Minimum skills for one lemming

Started by Minim, May 09, 2013, 08:19:02 AM

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Proxima

I'm hope that some improvements will follow, especially 3.

Extremely doubtful, as the 23-skill solution uses no crowd control -- it is just one lemming getting to the exit by the fastest route.

ccexplore

Here are all Wild results you can just cut and paste into your table.  Except for Wild 12 everything else is pretty straightforward I'd say.

2  7  7  5  8  3  1  3  0  5  3  4  8  5  2  5  3  8  8  3       

Minim

Hey, that's great. http://www.lemmingsforums.com/Smileys/lemmings/cool.gif" alt="8)" title="Cool" class="smiley" /> Thanks for making it easy on me.

And yes, I think that 23-skill solution to Hail 3 was just very good lemming control, with no need for extra skills to hold back the others.

I did Mayhem 22 with 12 skills and 23 with 11 skills. I'm sure the latter can be improved, maybe by using the old slider trick, but I don't know how in this case.
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Proxima

Mayhem 24 is obviously 3, the title doesn't lie.
Mayhem 25 has the same 4-skill solution as Tricky 13 (build, climb, 2 builds at the top).
Mayhem 30 requires 8 (use RR to get one past the trap).

Proxima

Seems to be 13 for Mayhem 26 and 16 for Mayhem 29.

EDIT: Double-checked the other minimum skills topic. You can get up the central room on Mayhem 26 with five builds, so that's 12 total.

Pooty

I've made some Mayhem improvements.

Mayhem 22: 10 Skills
Mayhem 23: 10 Skills (sliding technique might not be optimised, so that's one area to look at for potential improvement)
Mayhem 26: 11 Skills (As a bonus, I rescued enough lemmings to beat the level)
Mayhem 29: 15 Skills

Replays attached for all of the above.
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

ccexplore

Nice work on Mayhem 26. http://www.lemmingsforums.com/Smileys/lemmings/cool.gif" alt="8)" title="Cool" class="smiley" />

Minor improvement to Xmas92 level 3 to 9 skills.

Clam

More improvements, not all involving nukes http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

Wild 1: 1 + nuke (the action happens 3 minutes in)
Wild 13: 7
Havoc 11: 12

ccexplore

Nice work, I was able to find the Wild 13 and Havoc 11 solutions on my own once I saw your post. http://www.lemmingsforums.com/Smileys/lemmings/XD.gif" alt=":XD:" title="XD" class="smiley" />

Wild 1 was surprisingly straightforward http://www.lemmingsforums.com/Smileys/lemmings/shocked.gif" alt=":o" title="Shocked" class="smiley" />.  At the time I wasn't really sure with only two entrances' worth of lemmings usable, whether it would be sufficient for a working nuke solution.   Now in hindsight, I clearly had failed to realize that it's not at all the same as actually having only 30 lemmings, that in fact the timing (in terms of having lemmings explode as late as possible) is almost more like having, well, 60 lemmings. http://www.lemmingsforums.com/Smileys/lemmings/XD.gif" alt=":XD:" title="XD" class="smiley" />

Pooty

I've had another go at Mayhem 10 because that level has been bothering me for some reason. I have reduced it to 9 skills now, and a replay is attached. This level still torments me because I can rescue 65% of the lemmings with 10 skills, but you need 66% to win it. Bluuurgh! http://www.lemmingsforums.com/Smileys/lemmings/angry.gif" alt=">:(" title="Angry" class="smiley" />

Oh well. That was slightly off-topic, and someone else has already done the minimum % with 10 skills anyway, so...
SEGA Master System version
100% on 110/120 levels (92%). Other levels [Lemmings lost]:
Fun 03 [3], 06 [2], 18 [5]   
Taxing 19 [5], 27 [1], 28 [3]
Tricky 15 [5], 17 [2]
Mayhem 19 [7], 26 [10]

ccexplore

Minor improvements:

Flurry 10: 8
Blitz 7: 4
Blitz 8: 1

Clam

Xmas92 level 1 with nuke only (0 skills)