Well, after several efforts fizzled over the years, TASVideos finally has a Lemmings submission! Will it be published? You be the judge!
This is SNES 'Mayhem+Sunsoft' Lemmings, completed in 1:03:04.45 (227067 frames). I recorded it using "Snes9X v1.43+ v13 (lua 0.05) for Windows" with the default settings.

Goals:

  1. Completes the game without passwords, starting at 'Mayhem'
  2. As fast as possible, with some lag allowed as a speed-entertainment trade-off
These goals were revised by popular request after the initial submission, with the addition of the 5 Sunsoft levels -- specially designed for this port to be uniquely challenging.
Many believe that the ideal Lemmings run would complete all 120 levels. However, with each level taking, say, 1.5 minutes, that's 3 hours, and many of the levels repeat with subtle differences to increase difficulty as the game progresses. Finally, the game permits starting at 'Mayhem' without a password, so in that sense the game is completed at the highest difficulty level, rather than being incomplete. The result is, I hope, a movie of digestible length, minimal repetition, and a fairly high density of interesting strategies peppered with the occasional unnecessary exploding lemming.
Goal #2 became obvious when I started the run; the shortest possible time requires minimal lag, which requires having no lemmings at all on the screen for large stretches. Not good for entertainment. Thus, I try to minimize 'screen time' for the large blocks of lemmings that cause lag, but allow it if that's where all the action is. In the end, most levels have some of this lag, but there are only a few where it's really noticeable.

TAS'ing Lemmings

My first puzzle game; each level is trivial to beat, of course, since it's a TAS, but planning the use of each lemming type to get as fast as possible is quite a rich challenge. The timing for getting lemmings at the right place at the right time was often quite laborious to optimize, as frequently a bomber might have to be started as long as a minute before they'll actually reach the relevant obstacle.

General Tricks:

Packing: Trapping a bunch of lemmings in as tight a space as possible can often save time because when they're released, there is less time between when the 1st and last lemming clears an obstacle. This is used in most levels.
Bridge stretching: Using multiple builders in rapid succession is used in several places to rapidly clear horizontal spans, i.e. pits.
Going through steel/wrong way arrows: * Bash: Bashing just as a lemming turns around will usually take a small chunk out. When there's only a few pixels of steel remaining, you can just bash through forwards. * Dig: By first building a bridge and digging down from it, it is possible to dig various distances into steel. * Bomb: Bomber lemmings can damage steel if the detonation occurs a sufficient distance away.
Building out of mid-air: when the wall is blown out from under a climber, there are a few frames before he falls in which he can be made a builder; useful in a few levels.
Timely release: Used constantly; one or more lemmings is somehow released at the perfect time so that it reaches an obstacle just as another lemming clears the way. Often used multiple times in a given level.
Use a stopper to force lemmings deep into a wall: If two lemmings are almost on top of each other, turning one into a stopper just as they hit a wall can force the other lemming to walk into the wall, where he can be blown up to take a bigger chunk out than ordinarily possible.

Mayhem Level Comments:

1: Most notable is building up to just under a ledge to reduce the number of building slabs required to get up the large cliffs. I also dig through steel after the 1st cliff in a way that saves a builder and provides a useful timely release. This level was redone at the end to save about 45 seconds in lag and building time.
2: Broken collision detection is on display here. You're not supposed to be able to get the lemmings up past the fire (you're meant to dig through from beneath the exit), but there's just room to avoid getting toasted. Also redone at the end to save about 40s by bridge-stretching and lag reduction.
3-4: Nothing noteworthy.
5: One of my favorite levels in terms of ridiculously precise timing.
6: Turning around on steel by building then digging is used for the 1st time here. GameFAQs said going right is impossible for this level. :)
7: This level is destroyed by digging on just the right frame. This level was meant to be beaten by climbing each pillar and digging all the way down through it.
8: I discovered the tiny lip that the lemmings drop down onto purely by accident, but it saves major time here!
9: Having the two lemmings build toward each other looks bizarre, but serves 2 functions: turning a lemming around so he can build over the obstacle at left (stoppers not available), and providing a path for the lemmings to follow.
10: Yeah, you can go through the friggin' ceiling.
11: Rapid fire diggers!
12: It would've been soooo nice if one could get through the steel right to the exit. Alas...
13: This level is meant to require synchronized action of the 2 lemmings. However, with some precision maneuvers (whose sole purpose is to delay the trailing lemming while the lead lemming builds a bridge), a much faster solution is possible.
14: One of 2 major disappointments in this run. It is VERY close, but just impossible to use diggers/bombers to tunnel under the bowl. Argh!
15: The first multiple entry-point level; TAS's advantages on display, but nothing really to note.
16: Nothing noteworthy.
17: This route is possible because the miner's swing takes out some material above the lemming's head, allowing me to mine upward into the ceiling. One of many levels where there are exactly enough builders/etc to make a strategy work, as if by design...
18: 4 entry points...I think it's safe to say this couldn't be done unassisted...
19: I use a bizarre combo of builders/bomber at the beginning to turn a lemming around w/o a stopper. The bottom lemming ends up building into the upper builder, which turns him around w/o having to walk all the way left.
20: The 2nd major disappointment; despite all the crazy stuff I tried, there just doesn't seem to be a way to beat this level without mining one lemming all the way down and having to wait for him.
21: Annoying "make every lemming a floater" level; a little geometric puzzling gave a somewhat faster route than the obvious one. Also, each lemming is made a floater at a specific time to group them all together, which allows for tighter packing.
22: One of the most fun & difficult levels to make.
23: One of the toughest things to plan in this game is bridge stretching late in a level because it requires the timely release of many lemmings a precise distance apart, as opposed to one big pack of lemmings. All the bizarre builder/stopper stuff at the start is oriented toward making that happen.
24: Trivial.
25: This level is toasted by digging through steel and using bridge stretching. The intended solution is difficult to describe, but involves sending one lemming way ahead, having him turn around and build back to the start.
26: The most difficult level to make due to the difficulty of timing a very limited number of bombers.
27: Two diggers are made into bashers in opposite directions to pack the trailing lemmings for a timely release.
28: I don't know what to say. I went right through SOLID STEEL.
29: If the bridge at the start of this level needed to be one pixel wider it would be impossible to build left at the start; again, as if the designers planned it that way.
30: The grand finale! Tough to synchronize the two sides, but nothing in the way of new tricks/strategies.

Sunsoft Level Comments

1: All about timing the bombers. Setting the release rate above 78 will not make the 4th lemming appear any faster.
2: The limiting factor on this level are the last lemmings from the left entrance. Blowing up the 1st digger lemming lets them start to escape much faster. It may be hard to understand what is going on in this level; basically successive diggers are used to make a staircase for the other lemmings to climb; since the staircase is digging into the ground, though, new diggers need to be added at the right side until all the lemmings are past it, or they'd hit the wall and turn around.
3: Far and away the most difficult level to TAS. The strategy is actually not too different from what the designers intended but MUCH faster because so much is done simultaneously. If the lemmings in the 18 cells don't dig down their individual little icicles, they'll splat. Getting 1 cell per lemming, fast, without running out of diggers, and then packing them while still building the path ahead, was a huge challenge.
4: The intended solution for this level is quite elaborate and involves building ladders amongst the 4 blocks beneath and left of the entrance. My solution is quite un-elaborate, and hinges on a technique for having one builder force another to turn around without using a stopper.
5: Careful design and ruthless resource limitations very nearly forced this level to be solved as intended. What saved it is a bug where bashing just as a lemming hits a wall and turns around takes out a divot *behind* the basher. I use this technique with the first lemming to create a divot in the one-way wall. Without this divot, when the climbers reach this wall, they'd climb up and keep going right, to their deaths; the resulting solution would have been at least a minute longer.

Thanks

Thanks to the dozen or so people who discussed this game in its various platforms and posted WIP's over the years. Also, my wife and baby for letting me TAS while also working 80 hour weeks.

Future Improvements

The most likely levels for improvement are the "great adventure" levels where there's many lemmings, lots of extra builders/etc, and wide/varied terrain to cross. There's so many different ways to beat them, I can't say I found the absolute fastest. Of course, any time a new technique is found, there is also the potential to save large amounts of time.

adelikat: replaced submission file at author's request. New file has 5 additional levels.
Bisqwit: Accepting the submission for publication, and starting to make an AVI.

Lord_Tom
He/Him
Expert player (3274)
Joined: 5/25/2007
Posts: 399
Location: New England
dunnius wrote:
Also, the goal of the run would then be "beats the game as quickly as possible without passwords." I also think the cutscene after Mayhem 30 should then be skipped since it is relatively boring and long.
That is a great way to describe the goal of the modified run; thanks! (and glad you liked it!) The Sunsoft levels are underway, nearly done with the 2nd of five.
Joined: 8/23/2008
Posts: 417
Watched it, loved it, can't really add much more. If you get bored, it would be cool to see a "let's solve levels in ridiculous, obscure, and almost impossible ways" kind of demo, and not worry about time.
I will not use self-reference in my signature.
Joined: 7/28/2005
Posts: 339
Acheron86 wrote:
Watched it, loved it, can't really add much more. If you get bored, it would be cool to see a "let's solve levels in ridiculous, obscure, and almost impossible ways" kind of demo, and not worry about time.
100% everything run? (Cascade is possible to 100%, which is amazing).
Joined: 3/11/2008
Posts: 583
Location: USA
Kles wrote:
Acheron86 wrote:
Watched it, loved it, can't really add much more. If you get bored, it would be cool to see a "let's solve levels in ridiculous, obscure, and almost impossible ways" kind of demo, and not worry about time.
100% everything run? (Cascade is possible to 100%, which is amazing).
Unless you can figure out how to get through walls/floors without using any jobs, you can't 100% all le'els, simply because some gi'e you only bombers. e.g. Steel Mines of Kessel (name?)
Joined: 5/29/2004
Posts: 757
Awesomeness + SUNSOFT levels?! Hot freaking skippy! Definitely can't wait for it! Mr. Kelly R. Flewin
Mr. Kelly R. Flewin Just another random gamer ---- <OmnipotentEntity> How do you people get bored in the span of 10 seconds? Worst ADD ever.
Editor, Emulator Coder, Expert player (2107)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
It seems that I shouldn't have been worried about whether this movie would be ignored. :P
<klmz> it reminds me of that people used to keep quoting adelikat's IRC statements in the old good days <adelikat> no doubt <adelikat> klmz, they still do
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Thanks for encoding it Shinydoofy, but I still can't see the movie! Does anyone know of a .mkv player that will actually play bloody .mkv files? And i tried watching it with an emulator but it just desynced in L2
Former player
Joined: 12/5/2007
Posts: 716
VLC 0.9.8a and mplayer did fine for me. What do you mean by "bloody"?
Lord_Tom
He/Him
Expert player (3274)
Joined: 5/25/2007
Posts: 399
Location: New England
klmz wrote:
It seems that I shouldn't have been worried about whether this movie would be ignored. :P
Yeah, I was worried prior to submission as the run didn't generate much buzz on the forums, but it's good to see ppl were secretly eager to see a Lemmings run after all. ThMrksman: Try using a different emulator version; I recorded the run using "Snes9X v1.43+ v13 (lua 0.05) for Windows", I think other ppl have made it synch with different versions, though, see page 2 of this topic. A "save every possible lemming" run covering Mayhem/Sunsoft would be MUCH more interesting to me than an all-levels run. Many boards would have significantly different strategies. However, it is possible that, for some boards, saving the max # of lemmings will be MUCH slower.
Joined: 2/26/2007
Posts: 1360
Location: Minnesota
Ok, I will with hold my actual voting numbers until I have finished this submission, but as of ~1/4 to 1/2 the way through: FUCK YES.
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Joined: 2/26/2007
Posts: 1360
Location: Minnesota
ThMrksman wrote:
Thanks for encoding it Shinydoofy, but I still can't see the movie! Does anyone know of a .mkv player that will actually play bloody .mkv files? And i tried watching it with an emulator but it just desynced in L2
VLC works for me. I have the mac build, though. GOM also played it on my parent's windows machine, but it was choppy (that may be due to the 1 gb RAM)
ShinyDoofy wrote:
What do you mean by "bloody"?
Similar in context to "fucking" or "damn/god damn"
adelikat wrote:
I very much agree with this post.
Bobmario511 wrote:
Forget party hats, Christmas tree hats all the way man.
Joined: 7/10/2008
Posts: 56
This was one of my favorite games back in the day. I managed to beat every level in the game figuring out my own strategies. It was very exciting for me to see alternative ways of completing very difficult levels. Thanks for this, and great run!
i see...
Former player
Joined: 12/5/2007
Posts: 716
Sticky wrote:
ShinyDoofy wrote:
What do you mean by "bloody"?
Similar in context to "fucking" or "damn/god damn"
Ah... Why didn't this enter when I first read it? Thanks for freshing up my memory :P
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
Sticky wrote:
VLC works for me. I have the mac build, though. GOM also played it on my parent's windows machine, but it was choppy (that may be due to the 1 gb RAM)
I use windows and downloaded VLC, movie worked except the movie ended up being seriously laggy, to the point where once all the lemmings were out it would freeze up altogether, so i've only been able to watch a few levels. The little bits i have seen however, I loved. This submission is so obviously going to get published :P I wont vote for it though, having not seen more than a few levels.
ShinyDoofy wrote:
What do you mean by "bloody"?
Similar in context to "fucking" or "damn/god damn"
I laughed when i saw this. 'bloody' is a great word for expressing frustration without being (possibly) offensive, seeing as i didn't really know whether there were any rules in this forum about language use. And it is oh so Australian :)
Former player
Joined: 12/5/2007
Posts: 716
Somehow I thought "bloody" to be British, but might have been me just watching too much of The IT Crowd. :o
Active player (278)
Joined: 5/29/2004
Posts: 5712
This is starting to sound like Did Not Do The Bloody Research.
put yourself in my rocketpack if that poochie is one outrageous dude
Active player (405)
Joined: 3/22/2006
Posts: 708
I give this a mild yes vote because it's interesting and cute. But it's really long, and that kind of ruins the fun. I lose all the enthusiasm for the run after a few levels and several times I almost fell asleep (although that's probably just my lack of sleep causing it) I can't watch the whole run in one sitting.
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
In the mean time… How's it going with the Sunsoft (orwhatwasthecompanynameagain) levels, Tom?
Lord_Tom
He/Him
Expert player (3274)
Joined: 5/25/2007
Posts: 399
Location: New England
It goes well; I'm about done with 3/5. I got sidetracked working on SMB3 for a couple weeks, but finally made the discovery I was looking for (cue mysterious music), so it's back to Lemmings till it's done! Level 3 is technically the most difficult level in the game (so far), which has taken a lot of time on account of having to develop some new techniques. At this point I'm on board with everyone who said they should be included, BTW; they are clearly on a different plane from the Mayhem levels in terms of difficulty, which should be obvious in the movie.
Lord_Tom
He/Him
Expert player (3274)
Joined: 5/25/2007
Posts: 399
Location: New England
Update: Sunsoft 3 is done, holy crap, it's done. I think I spent about 30-40 hours on this level alone. Barring similar difficulties with the final 2 levels, this should (finally) be complete in another week or so. Sorry for the long wait!
Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
Lord Tom wrote:
Update: Sunsoft 3 is done, holy crap, it's done. I think I spent about 30-40 hours on this level alone. Barring similar difficulties with the final 2 levels, this should (finally) be complete in another week or so. Sorry for the long wait!
Congratulations :) I await for the new submission...
Post subject: Nice and sweet
Former player
Joined: 8/15/2005
Posts: 77
Beautiful work! it's so nice to be away and then come back and watch this type of TAS being developed so nicely. Fun and interesting, Great work!
Joined: 11/13/2005
Posts: 37
Location: 4123
*it
1233
Lord_Tom
He/Him
Expert player (3274)
Joined: 5/25/2007
Posts: 399
Location: New England
Just bumping this topic to note that the submission file & comments are now updated to include the 5 Sunsoft levels and taking the game to its real ending. Thanks to adelikat for handling the technical side of things!
Skilled player (1637)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
I dropped my score to 0/0, and I really wish you hadn't done these levels. Kidding, great work as before. Really strange that there is no music during the credits... All that work for.... lemmings cleaning?
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.