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I've noticed something rather odd. When using the Ultimate turbo registers, the manual says not to worry because it automatically sets it to 48mhz. I doesn't appear to do so :P


I ran a level with 30 lemmings and set the release rate to max. It slowed down just as much as if it wasn't switched on (it was, got the blue loading screen). I quit to menu, manually set the speed to 48mhz whilst leaving it on the Ultimate turbo mode and ran the level again. Massively reduced slowdown this time.

Even when set to 64mhz, I've noticed slowdown when all the lemmings are walking along the same scan line (and the sprite flicker is still extremely noticeable). Is this really expected behaviour when running the game with such relatively fast cycles?


Apart from that, great version - really well done to all involved!

while booting the deep blue screen indicates that Turbo mode is possible - it is not switched on yet! Then in main menu you can activate it by pressing T which shows a light blue screen as acknowledge. Now the 48Mhz are active, even faster menu switches, no slowdown of any Lemmings even with 50 at same tiem (yes, there is a level with all of them😊). Interlacing is still used since the HW sprite limitation is still valid.

Oooooh! I'll try that then 😁😁😁

(2 edits) (+1)

Yeah, that works! πŸ˜„

Just one more thing: Some of the levels appear to be easier than they were intended due to the way Lemmings pass through the colour black (as this is the colour of the background). This appears to create space Lemmings can walk into that is perhaps not intended with this version, and certainly wasn't in the original game.

For example, when trying to rescue every Lemming for the gold star in Fun level 16 (Don't Do Anything Too Hasty) and not using blockers, I use the technique of mining down to the right then turning the miner into a bridge builder for a second to create a dead end trap. Then I do the same going the other way so I have two diagonal shafts that hold the lemmings in place, while the very first one builds bridges to the exit.

However, due to the bricks in the ground having small black (i.e. background) pixels in them, I don't need to mine the second tunnel. The Lemmings try to walk through the missing pixel and get turned around. This of course saves me resources AND makes the level easier to complete.

It's the same on the level Don't Let Your Eyes Deceive You: When they reach ground level, if you turn a lemming walking left into a climber, he won't climb back up the blocks they've just come down because there's a single black pixel in the block which he passes through and bumps his head.

I hope all this makes sense!


(Note that this doesn't happen with every black pixel - the trees in Best of a Level can be dug through, then the black parts walked across).

Yeah, that's the fun thing in this game. Over time you learn to exploit the game mechanics - and actually this is how you achieve Gold Star in most levels. For me some are almost impossible to reach but Courage is a master player and once he could prove to save a certain amount of Lemmings without just by luck we set it as gold rating. It's so much fun to have this next challenge and with the level select menu it so convenient to go back.