Lemmings Challenges

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

Previous topic - Next topic

0 Members and 2 Guests are viewing this topic.

tseug

Quote from: ccexplore link=1117597280/450#464 date=1133972044
Quote from: tseug link=1117597280/450#463 date=1133946349I'm on Mayhem 19, oh noes.......
Now I'm on Mayhem 23, ohnoes again.......
I must say I'm surprised too by what they require you to do for Mayhem 19 and, to some extent, Mayhem 20.  I can't help but wonder how many people did actually beat this game.

As for Mayhem 23, if you want a hint I can give you some.
Myhem 19 certainly used the most savestates so far.
I haven't really tried Mayhem 23 it just looks threatening.

ccexplore

Quote from: tseug link=1117597280/465#465 date=1133976983Myhem 19 certainly used the most savestates so far.
I just checked out Mayhem 19 on the GameBoy. &#A0;It was the same level with the same skills, but on the GameBoy it only requires 12/14, making it a much more reasonable (though dull) level.

Mayhem 20 also only requires 12/14, but more importantly, even though it also only gives you one blocker like the NES version, because walkers walk much slower on the GameBoy, you would only lose 2 lemmings while building across a one-cell gap, unlike the NES version where you can lose like 6 or 7. &#A0;So stalling the lemmings via builders is a much more reasonable task to do on the GameBoy version of the level.

Come to think of it, I do have to wonder how accurate speed-wise the emulation is on the NES. &#A0;I have no reason to think that the speed is inaccurate, but I guess at some point I should download NES games I've actually played on the real hardware (eg. Super Mario Bros) as a sanity check.

tseug

The only difference speed would make is how fast the game goes. Everything in the game would be proportional to the original, even if the speed was a bit off.

ccexplore

Quote from: Jazzem link=1117597280/435#441 date=1133717768
QuoteTricky 1: lose 1
I managed to do that without losing any... Well, on the Game Boy version, and they're both seemingly alike.

I'll have a look at the others later.
Now that I have finished the Fun levels of GameBoy Lemmings, here are the records you can actually make use of. &#A0;(Again per convention, unlisted levels mean 100%):

Fun 3: lose 5
Fun 6: lose 2
Fun 23: lose 1

Although the results for Fun are nearly identical to the NES version, difference in game mechanics lead to a few challenge solutions being quite different on the GameBoy version.

Fun 23 is a particularly notable example, where 100% is possible on the NES version. &#A0;Because lemmings walk much slower on the GameBoy version, I am simply unable to find a way to get the last lemming out to reach the exit before times up. &#A0;In fact if there was just one more second it would probably be enough to save that last one, it was that close. &#A0;I tried a couple of methods to "speed up" the path taken by the last lemming, but so far I'm unsuccessful.

As for Tricky 1, I haven't really played it yet, but you said you managed to save them all eh? &#A0;On my ROM, you are given 1 exploder, 3 blockers, 3 builders, 1 basher and 1 digger. &#A0;Is that what you get on yours?

ccexplore

Quote from: ccexplore (not logged in)(Guest) link=1117597280/465#468 date=1134089915Now that I have finished the Fun levels of GameBoy Lemmings, here are the records you can actually make use of. &#A0;(Again per convention, unlisted levels mean 100%):

Fun 3: lose 5
Fun 6: lose 2
Fun 23: lose 1
Gameboy version of Tricky have now been completed. &#A0;Turned out I ended up with the same records I got on the NES version:

Tricky 1: lose 1
Tricky 3: lose 1
Tricky 6: lose 2
Tricky 13: lose 2
Tricky 17: lose 1
Tricky 18: lose 1
Tricky 19: lose 12
Tricky 25: lose 1

LemSteven

Yippee! &#A0;I finally got ccexplore's Tame 20 trick to work in the PC/DOS version! ;D

Using it, I've come up with a couple more fewer-builder challenges:

Save 100% on both Fun 21 and Tricky 11 without any builders.

Unfortunately, I don't have either the GameBoy or the NES versions of Lemmings, so I can't help you guys look for more records.

ccexplore

Quote from: LemSteven link=1117597280/465#470 date=1134271236Unfortunately, I don't have either the GameBoy or the NES versions of Lemmings, so I can't help you guys look for more records.
Well, if you are not above downloading illegal ROMs off the net, both versions are very easy to find, as are emulators. ;)

How is Lemmings Revolution coming along? &#A0;I'll have to see if I can find that off the net for downloading... ;)

ccexplore

GameBoy Lemmings Taxing records:

Taxing 7: lose 1
Taxing 10: lose 1
Taxing 11: lose 4
Taxing 20: lose 1
Taxing 21: lose 2

The 100% for Taxing 9 on the GameBoy is partly because the GameBoy version gives you 2 more builders than the NES version (where the best so far is lose 2).

LemSteven

Quote from: ccexplore (not logged in)(Guest) link=1117597280/465#471 date=1134293960How is Lemmings Revolution coming along? &#A0;I'll have to see if I can find that off the net for downloading... ;)

I haven't had much time recently to work with Revolution, but I will next week. &#A0;I've got final exams this week, so I've been pretty busy. &#A0;Fortunately, I have a 3-week vacation after this week for Christmas, so I'll have time to work with it then.

Currently, I've gone through about 2/3 of the game, and it is possible to save everybody on the majority of the levels that I've done. &#A0;Some of my solutions are a bit glitchy, though.

ccexplore

Finally!  I have just effectively completed all of GameBoy Lemmings.  "Effectively", because I got lazy on Mayhem and only played the levels where you are not required to save 100% in order to pass, obviously because for the challenge purposes here, you don't really care about 100%-required levels.  Besides, they probably play more or less the same way as their NES counterparts which I did play through.

(On GameBoy Lemmings, the non-100%-required Mayhem levels are:  1,2,3,4,13,15,17,18,19,20,23,25.)

And so, my current records for all of GameBoy Lemmings:

Fun 3: lose 5
Fun 6: lose 2
Fun 23: lose 1

Tricky 1: lose 1
Tricky 3: lose 1
Tricky 6: lose 2
Tricky 13: lose 2
Tricky 17: lose 1
Tricky 18: lose 1
Tricky 19: lose 12
Tricky 25: lose 1

Taxing 7: lose 1
Taxing 10: lose 1
Taxing 11: lose 4
Taxing 20: lose 1
Taxing 21: lose 2

Mayhem 2: lose 1
Mayhem 13: lose 1
Mayhem 15: lose 3
Mayhem 18: lose 1
Mayhem 20: lose 1
Mayhem 25: lose 2

Total lost = 47

So I did 3 better on the GameBoy compared with the NES, and most of the better (and different) scores come from Mayhem levels.  A brief explanation of the differences:

Mayhem 1 (100% on GB, lose 1 on NES):  Because on the GB unlike the NES, builders can turn themselves when they hit a wall while in mid-build, the level can be passed with only 16 rather than 17 builders.  This give you one more builder to deal with crowd control.  Also help are the facts that:  1) GB walker's speed (relative to builder) is slower;  2) you can switch skills while the game is paused unlike the NES.

Mayhem 3 (100% on GB, lose 1 on NES):  The digger and basher's effect is more incremental on the GB, more similar to the regular versions of Lemmings.  So for example, on the GB and unlike the NES, making the first lemming out dig will divert all but one lemming to the next lower platform.  Hence the 100% GB solution cannot be done on the NES.

Mayhem 13 (lose 1 on GB, lose 2 on NES):  On the GB version of the level you are given 1 more basher and even a miner, plus some of the terrain which are not bashable on the NES are bashable on the GB.

Mayhem 20 (lose 1 on GB, 100% on NES):  The main reason 100% proves impossible on the GB is its limitation that only 3 terrain-changing skills (builder, basher, miner, digger) can be active at the same time.  So for example, you can't get enough builders going to stall on both sides of the platform, despite the slower walker speed on the GB.  There will also be issues with freeing the blocker if you try that idea, because of game mechanical differences between the GB and NES.

Proxima

A pretty obvious backroute, but judging from the Genesis thread in Game Help I'm the first person to take it to the extreme, so I claim this as my record:

Genesis Present 30 (Final Impediment) -- use no more than 5 builders

Proxima

Another one I've been trying to push to the extreme -- not sure if this is quite minimal yet though:

Genesis Sunsoft 7 (Everyone turn left -- Part two): use no more than 7 miners

LemSteven

Hooray! &#A0;I'm home for Christmas Break! &#A0;I plan to spend some time this week working out more high scores for Lemmings Revolution, but not tonight. &#A0;I've played enough Lemmings for one night trying to confirm another fewer-builder challenge in the original Lemmings. &#A0;Unfortunately, I never did execute it correctly, but I was able to confirm that it is possible:

Taxing 15 (What an AWESOME Level): &#A0;Save 100% without builders.

There's a few parts where you have to send a climber up and dig down to free the crowd, but other than that, it is fairly straightforward. &#A0;It gets tough at the end, though, because the climber can't ascend the last hill. &#A0;I had to use, among other things, ccexplore's Tame 20 trick to get up there. &#A0;Unfortunately, I messed up at the very end, while trying to release a blocker (the %#@$ basher went the wrong way).

tseug(Guest)

@ahribar: I took both of those to the extreme. :) You can see how I did Final Impediment with 5 builders in the "Lemmings Ark.." thread. I did "Everyone turn left -- Part two" with five miners, haven't been able to get 4.

tseug

I seem to have found a 48/50 solution to wild 15 that doesn't use what I think is the wild 15 trick. However it is hard to execute. Could someone who knows what the wild 15 trick is PM/Email me? I just want to make sure. (it would be glitch free btw)