%

Quote

There are a number of ways considering the plethora of skills. I dug a hole then made the hero a climber. Build a wall for the weasels. Heading over to the right; at the block above the pool, upside-down build to the block over the weasels. When he turns around & goes to the balloon and comes back this way build up to the block over the pool now right-side-up and he’ll fall onto your steps and climb up to the laser gate to empty the pool.
Or; when he turns around after upside-down building over the pool just mine and build to turn him around without making a wall for other lemmings.
He’ll circumnavigate the cylinder and when he comes to the gravity pad, this time glitch bash through it.* he goes into the pool, opens the door to the balloon. Turns around, get past the
gravity pad again and go left to the where the crowd is being held and free them.

Of course, you can also just build up underneath the balloon from the start, but that way isn’t any fun for this challenge. :P

*I didn’t mention this glitch above because you don’t have to do this; you can build over the gravity pad and then mine/bash etc. through the steps to get over it or dig under etc. There is a bunch of ways to get around it but glitching is the easiest way.


7-7 Swarthy Seadogs 100%

Quote

Dig, and wait for all lemmings to come out. Then make the hero a climber+floater left and after the pool dig another hole (not too far from the pool). Make him come back and free the crowd then when they becomes stuck in the pool build out of it and now they’ll be stuck in the second hole. You should be able to completely avoid the shredder. Now your hero will continue on the left. Mine to the left on the lower platform and build up to the top again, be sure to actually touch the top so he can get back up. Free the crowd and then free the way to the balloon. If they’re all spaced close together, you can flip the bottom switch without any problems.


7-8 Build em up and bring em down 100%

Quote

Because of the surplus of builders, you can build to the end and all the way back. Start digging at the start near the very edge of the tower but leave a sliver of terrain on the right. Set RR 99 and once they’re all out, build then dig farther over to the right to open a hole; let the crowd go into the first ‘hole’ and the worker is now separated.

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-The Heart Sutra

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-the Dude


Offline Proxima

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@ccexplore: I'm assuming, when you wrote: "5-3, 5-4 (100%), 5-5, 5-7*" that 5-3 and 5-4 are 100% and that 5-5 & 5-7 are not. If there area all 100% please post a explanations!

 I had a productive time in Revolution just now. So, you’re not keeping a record of how many were saved? I’ll still mention how many I saved just for giggles.

ccexplore's list follows the format used in the Undamaged Levels topic: a "100%" tag next to a level indicates that that level is 100% -- so in the row 5 list, only 5-4 is 100% (so far). For now, I've kept this format in the Revolution list on the first page. Maybe once all levels have been looked at, I'll change it to the format of separate lists of solvable and 100%able levels for clarity.

And yes, for clarity and because it's not the primary aim of the challenge, number saved does not matter, only whether it's at least the minimum or whether it's 100%.

Offline mobius

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Re: Which levels can be beaten without assigning skills to more than one lemming?
« Reply #101 on: September 02, 2012, 09:34:26 pm »

7-9 Love Train Boogie 100%
(The normal solution)

8-3 Under and Up 100%

Quote
Build over the teleporters.

8-5 Water Way to Go. 29/30

Quote
This one was a lot of fun. I’ll try later to get 100% It might require a major change though.
You can completely ignore the water lemmings. (I also ignore the switch in the middle on top that closes the pointless pool there. when I say switch I’m never talking about that one).
Bash through first obstacle. When upside down, dig up into the ceiling, right after the small “hill”, a hole just enough to trap them. Then have your hero climber to the left. When right-side-up build over the steel block. Let him go all the way down to the switch near the balloon. Dig right before the switch*. Build over the balloon so he doesn’t exit. When he goes right bash through that wall and he’ll eventually climb up to the switch necessary to free the water lemmings. When he comes back down to the left again; from the balloon, build up to the switch and go past it (he won’t flip it since it’s facing the other way) and build over the hole you made earlier so others coming from the right can flip the switch. Let him go all the way back near the upside down crowd. Build over the pool to the gravity pad. Once he’s upside down, turn him around somehow, to go left. Bash through the hill to free the crowd and build up to get them all the gravity pad. They should then walk all the way to the balloon flipping the switch on the way.
Mine through the steps over the balloon and that’s it.
"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline ccexplore

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Re: Which levels can be beaten without assigning skills to more than one lemming?
« Reply #102 on: September 03, 2012, 01:02:51 pm »
I started looking at this from the beginning levels in Lemmings Revolution, but found that between the lack of replays, the tendency for the game to crash a lot on certain levels, and other factors, I'm not feeling particularly motivated to go through with this.  For now here are results for columns 1-4:

1-1, 1-2
2-2, 2-3, 2-4 (all 100%)
3-1, 3-4 (all 100%)
4-1, 4-3, 4-4 (100% with reset-bomber glitch, lose 1 without), 4-5 (100%)

Screenshots attached for 4-3 and 4-4.

Offline mobius

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I came up with a pretty neat solution for 3 levels in Revolution. Just to be extra perfectly clear, from now on unless mentioned; I used no glitches.

8-8 ‘Take her up to Warp speed Captain’. While it may not save the most it was fun.

23/25

Quote

-first have him dig right alongside the left wall at the beginning but stop him before he goes through so you create a hole all the lemmings will get stuck in.
-Then when about 21-22 have come out make him climber and when dig him right next to the steel so he falls through then climbs right back up. Two lemmings will then fall and go on to flip the switches that close the doors and die. If you have a few stragglers it’s okay.
-Meanwhile, the trailblazer will turn around at the entrance, have him build over the hole he just dug then free the crowd. He’ll go down with them and continue on to near the teleporter.
- When there; build to the teleporter. Make sure he’s away from the crowd at this point (or that he builds and they don’t go into the teleport right then with him.
-Let him go through, bash through the purple thing. Dig through the bottom platform and right after the speed up pad dig and mine into the lower area safe/underneath the shredder. All the lemmings should be back far enough to survive.
Depending on if you have any stragglers or where the shredder is you may be able to get through without having to avoid the shredder.


9-4 booby trap 50/50 (100%)

Quote

-set RR to 1
- build a bridge close to the entrance (not right away but close, a few paces away.) Let him fall and go around and come back to it.
-build a second time next to the bridge to make a double bridge (wall). Once he starts building set RR to 99.
-build a second time so he connects with the wall; but make sure of two things;
   -first he should be the only lemmings that ends up separated from the crowd. Everyone else should be trapped underneath the bridge.
   -second; build so that there is either a flat space on the double bridge on the floor or that the second build is exact to the (real) right wall. This is so he can dig down through it later.
[A lemming walking down a bridge cannot dig through it and fall down—he continues walking down the bridge even though he leaves a hole (I should post this in glitches, but it needs to be examined a little more)]
-once he’s separated on top, let him turn around and come back right again, then dig through the steps near the floor to make a wall on that side so the weasels are later trapped. Immediately make him a climber so he climbs up and then goes on to eventually flips the switch and free the way.
-When he comes back dig through the steps one last time, making sure to dig on a flat spot.


9-6 High dive 40/40 (100%)

Quote

-dig/build on the middle platform to trap all the lemmings.
-make him a climber facing left.
-when he gets near the large door, build up to it. Then build back to the middle platform.
-when he gets back to the crowd, dig and bash to open the way for them to mill about from here to the door. Let him climb out of the hole going right.
-Dig downward to survive the fall to the floor. You may have to bash to save time.
-Once over the  laser gate, dig then bash to get out after flipping it.
"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline mobius

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9-7 Battle o’ Lemmuckburn* 100%
bash through steel glitch

-thanks to Pirohiko on youtube for this solution. (see this video for a good visual. My solution is very similar except of course, only using one lemming)
http://www.youtube.com/watch?v=bF2GfldELq0&feature=plcp

Quote
-set RR to 1
-mine shortly after falling off the steel platform, so he mines all the way till he hits the steel wall near the pool. The tunnel should be low enough that you can bash into it from the weasel area to free the lemmings later.
-When he comes back up bash through the steel. When he’s stuck inside, make him a climber facing left. Build over the balloon
-mine left to connect with the floor at the bottom.
-Let him go, turn around and facing right, bash into the tunnel at or near the base of it.
-once over the area where the weasel is, mine or dig down into it. Make sure the weasel is to the lemming’s right.
-When you get close to the weasel, dig directly when you’re above the right side of a pylon on the platform. If done correctly; you’ll make a tiny hole for the weasel to get through while your lemming has time to build over it safely.
-After the weasel is dead, bash into the right wall to free the rest of the lemmings in the miner’s tunnel from the beginning.
-Build up to the left to get out of the lower area, then build to fix the path in the miner tunnel to the balloon.



9-10 Waste not want not part 1 100%

Quote
-set RR to 99
-make him climber+floater, climb to the right.
-after flipping the switch mine into the platform to turn him and everyone around. The others should come out and follow him. When he turns around he’ll flip the switch reversing the doors.
-When he gets close to the door, build toward the door or the steel in between it. Make sure the other lemmings pass him and go down before the bridge is done.
-He’ll climb back up into the entrance area and break the laser gate. The other lemmings will follow the long path to the exit.
This uses only four skills (climber,floater,miner,builder)


9-11 Ouch me head 100%
screenshots attached
note: Pirohiko does a crazy job on this level by solving it without rotating the screen at all!  :o which inspires me to make this in itself a challenge but I'll have to think about it.

Quote
set RR to 1
method 1:
dig a trap hole, then send a climber out, build over the water, turn him around and then build back and mine to free the crowd.

method 2:
dig a trap hole, then send a climber out, build over the water, then let him go to the balloon, build over the balloon. Then at the edge of the platform dig until there’s one pixel of terrain left then build to the left. Stretch every bridge. He should build right to the top of the entrance. Mine to free the crowd.

EDIT:
I skipped over this one thinking it would be impossible and it turned out really easy.
9-5 Hit n Run 100%
glitch ? [bashing under gravity pad: not sure if this is a glitch because, when you think about it: what’s wrong with bashing under a gravity pad? But for some reason the game doesn’t let you, so you have to kind of force bash through it.]

Quote
-build up to the steel with the FF pad so they all turn around.
-make the lone lemming a climber. The rest will all end up stuck in an area safely next to the balloon.
-make him a climber, going left (upside down) out of the holding pit with the doors.
-Dig/bash under the gravity pad next to the lava so he continues upside down.
-Once he flips the switch dig again and bash into the steel and mine when he’s over/under the steel so he’ll turn around. Be sure to bash the whole area above the switch so he doesn’t press it again. Either mine or dig to stop him and he’ll walk all the way back to the balloon.
see the picture if it's confusing (it is a little confusing)
"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline mobius

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screenshots for both. I really like that I’m not using glitches on a lot of these. I didn’t think this many would be possible. Also, to anybody reading these the ones I’m skipping over are ones I was either having trouble with or just don’t feel like doing right now, so nobody’s saying they’re impossible.
Also, I haven't been strictly trying for 100%, in fact I've been lazy with a lot, it just so happens that a lot of these are not really that difficult to get 100% done this way.

10-2 Legend of Smelly Belly 100%

Quote
-start the first one building up to the second platform.
-make him climber+floater so he climbs into the middle weasel trap.
-build over the laser gate, then let him climb out right and build to the lower laser that resets the door.
-after activating that, when he comes back build up to the top laser.
-dig down and get back into the middle weasel area.
-build left to your earlier bridge so he turns around but make sure he doesn’t activate the laser (and thus free the weasel).
-then build to the right so lemmings coming from the left to the right will walk over the laser then up over the lip.
-Dig on the stair connecting that platform to the other platform. Let him go down to the balloon then build over the balloon and build back left to catch the other lemmings.
-let him climb into the bottom weasel trap and free the weasel. You must use 1 builder to sneak by the weasel, but it’s actually easier than trying to build over the laser.
-He’ll come back to the start area. By this time all the lemmings are milling about in the start area and the door doesn’t close because of what I mentioned in the glitches thread. It stays around 4-7. Let him turn around and go back to the second platform and now build up to the “safe” middle weasel trap. If he turns around it’s okay.
-Once he gets there, dig through the steps over the balloon.

10-7 Rocket Science 100%

Quote
-make lem 1 a climber
-when he gets to the top, build up to the little ledge to turn him around. Build up to the top.
-After the speed up pads mine into the rock with the steel blocks. build to stop near the edge so you can just bash free later.
-After he comes back, build again to the little ledge to turn around, mine through your steps then mine into the holding area.
-Build out of the holding area. Just make sure you’ve built enough times to block the way underneath the little ledge first.
-fix the bridge to the top, then bash through the rest of the obstacles to the balloon.

in this picture I messed up a few times but you have enough builders to recover.

"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline mobius

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10-9 Odd Jobs 100%

Quote
see screenshot. Not too difficult, just a lot of looping around, takes a while; I had only 10 seconds left.

10-10 Reduce and Simmer 100%

10-11 Waste Not Want Not part 2 100%

Quote
not much difference from part 1 really.
The only difference being, you need to mine, then also bash through the platform where the switch is to ‘waste’ more time for the lemmings to run around since you can’t change the RR in this one.

11-2 When two tribes got to war 18/20 (minimum)

bash through steel glitch
this one turned out nice because it didn’t seem possible at first.


Quote
-you can use up two builders on the top platform where the acid lemmings are, and only two (the maximum you can lose) will die.
-from there you can bash left through the steel over the balloon, then bash all the way across the long passageway and glitch again through so he comes out near the 1-way-wall.
-From there, mine and bash into the holding pit where the water lemmings are to free them.
-then build [over the water] up to the acid lemmings and bash to break the steps you made earlier then free the way for them.


this is the glitch free way:
Quote
-block the acid lemmings same as above, then build a wall on the left, single out the hero
-then send him down the tall cliff on the left and up then through that seemingly pointless 1-way-wall, then up to the acid and the rest is the same.
Except in this case it’s easier to free the two groups separately.
"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline mobius

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thanks for updating this (and the other) topics. I kept my own records but they've all since got lost or messed up. It's really handy to have this. Especially because I forget where I left off.  :)
"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline mobius

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T is for Teamwork came frustratingly close. But so far I’ve had no luck. I came 1 builder away from T-is for Teamwork with a couple of different routes and it's really frustrating that there's a way to do this if only this one door could open (no switch in the level opens it, so it's essentially useless)

--------------
11-11Tanks a lot 100% (the intended solution)

12-1 Green with Envy 100% (screenshot attached)
*-time door detection glitch

Quote
since you can have lemmings fall through the time door directly beneath the entrance without tripping it, you can get all of them down this way.
-dig a pit to  trap them
-climb out to the right then mine your way out so that you can come back up this way.
- down in the acid area, after he trips the door over the acid, build up to the right ledge and climb back out then build up to where you were earlier.
-dig the rest of the lemmings out. Dig through the steps and on to the exit.
"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline mobius

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12-3 “All in” [100% required]

Quote
dig through the steps, build over the hump in the middle, bash, making him climber/floater.
-Build to the tank (but not so they can walk INTO the tank) so he turns around.
-get him back to the switch on the far left, bash into the area, he climbs back out. The lone lemming will walk out of his area.
-By the time the hero gets back to the tank you can build into it and the water should be drained. build once to turn the climber then build up to the teleport.

note: I suppose you could save builders and time by building directly to the teleport but the timing there is a little tricky.


12-5 No Clues Hee Hee, 49/50
a screen-capped but forgot to save before taking the next level’s picture so it got lost. But for reference you can look at some pics I made in the maximum saved thread of this level because they are similar. [there are really many ways to solve this level given the good amount of skills]

Quote
-get all of the lemmings stuck in the lower area below the entrance.
-mine into the wall to prevent climbers from death.
-make him a climber and make him dig on the edge of the large block/thin platform so he leaves an opening tall enough to climb out of (so he can’t walk back up it). Build to turn him around and he’ll climb out. [this is to take care of the weasels]
-Once he turns around and comes back, build over the hole you just made.
-mine once to get through the thin wall and build to avoid the two weasels. You may need more builders to avoid them, or build before mining to stall.
-now build a wall in this area (close to the thing wall you just mined through) to trap lemmings right here near the balloon. Use builders to turn him around when necessary.
-When that’s done let him go back left, build over the hole again, making sure to have it so other lemmings can come through. (you can use this builder to turn him around in the previous step)
-Mine into the holding area to free the crowd. They will walk up and be trapped near the balloon.
-Once he’s alone, you can dig or mine into the lowest area and use miners to get through the thin walls. Build over the water, mine through the next thin wall, climb up, build and once he’s over the laser, dig to trip it and free all the lemmings into the balloon.

extra: to save 100%, use reset bomber glitch on him at the laser to survive this fall.
-build to turn him around (or reset again) then he’ll climb up the wall where you build from. (note: to do this you must remember to build from that platform early so he CAN climb out)
-then build up to the straight edged terrain next to the steel and retractable wall so you can bash through it. Once you’re up, build once to turn him around then over the bash hole.


12-6 Last one to the Top….. 100%
note: I experienced more “rotation shifting” in this level and it was quite annoying to say the least.

Quote
-set RR to 1
-dig into the steps and build to make a small trap.
-climb out (facing left) and build to close up the gap at the top of the steel steps.
-build over the hole you dug (he can’t climb out to the right because there will always be terrain in the way). Be careful not to get too high and hit the shredder.
-let him get all the way to the weird steps, on the lower area. Make him a floater if necessary, and avoid getting hit by the retractable walls. (he should fall through)
-dig near the edge of the steel right before the  steps then build up to them from beneath to turn around.
-Bash into the area where the first laser is. Avoid the shredder however you can; bash, build over it etc. I was able to build once at the laser and turn around before it came back. It moves about the same speed as the lemming I think so if you’re ahead of it you should be fine.
-Then when he gets back to the steps, build up into them, if done at the right spot you can build right through them. Build to the second laser and let him then walk back to the starting area.
-bash into the crowd’s hole then build to get them all up to the balloon.
"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline GuyPerfect

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For Lemmings 2, I propose a level is only considered "possible" if Gold can be achieved in that level while still only assigning skills to one Lemming. All levels before the level in question must have achieved Gold as well; no starting a level with just one Lemming!


Lemmings 2 - Beach

Level 1: Quad Quirks on the Quay!
Possible: Yes
Video: http://youtu.be/-avh39puwwQ

Level 2: The Barley Mow....
Possible: Yes
Video: http://youtu.be/LrqlTDXv3U0

Level 3: Cannonball
Possible: Yes
Video: http://youtu.be/tNnz2zJAc5g

Level 4: Coastal Suction Function
Possible: Yes
Video: http://youtu.be/A003orwjt4Y

Level 5: Sand Stone
Possible: Yes
Video: http://youtu.be/YqQuuZmeqgw

Level 6: Beach Lems
Possible: Yes (See this post)

Level 7: Sand in Yer Sarnies
Possible: Yes (See this post)

Level 8: Beach Mania
Possible: Yes (See this post)

Level 9: Sand Blaster
Possible: Yes (See this post)
Video: http://youtu.be/VLQcFUvspac

Level 10: Surf Lem!
Possible: Yes
Video: http://youtu.be/12ia7mlPqsQ

Offline GuyPerfect

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Lemmings 2 - Cavelems

Level 1: Audex Powder
Possible: Yes
Video: http://youtu.be/hsaJWbS-iP4

Level 2: Successive division
Possible: Yes
Video: http://youtu.be/ujib9lQ9YvU

Level 3: Mortal men doomed to die
Possible: Yes
Video: http://youtu.be/lgeGbztiLpQ

Level 4: A stompin' good time!
Possible: No

Level 5: This Is The Pits !
Possible: Maybe?

Level 6: Ain't No Time
Possible: Maybe?

Level 7: Deadly Exit
Possible: I don't think so

Level 8: Wilma!
Possible: Yes
Video: http://youtu.be/_L8zj73BOlU

Level 9: EVOLUTION OF LEMMINGS
Possible:  I don't think so

Level 10: Ah'm No Done Yet
Possible: No

Offline ccexplore

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Beach 6-9 can all be done for this challenge as well.  Screenshots attached for selected levels.

Quote from: Beach 6
After ballooning over the tree and platform over the water, just wait until everyone's out before you release the crowd by fencing twice from right of the tree.  This puts your worker behind the crowd, allowing him to finish blazing the path to exit before the crowd overtakes.  Defeat suction trap by platforming over its trigger.

Quote from: Beach 7
Instead of bashing over the green bucket at the start, mine instead (though it may help to start with 1 bash stroke before switching to mining).  Jump to stop mining (and get the miner up and out to handle rest of level) as soon as it's just barely deep enough to hold the crowd.  Later to release the crowd, simply stomp once at the edge of the mining tunnel to create a traversable step.

Quote from: Beach 8
Bomb as shown in screenshot to create a pit to trap and hold the crowd while allowing worker to move ahead.  Carpet down to shoot the arrow allowing everyone to fall down to safety later, then carpet back up (use the fan) and release the crowd from the pit using a builder.  Take advantage of jumper and runner to keep your worker sufficiently ahead of the crowd for him to finish the rest of the path to exit in time.

Note that for Beach 9 some of the moves need to be pixel-precise with apparently no margin for error or deviation.  It seems you barely have enough time to keep the 2nd lemming from falling into the water.

Quote from: Beach 9
Probably easier to just walk through the screenshots.  Basically start by rolling to get as far ahead as you can, platform and then use an arrow near the end to seal up the water just barely in time before any lemming falls in.  Then 2 mortars to create a pit at the left near the entrance to trap the crowd.  Worker platform and jump to get himself out of the pit, use the bazookas to start attacking the castle diagonally down.  Worker then use filler to release the crowd from the pit, and end up himself behind the crowd, allowing him to finish rest of path to exit without the crowd overtaking him.

Offline GuyPerfect

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Ooo, shiny. Any chance I could get you to record some DosBox videos so I can do some editing and upload them to YouTube?

DosBox has its own capture codec which is lossless and really slashes the file size because it mimics drawing commands rather than image captures.

Offline ccexplore

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Hmm, I'll look into it when I have time.  I'm aware for the viewers, videos are usually the best way to present a solution.  I think I resisted videos in the past due to size reasons (even with DOSBox's codec) given the forum's stingy size limits on attachments, resulting in an extra step of requiring uploading elsewhere and then copy a link to the forum post.  Also whereas with screenshots you can easily pause and capture as you go (even through multiple restarts and all, as inevitably happens), with videos you either stop and start a new video whenever you restart, or you capture one take for the whole attempt (multiple restarts and all) and then have to edit it down afterwards.  But it's probably not too bad once I get used to the process.

If you feel up to doing all the post-production editing, I guess I can just start doing and posting "one-take" videos (perhaps on top of doing screenshots as well) for all my future attempts, and people can do as they please with the videos.

Offline GuyPerfect

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If you feel up to doing all the post-production editing, I guess I can just start doing and posting "one-take" videos (perhaps on top of doing screenshots as well) for all my future attempts, and people can do as they please with the videos.

Absolutely. I can set up my connection here so you can upload directly to my computer. Since the DosBox capture is lossless, you can use the resulting clips for pixel-perfect screenshots as well. I can show you how to do that.

You may want to record with sound effects on, but music off. I personally have been exiting and re-entering the level each take so the music would restart at the beginning of the video, but if that's too tedious for your liking you can just disable music and I can put it back in after the fact.

Offline GuyPerfect

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Lemmings 2 - Space


Level 1: HIT THE SPACEBAR
Possible: Yes
Video: http://youtu.be/1jMiI66ci20

Level 2: Perpetual Motion
Possible: Yes (See this post)
Video: http://youtu.be/5hF1i7aYdh0

Level 3: THE LEMMINGS HAVE LANDED
Possible: Yes
Video: http://youtu.be/USSZEKwSzuQ

Level 4: The Vortex
Possible: Yes. The Attractor is not necessary, so it's just a matter of using the same Lemming to perform every task.
Video: This one is difficult to perform perfectly on video.

Level 5: The Stainless Steel Lem
Possible: Yes
Video: http://youtu.be/KBKNI1Yy-R8

Level 6: The Lunar Olympics
Possible: No

Level 7: GoSh It'S fUlL oF lEmMs
Possible: Yes
Video: http://youtu.be/qN85QrJIlm8

Level 8: Odyssey
Possible: Yes
Video: http://youtu.be/aAfSvmlIEOQ

Level 9: Inside The Steel Box
Possible: Yes
Video: http://youtu.be/HvAiDJDTyNg

Level 10: Frontier of surreality
Possible: Yes (See this post)
Video: http://youtu.be/9SN0Vji_uEY

Offline GuyPerfect

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Lemmings 2 - Classic


Level 1: Do You Remember?
Possible: Yes
Video: http://youtu.be/IZoT5YTLllM

Level 2: Mr Lemmy Lives Next Door
Possible: Yes
Video: http://youtu.be/jHBX0Qfm2WY

Level 3: LEMTRIS
Possible: Yes
Video: http://youtu.be/c8BQZFwq_pY

Level 4: Tension Sheet, Good Idea
Possible: Yes
Video: http://youtu.be/rdtCwTbY9XA

Level 5: The Magnificent Severn
Possible: Yes (See this post)
Video: http://youtu.be/c--SBf7qWxg

Level 6: The Starry Threshold
Possible: Yes (See this post)
Video: http://youtu.be/QidkFZ0KN30

Level 7: So close but so far away
Possible: No

Level 8: The Secret Of LEMH
Possible: No

Level 9: Flying The Mad Pursuit
Possible: Good lordy no

Level 10: What's it like up there?
Possible: Yes (See this post)
Video: http://youtu.be/lEt8fOfK7O0

Offline ccexplore

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Here's a raw DOSBox video (zipped, ~11MB) for Beach 9 1 lem:

http://speedy.sh/tkHCD/Beach9-1lem-avi.zip

(Note for people unfamiliar with speedyshare: despite the file extension in the URL, the URL will apparently force you into a webpage and you have to do the actual download from the webpage's user interface in the browser.  Look for the "real" download link as the filename next to the word "Download:" on the webpage near the top.  Don't try right-click the link here in the forum post and save, as that will just save the HTML I think.  At least there are no obnoxious ads.)

Offline GuyPerfect

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Nicely done! I've edited the video and put it up on YouTube:

http://youtu.be/VLQcFUvspac

I think at 1:04 you technically used the Jumper on the wrong Lemming. The one that did the platforming would have been farther to the right than where the cursor was. Either way, that's just a technicality, and it doesn't make your solution any less valid.

Also, there was an unusually long pause at 1:36. I took the liberty of shortening that. (-:

Offline ccexplore

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Here are Classic 5 and Classic 6, using some special techniques spoilered below:

http://speedy.sh/EdZh9/Classic5-1lem-avi.zip
http://speedy.sh/fmTDk/Classic6-1lem-avi.zip

Quote from: Classic 5
Set up crawling for the crowd by building and (as a last move of course) blocking against the steel wall (the build bridge goes over the blocker's head, leading lemmings to get squeezed between blocker and wall, triggering crawling).  This lets the crowd get up to where usually only the worker lemming could climb up to.

Quote from: Classic 6
The trick is to create sufficient separation between 1st and 2nd lemming at the start.  To do so, take advantage that the game lets you do a little bit of digging and mining even when you stand on steel.  The lemming won't remove anything but will end up slightly lowered into the steel, and then can be turned around quickly by assigning builder.

This ultimately lets the 1st lemming turn around before 2nd lemming does, giving sufficient time to dig a deep enough pit to catch everyone.  The rest is fairly conventional and left as an exercise.

Offline ccexplore

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And here's Classic 10, a tough one due to the time limit.  A more conventional solution attempt would leave you well short of time; even this solution here, with its bag of tricks and shortcuts, finished with the game timer around 0:11.  No use of crawling though like GuyPerfect suggested.

I'm not really going to attempt a verbal explanation, but I have noted below the various points in the movie (specified by what the game's timer reads) of particular interest to the solution:

http://speedy.sh/JsPDC/Classic10-1lem-avi.zip

Quote from: Classic 10
4:42 A single build brick is enough to cover up the exit's trigger.

3:46 Use the basher's "backstroke" to remove enough of the build brick to re-expose the exit's trigger.

("Backstroke" refers to the terrain behind the basher that gets removed during a bash stroke.  In DOS Lemmings 2 it's actually quite a significant amount of terrain.)

3:21-3:18 Brute-force your way through the wood on the right side of the room below the entrance area, using no more than 4 bashers.

1:42 You need to change the miner to a basher at very very close to the precise moment shown in the movie, basically after the miner has started swinging the axe downwards, but before the downswing completes.  This takes advantage of a known quirk of the game mechanics, in which during that motion, the game has already started lowering the miner by one pixel.

This allows the miner to start bashing at the precise elevation needed to make the solution work.  One pixel too high and the steel ahead would interfere with bashing (even if it doesn't look like it should).  One pixel too low and you won't be able to get anyone out of the bash tunnel later.

1:04 Stop the basher mid-stroke precisely (no margin of error, if you miss, try again on next stroke) like in the movie, so that you end up creating traversable "steps" at the end of bash tunnel, allowing everyone to get up and out of the bash tunnel, and eventually to the exit.

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

Classic 8 and 9 can most likely be ruled out, as you don't have much options at the start to prevent too many lemmings from overtaking your worker and eventually die.  Classic 7 I'm guessing is also probably not going to work--even if you manage to find a way to get everyone up (within constraints of the challenge) using crawling, I'm not sure you can divert the crowd sufficiently to complete the digging and building required at the end of the path to exit.

Offline ccexplore

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Here's Space 2 (yep, it happens ;P) through a totally unconventional solution of course, though arguably no glitches.  And also Space 10 which is reasonably simple and straightforward.  Space 6 I agree is a big fat no for this challenge.

http://speedy.sh/7fF6t/Space2-1lem-avi.zip
http://speedy.sh/KAQ4W/Space10-1lem-avi.zip

I decided to capture and attach some screenshots for Space 2 here as well.  Verbal explanation will be brief just to give the overall idea.

Quote from: Space 2
The idea is to use explosion knockback (aka "flinging") to get the crowd over to the exit platform, without having to go through the normal route of platforming over the big gap to reach the exit.

In order for this to work, you first have to compress the crowd down to very small spread.  This is possible by creating a wall using 3 platform bricks--lay one down, then switch to magno booter and get up to the brick, and then back to platformer for next brick.

To set up the fling, you will want the crowd to be falling from the left side of the gap (instead of the usual right side), the gap left of the entrance area leading down to the exit area.  Your worker lemming falls on the right side of the gap, and so when he explodes the crowd gets flung to the left.  In fact the flinging is so powerful that you actually need it to happen relatively early in the fall, so that the crowd actually gets flung up to the ceiling above the exit platform, prevent them from going too far horizontally and overshooting the exit (instead they hit the ceiling, and then fall straight down onto the exit platform as desired).

How to create the setup and make it work, you can gleam from the screenshots, watch the movie, or figure it out yourself.

Quote from: Space 10
Just remember that you can bazooka near the exit facing right, and be turned around from the knockback of the bazooka blast taking out the vertical bar right of the exit.  This doesn't give you too many opportunites to get back into the entrance pit area, but actually you only need to be back in that area 2 times to bazooka everyone out.  (See this post to refresh your memory on how.)

Offline GuyPerfect

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Awesome. Your solution for Space 2 is ingenious. You win a cookie!

I've gone back and edited my posts to contain links to yours as well as your solutions on YouTube. Here are the videos:

Classic 5: http://youtu.be/c--SBf7qWxg
Classic 6: http://youtu.be/QidkFZ0KN30
Classic 10: http://youtu.be/lEt8fOfK7O0
Space 2: http://youtu.be/5hF1i7aYdh0
Space 10: http://youtu.be/9SN0Vji_uEY

In future videos, do me a favor... Make sure the entire fade-in and fade-out make it into the recording. (-:

Offline mobius

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This is really too much fun so I keep coming back to it. :D

Lemmings Revolution:

Watch Out Evil About [100% possible]

[in the attached pic I neglected to save 1 lem because I didn't change the RR correctly in the beginning. You have exactly enough builders for this to work.]

Quote
-Set RR to 1, after 2 or 3 lems come out set to 99. All Lems should come out and walk through the time door before the weasels. The door will close and trap the weasels.
-the first lem is the traiblazer. mine him throug the thin floor before the first teleporter (this one leads to the lava). All Lems should get trapped in the lower pit there.
-build out of it so he hits and turns around becoming the last in line. The switch here has no effect on this solution.
-When he goes through the teleport and comes out up top, bash through the wall then build up to the floating steel block.
-Let him turn around and go back down. On the bottom, near the switch build up to the same steel block, making sure he hits and turns around. Then build once more to the right. This is to catch fallers from above later.
-Let him go back up, now build left to the other steel to close the gap then build right to get on top of the steel block.* Bash to stop him if nessicary.
-You now want to build at the edge of the steel so he goes up and hits the retractable wall and turns around. All the other lems should fall onto the steps you made earlier to save them and you can ignore them.
-Once he turns back build up to the left area. And use three final builders to get to the switch at the top which opens up the path to the balloon.
-To save the worker, bash through the steps you just made so he falls into the area behind the teleporter there. He'll end up back in the area where all the rest were.

*Be sure to build so that the brick comes flat with the steel. You can easily run into a problem here where you accidentally trap lemmings in.

"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline mobius

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8-10 Walk the Plank or Join the Crew?

>>>[with exceptions] - that is, I didn't actually use just 1 lemming, I used 2, But I did use only 1 from each hatch. I'm 50-70% certain only 1 lemming isn't possible.* Thanks again to Pirohiko for some help.
I Don't really care if the original poster wants to add this to the list or not, I just feel like mentioning the levels like this that come close or have exceptions.
Any other levels like this I will not bold the title to give an indication in case I forget to mention it

Quote
-set lower RR to 1. The first lem here will be the main worker. Make a blocker on the top [he's the only one you use on the top and that's the only skill you absolutely need to use on him] Make sure to allow plenty of room between the wall and blocker.
-on the bottom, make him build twice to the platform. Two lemmings will die. When he turns around make him climb/floater.
-Let him climb over the one way wall, on the other side build over the lava.
-Near the teleporter, dig or mine and bash to remove the top layer of ground [make sure no lems can enter the teleporter on the right side, they need to enter from the left.] Make him built to stop somewhere on the left of it.
-Let him turn around and build over the lava again to seal the gap. Bash through the one way wall.
-When he comes around to the teleporter again build up to it {on the left}. They will come out up top, build and bash through that 1-way-wall. When he's bashing and almost done, at the ledge, you can build one brick to make him turn around quicker later (this is not necessary since you have a ridiculous amount of time on this level).
-As everybody gets caught in the top area, have him make a builder wall to separate everyone from the blocker. Make sure to isolate him on the right; you can use the hatch to turn him around.
-Build over the blocker, let him go past the speed up pad and through the door. Use bashers or builders to stall him if he isn't timed right to get through. The laser on the other side frees the weasel and keeps the door open.
-Use a builder to turn him around. When he comes back, build over the blocker again then destroy the builder wall. They are free to go to the exit.

notes: in the pic, I instead reset the blocker and he went to the exit.


*The problem is that if you leave the top lemmings alone [setting RR at 1] they will get knocked off from the opening/closing door. Once you turn on the speed up pad (From below) 1 will eventually get past but he then sets lose the weasel; who will trigger the laser that shuts the door closing in the lower lemmings. If you go for saving the top quicker by having the worker climb the one way wall and turn on the speed up pad; the weasel is freed too soon and you can't get the lower lemmings out quick enough. If you try to set a trap for the weasel for him to avoid the laser there too many lemmings on top die. [I haven't found a very quick way to accomplish all of those things at once, but maybe somebody else can.]
"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline mobius

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Where's Carol Vorderlem?

Note: this one takes a long time and is quite tedious. I have no picture and no proof because my game decided to screw me over and over again with glitches and other BS and I'm really sick of this level now. But I am certain this is possible.
I'd love for someone else to find an easier or better way. This method saves the minimum 4/10 and uses quite a bit of time.

Quote
-set RR to 1. make him a digger, after a few digs bash across to he hits steel to block the lemmings in and gives them some room to walk around in.
-make him climber+floater, facing right. Let him go past the top time door.
-On the floor, dig into the floor near the grav pad. He'll hit steel so make him a builder to turn around but make sure other lemmings will be trapped.
-When he turns around build up to the left, at about the fifth bolt on the steel under the floor from the wall. He should connect with the wall but not turn around. Let him climb up then bash through the upper arrow wall.
-when he turns around and goes back to the trap hole, turn him around again to go back and bash through the lower arrow wall.
-Now let him go through the grav pad, all the way past the balloon, to the other side. He should eventually climb up through the small time door and enter back into the entrance area.

-When he goes back into the crowd mine or dig to let three lemmings into the top right laser area. Make sure 3 get in there. The time door will close blocking entrance to others. If you need to, make the worker build into the time door; he'll turn around.
-Dig/bash/mine into the top left laser area. You can either have the worker do it or others, you now don't have to worry about any other lemmings dying. You just need one more for the lower left laser.
-Get 1 lem into the lower left laser [NOT the worker]
-Now send the worker to the lower right laser. Since you bashed this side already, he can exit the area from there. The other three lemmings above that should've exited as well and went into the trap hole you dug earlier near the grav pad.
-Now you just need to free those lemmings from that hole. Three plus the worker makes 4 (the minimum requirement). Lemmings must direct drop to the balloon in this level; idk why.
"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline mobius

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for some reason I thought I recorded this level already (in this challenge I mean) but I guess not;

(Lemmings Revolution)
9-9 It's a Hard Life

Quote
use a lemming from the balloon area. build over the balloon to turn around. Mine down left.
-build up through the shaft. Make him a climber and build once up to the thin platform
-you can bash to remove some terrain above him, enough to make a hole.
-Dig throuh the steps to freedom, then build up to the miner's tunnel. (should take two builders) you have just enough builders (yet again!) for this to work.
-be careful not to let the worker climb into the saw.
saves 100%
"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline mobius

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I noticed Genesis isn't on the master list. I found "Let's go to the Moon" is possible 100% (likely many different methods are possible). I don't remember what level or rank that's in. I discovered this while playing the redux pack.

Spoiler (click to show/hide)

edit: and just discovered 'Darkness of the Royal Family' also possible 100%.

Spoiler (click to show/hide)
« Last Edit: August 29, 2020, 12:47:07 am by mobius »
"All things are empty... Whoever can see this no longer needs anything to attain."
-The Heart Sutra

"Yeah, well, that's just, like, your opinion, man"
-the Dude


Offline LemSteven

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You can add Havoc 18 to the master list (non-100%).  The screenshot below shows the general concept, but it is much more difficult to execute than the screenshot suggests.  In particular, the approach to the exit needs to be done with exact pixel-precision.  If the last bridge is placed any farther left, the worker jumps into the exit as soon as he finishes the bridge, preventing him from going back to free the crowd.  In order to get the correct setup, the basher through the pole needs to be placed perfectly -- any farther right and he won't break through on his first swipe; any farther left and he'll remove the terrain that you need to start building from.

Fortunately, the timing of the final bomber to release the crowd ended up being a piece of cake.  The time to assign him is right as he starts climbing.

Offline WillLem

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You can add Havoc 18 to the master list (non-100%).  The screenshot below shows the general concept

Great solution, LemSteven! This sounds like it was a real challenge! What platform did you use to play the level? It looks like DOS - I'm guessing that you played it in DOSBox...

Offline Minim

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LemSteven typically uses DOS/DOSBox for these Challenges. I've managed a Lemmix replay for this challenge for anyone who wants to see it.

Considering that he never contributed to this challenge before, I'm thoroughly impressed with this result! :thumbsup:
Level Solving Contest creator. Anybody bored and looking for a different challenge? Try these levels!

Neolemmix: #1 #4 #5 #6
Lix: #2  #7
Both Engines: #3

Offline LemSteven

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LemSteven typically uses DOS/DOSBox for these Challenges.

Yep, that's correct.  Prior to 2013, I was in fact using an old 1990's PC with real DOS and the original game disk.  I've since moved most of the games I had on that computer over to a more modern PC, using DOSBOX.

As for this particular result, I scanned through the results earlier this week looking for interesting ones to try out, and I was somewhat surprised to see that this level wasn't on the list.  I thought about the level Monday night as I was getting ready for bed, and that's when the general idea came to me.  When I tested it out on Tuesday, I confirmed that the solution looked doable, but the pixel-precision and the timer would be tight, so I had to make several tweaks with skill placement on the left side of the level.  It wasn't until Wednesday that I finally managed to get it to work, and that was after more than a dozen failed attempts (one of the disadvantages of using DOSBox is the lack of replay functionality).

Offline WillLem

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Re: Which levels can be beaten without assigning skills to more than one lemming?
« Reply #133 on: November 18, 2020, 08:27:02 am »
Really? It's possible to 100% Worra Lorra Lemmings whilst assigning skills to just one lem? :lem-mindblown: I'd love to see that in action if anyone has a replay!

Offline Proxima

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Re: Which levels can be beaten without assigning skills to more than one lemming?
« Reply #134 on: November 18, 2020, 01:14:36 pm »
The start is the only tricky part. Recorded on NL 12.10 but the same idea works in the original game.

Offline WillLem

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Re: Which levels can be beaten without assigning skills to more than one lemming?
« Reply #135 on: November 19, 2020, 12:40:12 am »
Thanks Proxima. Gotta love those frame-perfect skill assignments :P