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.


Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
Very nice, I really want this to have a star for the extraordinary planning and innovation that so clearly shows. And also for making me see the credits of a game I have owned for over 10 years for the first time :)
Agare Bagare Kopparslagare
Lord_Tom
He/Him
Expert player (3144)
Joined: 5/25/2007
Posts: 399
Location: New England
Well, if you have this game on the console it should be easy enough to beat it now that I've shown you the solutions...;) Seriously, though, thanks. This run was fun to make, but entailed a lot of frustration and brain-frying along the way; I'm glad you enjoyed it.
Active player (428)
Joined: 9/7/2007
Posts: 329
DarkKobold wrote:
Really strange that there is no music during the credits... All that work for.... lemmings cleaning?
I believe there is supposed to be music playing during the credits; it sounds like there may be a bug. I will have to wait for an encode to watch this since I can't play it.
Editor, Active player (297)
Joined: 3/8/2004
Posts: 7469
Location: Arzareth
I'm encoding it. I'm also copypasting and timing the should-be staff-roll music into the ending scene. It went surprisingly easily.
Editor, Expert player (2479)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
DarkKobold wrote:
Really strange that there is no music during the credits...
I had music there.
Lord_Tom
He/Him
Expert player (3144)
Joined: 5/25/2007
Posts: 399
Location: New England
Yeah, it seems to be a bug; the music breaks when you hit start on the 1st possible frame. http://dehacked.2y.net/microstorage.php/info/167632084/lemmings%20m%26s.smv Here's a version that hits start 1 frame later and doesn't break the music on my emulator. (and sorry for not noticing; I TAS w/o sound & had already seen/heard the ending before I optimized the movie) Thanks to Bisqwit for putting music in the encode; if ppl confirm the new .smv doesn't break the music, I'll take having the movie be an extra frame in length...;)
Post subject: Movie published
TASVideoAgent
They/Them
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Posts: 15587
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This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1252] SNES Lemmings "best ending" by Lord_Tom in 1:03:04.45
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
Ok, so far I have been able to play all the videos published using mplayer, but this is the first one which I can't. Apparently it requires some DirectShow filter which mplayer does not support, not even with the official codec pack available at mplayer's home site. So far I have not complained about the videos using less and less common formats and codecs, because everything has worked for me, but now a limit has been reached. When even mplayer can't play the video, I think it's time to revise the encoding rules a bit. It's getting ridiculous.
Former player
Joined: 12/5/2007
Posts: 716
Sadly, I can't even download it because there are >100 leechers and 0 seeders (none of the leechers has anything to offer, so...). About DirectShow: I hope you're wrong.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
I'm an idiot. Scratch what I said. I didn't notice that the video hadn't completely downloaded when I tried to play it. Clearly mplayer got confused by the partial data. Oops!
Active player (428)
Joined: 9/7/2007
Posts: 329
I finally downloaded the video (took a long time with only one seeder and a 200+ downloaders) and watched the Sunsoft levels. Great job, Lord Tom. So I guess that the extra frame will not be added so that the ending music will work properly? I guess future versions can add the frame in.
Joined: 2/23/2008
Posts: 21
Simply awesome. I stumbled on this a few days ago before it was published and encoded, I dunno how... was searching for something else... and I thought "LordTom, didn't that guy do some other really awesome stuff? And didn't I used to love this game on my friend's Amiga?" So even tho I normally hate to do it, I went fishing for the rom and appropriate version of snes9x to watch this. I was immediately reminded why I hate doing it, it was a real pain finding that one specific version, and of course other versions desync :P From my browser cache I think this was the link for the correct one: http://www.mediafire.com/download.php?bjxw3im0pvo Anyway, fantastic job, and now I can see you also tackled the sunsoft levels. Looking forward to finishing my dl and watching those. PS: I'll second the idea that this deserves a star. Even if there are slow patches, the efficiency and clever solutions are outstanding.
Banned User
Joined: 8/2/2008
Posts: 420
Location: italy
As much as I hate MKVs, I must be fair, and admit that this video plays fine in Media Player Classic without the need of any additional codecs. About the run itself, yeah, it's awesome, but we knew about that. Nice work, Lord Tom :)
Gone.
Joined: 2/23/2008
Posts: 21
Dude! You can't hate mkv's, they're awesome. Without getting too technical, it's pretty much the perfect format because it's free, open source, and allows you to put every audio or video format you could ever want into a single file... from mpeg2 to divx to h264 to whatever.. and any audio you want too, mp3, ogg, aac. Plus subtitles, extra language tracks, chapters, embedded subtitle fonts, and a million other little things. I know this is the kind of topic that can start people arguing so I apologize in advance for the fanboy-style defense of mkv :)
Joined: 3/29/2004
Posts: 224
Enhasa wrote:
Edit: Ok, now that I started watching, I do wish there was a lot more playing with the cursor (to the music, to write stuff, etc) and playing with the skill selection (to make patterns, play primitive cellphone-like songs, etc) but other people would probably detest those so you can't please everyone of course.
I think that would have been a good way to pass stretches of time where there was nothing productive that could be done. I remember one submission that did music with the skill selection and it was awesome
Joined: 3/22/2007
Posts: 7
Lemmings as it's meant to be played.
CreeDo wrote:
and allows you to put every audio or video format you could ever want into a single file... from mpeg2 to divx to h264 to whatever..
That's exactly what I hate about it: you never know what you're getting. It might be Theora, it might be Indeo 4.
Joined: 2/23/2008
Posts: 21
oh, haha, I guess I see your point. That's true. You probably already have it worked out, but if you still occasionally get a codec error trying to play something, ffdshow + media player classic is a wonderful combination. FFdshow decodes everything so you can just double click your movie and sit back as it plays, and not hassle with which codec it wants.
Emulator Coder
Joined: 3/9/2004
Posts: 4588
Location: In his lab studying psychology to find new ways to torture TASers and forumers
I've been meaning to watch this run for a while, but the length scared me off a bit. I finally got around to it. Let me say I was completely blown away. I did not have to fast forward or skip anything, this movie was amazing. One of the best TASs I've ever seen. Many of the solutions were exceptionally creative and mind boggling. Constant moments in this of "you're not supposed to be able to do that". You also beat some of my records by a large margin, which I thought were pretty good. "And then there were four" had me exceptionally impressed. There were also excellent moments where I saw the start of something ridiculous wondering "how is he going to get out of this one?", with an excellent exciting finale each time. And you did the Sunsoft levels!!! I knew about them, but never got around to playing them. It was nice to see them, and you made them look so easy too! This run just has me craving for more. Fun is probably too simple to be enjoyable as a TAS, but perhaps you'd like to do Tricky and Taxing with some creative solutions? I'd also love to see a TAS of "Oh No More Lemmings!", although I don't think we have TAS support for any platform it's on. It's also a shame that this run was overlooked for getting a star or an award nomination.
Warning: Opinions expressed by Nach or others in this post do not necessarily reflect the views, opinions, or position of Nach himself on the matter(s) being discussed therein.
Joined: 8/29/2006
Posts: 68
I must say that back when I was a young lemmingling in lemming school they taught us the fundamental lemming rules: 1. No digging through steel 2. No digging the wrong way through one-way rocks 3. No digging upward through cielings 4. No building in midair 5. Fire is deadly 6. Chompers are deadly 7. No building bridges at anything less than a 45 degree angle 8. No timing your actions to perfectly coincide with what another lemming is doing These rules are to be broken under no circumstances, not even for switchbacks on level 5, the oh-so-hard pits of level 10, or the diverting solid column of level 28. You, sir, are a disgrace to lemming kind, and you should be ashamed to have comported yourself in such a manner. I cannot bear to be called a lemming any longer now that I must share that classification with you. Now if you will excuse me, I intend to put myself out of this misery by jumping off a cliff. EDIT: Crap, I forgot I was a floater.
Post subject: most awesome
Joined: 11/9/2008
Posts: 108
Location: New Orleans, LA U.S.A.
just wanted to say that this movie is my fav on the site~ should def def def have a star (too late? too bad...) nothing to add, other than mad mad props for lord tom - you do great vids man. . thank you!
__--N0ISE
Joined: 1/13/2007
Posts: 343
Most versions of lemings do nto let you frame advance or assign skills while paused. this makes some levels really difficult outside of a TAS, such as 29 mayhem, requiring very precisely times presses. I too would like to see a saves as many lemmings as possible TAS. many levels simply cannot be 100%ed by any means, but more can be done realtime then you'd expect, and possibly some more with TAS precision.
Joined: 2/7/2012
Posts: 15
Why was the branch changed to "all levels"? The TAS plays only the Mayhem and Sunsoft levels.
Spikestuff
They/Them
Editor, Publisher, Expert player (2648)
Joined: 10/12/2011
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Looking at the log. CoolKirby - 2014-03-10 - Changed branch to "all levels" from ""
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Joined: 2/7/2012
Posts: 15
That doesn't explain why the change was made, though. It's a really inaccurate description.