Glitches in Lemmings

Started by Clam, June 26, 2011, 12:04:39 AM

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petaQ

#120
A sort of new glitch for SMS: when mining, if you pause and unpause on the right animation frames (it can be done easily on manual without a turbo), a miner can be coaxed into leaving strips of land undug behind him. This can create a little camp for other lems, who on the short side will slide up and over, but once inside the ground is too low to let them escape.

EDIT: the trick also works with diggers - pausing and unpausing rhythmically on the right frame will leave the topsoil partially broken allowing the digger to pass through but the other lems to remain atop.

If done carefully it can also be used to slow a bridge builder down relative to the group by pausing in a way that prevents hi laying his current brick.

https://www.youtube.com/watch?v=PuYprH5p87Q

Turrican

#121
I would like to ask about a glitch that has been used in a recent challenge solution video. The video is for mayhem 10 , for the snes version of the game , by metroidmaster88 (MASTER-88 in the forum).

In 00:27 he assigns a lemming as a builder mid-air , and when the lemming completes the first step , he assigns it as a blocker and the lemming instantly turns around? How that works and how it can be activated? Is this reproducible in Dos/Lemmix? (I don't think so, but it would be a nice surprice if it was possible.)

link for the video : https://m.youtube.com/watch?v=jZvM97Z7G2g
My Youtube channel ( Turrican Lemm )  :
https://www.youtube.com/channel/UCYGFBOHdYITHlsqa203Tu8Q

ccexplore

@Turrican:

I've seen this glitch (self-turning blocker) work on Amiga also but have not tested it on SNES, makes sense though that it'd also work there since SNES is pretty faithful to the Amiga version.  I don't know exactly how it works though.  It does not work on DOS Lemmings.

As far as I know, it works as long as you assign the blocker while the lemming is standing in mid-air.  The lemming will revert back to walker right away, but also somehow will turn itself around as well.  It's possible this only works if the lemming was facing left before assigned blocker, I'll have to test more to see.  Either way, I don't really know why that would happen.  In DOS Lemmings, the center section is neutral and does not turn lemmings around unlike the left and right sections (ie. near where the blocker's arms are), so even if somehow the blocker's field of effect was not taken down right away, the lemming that reverts from blocker to walker should only collide with the center section of blocker field and not be turned around.  AFAIK in SNES/Amiga Lemmings it is still the case that there is a neutral center section in the blocker's field of effect, for example if you assign a blocker to a lemming that just landed from the fall from entrance, subsequent lemmings from the entrance should not be turned around when they land exactly at where the blocker is standing.  So it's still a mystery to me why exactly the glitch works on Amiga/SNES.

In the video, you'll note that the lemming was standing in mid-air when he starts building, and when blocker was assigned, the build brick has just gotten laid down but the lemming has not moved up to it yet, so the lemming is still in mid-air (ie. no ground underneath his feet) when the blocker was assigned, triggering the glitch.  AFAIK the builder wasn't actually needed at all to trigger the glitch, but maybe for the overall solution it is better to do that left-facing building earlier instead of later?

On DOS Lemmings you can save all but 2 lemmings on Mayhem 10, using the sliding glitch (aka "the wall zip trick").  The same glitch works on SNES/Amiga with a slightly modified setup to do so in that level (to account for inability to change RR while paused on those versions), I've tested it before.  So chances are good that you can save all but 2 on SNES version as well, 1 more than in the video.

Turrican

Quote from: ccexplore on November 09, 2019, 03:28:44 PM

As far as I know, it works as long as you assign the blocker while the lemming is standing in mid-air.  The lemming will revert back to walker right away, but also somehow will turn itself around as well.  It's possible this only works if the lemming was facing left before assigned blocker, I'll have to test more to see.

Ok! That explains it! That's what I wanted to know, how to activate it.

Thank you for your reply! :thumbsup:
My Youtube channel ( Turrican Lemm )  :
https://www.youtube.com/channel/UCYGFBOHdYITHlsqa203Tu8Q

MASTER-88

Here is one. Miner & blocker combination glitch. You can zip one lemming down without breaking floor/bridge. Its seems pretty pointless yet and this is used SNES version.
https://www.youtube.com/watch?v=ZrUYd3jSBuA
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

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

ccexplore

We knew about that one for ages, it also works on DOS Lemmings and was noted at the beginning post of this thread:

Quote from: Clam on June 26, 2011, 12:04:39 AMMiners
  • Miners are positioned one pixel too low during the first few frames of their animation. This makes it possible to have the miner fall through the floor while leaving it intact for other lemmings to walk on, by assigning a blocker or bomber at the right moment.

Although to be fair, I couldn't be sure it would work on SNES since as you know, SNES miner behaves a little differently compared to other versions like DOS or Amiga.  And since very few people have played SNES version the glitch had not been tested/confirmed on it previously.

MASTER-88

QuoteAlthough to be fair, I couldn't be sure it would work on SNES since as you know, SNES miner behaves a little differently compared to other versions like DOS or Amiga.  And since very few people have played SNES version the glitch had not been tested/confirmed on it previously.

Okay i see. Now its also confirmed on SNES version too.;)

I pure accidentally make find this when i attempted differents blockers stuffs mayhem 3. Yeah i see its not new thing.:laugh: But that was news to me. Never see it before, but yeah its look pretty useless and thats probably reason why im not are see it before.
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

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

DoubleU

Quote from: Clam on June 26, 2011, 12:04:39 AM
Here I will attempt to compile a list of all known glitches in Lemmings. This thread is for the first-generation Lemmings games: Lemmings, Oh No! More Lemmings, and Xmas/Holiday Lemmings. Lemmings 2 has its own thread, <a href="indexdc94.html?topic=199.0" class="bbc_link" target="_blank">here</a>.
The link to L2 glitches doesn't work. Just so you know.

Proxima

Clam probably won't know since he doesn't frequent the forums these days. The link is here.

Ste Woz Ere

Quote from: Clam on June 26, 2011, 12:04:39 AMBlockers can push lemmings through walls. This happens because lemmings cannot move towards the center of the blocking area (which is how blockers work), so a lemming inside this area can't turn around until it leaves the area - even if there is terrain in the way. (Combined with climbing in walls, this is known as the "Tame 20" glitch, after the level where it was used to achieve a no-builder solution. Note that you have to remove the blocker for this to work.)

I used to use this trick on Mayhem 26 to bomb through the main wall, to the right of the trapdoor (each time using the trapped lemming which then released the blocker). And I strongly suspect that's why the DOS version was nerfed so it had 20 of each skill instead of 10 (because the main wall was extremely difficult to bomb through normally with only 10).  Alas, it doesn't work in SL so I had to find a different way round.

(assuming it's the right trick I'm thinking of, which is shown here)
Tribes of Steel - a whole new Lemmings 2 game! (120-level pack)
Currently a WIP - all tribes are complete, testing and feedback is welcome!

namida

QuoteAnd I strongly suspect that's why the DOS version was nerfed so it had 20 of each skill instead of 10 (because the main wall was extremely difficult to bomb through normally with only 10).

Spoiler
You're not meant to go through the main wall.
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)

WillLem

Quote from: Ste Woz Ere on January 18, 2021, 06:51:39 PM
(assuming it's the right trick I'm thinking of, which is shown here)

Just taking the opportunity to share my PFP of Kessel, which uses this trick several times in a row (and in realtime) to get through the wall :lemcat:

Gronkling

#132
In Genesis, a bomber will explode with no "oh-noer" animation if it's timer reaches 0 whilst it is in a trap animation.

Can be seen here
https://youtu.be/vl5KFDKZEYo?t=38

EDIT:
namida found it also works in Lemmix (and even NeoLemmix until it gets patched)

Gronkling

#133
If a lemming going up through terrain in the standard climber glitch goes into a blocker field, it will move towards to blocker instead of away from it.
In genesis version, the sprite glitches slightly when this happens sometimes, making it offset from it's actual position for a few frames.

--- EDIT

Another one, if a climber hits the level ceiling, it'll become a walker for one frame where you can assign it a skill

EricLang

Working on the Lemmix 3.0.0, with some nice improvements.
Now some questions about pause-for-time. I looked at the neolemmix code which was inherited and enhanced from the old lemmixplayer.
But still cannot figure out what *exactly* should happen to emulate this bug. Maybe someone knows the answers.
At iteration 34 the "entrance cracking"sound is played
At iteration 35 the entrance starts animating at animationframe 1 to 10.

When we pause before iteration 34, let's say at iteration 10 the clock doe *not* start running from 34 - 10 = 24 iterations. And if at iteration 20 then 14. Is that correct?
Is this glitch triggered only once? Or can we pause at 10, unpause, pause at 20 and overwrite the previoius number of "glitch" iterations?
What should happen when replaying a replayfile? The pause key does not trigger the replay to stop normally. Should the user regain control when replaying and pressing pause at *another* iteration than the recorded one?