Which levels can be beaten without assigning skills to more than one lemming?

Started by Proxima, August 14, 2009, 02:53:34 PM

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Proxima

Because it seems you wouldn't have enough skills to save the 2nd lemming out. Feel free to prove me wrong.

Oh, I've done this part, I just didn't have the patience to do the whole level with the same-lemming condition. It can be done with three miners, two diggers, so you have plenty to spare as you only need one of either for the rest of the level.

namida

Mayhem 18 can be done, with genuine same lemming, but not 100%.

Apart from one steel glitch (the minor, dig-at-the-edge kind, not the major break-the-whole-way-through kind), there's nothing special in the solution. Just clever use of skills.


Also: To save anyone else trying, Mayhem 12 and 14 are both impossible solely due to the time limits. Take that out of the picture, and they can be done.

Mayhem 16 and 27 can be done. The replay attached works on both, even though the filename says 16.
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)

Fleech

I'm sure there are better methods, but here's proof for 100% on Mayhem17. :)

namida

100% on Mayhem 22.

I swear this level was DESIGNED for this to be done. You have exactly one second left over, and SEVERAL times the terrain fits *perfectly* to the size of builders.

BTW: You forgot to add 16 and 27 to the list even though you added 18. :/
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)

namida

http://www.lemmingsforums.com/index.php?topic=141.msg3375#msg3375">Quote from: minimac94 on 2009-08-17 03:05:33
I think Mayhem 28 is a _VERY_ obvious one that should be added to this list. http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />

Also Wild 16. http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />

Also Wild 9. http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />

BUT...

It can be done without the nuke glitch, too.
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)

Pooty

100% on Mayhem 22.

Goodness me, that was close. I couldn't take my eyes off the clock. http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />
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]

namida

I know. I had dozens of attempts where I had a few lemmings not making it, and therefore had to start again, only to find that the one place I could've saved time was, in fact, the dig pit at the start. By fixing up stuff there, I managed to gain just enough time to get those last lemmings in.

By the way, just for those attempting to recreate it: Almost every move is pixel-precise (including the digger!), in addition to the VERY rapid switching needed between diggers and bashers at the start (it pretty much has to be changing action every frame). Don't even bother attempting it without 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)

namida

Oh god. Mayhem 30 seems to HATE this challenge.

It's entirely possible, except for one thing.
Setting RR99 immediately means you lose at least one lemming on the right, and 20 on the left - ie: 21 lemmings.
Setting it anything but immediately means you lose exactly 21 on the left (but you can save everything on the right).
The level allows you to lose 20.
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)

Fleech

It is possible to save all the lems on the right at RR99 and therefore complete the level. Replay attached.

ccexplore

Quote from: namida on August 17, 2009, 03:43:30 PM
Also: To save anyone else trying, Mayhem 12 and 14 are both impossible solely due to the time limits. Take that out of the picture, and they can be done.

I'm afraid you didn't really save anyone time.  Mayhem 12 can be done with plenty of time left (44 seconds in my solution) if you go the ceiling route.  Now we have no choice but to also look at Mayhem 14 again, even though your choices there are definitely a lot more limited. :-\

Clam

Quote from: namida on August 17, 2009, 04:48:34 PM
Quote from: Minim on August 17, 2009, 09:05:33 AM
Quote from: namida on August 17, 2009, 05:40:43 AM
I think Mayhem 28 is a _VERY_ obvious one that should be added to this list. :P
Also Wild 16. :)
Also Wild 9. :D

You've missed an even more obvious one here... ;P


Here's Mayhem 4 with 100%, and Mayhem 6 - with 4 builders to spare :) (In fact, it's possible to improve that to 5.)

Mayhem 2 will have to wait a little longer though...

ccexplore

Quote from: Clam on August 18, 2009, 12:50:27 AM
You've missed an even more obvious one here... ;P


Here's Mayhem 4 with 100%, and Mayhem 6 - with 4 builders to spare :) (In fact, it's possible to improve that to 5.)

Actually, no one misses anything.  I mentioned Mayhem 4 and Mayhem 6 already.  For Mayhem 4, I've spent hours on a solution that technically you could call "works" (attached), except it needed the pause trick to gain an additional second or so, and since DOS Lemmings doesn't give you a good way to tell whether you've truly select the same lemming or not, it feels a little wrong to me to present a Lemmix solution that doesn't actually work in Lemmix.  And since I spent all that time on Mayhem 4 hoping to make it actually work on Lemmix, I never got around back to Mayhem 6 either (although my comments clearly invited others to look at that one anyway).

I'm glad you save us the time though.  If only I can predict the future and just leave Mayhem 4 alone, that one was truly driving me nuts. :XD:

Clam

http://www.lemmingsforums.com/index.php?topic=141.msg3419#msg3419">Quote from: ccexplore on 2009-08-17 19:30:58
http://www.lemmingsforums.com/index.php?topic=141.msg3418#msg3418">Quote from: Clam Spammer on 2009-08-17 18:50:27
You've missed an even more obvious one here...  http://www.lemmingsforums.com/Smileys/lemmings/winktounge.gif" alt=";P" title="Wink-Tongue" class="smiley" />

...

Actually, no one misses anything.

I was referring to the levels that are obvious because they have only one lemming. http://www.lemmingsforums.com/Smileys/lemmings/angry.gif" alt=">:(" title="Angry" class="smiley" />

ccexplore

I've confirmed Mayhem 23 (100%) and Mayhem 25 (non-100%).  This wraps up Mayhem more or less, since all other levels not yet mentioned are impossible due to various obvious reasons.

My best on Mayhem 14 so far only saves around 30% when time runs out, so time limit is still an issue with that level, and I'm not confident at this point that it can be overcome.

namida

http://www.lemmingsforums.com/index.php?topic=141.msg3417#msg3417">Quote from: ccexplore on 2009-08-17 15:03:40
Also: To save anyone else trying, Mayhem 12 and 14 are both impossible solely due to the time limits. Take that out of the picture, and they can be done.

I'm afraid you didn't really save anyone time.  Mayhem 12 can be done with plenty of time left (44 seconds in my solution) if you go the ceiling route.  Now we have no choice but to also look at Mayhem 14 again, even though your choices there are definitely a lot more limited. http://www.lemmingsforums.com/Smileys/lemmings/undecided.gif" alt=":-\" title="Undecided" class="smiley" />

Well, let me rephrase: Mayhem 12 can't be done the genuine way solely due to the time limit. If the time limit wasn't in the way, it indeed could be done.

Proxima: You may want to specifically mention on your list that Wild 9 can be done without the nuke glitch, otherwise anyone who just reads the list will assume that's the only way to do it.
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)