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Part 1 of my Mike's Lemmings LP. Got the first 4 levels solved, although this is actually a re-recording instead of the original. There were some unwanted things I think the mic picked up near the end of it, and I unfortunately seemed to have forgotten to unpause the recording. I guess that's what happens when I got very annoyed of a family member walking in while I'm recording and that my mind was a bit scattered. I did see that OBS was minimized when I exited NL, so that's probably why it didn't pick up that I pressed the resume recording hotkey. At the same time, it's possible that I pressed the wrong one. In any case, I went ahead and re-recorded the first 4 levels to the best of my ability. Not much difference for Wild 1 and Wild 2, as they were quick ones anyway, but for Wild 3 maybe about an extra 5 minutes or so and that would had been how long it took me to get it solved. I think Wild 4 ended up being about the length I took in the original, except I was successful in getting it solved this time, as the original had me making a cut and coming back to it at a later time to get it solved. Again, I found out that I lost maybe 15-17 minutes of video footage since it seems I didn't unpause the recording. Now for the levels. Wild 1 was a pretty good level to start off the pack. Not hard at all, but at the same time it's not an extremely easy one, but it should still be a quick one to solve. Very nice trick of blocking with the pre-placed disarmer and using the 1 and only lemming from the hatch to bomb him free where you platform to him trapped by the OWWs. Nice use of tileset mixing too. Wild 2 is another good one, albeit a really pretty one using one of David's tilesets. A bit easier than the previous one. The terrain can be a bit tricky to navigate, but it's a pretty straightforward level. Wild 3 is originally a glitch level, but because there are no glitches in NL the solution had to be adapted. Perhaps this would be some clue as to how to do the Superlemmini version, except I think there are some skillset differences. The only hard part is making a turn around point for everyone while saving everybody. Here, my solution is a bit different than the first one I found, where I used a digger cancelling another one on the lower platform for the turnaround point. Instead, I simply dropped a lemming on top of a blocker to dig him free and then bashed once the wall on the left is high enough. This seems easier to do. The stalling tactics are nice here. Wild 4 was a pretty hard one. It definitely got me wondering "how in the world?" especially since you only have 1 platformer to work with. The stoner placement seems super precise here, as there is only one spot that a platformer/cloner will be able to bridge both sides completely. Then the rest of it was down to timing. It was very hard to work out the path to take. I didn't realize the tiny circle was terrain near the tall wall. The very tall wall got me wondering how they would get to the exit, but I did notice the lattice grid and open air inside with the window like structure. The hardest part was the triangle in midair with the odd blue terrain to the left and underneath it. Took some time to work that out. It's a great level, especially the visuals with a very pretty tileset, but I'm wondering if the precision can be reduced here? Once again, the original recording had me make a cut and a no solve for Wild 4, so really I pretty much spent almost 2 hours before I got the level solved, I think. Quite difficult for a little over the halfway point, so I can likely expect the difficulty to be high for the rest of the pack. Still, I'm enjoying what I'm seeing so far and look forward to the remainder of the pack. 0:00 - Introduction 7:47 - Wild 1 11:46 - Wild 2 14:18 - Wild 3 17:36 - Wild 4