Oh Yeah More Lemmings by MASTER-88 (100 levels) D: Medium/Grand Master UP 6.1.26

Started by MASTER-88, January 04, 2026, 02:18:14 PM

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MASTER-88

Quote from: Guigui on May 25, 2026, 03:57:51 PMI tried a little to solve Step 5 Decimation, teased by the challenge sent by MASTER-88.

It looks like I am not PRO yet, of course, as I cannot solve it. Of course the time limit is the main issue. But the two exits makes me wonder too, do one need to use both exits ?

I´ll feel your imagine your feeling when try solved this. I did little video where i´ll show which everythings you will try will goes wrong. Armani already told me if i haved few little seconds i can cheat this level. But we not have. Yes you can save 97/100 under 1 minutes and its not even frame perfect My best 59:82.

Yes make video all common mistakes about this level. Im not goes show my completion solution. Only I have it and Armani have it. I´ll hope see this completion in youtube when someone will figured out this.

Here is my Common mistake video. Keep fun
https://www.youtube.com/watch?v=ku0EXeYgSGo
Video games player.
See my youtube: Several games videos includes lemmings
http://www.youtube.com/user/metroidmaster88?feature=mhum

My Huge Lemmings Projects

Lemmings Custom + Triology 394 Levels
Custom +1 (120 Levels)
https://www.lemmingsforums.net/index.php?topic=5840.0
Custom +2 (124 Levels)
https://www.lemmingsforums.net/index.php?topic=5993.0
Custom +3 (150 Levels)
https://www.lemmingsforums.net/index.php?topic=6014.0
Amiga Classic Special (30 Levels)
https://www.lemmingsforums.net/index.php?topic=6345.0

Lemmings World 150 Levels
https://www.lemmingsforums.net/index.php?topic=6751.msg102567#new

Oh Yeah More Lemmings 100 Levels
https://www.lemmingsforums.net/index.php?topic=7311.0

My SNES Lemmings MAX Points Project
https://www.lemmingsforums.net/index.php?topic=4539.0

Plodderuk

MASTER-88,

Thanks for this.
Re your comments on 'Level 11 Turbo Tunnel' are we talking about the same level? My solution to Turbo Tunnel does not use any tricks.
Am I right in thinking my solution to level 13 'Walking On Hot Coals' is a backroute?
Step 4 level 15 Final Trick
Thanks for the tip. I had heard of the Blocker Basher cancel trick, but not seen it in action. That left me having to choose between using the Shimmier in the right place or using it to cancel the Basher.
I'll PM you re levels 14 & 16.

MASTER-88

Yes Walking is hot coal is not intention solution. But i´ll allow it. I have my own and Armani his own too. There is not single solutions with this level. Your solution was genius one. Its might talisman worth in future.

Turbo tunnel. Heck nice solution. That was way harder looking than my and Armani solutions which both was identical. Im not goes patch it, but i´ll show my own ones. If interesterd
Video games player.
See my youtube: Several games videos includes lemmings
http://www.youtube.com/user/metroidmaster88?feature=mhum

My Huge Lemmings Projects

Lemmings Custom + Triology 394 Levels
Custom +1 (120 Levels)
https://www.lemmingsforums.net/index.php?topic=5840.0
Custom +2 (124 Levels)
https://www.lemmingsforums.net/index.php?topic=5993.0
Custom +3 (150 Levels)
https://www.lemmingsforums.net/index.php?topic=6014.0
Amiga Classic Special (30 Levels)
https://www.lemmingsforums.net/index.php?topic=6345.0

Lemmings World 150 Levels
https://www.lemmingsforums.net/index.php?topic=6751.msg102567#new

Oh Yeah More Lemmings 100 Levels
https://www.lemmingsforums.net/index.php?topic=7311.0

My SNES Lemmings MAX Points Project
https://www.lemmingsforums.net/index.php?topic=4539.0

Plodderuk

On to the final rank, Havoc Highway. With 4 levels in the previous rank still not solved, I've been expecting to struggle with the final rank. So far I've managed 11 of the first 14 levels - my favourite being level 5.
Detailed comments under spoiler tag:
Spoiler
Level 1 "Jungle Speedway": the chameleon trap by the exit means the crowd have to be compressed very tightly. I have several skills unused, but that does not necessarily indicate a backroute..
Level 2 "Sfift Action Freeway": I tried 2 routes, coming up 1 skill short with both. A 3rd route I'd been considering from the start looked impossible to execute, but then I realised that using one of MASTER-88's favourite tricks would make it easy to achieve the necessary synchronisation between the advance lemming and another. There are several viable variants to my solution – for example, in two variants I don't clone the Disarmer, and in one of these I save 100 rather than the required 99.
Level 3 "Lethal Sidewalk": a relatively straightforward level, with very generous time limit.
Level 4 "You Have To Take Little Detour": I had 1 false start with this. You need to know one Stoner trick and be very precise with positioning and timing.
Level 5 "Minute Mile": mind-boggling. The key challenge here, besides the super-tight time limit, is how to get past 2 obstacles while sacrificing only 1 lemming, since 1 has to be sacrificed by the trapdoor. There is no way past the 1-way pole without using a Stoner or a Bomber. This means the Flipper has to be passed without losing a lemming. I looked at various Blocker-Flipper interactions, but none of them quite worked, within the time limit – leaving me with several ways of rescuing 77 lemmings, but not the required 78. Eventually I realised it was possible to free up a skill and use it in a weird way that indirectly allowed the Blocker-Flipper interaction to deliver as required. If this is the intended solution, the level design is so ingenious.
Level 6 "Demolition in Coalmines": this is a large and long level, with a 15 minute time allowance. It is very difficult to free the crowd without using too many skills. I considered freeing them from below, using the sole Basher to go underneath the trapdoor chamber; but this route faces major problems with the chains and firebreaks. My solution, by using spare skills to reduce delays, takes well under 10 minutes.
Level 7 "Lemmings in Slaughter House": at first glance this does not appear extremely difficult. There are 2 Shimmiers to help get the advance lemming to where it needs to be to forge a path for the crowd. But then you realise there's a major problem with the group on the right: 2 traps to disarm, plus a high release rate, spell trouble. Solving this headache needs lateral thinking and experimentation. Another challenging puzzle.
Level 8 "Bullet Train Lemmings": another great challenge. I looked for a way to shift the first lemming from the front of the crowd, where it has to be to disarm the first trap, to the back - to give it ample time to disarm 2 traps and mine to the exit. I think this is essential to any solution. There are some spare skills that, as far as I can see, cannot be used.
Level 11 "Lemmings On Thin Ice": a much needed breather level, where it is not too difficult to beat the save requirement and save all 80. The time limit is very generous.
Level 13 "Very Tricky Position": this needs precise positioning of the Builders, which took me several attempts; and some very difficult work at the end, using the same trick as in level 15 of the 4th rank.  I don't see why the time limit is twice what it needs to be – maybe an element of misdirection?
Level 14 "High Place Expresslane": the key to this level is finding a mining route that is economical on Builders; and the key to that is where the Bashers are deployed. Working this out is challenging, but once that has been achieved it's not too difficult to meet – and exceed – the requirements for the 2 Talismans.
Solutions for levels 1-8, 11, 13 & 14 attached.
OYMLr5v1_plukz.zip