History ThatOneLevel / Lemmings

20th Feb '17 10:33:35 PM mlsmithca
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* Havoc 19, ''Looks a bit nippy out there'', requires that the first lemming build across a small gap at the bottom of a narrow pit; get the timing wrong and you won't be able to finish the level. Then, you must wait until the 79th lemming (of 80) has fallen out of the entrance and have him start building a bridge the instant he hits the ground (over the pit containing the other 78 lemmings) so that the final lemming can cross the gap and be available for other tasks to complete the level. Both lemmings must then complete a series of further precision building manouvers to both pave the way to the exit and free the other 78 lemmings. This time you have a whole ''3 minutes'' to finish.

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* Havoc 19, ''Looks a bit nippy out there'', requires that the first lemming build across a small gap at the bottom of a narrow pit; get the timing wrong and you won't be able to finish the level. Then, you must wait until the 79th lemming (of 80) has fallen out of the entrance and have him start building a bridge the instant he hits the ground (over the pit containing the other 78 lemmings) so that the final lemming can cross the gap and be available for other tasks to complete the level. Both lemmings must then complete a series of further precision building manouvers manoeuvres to both pave the way to the exit and free the other 78 lemmings. This time you have a whole ''3 minutes'' to finish.
20th Feb '17 10:32:25 PM mlsmithca
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* Crazy 3, ''Many Lemmings make level work'' requires ridiculous precision on walking bombers. Assign a lemming a bomber even slightly too late, he will blow a hole clean through the platform and lemmings will splat; assign him too early, and a lemming will walk past him while he is doing the "Oh no!" animation and that lemming will splat. You have to do this almost pixel perfect bomber assignment ''twice''. Other ''Lemmings'' and ''Oh No! More Lemmings'' levels have required precision walking bombing, but never to this extent. It doesn't help that this level appears very early in the game.
** Luckily, builders are slow, and this level is made easier for those who know how to use this fact to their advantage.

to:

* Crazy 3, ''Many Lemmings make level work'' requires ridiculous precision on walking bombers. Assign a lemming a bomber even slightly too late, he will blow a hole clean through the platform and lemmings will splat; assign him too early, and a lemming will walk past him while he is doing the "Oh no!" animation and that lemming will splat. You have to do this almost pixel perfect bomber assignment ''twice''. Other ''Lemmings'' and ''Oh No! More Lemmings'' levels have required precision walking bombing, but never to this extent. It doesn't help that this level appears very early in the game.
**
game. Luckily, builders are slow, and this level is made easier for those who know how to use this fact to their advantage.
20th Feb '17 9:34:11 AM Trueman001
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Added DiffLines:


[[AC:Other]]
* The bonus level "The Apple Computer Level", included in some ports (such as Superlemmini, a Java port which reportedly includes all officially-released levels for the original Lemmings), is even more ridiculously easy than the "Tame" levels; just set the release rate to max, engage fast-forward mode, and watch as the lemmings swarm into the exit without your help.
3rd Dec '16 10:32:10 AM DoubleU
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** Luckily, builders are slow, and this level is made easier for those who know how to use this fact to their advantage.
18th Aug '16 7:36:17 PM mlsmithca
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* Crazy 3, ''Many Lemmings make level work'' requires ridiculous precision on walking bombers. Assign a lemming a bomber even slightly too late, he will blow a hole clean through the platform and lemmings will splat; assign him too early, and a lemming will walk past him while he is doing the "Oh no!" animation and that lemming will splat. You have to do this almost pixel perfect bomber assignment ''twice''. Other Lemmings and Oh No! More Lemmings levels have required precision walking bombing, but never to this extent. It doesn't help that this level appears very early in the game.

to:

* Crazy 3, ''Many Lemmings make level work'' requires ridiculous precision on walking bombers. Assign a lemming a bomber even slightly too late, he will blow a hole clean through the platform and lemmings will splat; assign him too early, and a lemming will walk past him while he is doing the "Oh no!" animation and that lemming will splat. You have to do this almost pixel perfect bomber assignment ''twice''. Other Lemmings ''Lemmings'' and Oh ''Oh No! More Lemmings Lemmings'' levels have required precision walking bombing, but never to this extent. It doesn't help that this level appears very early in the game.



* ''Dot to Dot''. One of the space levels with awesomely creepy music. It's a matter of building bridges from platforms labelled 1 to 12. Sounds simple enough, but this is 3D - the numbered platforms often require turners to access and loads of camera rotation to make sure you're letting your lems fall in the right direction. Miss a platform and they fall into the abyss below. To make things worse, though, the 12 minute time limit isn't enough - adjusting the release rate at the beginning is necessary to get enough lemmings to the end in time. Of course, adjusting it too much will mean your lemmings are too close together and too many will die before you get to the end.
** Fortunately, there are dots you can skip.

to:

* ''Dot to Dot''. One of the space levels with awesomely creepy music. It's a matter of building bridges from platforms labelled 1 to 12. Sounds simple enough, but this is 3D - the numbered platforms often require turners to access and loads of camera rotation to make sure you're letting your lems fall in the right direction. Miss a platform and they fall into the abyss below. To make things worse, though, the 12 minute time limit isn't enough - adjusting the release rate at the beginning is necessary to get enough lemmings to the end in time. Of course, adjusting it too much will mean your lemmings are too close together and too many will die before you get to the end.
**
end. Fortunately, there are dots you can skip.
8th May '16 2:26:51 PM ThatBitterTase
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** Present 29, ''Private room available''. Two lemmings, the first and last out of the gate, must forge the path through the level while the other eighteen must be separated into individual chambers and each must then dig through the very centre of the chamber floor - too far off centre and either they will fall to their deaths or they will dig through their neighbour's wall creating another fatal fall.

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** Present 29, ''Private room available''. Two lemmings, the first and last out of the gate, must forge the path through the level while the other eighteen must be separated into individual chambers and each must then dig through the very centre of the chamber floor - too far off centre and either they will fall to their deaths or they will dig through their neighbour's wall creating another fatal fall. There's another, [[https://www.youtube.com/watch?v=8WXNuDCq-5w far easier way]] to do it, but ''talk about unintuitive''.
20th Mar '16 9:50:47 AM colorfularty
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* Mayhem 16, ''Just a minute...'' is absolutely ridiculous. Like the name implies, you have 1 minute to get every single lemming into the exit. Simply bashing through the wall is not enough, because there is a shredder behind the entrance, so you need to dig occasionally and then bash again to keep the lemmings from falling to far back. You can only dig so many times before you're to low to reach the exit, but if you don't dig enough, the lemmings will spend too much time walking back and forth to reach the exit in time, making properly executing this level quite infuriating. As if this wasn't bad enough, you have to complete this level again as Mayhem 27, ''Just a minute... (Part 2)''.

to:

* Mayhem 16, ''Just a minute...'' is absolutely ridiculous. Like the name implies, you have 1 minute to get every single lemming into the exit. Simply bashing through the wall in your way is not enough, because there is a shredder behind the entrance, so you need to dig occasionally and then bash again to keep the lemmings from falling to too far back. You can only dig so many times before you're to too low to reach the exit, but if you don't dig enough, the lemmings will spend too much time walking back and forth to reach the exit in time, making properly executing this level quite infuriating. As if this wasn't bad enough, you have to complete this level again as Mayhem 27, ''Just a minute... (Part 2)''.
19th Mar '16 8:26:21 PM colorfularty
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* Crazy 3, ''Many Lemmings make level work'' requires ridiculous precision on walking bombers. Assign a lemming a bomber even slightly too late, he will blow a hole clean through the platform and lemmings will splat; assign him too early, and a lemming will walk past him while he is doing the "Oh no!" animation and that lemming will splat. You have to this almost pixel perfect bomber assignment ''twice''. Other Lemmings and Oh No! More Lemmings levels have required precision walking bombing, but never to this extent. It doesn't help that this level appears very early in the game.

to:

* Crazy 3, ''Many Lemmings make level work'' requires ridiculous precision on walking bombers. Assign a lemming a bomber even slightly too late, he will blow a hole clean through the platform and lemmings will splat; assign him too early, and a lemming will walk past him while he is doing the "Oh no!" animation and that lemming will splat. You have to do this almost pixel perfect bomber assignment ''twice''. Other Lemmings and Oh No! More Lemmings levels have required precision walking bombing, but never to this extent. It doesn't help that this level appears very early in the game.
19th Mar '16 8:23:58 PM colorfularty
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Added DiffLines:

* Tricky 26, ''I have a cunning plan'' despite being in Tricky, has a difficulty more along the lines of late Mayhem. To clear the level, you either need to make a lemming a blocker the instant he touches the ground so the lemmings walk through, and then save him at the end using the mine under him trick, or create a wall out of bridges to stop lemmings from walking into a shredder. The former is hard because that is a late Mayhem level trick that was ridiculously difficult to figure out in Mayhem, let alone Tricky and it requires near pixel perfect precision when assigning the miner, and the latter is difficult because there is no indication that a thick bridge can act as a wall and it too requires a lot of precision. Most of the time, the wall will not be thick enough, or one of the builders will hit his head and die in the shredder, preventing you from saving 100%.


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* Mayhem 16, ''Just a minute...'' is absolutely ridiculous. Like the name implies, you have 1 minute to get every single lemming into the exit. Simply bashing through the wall is not enough, because there is a shredder behind the entrance, so you need to dig occasionally and then bash again to keep the lemmings from falling to far back. You can only dig so many times before you're to low to reach the exit, but if you don't dig enough, the lemmings will spend too much time walking back and forth to reach the exit in time, making properly executing this level quite infuriating. As if this wasn't bad enough, you have to complete this level again as Mayhem 27, ''Just a minute... (Part 2)''.


Added DiffLines:

* Crazy 3, ''Many Lemmings make level work'' requires ridiculous precision on walking bombers. Assign a lemming a bomber even slightly too late, he will blow a hole clean through the platform and lemmings will splat; assign him too early, and a lemming will walk past him while he is doing the "Oh no!" animation and that lemming will splat. You have to this almost pixel perfect bomber assignment ''twice''. Other Lemmings and Oh No! More Lemmings levels have required precision walking bombing, but never to this extent. It doesn't help that this level appears very early in the game.
2nd Dec '15 6:19:38 PM nombretomado
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* Tricky 19, ''Postcard from Lemmingland''. This level is not dangerous per se, but is one of the first true puzzles of the game and has caught out many novice players. The conventional solution is to use your Digger and Builder to turn a lead lemming around right before he walks into the exit (and don't forget to turn him into a Floater or you'll regret it later!). This level was infamous enough that its solution was actually printed in the manual for the MegaDrive version.

to:

* Tricky 19, ''Postcard from Lemmingland''. This level is not dangerous per se, but is one of the first true puzzles of the game and has caught out many novice players. The conventional solution is to use your Digger and Builder to turn a lead lemming around right before he walks into the exit (and don't forget to turn him into a Floater or you'll regret it later!). This level was infamous enough that its solution was actually printed in the manual for the MegaDrive UsefulNotes/MegaDrive version.



* Mayhem 20, ''No added colours or lemmings''. This is another puzzle level that requires creative use of the two Miners to solve: one to undermine a Blocker and one to destroy the end of a Builder's bridge so a Climber can make it to the exit. The latter trick is hard to pull off as it requires pixel-perfect accuracy and no other lemmings nearby (which is hard to guarantee). Also, you have to use a blocker so as to isolate one lemming, but you need to save 100%. This is possible because mining under a blocker releases him. But no previous level has required this, so it takes quite a creative leap to come up with it on the spot. Like Tricky 19, this level also had its solution printed in the MegaDrive version's manual.

to:

* Mayhem 20, ''No added colours or lemmings''. This is another puzzle level that requires creative use of the two Miners to solve: one to undermine a Blocker and one to destroy the end of a Builder's bridge so a Climber can make it to the exit. The latter trick is hard to pull off as it requires pixel-perfect accuracy and no other lemmings nearby (which is hard to guarantee). Also, you have to use a blocker so as to isolate one lemming, but you need to save 100%. This is possible because mining under a blocker releases him. But no previous level has required this, so it takes quite a creative leap to come up with it on the spot. Like Tricky 19, this level also had its solution printed in the MegaDrive UsefulNotes/MegaDrive version's manual.
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