Builders and Floaters?

Started by Mariachi Skeletron Prime, November 03, 2014, 06:17:55 PM

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Mariachi Skeletron Prime

I know this is a bit of a wierd question, but which levels can be beaten with an unlimited amount of builders and floaters?

Here's everyone's favourite professor obvious:

Fun 02
Fun 03
Fun 07
Fun 08
Fun 09
Fun 10
Fun 11
Fun 12
Fun 13
Fun 14
Fun 15
Fun 16
Fun 18
Fun 19
Fun 20
Fun 24
Fun 26
Fun 27
Fun 28

namida

Hmm... these are untested, just the ones I think should be doable.

Tricky: 1, 2, 3, 4, 6, 7, 8, 9, 10, 12, 13, 14, 18, 19, 20, 21, 22, 23, 24, 26, 27, 28, 29(?), 30(?)
> Tricky 28 is not possible without glitches.
> Tricky 29, I'm not sure if it's possible to go over some of the traps.
> Tricky 30, I'm not sure if the time limit will allow it, though it should do.

Taxing: 1 (?), 2, 3, 4, 7, 9, 10, 11 (?), 13, 14, 15, 16, 18, 19, 20 (?), 21, 22, 23, 24, 25, 26, 27, 28, 29, 30
> Taxing 1 and 11, both of them the potential issue is the time limit.
> Taxing 20, the potential issues are both the time limit, and I'm not sure if you can go over the top of the webs.
> Taxing 4, 26 and 27 require similar tricks to Tricky 28.

Mayhem: 1, 2, 3, 5, 6, 7, 8, 10, 11, 13, 14, 15 (?), 17, 18, 21, 25, 30
> Mayhem 2 is again similar tactics to Tricky 28 / Taxing 4 / Taxing 26 / Taxing 27.
> Mayhem 15, the time limit might be problematic; though less so in DOS thanks to the extra minute.
> Mayhem 16 and 27 are only impossible due to the time limit (at least, I think they would be impossible to do in time, I *might* be wrong but I doubt it).


Budget Amiga levels:
- Fun 22 is definitely not possible
- Tricky 14 and Taxing 15 should be possible
- Mayhem 22 is probably possible with again, the tricks used on Tricky 28 / Taxing 4 / Taxing 26 / Taxing 27 / Mayhem 2

Bookclub Amiga levels:
- Both should be possible.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

Wafflem

Looking through the dumped images of the levels from the Neo Orig and Extra Lemmix players, these levels should be possible (but untested):

Orig 2P levels: 1, 3, 4, 5, 6, 9, 10, 12, 14 (due to the exits being next to each other), 18 (same reason as 14), 19 (same reason as 18 and 14)

Extra:
Genesis: 1, 7, 10, 11, 13, 16, 18, 20, 24, 25, 27, 28, 29, 30, 32, 33, 34, 35, 37, 38, 39, 40, 41, 45, 47
Present: 6, 7 (but the 99 release rate makes this one very difficult), 9, 11, 12, 16, 21, 22, 26, 27, 29, 30
Sunsoft: 7, 8, 9, 11, 12, 15, 19, 22, 23, 24, 26, 27, 29, 30
Gen 2P: 2
Sega: 1, 3 (possibly, but it can be very hard to squeeze through the gaps), 7, 10
PSP: 1, 2, 4, 7, 8, 9, 15, 16, 17, 18, 20, 22, 23, 24 (possibly, requires a trick on the very left side), 27, 28, 29, 30, 31, 32, 33, 34, 35, 16
Other: 1, 3, 4, 5, 7, 8, 10.

One Way to Freedom will be added to the Neo Extra player in a future release; this one should also be beatable. The position number of the levels in Other will be changed to reflect this.
YouTube: www.tinyurl.com/YTWafflem
Twitch: www.twitch.tv/Wafflem467

Have level designer's block right now? Have some of my incomplete levels for LOTS of ideas!

grams88

Hi everyone

Welcome to the forum (Mariachi Skeletron Prime)

I'm going to say something that might sound crazy, but is I think Fun level one is possible, well in the atari st version anyway I feel.

The technique I'm thinking about is if you were to build loads of bridges near to the right of the level then somehow trap the lemming in the bridge, and keep making him build a step so that he moves to the right, eventually he might fall out the other side and fall right into the exit.

Only thing I have not thought about was I'm not too sure if this would work in lemmix, I think it would work in the atari st and amiga version of lemmings.

namida

That glitch doesn't work on DOS / Lemmix.
My projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

ccexplore

Fun 29 looks plausible since you can build repeatedly to move up and through the overhead wooden beam to the right of the pyramid, assuming there's enough time (probably?), or if you use the sliding glitch to deal with that part.  Stacking builders should allow you to create a wall at the start to keep lemmings from going right, with acceptable losses (more work needed to determine if it's possible to get that loss all the way down to 1 for the repeat of Mayhem 9--the RR 90 is somewhat problematic in that regard, unless maybe compensatible by floater delay?  Time limit of course also more unfavorable).

Tricky: 1, 2, 3, 4, 6, 7, 8, 9, 10, 12, 13, 14, 18, 19, 20, 21, 22, 23, 24, 26, 27, 28, 29(?), 30(?)
> Tricky 28 is not possible without glitches.

The final "6" in Tricky 21 reaches all the way to the top, so if I haven't missed anything, there is no obvious non-glitch way (likely no way at all) to get past that in order to reach the exit, nor do I see a way to get to the exit through the bottom of that 6 (too low to get there without terrain destruction skills).

Tricky 28 doesn't necessarily require glitches, assuming you don't consider "building repeatedly to get up and through solid terrain" to be a glitch.  In a nutshell, instead of sliding the entire group of lemmings up per the well-known glitch solution, I believe you can merely just get them stuck at the bottom of the steel block (at the same location where they'd normally be slid up), then have each lemming build repeatedly until it reaches the exit's trigger area.  I will grant you that once again, I don't know for sure whether time limit may become a factor.

Tricky 29 confirmed possible with 14 builders (replay attached).

Taxing: 1 (?), 2, 3, 4, 7, 9, 10, 11 (?), 13, 14, 15, 16, 18, 19, 20 (?), 21, 22, 23, 24, 25, 26, 27, 28, 29, 30
> Taxing 1 and 11, both of them the potential issue is the time limit.
> Taxing 20, the potential issues are both the time limit, and I'm not sure if you can go over the top of the webs.
> Taxing 4, 26 and 27 require similar tricks to Tricky 28.

Same comment on Tricky 28 applies to Taxing 4, 26 and 27 (and Mayhem 2).  Actually for Taxing 27, with infinite builders I think (haven't confirmed) the "go left" backroute probably can be made to work even without using bombers to lower the left edge of the starting platform, and in place of blocker, you can either stack builders to create a wall, or build until you seal it up completely against the overhead steel.  So a completely "conventional" solution may be possible for that level.

For Taxing 11, the only time issue I see is with the 1 or 2 lemmings that have to build all the way to the pillar right of the entrance to turn around, as a side effect of stack-building the wall that blocks the rest of the crowd from going that way.  I tend to think there's plenty time for that, but I'll grant you it's not confirmed yet.

On Taxing 20 the webs do reach all the way to the top, so probably cannot get over.

Finally Mayhem 22 (the special graphics level) might deserve a look.  If you examine the terrain carefully at the pixel level, the only terrain that you actually need to brute-force your way through by repeatedly building up is the tree near the end.  Granted, the time limit may become a problem with that approach similar to Tricky 28/Taxing 4/etc. if you don't use the sliding glitch there.