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[Genesis] Lemmings (Genesis Port) TAS (WIP)

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Gronkling:
Hiya, I haven't been here for a while, but I'm here with a new project I'm working on, a TAS (Tool-Assisted Speedrun) of Lemmings. I'm using the Genesis port as TAS support for DOS is very poor, and I like how the genesis cuts out really long levels and has extras. I'll also try and explain what's going on in each post. The frame count I give is from when the level fully loads to when the result screen starts loading.  The ingame clock isn't being used and differs from port to port so is unreliable to compare some solutions.

Number of frames for each level with links to the current best solution:

12345678910 11121314151617181920 21222324252627282930FUN0:17.91(890)0:20.78(1033)0:21.39(1063)0:38.17(1897)0:30.48(1515)0:23.44(1165)0:40.48(2012)0:29.74(1478)0:34.87(1733)0:12.43(618)0:33.34(1657)0:32.78(1629)0:38.29(1903)1:57.85(5857)0:34.20(1700)0:39.78(1977)0:25.47(1266)0:49.37(2454)1:13.92(3674)0:35.49(1764)1:16.84(3819)0:59.52(2958)0:48.57(2414)0:26.30(1307)0:42.96(2135)0:37.22(1850)0:20.70(1029)1:27.82(4365)0:52.13(2591)0:18.67(928)whole rank:0:22:11TRICKY0:43.12(2143)0:47.65(2368)0:36.26(1802)0:59.05(2935)1:37.02(4822)0:30.70(1526)0:37.61(1869)0:47.70(2371)0:44.73(2223)0:54.97(2732)0:17.50(870)0:31.27(1554)0:56.82(2824)0:57.58(2862)0:16.26(808)0:49.80(2475)0:33.70(1675)0:27.40(1362)0:51.55(2562)0:55.49(2758)0:52.68(2618)0:30.92(1537)0:45.81(2277)0:52.96(2632)0:54.35(2701)0:37.28(1853)0:31.51(1566)0:39.80(1978)1:33.14(4629)0:39.46(1961)whole rank:0:24:23TAXING1:03.64(3163)1:27.87(4367)1:13.52(3654)0:24.49(1217)0:43.36(2155)0:32.62(1621)1:48.21(5378)1:19.05(3929)0:27.79(1381)0:43.02(2138)1:10.10(3484)1:19.50(3951)0:24.71(1228)0:45.33(2253)0:51.13(2541)1:10.18(3488)0:55.92(2779)0:57.14(2840)0:52.74(2621)1:59.72(5950)0:39.68(1972)0:33.42(1661)1:59.64(5946)1:28.11(4379)1:37.97(4869)0:48.29(2400)1:19.72(3962)1:14.10(3683)1:07.38(3349)0:48.55(2413)MAYHEM0:55.55(2761)-----------------------------PRESENT------------------------------SUNSOFT0:10.16(505)-----------------0:10.46(520)-----------
Italic values have outdated videos.
Bold values are very 'messy' levels, lots of lemmings, lag and building etc. There is likely improvements possible on any of these but they will be tedious & illogical.
Radioactive values use glitches
Green values are trivial (or at least close) solutions.
Strike-through values need to be redone.
Tricky 1, Taxing 19, use almost exactly the same file as their fun counterparts so don't need a video

Current estimated time: 0:28:40
Current average frame count: 1977
Estimated completed time: 2:08:39

Solutions can be found as original .bk2 files here
TASvideo forum thread

(Note: Early on the frame count was level load - last button press which was unreliable in some ways, so some old solutions may have lower frame counts than they actually do in some places, see this post. All values in the table, Youtube and .bk2 archive are accurate with modern frame count.)

Some other notes (click to show/hide)Genesis Controls:
D-Pad                   Move cursorA+Left/RightMove screenB+Left/RightSkill SelectB+Up/DownControl Release RateCAssign skill / Skill selectStartPauseA+StartEnd level
Notes about pausing: Any time spent pausing is included in the final frame count. You can move the cursor and change skill when paused, however you can't assign skills or change the release rate.

Emulator: BizHawk
Framerate: 49.7014601199484 fps (~50 fps)
Localisation: Europe (Used as it was the only non-virus infested version I could find, and if a NTSC version does come up it's too late now)

Anyway here is the first level, Just Dig!, in 836 frames or around 18 seconds from fade in to fade out.
https://www.youtube.com/watch?v=q879Wd9XL54

What happens here is that I assign diggers to each lemming at the moment the digger before it digs another layer, which almost instantly creates a 2 pixel dig rather than a 1 pixel. At the same time I have it so the release rate causes the lemming to be at the furthest right when this opportunity happens, so it has the maximum rightwards reach. This is to reach some of the terrain just above the exit that is slightly higher than the rest, causing a quicker breakthrough.

This is repeated for each apart from the very last which waits a bit before digging so as to be somewhere in the middle of a digger's shaft when it begins (though still at another 2 pixel dig opportunity), which causes the previous digger to become a walker. This can then just walk towards the exit, falling through the space the last digger creates to the exit, without the extra frames diggers need to complete their animation cycle before falling.

Finally A and Start are pressed as early as possible to finish the level as soon as possible

Gronkling:
Hope you don't mind me double-posting to keep each level in separate linkable posts!

Only Floaters can Survive This in 978 Frames (~20 seconds)
https://youtu.be/XspInYypWVU

Not much can really be done in this one, just a floater on the first lemming on the last possible frame, the others can be ignored :devil:


EDIT: Actually these two levels are both trivial and un-noteworthy enough I'll just combine them rather than causing a triple post

Tailor-made for Blockers in 1008 Frames (~21 seconds)
https://youtu.be/XceZ2K_NSOU

Again, nothing much to this one, just a matter of placing the blockers as early as possible, though not so early the others clip through them. Also a very easy choice between 2 different pathways I guess.

ccexplore:
I kinda expected there would've been one out there already, presumably Google hasn't found anyone else doing a TAS for the Genesis port yet?

Best of luck and hope you don't get burned out too soon. :thumbsup: This kind of challenge has been difficult in the past because it can quickly get tedious in later, longer levels to micro-optimize.

Here are some past challenge topics that might be useful as reference.  Obviously they are for DOS version (Lemmix) so not everything is directly applicable.

What levels could be beaten in under one minute?
How fast can you solve the following levels?
Least amount of time needed to beat levels

I'm also anticipating that unless you're really being a stickler for it (in which case you may burn out faster, so keep that in mind), you may not be doing the levels strictly in order.  This can make results for particular levels harder to find.  It would be nice to follow the format of most other challenge topics, to include a table or list in the first post of the thread tracking all known results so far by level.

=========

For Just Dig, as you may be aware, in Genesis it's possible for one digger to free another digger without having to dig at the exact same position as the digger being freed.  Makes me wonder if that might help further optimize the solution?  Just throwing it out there just in case.

Proxima:
Will you be combining the videos into one video for each rank? That would make it much more enjoyable to watch, compared to having to watch each one separately.

Good luck! :thumbsup:

ccexplore:
I forgot to ask: does this TAS include or exclude any time spent with the game paused?  Like if you need to pause in order to perform some sequence of skill assignments and/or scrolling the screen.  Since you have to use the d-pad to move the cursor and the speed of movement is constant IIRC, so there would potentially be a difference in some cases that are dependent on how pausing is treated.

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