Maximum Lemmings Saved Records

Started by LemSteven, June 26, 2011, 07:19:28 AM

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Pooty

3D Lemmings: Fun 14 has been improved to 74 via a hidden route. Please see attached screenshot.
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]

LemSteven

#91
Well, that was certainly unexpected!  "Hidden" is definitely the right word for that route!  I guess having a level editor does help expose some hidden level features.  I certainly wouldn't have thought to look over there for hidden non-ice blocks.

On that note, here's a slightly less unexpected improvement to Level 51 (Chaos Maze): 77/80.  No hidden features here - just an embarrassing oversight of a blatantly obvious backroute.

namida

Quote from: LemSteven on July 14, 2019, 04:07:18 AM
Well, that was certainly unexpected!  "Hidden" is definitely the right word for that route!  I guess having a level editor does help expose some hidden level features.  I certainly wouldn't have thought to look over there for hidden non-ice blocks.

On that note, here's a slightly less unexpected improvement to Level 51 (Chaos Maze): 77/80.  No hidden features here - just an embarrassing oversight of a blatantly obvious backroute.

Saving 76 with that route is trivial, but saving 77 seems to require a bit of tricky timing, so here's a replay that shows how 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)

LemSteven

Yep, that's not the first time I've used that trick to squeeze out an extra lemming.  The records for "Land Ahoy" and "It's the Name of the Game" also involve the same general idea to separate the worker from the crowd.

Speaking of L3D records, if anyone wants hints/solutions for any of them, I can provide them upon request.

LemSteven

Another L3D improvement:

Level 35 (Chocolate Drop): 76/80 -- Basically this is the same backroute as the 75/80 solution, but with some precise maneuvers and a release rate change to get the lemmings spaced optimally.  Be warned that the timing on this is incredibly tight, and a couple of assignments need to be done at precise moments.

Solution
1: Make the first lemming a Right Turner to direct the lemmings to the five pieces of chocolate directly above the exit.
2: As soon as the fifth lemming comes out, increase the release rate to 80.  When the sixth lemming comes out, drop it back to 50.
3: The first lemming that falls on the chocolate blocks (#2) digs through the second block.
4: The second lemming that falls on the chocolate blocks (#3) digs on the first block.  Note that he must be assigned almost immediately after he recovers from the fall.
5: Make the second digger (#3) mine immediately after he finishes digging two chunks of the block.  He needs to mine the same block that #2 is currently digging, which means he must start mining before #2 finishes.
6: Now for the hard part: The first digger (#2) drops down and lands on top of the exit, stunned.  When he recovers, he must be made a Right Turner immediately - any delay whatsoever and he will walk past the edge of the block and be lost.  Since two clicks are required to activate the skill, this step is particularly nasty.
7: Make the first lemming that turns off of this turner (#5) a Builder.  #3 and #6 should be very close together, and both should fall off of the builder's fourth brick.  They will not be stunned by the fall, but later lemmings will be, giving you time to complete the final bridge.
8: Block and build to reach the exit.

Pooty

#95
3D Lemmings: Fun 10 has been improved to 20/20 (100%). I have uploaded a video of the solution here, and an explanation below.

Spoiler

There is a giant portcullis and gate between the Lemmings and the exit, but it is a fake. The collision is provided by invisible blocks, but it doesn't do enough to completely block the lemmings away. There is a gap at the very top.



However, you can't just simply build up to it. The optimal building spot is denied by the slope going down too early. You need to remedy this by building up the ramp to "level it off". From there, you can finally reach the gap and save the lemmings.
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]

Pooty

#96
3D Lemmings: Taxing 06 (Level 46: Ricochet) has been improved to 37/40. Here's a video of the solution.

Spoiler

Crank the release rate to 99 before the 3rd lemming comes out. This way, only two lemmings will walk towards the exit after using the spring. The first lemming becomes a blocker next to the metal block*, and the second one digs beneath its feet. The blocker lemming will turn around on the way down, allowing you to build the single step you need to break the other lemmings' fall.

* The "metal block" is not really metal. It can be destroyed like any other terrain.
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]

Pooty

3D Lemmings: Taxing 18 (Level 58: Snake) has been improved to 56/80.

Spoiler
Deploy the final turner before using the final bomber. Use the bomber on this turner after all the top lemmings have been redirected.
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]

LemSteven

^ I can't believe I've had L3D for over 20 years and never came up with that idea.  I could have sworn that drop was a splat fall without the bomber, but it looks like it's just barely survivable.

Good catch! :thumbsup:

Ron_Stard

Did anyone try to save the maximum rodents in Atari Lynx Lemmings? I am planning to do it, if there is not a WIP challenge in this port by another user :thumbsup:

LemSteven

Pooty's improvement to L3D Level 58 (Snake) inspired me to take another look at that level.  A bit of lateral thinking ended up yielding another solution that saves 60/80.

Spoiler
After using the first bomber at the intersection closest to the entrances, make one of the lemmings from the middle path a Turner so that everyone follows the "Snake" path (Screenshot A).  Follow the "Snake" path until the second-last intersection -- you should have two turners left at this point.  The first lemming turns in the normal place, and the fourth lemming turns a block earlier, directing the crowd back to the middle path.  The second and third lemmings are both bombed so as to take out a chunk of the adjacent block that is holding back the crowd (Screenshot B).

LemSteven

L3D Level 72 (Raiders of the Lost Lemming) has been improved to 35/40 (previously 33/40).

Spoiler
1: Make the first two lemmings climbers.
2: Make the third lemming a left turner after he hits the wall and turns around
3: Make one of the climbers a miner so that he chips away the last two blocks of the stone building.
4: Make a lemming from the crowd a left turner at the next wall so everyone continues up the corridor.
5: When the climbers ascend the rear wall, make the first one a right turner.
6: Make the second climber a miner immediately after he turns.  He will eventually hit steel and turn around.
7: Assign a left turner to direct  the crowd up the miner's staircase.
8: Make the climber a left turner on the same block as his companion.
9: (This is the tough part) The first lemming from the crowd must build immediately as he hits the last turner (i.e. a frame-perfect assignment).  He should make his way to the top of the stone building.
10: Make this lemming a digger to reach the exit.  Any lemmings that overtake the digger while he's digging will hit the first turner and cycle around the level again.

Note: Due to the near-symmetry of the level, this solution should also work if you reverse the direction of all five turners.

Pooty

3D Lemmings: Taxing 18 (Level 58: Snake) has been improved to 67/80.

Spoiler
After you use the first turner and the blocker, bomb the first obstacle. Get the lower lemmings to merge with the upper lemmings with a turner. Work your way to the second obstacle, then set up two turners so that all the remaining lemmings will merge into one group.



Bomb the first of the two turners (indicated in the image above by the highlighter), then use the freed turner to bomb the next obstacle. You have to time it perfectly so that the other lemmings will hop onto the next platform and not fall off. Keep bombing your way through the obstacles to free the lemmings.
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]

LemSteven

Congratulations, Pooty, you may have just achieved the most annoying max-% solution to execute in the history of Lemmings!  ;P  I used to think the bomber timing for max-% in Havoc 20 of ONML was rough, but this takes it to a whole new level.  I just got it to work myself, and I guarantee I never would have gotten it without the built-in auto-replay feature.

Good job finding (and executing) that one! :thumbsup:

namida

#104
Improved to save 68 save 69. For the purpose of the skills you can't live without, this also improves to 4 turners.

Spoiler
In the middle: After the first lemming turns around, make him a turner immediately (doesn't matter which direction). When the second lemming bounces off him, make him a turner too, pointing back towards the block.

On the side: First lemming turns as usual. On top of the obstacle, second lemming turns to join the crowd up with the middle. At this point, RR 99. The last lemming, after turning towards the crowd but before falling off the obstacle, becomes a blocker.

All lemmings are now compressed in one spot as needed. Bomb the turner on top of the obstacle. From here on, it's those perfectly-timed bombers all the way to the exit - the blocker will be a bit behind the crowd, he must become the first of these bombers. (My earlier claim of save 68 was based on not realising you could do this with the blocker, and that he'd be lost no matter what.)

Replay attached. Note that in the replay I fiddle with the RR a bit at the start - this is a leftover relic from something else I was trying, and is not important to the save-69 solution in its final form.
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)