Lemmings Challenges

Started by LemSteven, June 01, 2005, 03:41:20 AM

Previous topic - Next topic

0 Members and 3 Guests are viewing this topic.

ccexplore

Ahribar, the post you're referring to is for Wicked 15 not Wild 15.  (Moreover, the post you referred to was superseded by this one.)  ;)

I think I might've at some point gotten the 47/50 for Wild 15 that LemSteven mentioned as something he heard of but didn't confirm himself.  I was of course trying to go for 48/50 though, so since I wasn't able to do that I never announced anything for Wild 15, in the same way that I would probably not bother with Havoc 20 unless I find a lose-6 solution.  (Not to say that 47/50 in Wild 15 is anywhere near Havoc-20-difficult.)

But good job to guest nonetheless.  :)

LemSteven

I was playing ONML this weekend and I got the 98% solutions for Wicked 9 and 10.  9 was pretty easy, but 10 was a battle that came down to the last pixel.  It took me over an hour to figure out and execute the solution.

Before I got to those levels, I found an interesting challenge on Wicked 8.  It's not a new score, but I managed to complete the level in less than 1 minute.

Also based on the layout of Wicked 8, I think that the solution posted on The Lemmings Solution is a backroute.  The intended solution probably involves sending an athlete to the exit and building left from there.

ccexplore

Quote from: LemSteven  link=1117597280/180#181 date=1125280948Also based on the layout of Wicked 8, I think that the solution posted on The Lemmings Solution is a backroute. &#A0;The intended solution probably involves sending an athlete to the exit and building left from there.
That could be, though I find it somewhat hard to believe that the level designer would have overlooked the solution on The Lemmings Solution.

How hard is the your Wicked 8 challenge (ie. how many seconds left on the clock before the minute's up)?

Good job on Wicked 9 and Wicked 10 btw. :thumbsup:

Proxima

Quote from: ccexplore (not logged in)  link=1117597280/180#180 date=1125279409Ahribar, the post you're referring to is for Wicked 15 not Wild 15.
Oops, you're right. Ironic thing is, I saw the later post, got all excited because you'd done better than 47/50, then realised that was Wicked 15, so of course when I saw the other one I assumed it had to be Wild. :P

As for the Wicked 8 backroute -- it's not much of a backroute anyway, when it's the same difficulty and uses the same skills. I don't see any way of guessing which solution was intended; perhaps the designer knew both.

guest

Quote from: ccexplore (not logged in)  link=1117597280/180#180 date=1125279409I was of course trying to go for 48/50 though, so since I wasn't able to do that I never announced anything for Wild 15

I was trying that too, but the time limit seems to make it impossible. With an extra minute, it probably would have been possible, but a bit harder than 47/50.

ccexplore

I just realized that I haven't actually thought of the method you are apparently using for your 47/50.  Or rather, I did consider it, but never in a way that could allow for 48/50 at all.

Too bad there's not enough time, but maybe I should re-look at the level nonetheless.

ccexplore

Hmm, seems like what I now have in mind isn't what guest is doing.  The trouble I'm having is not the time limit, but rather that a few lemmings always catches up too soon to the trailblazer, causing me to lose far more than 2.  An example of a fail attempt is saving 90% (so 3 unplanned casualties) with 27 seconds left on the clock.  (This can easily be converted to a suitable 47/50 solution though if you're not going for 48/50.)

What this does mean though is that 48/50 should not be ruled out yet.

ccexplore

The guest-inspired solution unfortunately didn't lead me anywhere.  But it did somehow got my brain juice flowing enough that I finally found something that works!  B)

Wild 15: lose 2 (48/50, 96%)

This solution ends up being a modification of my earlier 47/50 solution.  Notably, it uses a glitch, whereas the guest-inspired 47/50 solution is glitch-free.  The 48/50 adds another glitch.

The glitch for my non-guest 47/50 is an old one that's well known before I even came to this forum.  The 48/50 glitch is one that I knew about for some time, but I guess I either discovered it some time after my earlier tries of Wild 15, or that I never saw to use it on this level.  It's arguably not necessarily a glitch, but nonetheless it's something I don't think anyone has yet ever thought about, or have used it to either solve or create a level with.  Unfortunately, again I want to reserve this for my future purposes, so no more details on it for now.  (Well ok, one hint:  it's the interaction of 2 skills.  The result is arguably completely in line with what the 2 skills usually do.)

Many thanks to guest.  Without him, I would've all but forgotten this level.  Want a hint on one of the other levels?

ccexplore

I still don't know for sure why guest had problems with the time limit, but on that note, my 48/50 solution should give you about 50 seconds left on the clock.

ccexplore

Quote from: ccexplore (not logged in)  link=1117597280/180#187 date=1125323395The 48/50 adds another glitch.
Upon further thought, there might be a way to get the same overall effect without using that glitch.  However, you'd then need to space 2 lemmings very close together, which can be a little difficult since this is a 2-trapdoor level.  I have to go to work soon, but later when I have the chance maybe I'll see if I can get it to work without the 48/50 glitch.  That being said, using the glitch will definitely be easier to execute.

The 47/50 glitch is still necessary though.

ccexplore

Oops, nevermind, you do need the 48/50 glitch.  What I was thinking couldn't work because one of the lemmings will end up facing the wrong direction.

DM48

#191
Quote from: LemSteven  link=1117597280/15#22 date=1117831301
Here's where the lemmings are lost:
Fun 3: Lose 3                                                 Fun 6: Lose 2
Fun 18: Lose 5                                               Tricky 15: Lose 3
Tricky 16: Lose 4                                            Tricky 17: Lose 2
Tricky 18: Lose 1                                            Tricky 23: Lose 7
Taxing 7: Lose 1                                             Taxing 19: Lose 5
Taxing 27: Lose 4                                           Taxing 28: Lose 17
Mayhem 2: Lose 1                                          Mayhem 5: Lose 4
Mayhem 10: Lose 4                                        Mayhem 19: Lose 3
Mayhem 26: Lose 5                                        Mayhem 29: Lose 4
                                      Total: Lose 75

Jesus. I don't even know where to begin on Tricky 23 on making a way that will prevent the Lemmings from turning around and falling off the bridge. I can summise that the method either involves creating a pit of some kind to prevent the Lemmings from walking left off the edge, or making a pit to contain everyone and only allowing a few Lemmings to go ahead and create the path to the exit, then you release everyone else. Most of the other levels I've either done myself to that standard or can see how it is possible.

I used to consider myself and ok gamer at this game but I'm just a n00b compared to some people here. XD And to show my n00bness, what exactly is the Fun 6 trick? (Sorry if it was said somewhere already) It says use 3 blockers. Does that mean use 2 at the start to compress everyone into a 1 Lemming width, bomb the floor to release everyone and then turn one into a blocker near the wall to force everyone through? I can't see how that last part works though where the 2 original blockers won't be part of the 1 Lemming width..

And in what will probably be my only time ever correcting guest, on Tricky 23 on the Genesis version of Lemmings you don't appear to be able to build directly out of the pit. That's the version I have and it's not possible (yes, all 12 steps from the bridge were laid down) to get the bridge high enough to build out of the pit on its own. I'm using an emulator as I don't have my console with me at University, but it doesn't seem possible to do that, maybe on another version but not the Genesis.

Shvegait

About Genesis Tricky 23:

Quote from: ccexplore (not logged in)  link=1117597280/165#176 date=1125201550I believe some time ago I checked that on the Sega Genesis/Megadrive the level was just like the PC/Amiga/etc. versions, so if the 100% thing is indeed true it must be referring to the SMS/Game Gear version.


By the way, you are correct on the Fun 6 trick, but of course that is not the way to only lose 2! The way to lose just 2 is just the normal way. Bomb, bomb. (And use a blocker to make it easier.) This was a separate challenge to use just 1 bomber, and save as many as possible.

Deathman48

D'oh! Should have known the other resident expert ccexplore would have been able to correct him.

And yeah, I knew the obvious way to lose 2 on that level, my point was that because you've used 2 blockers originally to make the one Lemming width, at least one of those 2 blockers isn't going to be contained in that one Lemming, so I can't see how you are able to force everyone through the wall, that's the part I was hoping someone would clear up.

Finally decided to register today, with the full name I use. ^^ If you want to see where else I use it, just type it into Google, it'll be the top entry.

LemSteven

Quote from: ccexplore (not logged in)  link=1117597280/180#182 date=1125283594How hard is the your Wicked 8 challenge (ie. how many seconds left on the clock before the minute's up)?

When I played it, I got it in about 55 seconds, but I probably could have done it in 50 seconds if I had sped up the release rate sooner.

Good job on Wild 15, btw. :thumbsup: