Lemmings Challenges

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

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Proxima

QuoteHow you do this?
Two blockers either side of the trapdoor, so that all lemmings are in the same place. Explode one blocker.

As the lemmings walk on the lower level, block as they hit the pillar, and it is actually possible to force them through it.

ccexplore

Quote from: ccexplore (not logged in)  link=1117597280/360#373 date=1129247691new challenge: &#A0;pass Havoc 5 without builders
I forgot to mention that this solution might not be possible on the Mac.  Certainly I haven't gotten it to work on the Mac so far, due to differences related to the Mac version being high-resolution.

ccexplore

Quote from: LemSteven  link=1117597280/45#51 date=1118957237Wicked 7: Save 93% (75/80)
Completely unexpected, but I've improved the record:

Wicked 7: Save 95% (76/80)

Thanks to Leviathan for, well, inspiration I guess you could say.  This should also give you a rough idea about the glitch.  I suppose I should also thank the terrain, because even with the glitch, this is barely possible.

I'm debating with myself whether or not to show some screenshots (PM only though), notably the "after" one.  I'm thinking that it might be sufficiently well disguised so that it's not immediately obvious what I actually did.  With so few skills given, the very fact that I mention the word "Leviathan" is probably enough for some of you to figure it out without evenseeing a screenshot.  Anyway, I probably will end up being selective about who to show to. :devil:

Oh yeah, let's see......this makes the ONML total 84.

P.S.  This is the DOS version, I'll try the Mac version later.

ccexplore

Quote from: ccexplore (not logged in)  link=1117597280/375#377 date=1129604860Wicked 7: Save 95% (76/80)
<snip>
P.S. &#A0;This is the DOS version, I'll try the Mac version later.
Confirmed on Mac version with screenshots.  It's the exact same solution as the DOS version.

ccexplore

Quote from: ccexplore (not logged in)  link=1117597280/375#378 date=1129608130
Confirmed on Mac version with screenshots. &#A0;It's the exact same solution as the DOS version.
I also went ahead and confirmed the same solution on the Amiga version.

Nobody(Guest)

Can someone describe the glitch in Tame 20 that you guys are using to reach places without using builders? And also explain how to beat Classic 7 in Lemmings 2 without using bombers?

LemSteven

Quote from: Nobody(Guest) link=1117597280/375#380 date=1131868212Can someone describe the glitch in Tame 20 that you guys are using to reach places without using builders? And also explain how to beat Classic 7 in Lemmings 2 without using bombers?
I still haven't managed to execute the Tame 20 glitch, but I do know the Classic 7 trick.  Here's a hint: (highlight to read)

If lemmings get caught inside a wall, they will climb up to the top, even if they aren't climbers.  This can be achieved by placing a blocker next to the steel to the right of the entrance and then building over him so that the lemmings fall to his right.

****************************************

Recently, I have been working on maximizing my scores in Lemmings Revolution.  I am basically replaying every level in the whole game, and recording the highest scores I can come up with.  I have a ways to go yet, so it will be at least a couple of weeks before I can post all of my high scores.

ccexplore

Quote from: LemSteven link=1117597280/375#381 date=1131993964I still haven't managed to execute the Tame 20 glitch, but I do know the Classic 7 trick. &#A0;Here's a hint: (highlight to read)
Come to think of it, the Tame 20 glitch and the Classic 7 trick are practically the same, just that since Tame 20 is not in Lemmings 2, you do need a climber.  Oh, and (highlight to read):

In order for the Tame 20 glitch to work correctly, you need to first remove the blocker that you used for pushing the lemming inside the wall.

tseug

I'm creating a list of where the lemmmings are lost in the Genesis version. So far I've completeed fun and tricky.
(100% if not listed)

Fun 3: 47/50
Fun 6: 48/50
Fun 18: 65/70
Tricky 15: 7/10
Tricky 16: 45/50
Tricky 17: 48/50
Tricky 18: 9/10
Tricky 21: 48/50
Tricky 22: 99/100
Tricky 23: 79/100*
Tricky 25: 10/100*

These scores are just what I got, and could use improvement. Tricky 12 was really hard btw.

* = could be improved a lot

Deathman48

How on Earth did you do Tricky 12 losing no Lemmings? More over, how did you do Tricky 21 losing only 2? O_O

ccexplore

Can you narrow it down to only the levels that are absent in the "regular" versions (Amiga, PC, etc.)?  That is unless you managed a record that can only be achieved in the Genesis version of the same level that is present in the regular versions.  I guess it is also acceptable to report on levels that are similar but not identical to the regular versions, if they play out sufficiently differently.  If nothing else, at least highlight the Genesis-specific levels.

So for example, this would mean trimming your list above to:

Tricky 21

Hmm...looks like that's it for now. :P

tseug

The game mechanics are a bit different, which is why I did all of them.

Here's Taxing:

Taxing 13: 48/50
Taxing 14: 48/50
Taxing 16: 99/100
Taxing 17: 48/50
Taxing 19: 65/70
Taxing 25: 79/80
Taxing 26: 99/100
Taxing 27: 49/50

@Deathman48: Tricky 21 was pretty hard, but nothing compared to 12. 21 wasn't that hard to think of but it was a bit tricky to execute. 12 was hard to think of and somewhat tricky to execute as well (it would have been much harder without savestates). I can get screenshots if you want.

Deathman48

A screenshot or explanation be nice, in PM if you don't want to spoil it for anyone else.

And if I didn't have save states some levels I'd never have been able to do without tearing my hair out. =P

ccexplore

Quote from: tseug link=1117597280/375#386 date=1132794049The game mechanics are a bit different, which is why I did all of them.
How? &#A0;The game mechanics seems remarkably similar to that of the Amiga version if you ask me. &#A0;I believe so far the only difference identified relates to not being able to change RR instantaneously (and therefore dependent on how fast the RR increments or decrements in the game).

tseug

Most of the levels that seem similar have small differences. Here are all the game mechanical differences that I can think of now:
1) You can't change the RR instantly.
2) Pausing at the beginning doesn't change when the lemmings come out.
3) Both sides of the level act as walls.
4) A digger has two pixels on each side that don't support him.
5) There is no "right click to select only walkers" function.
6) The mayhem 12 glitch doesn't work.
7) OWWs are where they appear to be.
8) There can be up to 100 lemmings. (obviously only affects some levels)
9) A builder turns around when he hits his head on the top of the level, and I think it happens 1 or 2 pixels lower.

EDIT: This is compared to DOS, I don't know about the Amiga.

EDIT2: While I was playing through tricky 21 I made a lemming slide through some terrain again, but this time I got it to happen several times (thanks to savestates). So this time I observed exactly how the sliding lemming looked, and I figured out how to trigger it. It makes sense considering what I know about the game mechanics, and it seems so obvious now that I know what it is...
Leviathan, I can PM you about it if you want.

Right and left sides of Trcicky 21.
Tricky 12

Mayhem and Present:

Mayhem 2: 99/100
Mayhem 5: 76/80
Mayhem 14: 48/50
Mayhem 19: 47/50
Mayhem 29: 84/100
Present 2: 43/50
Present 16: 98/100