Lemmings PSP

Started by Luis, May 27, 2009, 01:28:20 AM

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mobius

thanks for this. It's nice to see it myself, since I'm probably never going to get a PSP. It'd be nice if they released this version on Steam or something like that. I'd think it would sell well. (Clones did after all didn't it?)

I noticed that Steel works is like the Windows version. They survive the entrance fall! I also noticed it seems like there are some changes to the levels, notably they are easier. On It's hero time, the RR is lower and you have more time.

I liked your solution to the great lemming caper! mine was completely different.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


Luis

The reason why the game has more time is because the Lemmings in the PSP version walks slower than the old school Lemmings. The more time thing is pointless on most levels, because a lot of them can still be beaten under the original time limit. There are some levels that are difficult to beat but still possible under the original time, and that's "The Far Side" and "Save Me". Taxing 7 is impossible to do in three minutes.

Since the Lemmings can survive the fall on Steel Works, it's possible to save 100% on that level.
Mr. Lemmings PSP user.

Luis

A video of the 36 new levels. The turn around level has the wrong background. It's suppose to be have the Egypt one. It's using the marble one.

http://www.youtube.com/watch?v=a_ICH7qAIWg" class="bbc_link" target="_blank">http://www.youtube.com/watch?v=a_ICH7qAIWg
Mr. Lemmings PSP user.

Luis

I discovered by accident that the steel in Tricky 5 and Taxing 8 are breakable.

http://i232.photobucket.com/albums/ee91/Luis2_06/MYDC0707.jpg?t=1345084301" alt="" class="bbc_img" />
Mr. Lemmings PSP user.

ccexplore

 http://www.lemmingsforums.com/Smileys/lemmings/shocked.gif" alt=":o" title="Shocked" class="smiley" /> http://www.lemmingsforums.com/Smileys/lemmings/thumbsup.gif" alt=":thumbsup:" title="Thumbs Up" class="smiley" /> Wow, that sure puts the PC Lemming's steel glitches to shame!

(Actually, there was a level in one of the PC Holiday Lemmings where they just plain forgotten to make the steel blocks actually steel.  Probably same thing happening here in those PSP levels.  Wonder if there are others?)

Luis

I could try and check and see if there are more breakable steels. By the way, the most difficult level in the PSP to beat under the DOS time limit is Mayhem 29. The PSP has 10:00. I only managed to do it once so far and the number of Lemmings that I saved was 80, which is the minimum required to beat the level.
Mr. Lemmings PSP user.

Luis

I finish making the video of the Lemmings 2 pillar levels: https://www.youtube.com/watch?v=PjuQsjo5r_U" class="bbc_link" target="_blank">https://www.youtube.com/watch?v=PjuQsjo5r_U

The Magnificent Severn: The yellow terrains above the brown one with a steel under it was given more terrains, because the PSP Lemmings can't survive the big heights that the Lemmings 2 seems to be able to handle. When I watched the video of So close but so far away, I thought the Lemmings were dying when they were falling, but then I saw them getting up. http://www.lemmingsforums.com/Smileys/lemmings/shocked.gif" alt=":o" title="Shocked" class="smiley" /> The diangle hole on the right near the end was built in a weird way, that I couldn't think of a way to fix it, unless I erase everything there and build it again from scratch, so to save time I just closed it. I was probably rushing build the level back then, because remaking ten levels takes a long time.
Mr. Lemmings PSP user.

ccexplore

Haven't watched the videos yet, but yeah, IIRC the maximum survivable fall distance on L2 was like 101 pixels, compare with Lemmings 1's 63.  That's like an over 60% increase.  In L2, beyond a certain fall distance (don't remember exact number), the lemming will go "ow" upon landing, and be immobilized for a few seconds before getting back up again to walk or run.  They will still just splat if they exceed the maximum survivable fall distance.

As far as I can recall, the difference in survivable fall should not impact the puzzles in Classic Tribe by much if any, as long as you made the necessary adjustments in terrain to account for them.

One other notable difference is that L2 doesn't have a concept of minimum number of lemmings to save like L1.  Instead it uses a sort of achievement system whereby for the best achievement (getting "gold" for a level) for each level, you cannot lose more than a certain number of lemmings (often 0) in that level.  The exact numbers (vary from level to level, just like the minimum save requirements do in L1) are available on the walkthrough http://tle.vaarties.nl/lemmings2/solutions/amiga/classic/1/10/" class="bbc_link" target="_blank">here under "number of lemmings that die".  So one possibility for setting save requirements for PSP remake is to make them correspond to the gold requirements.

Luis

The save requirements in the video is the same number of Lemmings that survives, where the Encyclopedia shows the opposite, like this:

So close but so far away: 4 Dies

PSP Settings
Number of Lemmings: 75
Number of Lemmings to save: 71

Edit: I just realized that the classic levels remake is the closes thing to a Lemmings 2 PSP.
Mr. Lemmings PSP user.

Simon

Another thing you might adapt is the initial number of 60 lems on the first level; then for each subsequent level, set the initial number to the previous level's save requirement.

-- Simon

Luis

I'm gonna have to do the whole video again to get the number of Lemmings right. At least I'll get a chance to make the "So close but so far away" run shorter, because it took me 7 minutes beat, since I made two Lemmings a climber while they were facing right and climbed the steel.
Mr. Lemmings PSP user.

Simon

On time limits: Your solution of Tension Sheet, which can't be sped up further by much, uses over 4:30 of 5 minutes on the PSP. In DOS, a normal solution takes around 3:30. Lengthening the time by a factor of 4/3 seems OK as a rule of thumb.

Even better -- scrap the time limits altogether (if the PSP enforces a limit, use highest possible limit). None of the 10 levels requires the time limit to rule out backroutes. You raise the quality of the levels, and you couldn't have gone with the original limit anyway due to the version difference.

BTW, a block in DOS L2 has a width of 16 pixels, and the spawn interval is 21, as stated by cc. I can't judge 100-percent accurately from the video due to blur, but your choice matches this proportion rather well.

-- Simon

Luis

The Lemmings in the PSP walk slower, making DOS time limits more deadly, but I disagree with raising the time. That will make the level too easy. As long as the level can be beaten under DOS's time, I don't see the point.

Do you mean the steel in Tension Sheet? I have a better picture quality of it here: http://www.lemmingsforums.com/index.php?topic=563.0 You can download it and zoom in or I can make a bigger one.
Mr. Lemmings PSP user.

Simon

The Lemmings in the PSP walk slower, making DOS time limits more deadly, but I disagree with raising the time. That will make the level too easy. As long as the level can be beaten under DOS's time, I don't see the point.

The point is less frustration.

As I said, the levels will not get easier at all. The solution is always the same. With harsh time limits, the player merely has to execute it twice instead of once, after getting frustrated by the limit during his first execution of the correct idea. I assume you remember the time limit thread, so I don't want to warm up the matter here. Also -- it's your own remake, if you want a harsher time limit for some reason, then use it.

Do you mean the steel in Tension Sheet? I have a better picture quality of it here: http://www.lemmingsforums.com/index.php?topic=563.0 You can download it and zoom in or I can make a bigger one.

I meant the quotient of the steel block's horizontal length and the horizontal distance of two freshly spawned walkers. The idea was to judge whether the RR feels the same as in DOS L2.

-- Simon

Luis

I just wanted the time to be the same as the original. I fixed the Lemmings numbers: https://www.youtube.com/watch?v=PjuQsjo5r_U" class="bbc_link" target="_blank">https://www.youtube.com/watch?v=PjuQsjo5r_U I ended up with 53. I'm not sure if it's possible to get higher than that. I watched an all saved Tension Sheet video where you can make the basher and the miner stop doing their job if they meet each other, but I couldn't get the timing right, nor do I know if it even works in the PSP.
Mr. Lemmings PSP user.