Lemmings Boards > Tech & Research

SMS levels

(1/4) > >>

petaQ:
Hey, I was recommended to come here, just thought I'd pop my head in as I'm speedrunning SMS in Fun and Tricky right now. I'm aware of the glitches/techniques posted here and elsewhere but since you guys have lots of experience it's possible you may see small things in my runs that can be improved on. I haven't optimised everything yet but here's my latest huge time save in a level

www.youtube.com/watch?v=FyTxWxYcvF0

I managed an unintentional use of the slide glitch in Go For It but I can't pull it off regularly right now, if anyone has any tips on how to achieve that I'd be most grateful!

petaQ:
Lemmingology: https://www.youtube.com/watch?v=lXxMEMrckkE&feature=youtu.be

Any suggestions for a reliable way to get fourth lemming into the home quicker? My only thought is to use the one who dies but it might be hard with the crossing traffic of the other three.

petaQ:
(Moderators, I feel like it's smoothest if I post stuff all in this thread to avoid gunking the board up, please feel free to edit or advise if you prefer a different method)

Lemming Drops: https://youtu.be/iyVhwCd-JQs

Nessy:
Welcome to the forums petaQ :thumbsup:

Not a huge expert on Lemmings speedrunning but after taking a look at your videos you seem to have some pretty solid stuff already. Not sure how to do that sliding glitch consistently yet but for "Lemmingology" I'm wondering if the third lemming can become a blocker immediately after falling from the hatch in order to bunch up the three lemmings in there closer together to avoid a slight delay in waiting for them to walk all the way to left and right again of that first platform (also might allow to spam the climber skill on them and not have to worry about one of them facing the left in the meantime). The lemming that dies might need to be given an extra builder to turn him around but he shouldn't be too far behind the three lemming crowd, and the lemming that builds at the very end can be given a basher as soon as the builder meets with the exit platform in order to shave off a few more frames. It might be enough for a 4:12 at least.

Not sure if this is a good idea so I apologize beforehand if it's a bad strat :P

petaQ:
I hear you about 3=Blocker but I'm unsure whether I can get there timebound before 1 falls without pauses :) With the RR as is the lemmings all fall into a pile. I've found that bashers don't work to stop a lemming being a builder unless he has something directly in front, so I guess it might come down to whether I can reduce the gap between bunch, and final lemming to <1 second, to decide whether to freeze the action with a nuke.

More importantly I discovered yesterday that there's a heck of a lot of lag in animations when the screen is full of lemmings - does anyone here have technical ability/knowledge of what the SMS's limits are before such slowdown occurs? I'll be researching myself but it'd be great to know say, whether 10 lemmings on screen is a cut off point. I just hate the idea that my runs will be full of constant screen-scrolling like a hyperactive toddler :evil:

Edit to add: in just fourteen of the Fun levels, lag/slowdown accounted for SEVEN minutes in my WR run... :XD:

Navigation

[0] Message Index

[#] Next page

Go to full version