Lemmings SNES all levels max pointed (videos up) Update 6.10.2024.

Started by MASTER-88, November 29, 2019, 11:57:44 AM

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MASTER-88

Tricky 23 9800 points. 98% saved. Its first 98 completion ever on SNES version. Also first video about this in youtube. Its also my record. Its take me only 5 attempts after i did 9705. But this planning take around 8 hours figured out this. I never are see DOS video myself. Yeah this is pretty awesome record. Really happy with this rightnow.:)

https://www.youtube.com/watch?v=D8G_RWXM67w

EDIT:
I´ll update playlists later. This is pretty good christmas present. Its not hardest solution managed, but definitely one harder figured out.:)
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Lemmings World 150 Levels
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My SNES Lemmings MAX Points Project
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ccexplore

So guess what, forum search shows that we (yes, you and I specifically) actually already talked about Tricky 23 right here, waaaaaaaaaaay back in 2011:

https://www.lemmingsforums.net/index.php?topic=1361.msg35105#msg35105

I even gave a pretty detailed step-by-step of the solution.  I've recopied it below without any spoilers (because why not, it's been ages since it was first achieved).

Quote1) Let first lemming turn around at the wall you need to bash through.  He'll be the lemming you'd try to assign miner later.
2) assign climber to next 8 lemmings (you probably want to assign them much earlier, namely as they emerge from entrance trapdoor)
3) next lemming starts bashing the wall
4) right around this time is also when you need to assign the miner, good luck! (use pause so you have time to position the cursor!)
5) next 2 lemming you need to assign both climbers and floaters, but must be done a bit earlier, namely as soon as they emerged from the entrance.  Or maybe just climber/just floater for one of them.  The floating down from the entrance trapdoor provides some delay before they catch up with the miner, while the climbing provides some additional delay as they briefly try to climb up the end of the basher's tunnel.  (The delays are amplified by the fact that the later a lemming catches up to the basher, the farther they'd have to walk to catch up with the miner.)  In fact, with the correct timing, one of them will continually climb and re-climb the moving end of the bash tunnel without ever turning around, and you need that to happen for lose-1.
6) with any luck, your miner will have mined down just barely enough (and barely in time) to prevent anyone from escaping

I even explained on that exact same post with the step-by-step above, that the key to it all is, you really want to bash earlier than the most obvious time, in order to maximize the amount of delay from walking (the earlier you can bash, the more they'd have to walk), so you shouldn't wait until sending 10 lemmings up the wall before starting to bash.  Looking at your screenshot, seems like you never took my advice from 8 years ago, and was still sending all 10 lemmings up.

Finally, one of the posts on that thread even included a saved movie of the whole lose-1 solution, in the SNES9x emulator's .smv format.  The file attachment is still there!  Though not sure if it still plays on currently available versions of SNES9x and/or other emulators.  Try it anyway and see?

I hope all this provides enough information for you to work things out, even though honestly, I don't know why you didn't seem to bother from 8 years ago with all the information I already provided back then. ??? This is one rare case where I've definitely confirmed things specifically for SNES, albeit on emulator.  Let me know if things still aren't playing out for you the way it did for me 8 years ago.

MASTER-88

Okay thanks. Yeah thats seems im really forget read this your information 8 years ago. Im not visited here very active then and im not was even good lemmings players then.

I think this strategy should be working. Let see can i make 99% solution using your tips. Thanks again you got find this.:) I´ll working on this next.

EDIT:
I just got 9901 emulator. Next I´ll make it my console. Thanks Ccexplore. I really was miss your tip year 2011.
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Lemmings World 150 Levels
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My SNES Lemmings MAX Points Project
https://www.lemmingsforums.net/index.php?topic=4539.0

MASTER-88

Here is 9901 solution on console. Thanks Ccexplore. I really was miss your tip year 2011. This one was also very easy executed.:) Easier executed than 97% & 98% solutions.

https://www.youtube.com/watch?v=e2yWvVtAezA
Video games player.
See my youtube: Several games videos includes lemmings
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My Huge Lemmings Projects

Lemmings Custom + Triology 394 Levels
Custom +1 (120 Levels)
https://www.lemmingsforums.net/index.php?topic=5840.0
Custom +2 (124 Levels)
https://www.lemmingsforums.net/index.php?topic=5993.0
Custom +3 (150 Levels)
https://www.lemmingsforums.net/index.php?topic=6014.0
Amiga Classic Special (30 Levels)
https://www.lemmingsforums.net/index.php?topic=6345.0

Lemmings World 150 Levels
https://www.lemmingsforums.net/index.php?topic=6751.msg102567#new

My SNES Lemmings MAX Points Project
https://www.lemmingsforums.net/index.php?topic=4539.0

MASTER-88

New videos updated 19.12.19. Also newest archive link is updated

Quote23: 24 [saves 79/80] (DOS) vs 21 [saves 97/100] (SNES).  Test pending for matching DOS solution on SNES.

This solutions is succesfully confirmed now.

I´ll back after christmas. There will be few levels remain we have to look better.

I personally no have any clue those glitches mayhem 2 & 10. And no idea if you can make these succesfully on SNES version.

About taxing levels
Quote7: 8 [79/80] (DOS) vs 10 [99/100] (SNES).  DOS solution relies on being able to bash through the one-way-wall left-to-right from 6-7 pixels below ground level, which probably won't work on SNES (same reason DOS Fun 11 solution won't work on SNES).

I am test that but yeah its look you can´t make this bashing

Quote15: 11 (DOS) vs 12 (SNES).  [Analysis pending...]

I am look many strategys out includes releaserate manipulations, but can´t find any those working. I also check out some miner strategys, but can´t make those working. Also check out every builders pixels, but its let one or two gap remain, so no way make this. This level probably includes version differences. Especially if DOS use miner strategy.

Quote27: 12 [77/80] (DOS) vs 14 [97/100] (SNES).  [Analysis pending...]

13 skills is confirmed on SNES. But 12 not. But i can surely say casual 97% method building doensn´t work. Its let one gap remain even pixel prfected. No way make it any less

Mayhem 2
Quote18 [80/80] (DOS) vs 17 [99/100] (SNES).  Test pending for matching DOS 100% solution on SNES.

No any clue how make this glitch. You can´t casually build up and save all lemmings. But someone could look this better. I also tried better 99% solution break this metal using climber, building and bomber but somereason this metal not going broken on SNES version. But you can still climb through fire trap.

Mayhem 3
Quote4 (DOS) vs 6 (SNES).  Test pending.  I think we might even have found several different 4-skill solutions for DOS actually.  The main difference that can doom some of those solutions though, is that the timer runs faster on SNES so you actually have less time to complete level compare to DOS.  Still, I suggest you take another look at this.

I actually watch 4 skills DOS solution in youtube, but on SNES version time will run out. Even DOS its let 2-3 seconds time remain. Many other ones is also tested, but time will run out and some other troubles here and there. Its strongly look 6 skills is best possible on SNES. But you guys could check out better strats.

Mayhem 6
Quote6: 9 (DOS) vs 10 (SNES).  [Analysis pending...]

I have some clue how DOS version solution could work and i got make its pretty close work on SNES version, but just seems biggest trouble is strong metal.

Quote10: 31 [73/75] (DOS) vs 24 [72/75] (SNES).  Test pending for matching DOS solution on SNES.

Like mayhem 2. No idea how make this. I guess this requires use some jump glitch and i´ll need more information about this.

Mayhem 12
Quote12: 5 (DOS) vs 15 (SNES).  DOS solution exploits a very special glitch that lets you get through the steel and go directly to the exit.  I strongly suspect that won't work on SNES, but will

Already see picture. Its surely not work on SNES version.

But at this point i´ll wish merry christmas guys and back somewhere middle of next week. Let see can we going confirm all others levels.:thumbsup:

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Lemmings Custom + Triology 394 Levels
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https://www.lemmingsforums.net/index.php?topic=5840.0
Custom +2 (124 Levels)
https://www.lemmingsforums.net/index.php?topic=5993.0
Custom +3 (150 Levels)
https://www.lemmingsforums.net/index.php?topic=6014.0
Amiga Classic Special (30 Levels)
https://www.lemmingsforums.net/index.php?topic=6345.0

Lemmings World 150 Levels
https://www.lemmingsforums.net/index.php?topic=6751.msg102567#new

My SNES Lemmings MAX Points Project
https://www.lemmingsforums.net/index.php?topic=4539.0

ccexplore

Quote from: MASTER-88 on December 12, 2019, 02:57:18 PM
QuoteTaxing 14: 10 (DOS) vs 9 (SNES).  [Analysis pending...]

I see typo. This level is Hunt  the nessy 14: 22 (DOS) vs 21 (SNES) is correct.

I personally think DOS level could be easily 21 skills. This level is linear.

So I finally took a look and it turns out the level is actually slightly different on DOS!  DOS actually has two more islands resulting in more gaps to build over.  On the other hand, because DOS doesn't have any water at the bottom, some gaps can be built over with only 1 builder instead of 2.

But it turns out you didn't handle the Nessy optimally either on SNES.  I believe you should be able to use only 20 skills on SNES.

Spoiler
5 builders, then bash across at a height just below the eye of Nessy (about bottom 3rd of eye will be bashed out).  You will come out slightly below tip of the nose, and the fall is survivable.

ccexplore

Quote from: MASTER-88 on December 12, 2019, 02:57:18 PM
QuoteTaxing 15: 11 (DOS) vs 12 (SNES).  [Analysis pending...]

I can´t really find way make this any less skills on SNES. I trying compress using releaserate manipulations, but i´ll need two skills with starting. I also check out all buildings at end pixel by pixel and its let one-two gap remain. Because building is very similar both SNES & DOS version i think its some version differences level itself. But someone might just check out better. But i personally think 11 skills can´t happen on SNES.

Finally got around to looking at the DOS replay posted.  This does use release rate to compress the crowd perfectly into two bunches.  But it turns out to make that work, you cannot just stick to one release rate, instead you have to alternate between 57 and 58, changing the number again and again after each lemming comes out.  The release rate compression lets you not have to use the extra basher to delay the crowd at the beginning, like you did in your solution.  After that, the rest of solution is identical to what you did on SNES.  There's also reasonably enough time left on the timer that time is probably not an issue either.  It should work on SNES.

ccexplore

Quote from: MASTER-88 on December 19, 2019, 03:24:11 PMTaxing 27
Quote27: 12 [77/80] (DOS) vs 14 [97/100] (SNES).  [Analysis pending...]

13 skills is confirmed on SNES. But 12 not. But i can surely say casual 97% method building doensn´t work. Its let one gap remain even pixel prfected. No way make it any less

Mayhem 6
Quote6: 9 (DOS) vs 10 (SNES).  [Analysis pending...]

I have some clue how DOS version solution could work and i got make its pretty close work on SNES version, but just seems biggest trouble is strong metal.

For Taxing 27, you can view the DOS solution using Lemmix Player as described step-by-step on this sticky topic.  The replay file to view can be downloaded from this post (look for the one with "7builders" in the filename).

You need 8 skills to make the path to exit (1 bomber, then 5 builders, a blocker, and one final builder).  So it's all about how you hold and release the crowd:

Spoiler
Near the entrance, you have that triangular wooden staircase leading to top of the yellow block.  Put one blocker on the third step of staircase from bottom.  Put 2nd blocker on top of yellow block as close as possible to the 1st blocker, but also have him build one build brick first before blocking (but, assign blocker after build brick is fully laid down, but before lemming moves up onto it).  The rest of lemmings will pass through the 1st blocker as they walk up the staircase, but will get trapped between the two blockers.  Then once everyone is out, explode someone trapped between the blockers, if timed correctly the explosion will free both blockers, and together with the build brick you added on top of yellow block, the explosion crater will also block lemmings from going further right as well.

One obvious question is, can't you put the blockers lower so you wouldn't need to use the builder?  I did some testing but it doesn't seem to work so far.  If you for example put the 2nd blocker on one of the steps of the staircase, typically the lemmings would walk through that blocker just like they could walk through the 1st blocker from its left.

While the DOS solution captured in the replay file did have a big jump in release rate, I don't think it is strictly required for the solution.  So as long as the blockers behave like they do on DOS, the 12-skill solution from DOS should work on SNES.

------------

For Mayhem 6, you can download the DOS replay file attached to this post, to view in Lemmix Player.  The solution technically can't be done as-is on SNES because it has several sharp changes to the release rates (there are parts where the release rate jumps from 99 to 50 and then back to 99).  I don't know yet how essential those sharp release rate changes are or whether it's possible to find a different sequence of release rate manipulations that provide the same benefits but is executable on SNES, where release rate can't be changed while paused unlike on DOS.  So it's possible there may be no way to make the DOS solution work on SNES, even though everything else in it besides the release rate changes should be doable on SNES.

I believe the release rate manipulation is specifically to help ensure that when the digger starts digging at the spot far enough to the right to eventually be stopped by the metal block, no lemming in the crowd will catch up to the digger before he has dug down far enough, for the right wall to become deep enough to turn lemmings around.  I don't otherwise see a need for the release rate changes.

Not sure what you mean when you talk about "strong metal", so I'm curious what other solution ideas you have in mind that is affected that way? ??? I don't think "strong metal" has any relevance to the DOS solution I know about.

MASTER-88

Back the home. I see ccexplore are looking many awesome stuffs.

Taxing 14 Hunt the nessy 20 skills (10034 points) confirmed on SNES version.  This look i never are looking this level enought and i totally overlooked this strategy pass Nessy.  Thanks ccexplore who looking this better.
https://www.youtube.com/watch?v=nuAUPplLY4I&t=1s

Taxing 15 What an AWESOME level 11 skills (10149 points) is also confirmed on SNES version. I personally really hate those releaserate manipulations. All thanks ccexplore who figured out this and yeah its working also SNES version. Even with 100 lemmings and faster timer its barely enought beat this level using 11 skills. 5 seconds time remain. This was also really painful level, but luckily some errors is allowed.
https://www.youtube.com/watch?v=elsiV4H3GQs


About taxing 27
QuoteYou need 8 skills to make the path to exit (1 bomber, then 5 builders, a blocker, and one final builder).

That last builder is trouble i´ll need 9 skills pass lake. You will need two builders after last blocker. One is not enought give heights. Otherwise this strategy working well.
1-Bomb.
5-builder
1:blocker
2:builder (one builder not give enought heights) Its let one gap remain.

EDIT:
Actually you could build it with one builder too. Yeah 12 skills is confirmed now. Its bit weird timing. Its actually same was as my 13 skills solution but its use builders.

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Lemmings World 150 Levels
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My SNES Lemmings MAX Points Project
https://www.lemmingsforums.net/index.php?topic=4539.0

MASTER-88

Taxing 27 12 skills SNES. I used very different solution than DOS players. This is same solution as i used my 13 skills, but its includes blocker glitch at end.
https://www.youtube.com/watch?v=3JnaKFn-4Oo

That look you have to take 5 builders to left one pixel precision and put last blocker one pixel precision and some weird unknow reason this blocker will allow you start build up higher than usually. Some reason i never figured out that before. Yeah that was pretty weird, because its really look all 5 builder have to be pixel perfect.

Also DOS solution is confirmed working on SNES version, but i find my own solution easier executed. Its not matter because 11 skills seesm impossible with both ways
Taxing 27 9718 (12 skills my way)
https://www.youtube.com/watch?v=3JnaKFn-4Oo
Video games player.
See my youtube: Several games videos includes lemmings
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My Huge Lemmings Projects

Lemmings Custom + Triology 394 Levels
Custom +1 (120 Levels)
https://www.lemmingsforums.net/index.php?topic=5840.0
Custom +2 (124 Levels)
https://www.lemmingsforums.net/index.php?topic=5993.0
Custom +3 (150 Levels)
https://www.lemmingsforums.net/index.php?topic=6014.0
Amiga Classic Special (30 Levels)
https://www.lemmingsforums.net/index.php?topic=6345.0

Lemmings World 150 Levels
https://www.lemmingsforums.net/index.php?topic=6751.msg102567#new

My SNES Lemmings MAX Points Project
https://www.lemmingsforums.net/index.php?topic=4539.0

ccexplore

Quote from: MASTER-88 on December 27, 2019, 09:12:54 PMTaxing 27 12 skills SNES. I used very different solution than DOS players. This is same solution as i used my 13 skills, but its includes blocker glitch at end.
https://www.youtube.com/watch?v=3JnaKFn-4Oo

That look you have to take 5 builders to left one pixel precision and put last blocker one pixel precision and some weird unknow reason this blocker will allow you start build up higher than usually. Some reason i never figured out that before. Yeah that was pretty weird, because its really look all 5 builder have to be pixel perfect.

It's not weird.  I've always started building before the lemming turns around at the blocker, and let the blocker turn the builder while he is building.  You get slightly higher because after laying down first build brick while still facing left, the lemming gets to move up the brick and then got turned around.  So on second build brick, lemming is now as far left as it can be, but already one brick higher than before.  In contrast, if you wait until after the blocker turned the lemming first then assign builder, then it starts building still just as far left as the blocker lets it, but it doesn't get that extra first brick to stand on, so it ends up always one brick lower than if it started building before turning around.  That aspect is not a glitch by any means, it's just logic.

You do need to make sure you place the blocker as far left as you can though, otherwise it would turn around lemmings quite a bit sooner on its right.  I'll spare the technical details, but that has to do with the game tracking certain things like blocker's "field (range) of turning around" in coarser resolution than pixels--it only tracks those at a resolution of 4x4 pixel squares, so sometimes a 1-pixel difference in placement of blocker can actually shift the effective range of blocking by 4 pixels rather than just 1.

Anyway, good job with using the right area to hold and release the crowd, we haven't considered that before in any challenge solutions so far for that level.  Too bad it doesn't seem to allow for less than 12 skills either. :(

MASTER-88

Mayhem 30 (24 skills) 10061 points is confirmed on SNES.
I never are see DOS solution, but just are read some ccexplore post and its seems this level is very different with both versions. But this route use same starting route as my previous record. But better buildings strategys at end. Rightnow i cannot imagine anymore skills could saving. This is probably max pointed now.

https://www.youtube.com/watch?v=RHy0s66RCWI&list=PL-Cn2MW-VOj3qTY_z-MWqhoM0AryLTdd1&index=30
Video games player.
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My Huge Lemmings Projects

Lemmings Custom + Triology 394 Levels
Custom +1 (120 Levels)
https://www.lemmingsforums.net/index.php?topic=5840.0
Custom +2 (124 Levels)
https://www.lemmingsforums.net/index.php?topic=5993.0
Custom +3 (150 Levels)
https://www.lemmingsforums.net/index.php?topic=6014.0
Amiga Classic Special (30 Levels)
https://www.lemmingsforums.net/index.php?topic=6345.0

Lemmings World 150 Levels
https://www.lemmingsforums.net/index.php?topic=6751.msg102567#new

My SNES Lemmings MAX Points Project
https://www.lemmingsforums.net/index.php?topic=4539.0

MASTER-88

QuoteMayhem 30 (24 skills) 10061 points is confirmed on SNES.
I never are see DOS solution, but just are read some ccexplore post and its seems this level is very different with both versions. But this route use same starting route as my previous record. But better buildings strategys at end. Rightnow i cannot imagine anymore skills could saving. This is probably max pointed now.

https://www.youtube.com/watch?v=RHy0s66RCWI&list=PL-Cn2MW-VOj3qTY_z-MWqhoM0AryLTdd1&index=30

Test out couple things which will explain 10062 (23 skills) can´t happen, but you can make 10061 points also one less builder but requires use climber.

Picture 1: Show you need climber if you skip builder. But its easier make 4 regular builders than 3 pixel perfect builders. 4 builder method is used my video
Picture 2: Show level difference between DOS and SNES. There is one less hill on SNES version.
Picture 3: Show. There is actually spot right before arrow. You can bash through arrow, metal pillar, hill and  normal pillar using one single basher, but lemming will still continue basher until its bash out. This requires use builder to cancel bashing. So method bash all in one can,t work save any more skills.

Those 3 picture explains 24 skills seems lowest possible skills save 100% mayhem 30.
Video games player.
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My Huge Lemmings Projects

Lemmings Custom + Triology 394 Levels
Custom +1 (120 Levels)
https://www.lemmingsforums.net/index.php?topic=5840.0
Custom +2 (124 Levels)
https://www.lemmingsforums.net/index.php?topic=5993.0
Custom +3 (150 Levels)
https://www.lemmingsforums.net/index.php?topic=6014.0
Amiga Classic Special (30 Levels)
https://www.lemmingsforums.net/index.php?topic=6345.0

Lemmings World 150 Levels
https://www.lemmingsforums.net/index.php?topic=6751.msg102567#new

My SNES Lemmings MAX Points Project
https://www.lemmingsforums.net/index.php?topic=4539.0

MASTER-88

Tricky 11 Lemming in the attic 100% saved with 9 skills used. Its make 10181 points. I see this also beat DOS version record. And this is probably very new find.

Here is video if you want spoiled it and confirm it. Im pretty sure its might work on DOS version too.
https://www.youtube.com/watch?v=WHYaYfyyUj8



Video games player.
See my youtube: Several games videos includes lemmings
http://www.youtube.com/user/metroidmaster88?feature=mhum

My Huge Lemmings Projects

Lemmings Custom + Triology 394 Levels
Custom +1 (120 Levels)
https://www.lemmingsforums.net/index.php?topic=5840.0
Custom +2 (124 Levels)
https://www.lemmingsforums.net/index.php?topic=5993.0
Custom +3 (150 Levels)
https://www.lemmingsforums.net/index.php?topic=6014.0
Amiga Classic Special (30 Levels)
https://www.lemmingsforums.net/index.php?topic=6345.0

Lemmings World 150 Levels
https://www.lemmingsforums.net/index.php?topic=6751.msg102567#new

My SNES Lemmings MAX Points Project
https://www.lemmingsforums.net/index.php?topic=4539.0

ccexplore

Good job! :thumbsup: I've worked it out myself for DOS.  I did it slightly different because I wasn't sure whether the climber can end up high enough while inside the basher tunnel (which has slightly curved end) for trick to work, so I opted to have the climber start climbing the original wall just as it was about to get bashed away, to set up the trick at that point instead.  That needs a sharper release rate change that isn't possible on SNES.  Upon further thinking of the details of how climbers move on DOS, I think your way on SNES likely works on DOS as well.

===============

Regarding Mayhem 30, the DOS solution is actually identical to SNES solution for most part.  The only other opportunity where you might be able to save a skill, but not sure it would work or not on SNES, relates to the mining near the exit.  On DOS, there is a pixel-precise location there you can start mining, that will create a path for which the miner doesn't exit himself while mining, but other lemmings walking along the steps left by the miner can exit, so you don't have to use an extra builder to make the exit accessible.  I've attached a picture of what it looks like on DOS.  If you go into the technical details on DOS this is arguably a bug, or at least an unexpected discrepancy, between how the game positions the miner during mining vs how walkers are positioned when they walk along the path left behind by miner.

SNES miner is different in ways that I don't yet fully grasp, and I also don't know the effective range of the exit trigger (ie. which set of pixel locations will make lemmings exit when they stand on them) on SNES either.  So it's quite likely this won't work on SNES, but hard to know without testing.  If you want to test it out I'd suggest use an emulator and savestates, to more quickly try all the different locations to start mining near that area and see if any of them work.