Undamaged Levels (ONML etc.)

Started by ccexplore, July 30, 2012, 11:08:07 PM

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ccexplore

This is an extension of Luis' "Undamaged Levels" challenge, to the other Lemmings games on DOS.  (I can consider keeping results for other versions too if there're sufficient interest in that.)

I needed to start a new topic so that the list of results can be kept as the first post of the topic instead of buried somewhere on page X.  DOS Lemmings results repeated here for completeness.

Rules summary: beat the level without ever destroying any pixels/cells of terrain originally present in the level.  Destroying the stairs from a builder is fine because it's not part of the level's original terrain (ditto for other types of added terrain, for games like Lemmings 2 and beyond).

(* means one or more glitches are required for the given result.  If placed over the level itself, it means glitches are require for the challenge even without achieving 100%; if placed only over the 100% result, it means the level can be solved for the challenge without glitches, but glitches are required to achieve 100%.)

DOS Lemmings
Fun: 2, 3, 7-12, 14-16, 17*, 19, 20, 24, 25*, 26-28, 29*
    100%: all except 3, 17, 25, 29
Tricky: 1, 3, 4, 5*, 6-10, 12, 13, 22, 24, 26, 28*, 29
    100%: all except 5, 24, 28
Taxing: 2, 3, 4*, 9, 10, 11*, 15, 16, 18, 20*, 22-24, 27*, 28
    100%: all except 2, 4, 20, 27, 28
Mayhem: 1, 2*, 6, 10, 14, 15, 17, 18, 25, 30
    100%: all except 10, 15, 30

Genesis (MegaDrive) Lemmings
(unique levels in bold, Genesis-only achievements on non-unique levels in italics)
Fun: 2, 3, 7-12, 17*, 20, 23, 24, 25*, 26-28
    100%: all except 3, 17, 25
Tricky: 2-5, 7, 8, 9, 11, 14, 21*, 22, 24, 26, 28*
    100%: all except 21, 24, 28
Taxing: 4*, 9, 10, 11*, 15, 16, 18, 22-24, 28
    100%: all except 4
Mayhem: 2*, 9, 14, 17, 25, 28*
    100%: all except 14, 28
Present 7, 9, 11, 22, 30
    100%: 9, 11, 30
Sunsoft: 11, 19
    100%: all

DOS ONML
Tame: 2, 4, 5*, 7, 8, 9, 10*, 13, 14, 15, 17*, 20*
    100%: all except 5, 10, 17, 20
Crazy: 4, 5, 11, 15*
    100%: 4, 5
Wild: 3, 8, 9*, 11, 16, 19, 20
    100%: all except 20
Wicked: 4, 9, 13, 15, 17, 18, 20
    100%: all except 4, 15, 20
Havoc: 10, 12, 15*, 16, 17
    100%: 12, 17

DOS Xmas
91: none possible
92: none possible
Frost: 2, 3, 6, 8, 9, 11, 13*, 16
    100%: all except 6
Hail: 5, 7, 12, 16
    100%: all
Flurry: 1-4, 7, 9, 12-15
    100%: all
Blitz: 1*, 2, 7*, 9, 10, 13
    100%: all

DOS Lemmings 2
[notation: <level number>:<maximum out of 60+ you can save without glitches>(<max save with glitches>*)
 highlighted results are gold]
+To make it easier to read and compare results, we will consider you can always start off with 60 lemmings in every level, even though in reality that isn't the case w/o using cheats.  According to current records, you only lose a lemming each in Polar 8 and Classic 5.

Classic:  2:59(60*),  3:4,  4:2(8*),  6:4(8*),  10:2(60*)
Beach: 1:60, 2:60, 3:5, 4:1, 5:60, 7:0(1*), 8:60, 9:0(1*), 10:0(1*)
Cavelems
Circus
Egyptian: 4:1, 6:60, 7:2, 10:5(60*)
Highland
Medieval: 4:2, 7:1, 9:60, 10:60
Outdoor: 1:60, 2:60, 3:14, 4:60, 5:60, 6:60, 7:60*?, 8:1(60*), 9:1(60*), 10:5
Polar
Shadow
Space: 1:60, 2:60, 3:1, 5:60, 6:60, 8:1, 9:60, 10:60
Sports: 3:60, 4:60, 5:0(1*), 6:11(60*), 7:6(8*), 8:2(60*), 9:1(60*) 10:60

DOS Lemmings 3
Note
 - <level number>:<maximum saved out of 20>
 - To make it easier to read and compare results, we will consider you always start off with 20 lemmings in every level.  Remember that due to the reserve system in this game, you receive for example 11 just for getting a single lemming to the exit without anyone else killed (besides the nuke).
 - Highlight means all lemmings saved, including bonus lemmings.
 - Since the game auto-nukes on time up, and there isn't another way to quit without nuking, damage from the nuke doesn't count.  In some cases they may be avoidable by, for example, jumping the leftover lemmings or make them suicide.  Levels where nuke damage appears unavoidable are marked !.
 - Since most of time it is impossible to avoid causing disappearing platforms to disappear, that won't count as "damage" as long as it is done via a normally non-destructive action (eg. walking, shimmying, etc.).  Levels where such actions unavoidably occur are marked *.


Classic: 1:20, 2:20!, 4:20, 5:20, 7:20, 9:20*, 10:20*, 13:22, 14:11, 15:23, 16:20*!, 19:22, 20:15*, 21:20*, 22:20*, 23:20, 25:21*!, 27:11*, 28:20*!, 29:21*!
Egyptian: 2:20!, 4:20, 5:21, 10:20!, 11:20*, 12:20!, 13:11*!, 14:23*, 18:20!, 23:21!, 27:21*, 28:20!, 30:11*!1
Shadow: 1:20, 2:20, 3:11, 4:21*!, 5:12*!, 8:20, 9:22*

1Uses the second glitch listed on http://www.lemmingsforums.com/index.php?topic=585.msg12379#msg12379" class="bbc_link" target="_blank">this post.

DOS 3D Lemmings

PC Lemmings Revolution
1-1 (100%), 1-2 (100%)
2-1, 2-2 (100%)
3-2, 3-5
4-2 (100%), 4-3 (100%), 4-6 (100%)
5-1 (100%), 5-2* (100%)
6-3, 6-8 (100%)
7-1 (100%), 7-7 (100%), 7-8* (100%)
8-2* (100%), 8-3 (100%), 8-7* (100%), 8-8*1 (100%), 8-9*, 8-10* (100%)
9-6* (100%), 9-8*1, 9-10 (100%), 9-11 (100%)
10-2 (100%), 10-5, 10-6 (100%*), 10-8* (100%), 10-10 (100%)
11-1 (100%*), 11-2 (100%), 11-3, 11-6 (100%), 11-9 (100%), 11-11 (100%), 11-12 (100%)
12-1*1? (100%), 12-2, 12-4

1Requires http://www.lemmingsforums.com/index.php?topic=585.msg14420#msg14420" class="bbc_link" target="_blank">this glitch.  Visually the terrain looks undisturbed, but the lemmings will react exactly like the terrain has been dug away.  Probably shouldn't really count as "undamaged", but interesting enough to at least merit a mention here.

Proxima

Tame: 2, 4, 7, 8, 9, 13, 14, 15 (all 100%)
Crazy: 4, 5, 11 (100%: 4, 5)
Wild: 3, 8, 9*, 11, 16, 19 (100%: all except 3)
Wicked: 9, 13, 17, 18 (all 100%)
Havoc: 10, 12 (100%: 12)

*Wild 9 is possible with the nuke glitch, of course. Is it also possible with sliding?

mobius

 http://www.lemmingsforums.com/Smileys/lemmings/sad.gif" alt=":(" title="Sad" class="smiley" /> http://www.lemmingsforums.com/Smileys/lemmings/angry.gif" alt=">:(" title="Angry" class="smiley" /> hey! c'mon give somebody else a chance.  http://www.lemmingsforums.com/Smileys/lemmings/winktounge.gif" alt=";P" title="Wink-Tongue" class="smiley" />

I was gonna try some of these but I can't keep up with you guys. I'll just do them myself and won't look at the answers.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


Proxima

Sorry. I had intended just to rattle off the levels that are trivial for this challenge (or already solved in the builders-only challenge) so as to save everyone else the effort -- then I noticed (though I had guessed this might be the case) that ONML doesn't seem to have any levels that are possible but non-trivial. Unless some more of the Tame levels can be done using Clam's blocker-glitching method. Or unless I missed a few http://www.lemmingsforums.com/Smileys/lemmings/tongue.gif" alt=":P" title="Tongue" class="smiley" />

Clam

Unless some more of the Tame levels can be done using Clam's blocker-glitching method.

Yes to that http://www.lemmingsforums.com/Smileys/lemmings/smiley.gif" alt=":)" title="Smiley" class="smiley" />. Here are:
  • Tame 5 using the block and bomb through steel variant.
  • Tame 17 using the wall-then-block variant.
  • Tame 20 using ccexplore's 'blocker-pulling' method. This comes with the added complication that you can only save climbers this way, and there aren't enough climbers to save 25/50. This means you need to use the nuke glitch to cheat the percentages, and then quit the level before the remaining lemmings explode and destroy the terrain. (Is that a first for challenges? I think it is http://www.lemmingsforums.com/Smileys/lemmings/laugh.gif" alt=":D" title="Laugh" class="smiley" />) The attached replay saves 18/28 or 64%. There are a couple of other Tames where this might work, I haven't tried yet.

Akseli

Wild20, Wicked20 and Havoc17 are definitely possible. All my solutions lacks one lemming from 100% though, so these might be possible to improve.

Proxima

Oh, right, going along the bottom, I'd always assumed the grass traps completely prevented this as a solution route  http://www.lemmingsforums.com/Smileys/lemmings/cool.gif" alt="8)" title="Cool" class="smiley" /> Here it is with 100%.

I had been trying Tame 17 last night but only managed to get through the first staircase, which shows how hopeless I am at that method  http://www.lemmingsforums.com/Smileys/lemmings/winktounge.gif" alt=";P" title="Wink-Tongue" class="smiley" />

Interesting solution to Wild 20. It's also possible by direct drop (but not 100%).

(I feel embarrassed about missing Wicked 20, though.)

Proxima


ccexplore

I think I have gotten everything updated for now.  Proxima was right about how much less conducive ONML is for this challenge.  The given skills and require save percentages tend to be tighter, plus most levels end up with some obstacle that really need to be destroyed (even if by the most trivial of moves) to get through.  I did spot a few more that should be possible, and a few more that are covered by results in other challenge threads, but not a whole lot more.  I will probably leave the easier ones for others to discover for now.

I've decided to also add Sega Genesis (aka Megadrive) Lemmings for this thread, to help increase the pool of levels people can look into.  Although I suspect that many of the levels from that game will also end up being ONML-like for this challenge as well.  http://www.lemmingsforums.com/Smileys/lemmings/sad.gif" alt=":(" title="Sad" class="smiley" />

Proxima

Looks like it. Here's what I've got after a quick skim through the Genesis levels (considering only the unique levels):

Fun 23 (100%)
Tricky 9, 11 (both 100%)
Taxing 28 (100%)
Mayhem 9, 14 (100%: 9)
Present 7, 9, 11, 22, 30 (100%: 9, 11, 30)

LemSteven

I've got a hunch that Wicked 15 may be doable for this challenge, using a variation of Clam Spammer's no-basher solution that he posted http://www.lemmingsforums.com/index.php?topic=562.msg14040#msg14040" class="bbc_link" target="_blank">here.  Given the 80% save requirement, there should be plenty of time to seal off the left and right sides of the starting platform and cut off the splat fall before too many lemmings are lost.  The only thing I haven't worked out is the "extreme precision" required to build over the ice shooter trap.

Proxima

Good call. Here's a replay  http://www.lemmingsforums.com/Smileys/lemmings/thumbsup.gif" alt=":thumbsup:" title="Thumbs Up" class="smiley" />

ccexplore

Here's what I've got after a quick skim through the Genesis levels (considering only the unique levels):

Wow really, nothing from Sunsoft rating? http://www.lemmingsforums.com/Smileys/lemmings/shocked.gif" alt=":o" title="Shocked" class="smiley" /> Gotta take a look at that later tonight.

Clam

Crazy 15 can be done with direct drop, not 100% though.
Havoc 15 is done undamaged in my blockers+builders solution http://www.lemmingsforums.com/index.php?topic=181.msg11758#msg11758" class="bbc_link" target="_blank">here (uses sliding).


*Wild 9 is possible with the nuke glitch, of course. Is it also possible with sliding?

Seems unlikely. Sliding leaves a lemming behind, you have no climbers and you need 100%. That means you have to use lots of builders to force the last lemming up through the terrain, in addition to a probably builder-heavy sliding setup.

ccexplore

http://www.lemmingsforums.com/index.php?topic=654.msg14357#msg14357">Quote from: ccexplore on 2012-07-31 22:22:24
Wow really, nothing from Sunsoft rating? http://www.lemmingsforums.com/Smileys/lemmings/shocked.gif" alt=":o" title="Shocked" class="smiley" /> Gotta take a look at that later tonight.

Sunsoft indeed has a paucity of levels suitable for this challenge.  But I did manage Sunsoft 11 and 19 undamaged through some fancy builder work, even 100% for 11 (already required for 19).  I've attached Lemmix replays to show what the solutions look like (you can find the Genesis LVLs somewhere on the forums), but yes, I have confirmed them on Genesis emulator as well.

Sunsoft 25 also looks like potentially doable via sliding, but I'll leave that for another day.  And well, that's it sadly.  13 may initially look plausible with "pushing through wall via safely explodable blockers on steel ground", but the nearby one-way-wall actually cancel out some of the steel (yes, tested so in Genesis) so bombers there will remain destructive. http://www.lemmingsforums.com/Smileys/lemmings/sad.gif" alt=":(" title="Sad" class="smiley" />