Lemmings' Ark....

Started by tseug, November 22, 2005, 09:01:57 PM

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Deathman48

Quote from: geoo89 link=1132693317/0#12 date=1132951398Tseug, your solution for Lemmings' Ark is fairly interesting. It seems that the basher mask is different to the Dos version's one. I only knew about the other, pixel precise miner backroute.

For Sunsoft21, I have another solution: screenshot
It seems even more like a backroute IMO.

I still can't see how he's used the basher in the one way wall, I can't see how that works when the arrows are pointing the other way thus preventing you from bashing.

And your screenshot is how I beat Sunsoft21 and it's the one I list in my Walkthrough (final one of those is up btw, link in sig) because it was the only one I could ever get to work consistently. =/

Quote from: tseug link=1132693317/0#8 date=1132899293Well, I guess it wasn't exactly the same, but same idea. (screenshot)

When I tried that the spike trap actually activated.

ccexplore

Quote from: geoo89 link=1132693317/0#12 date=1132951398Tseug, your solution for Lemmings' Ark is fairly interesting. It seems that the basher mask is different to the Dos version's one.
Rather than the basher mask being different, I think what you are seeing is that the one-way wall's trigger area is differrent from the DOS version. &#A0;Or perhaps more precisely, the DOS version is different from everyone else. &#A0;I mentioned somewhere in the challenge thread how in the DOS version, the one-way wall is 4 pixels higher than where you expect it to be. &#A0;Now remember the Mayhem 12 trick, how you can bash away the top few rows of steel. &#A0;That would in principle work just the same for one-way walls also, but in the DOS version, because the one-way wall's trigger area is 4 pixels higher, it doesn't work unless you start bashing higher.

tseug

The basher mask is different, the back end is sort of lumpy.

ccexplore

Yeah, I finally noticed that in the process of trying (unsuccessfully, as you might've read by now) to do Tricky 23.

The Amiga version also happens to have the same sort of mask for the basher incidentally.

Although, I observe something even stranger, possibly related to the lumpiness of the back end: &#A0;try doing a sort of "backstroke" against the wall and see what gets removed. &#A0;(It might sound crazy, but it actually looks to me like you need to assign the basher a split second before the lemming actually turned around against the wall......) &#A0;I don't think I've seen that at all in Amiga version, despite the lumpy back end being in that version also.

DarkSonic

That backroute of Final Impediment I found out too =P
But I'm wondering how you made a steep slope like that, and how you managed to get 100 percent there. Could someone explain that? The highest I got for I am A.T. was 82 percent.

Proxima

One digger can release another when he digs one pixel next to him. Lemmings can walk up a step less than six pixels high. You should be able to see how it goes from that.

tseug

Actually a digger can release another up to two pixels away. (you can see that some of the steps are different sizes in the screenshot)

DarkSonic

I already found that out. But it's very hard to execute. What release date is recommended to do it?

tseug

I assume you mean "release rate" ;)

I used something like 78. It doesn't really matter much though if you do it how I did it (Make one step 7 pixels high then occasionally crank up the RR so the lemmings all get out). It's easier to execute with savestates (in gens press F5 to save, F6 and F7 to cange the slot, and F8 to load).

DarkSonic

Oh yes, I meant 'release rate' fun typo XD
Anyway, thanks for that. I'll try it(won't be easy to execute)