Good job!
Honestly I don't remember whether anyone here actually ever tried executing a sliding glitch solution in any Lemmings levels on the real game. I think everyone else had only done them in Lemmix, or in emulator for console versions, all with the help of savestates, framestepping, rewinds etc. I've only tested the glitch itself on console emulators to verify the glitch works, not ever trying to execute a full solution in a real level. You may be the first person in this forum to have successfully executed a real level solution using the glitch on the actual game, without any tool assists.
Where i can find mayhem 10 2 were lost solution replay? Im not founded it then when i trying. Its might my next project.
That one also uses sliding glitch, are you sure you want to deal with that now?
At least for this level it all happens right at the start and you are only sliding 2 lemmings up.
As for missing replay, good question, looks like I actually can't find a copy of it on my current computer either, and the attachments may be lost on the old posts that first reported this result. I might need to go look at old backups of my older computers to see if I can find either the replay or the screenshots to recreate it. If anyone else can find a copy, please post.
I'd actually like to go look at this myself too, because I think we just took the originally reported DOS lose-2 solution (that doesn't care about skill counts) as the record, not sure we ever seriously review/audit the skill usage past the initial portion that uses the sliding glitch. For all I know there could be some very obvious improvements lurking.
It needs to be mentioned that the timing/moves used on SNES to trigger the glitch for this level will be a bit different from DOS's, because the basher reaches one pixel farther on SNES compared to DOS, plus you can't change release rate while paused on SNES. It's still the exact same skills used, but the release rate values and a few other details will differ, to the point that you cannot just copy the numbers from DOS solution. I've tested the opening moves on SNES before and have written down the key release rate numbers for SNES somewhere, I really hope I can still find it.
(Taxing 4) Yeah can´t say much without testing this but its will definitely requires one more builder on SNES because this goal bug doesn´t work on SNES version. Its like similar as mayhem 30.
Actually it's different from Mayhem 30. The hitbox of the exit is positioned in a way on DOS that (given where you can start mining nearby without using extra skills) actually doesn't work for that bug anyway, even on DOS. Instead, the mining just barely misses the exit hitbox, resulting in a floor that misses the exit for both miner as well as walkers (unlike that bug, which lets walker exit while miner continues on). Then later when you build in that area, the build bridge effectively raises the floor slightly upwards to barely meet the exit hitbox again, and so all the lemmings can then exit as a result.
If the SNES's exit hitbox reaches higher or lower compared to DOS, you may have to start mining earlier or later to compensate, but otherwise the solution does not rely on the "goal bug" and can hopefully work even on SNES without needing extra skills. Though as you say, even 1 or 2 extra skills still beat the current record.
I've also played around with the solution a little more, and I've found ways to make it slightly less unforgiving (still very hard though) to execute:
- I've changed the use of blocker to instead use a builder to build over the hangman trap. The advantage is that you don't have to worry about that trap anymore (ie. no more "I pray that no lemmings fall off the bridge while it's directly over the trap"). But doing it that way does create other complications elsewhere in the level unfortunately.
- The lemming that does the building to trigger sliding, as well as the lemming that gets slide up, are now both new lemmings coming out the entrance (30th and 34th respectively), and therefore the timing for triggering sliding is just a matter of release rate, and no longer also (as) sensitive to things like timing of skill assignment of basher, as like in the replay I posted.
It'll still be very difficult as almost every skill assignment must be done at exact locations, but less problematic than before. Still untested though given the SNES miner differences. I'll post a Lemmix replay later based on a slightly tweaked version of the level to better (but not perfectly, that's just impossible) imitate SNES version with its physics, to help show things like release rate changes and exact positions of various skill assignments as pertained to SNES.
I'll say definitely for first order of business for SNES, to test out the miners first on that level (just build normally through the spike traps on left to get a lemming up there so you can then test out the mining and building used in the sliding solution).