Author Topic: Glitches in Lemmings  (Read 34069 times)

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Offline petaQ

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Re: Glitches in Lemmings
« Reply #120 on: July 03, 2019, 05:09:59 am »
A sort of new glitch for SMS: when mining, if you pause and unpause on the right animation frames (it can be done easily on manual without a turbo), a miner can be coaxed into leaving strips of land undug behind him. This can create a little camp for other lems, who on the short side will slide up and over, but once inside the ground is too low to let them escape.

EDIT: the trick also works with diggers - pausing and unpausing rhythmically on the right frame will leave the topsoil partially broken allowing the digger to pass through but the other lems to remain atop.

If done carefully it can also be used to slow a bridge builder down relative to the group by pausing in a way that prevents hi laying his current brick.

https://www.youtube.com/watch?v=PuYprH5p87Q
« Last Edit: July 03, 2019, 10:20:23 am by petaQ »

Offline Turrican

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Re: Glitches in Lemmings
« Reply #121 on: November 09, 2019, 10:02:49 am »
I would like to ask about a glitch that has been used in a recent challenge solution video. The video is for mayhem 10 , for the snes version of the game , by metroidmaster88 (MASTER-88 in the forum).

In 00:27 he assigns a lemming as a builder mid-air , and when the lemming completes the first step , he assigns it as a blocker and the lemming instantly turns around? How that works and how it can be activated? Is this reproducible in Dos/Lemmix? (I don't think so, but it would be a nice surprice if it was possible.)

link for the video : https://m.youtube.com/watch?v=jZvM97Z7G2g
« Last Edit: November 09, 2019, 10:37:34 am by Turrican »
My Youtube channel ( Turrican Lemm )  :
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Offline ccexplore

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Re: Glitches in Lemmings
« Reply #122 on: November 09, 2019, 03:28:44 pm »
@Turrican:

I've seen this glitch (self-turning blocker) work on Amiga also but have not tested it on SNES, makes sense though that it'd also work there since SNES is pretty faithful to the Amiga version.  I don't know exactly how it works though.  It does not work on DOS Lemmings.

As far as I know, it works as long as you assign the blocker while the lemming is standing in mid-air.  The lemming will revert back to walker right away, but also somehow will turn itself around as well.  It's possible this only works if the lemming was facing left before assigned blocker, I'll have to test more to see.  Either way, I don't really know why that would happen.  In DOS Lemmings, the center section is neutral and does not turn lemmings around unlike the left and right sections (ie. near where the blocker's arms are), so even if somehow the blocker's field of effect was not taken down right away, the lemming that reverts from blocker to walker should only collide with the center section of blocker field and not be turned around.  AFAIK in SNES/Amiga Lemmings it is still the case that there is a neutral center section in the blocker's field of effect, for example if you assign a blocker to a lemming that just landed from the fall from entrance, subsequent lemmings from the entrance should not be turned around when they land exactly at where the blocker is standing.  So it's still a mystery to me why exactly the glitch works on Amiga/SNES.

In the video, you'll note that the lemming was standing in mid-air when he starts building, and when blocker was assigned, the build brick has just gotten laid down but the lemming has not moved up to it yet, so the lemming is still in mid-air (ie. no ground underneath his feet) when the blocker was assigned, triggering the glitch.  AFAIK the builder wasn't actually needed at all to trigger the glitch, but maybe for the overall solution it is better to do that left-facing building earlier instead of later?

On DOS Lemmings you can save all but 2 lemmings on Mayhem 10, using the sliding glitch (aka "the wall zip trick").  The same glitch works on SNES/Amiga with a slightly modified setup to do so in that level (to account for inability to change RR while paused on those versions), I've tested it before.  So chances are good that you can save all but 2 on SNES version as well, 1 more than in the video.

Offline Turrican

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Re: Glitches in Lemmings
« Reply #123 on: November 09, 2019, 08:24:36 pm »

As far as I know, it works as long as you assign the blocker while the lemming is standing in mid-air.  The lemming will revert back to walker right away, but also somehow will turn itself around as well.  It's possible this only works if the lemming was facing left before assigned blocker, I'll have to test more to see.

Ok! That explains it! That's what I wanted to know, how to activate it.

Thank you for your reply! :thumbsup:
My Youtube channel ( Turrican Lemm )  :
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Offline MASTER-88

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Re: Glitches in Lemmings
« Reply #124 on: February 02, 2020, 01:43:00 am »
Here is one. Miner & blocker combination glitch. You can zip one lemming down without breaking floor/bridge. Its seems pretty pointless yet and this is used SNES version.
https://www.youtube.com/watch?v=ZrUYd3jSBuA
Video games player.
See my youtube: Several games videos includes lemmix custom levels
http://www.youtube.com/user/metroidmaster88?feature=mhum

Offline ccexplore

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Re: Glitches in Lemmings
« Reply #125 on: February 02, 2020, 02:15:07 am »
We knew about that one for ages, it also works on DOS Lemmings and was noted at the beginning post of this thread:

Miners
  • Miners are positioned one pixel too low during the first few frames of their animation. This makes it possible to have the miner fall through the floor while leaving it intact for other lemmings to walk on, by assigning a blocker or bomber at the right moment.

Although to be fair, I couldn't be sure it would work on SNES since as you know, SNES miner behaves a little differently compared to other versions like DOS or Amiga.  And since very few people have played SNES version the glitch had not been tested/confirmed on it previously.

Offline MASTER-88

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Re: Glitches in Lemmings
« Reply #126 on: February 02, 2020, 07:49:35 am »
Quote
Although to be fair, I couldn't be sure it would work on SNES since as you know, SNES miner behaves a little differently compared to other versions like DOS or Amiga.  And since very few people have played SNES version the glitch had not been tested/confirmed on it previously.

Okay i see. Now its also confirmed on SNES version too.;)

I pure accidentally make find this when i attempted differents blockers stuffs mayhem 3. Yeah i see its not new thing.:laugh: But that was news to me. Never see it before, but yeah its look pretty useless and thats probably reason why im not are see it before.
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See my youtube: Several games videos includes lemmix custom levels
http://www.youtube.com/user/metroidmaster88?feature=mhum

Offline DoubleU

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Re: Glitches in Lemmings
« Reply #127 on: November 18, 2020, 09:01:14 pm »
Here I will attempt to compile a list of all known glitches in Lemmings. This thread is for the first-generation Lemmings games: Lemmings, Oh No! More Lemmings, and Xmas/Holiday Lemmings. Lemmings 2 has its own thread, <a href="indexdc94.html?topic=199.0" class="bbc_link" target="_blank">here</a>.
The link to L2 glitches doesn't work. Just so you know.

Online Proxima

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Re: Glitches in Lemmings
« Reply #128 on: November 18, 2020, 09:08:18 pm »
Clam probably won't know since he doesn't frequent the forums these days. The link is here.