STYLE TRIAL INFO DOCUMENT
Created by: piainp2 (AKA Isu)
on: 14th May '05
Updated on: 27th August '05
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A. Contents
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(To skip to a particular section, Press Ctrl+F and type in the section name. Then click "Find Next")

A. 	Contents
B. 	Introduction
C. 	Level Analysis
D.	Tricks Used
E. 	Walkthrough
E<insert level number here>. Individual level Walkthroughs

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B. Introduction
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Style Trial is a 3 part set for the Cheapo Copycat Lemmings Game. In order to do any level in this set you will need a good sense of lemmings mechanics and how to manipulate them to your advantage. In other words, These levels aren't easy.
If you find any alternate solutions to those stated in this document report them to me. You can get do this either by e-mailing me (NO SPAM) or posting on the lemmingswelt forums.
My e-mail: annsutherland6747@blueyonder.co.uk

Style Trial is made up of 3 parts, All parts can be found at:
http://www.geocities.com/piainp/main

Oh and one last thing, ENJOY

sorry 'bout that, needed a cheesy ending ;)
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C. Level analysis
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Here is where you can reference the stats of a level, so you don't have to enter the game to find them out.

Part Uno

LVL	NOL	NTS	RR	Time	?/10	TR?

  1	100	 45	01	6:00	1/10	NO
  2	 15	 15	15	3:00	3/10	YES
  3	 80	 79	80	8:00	4/10	NO
  4	100	 99	35	4:00	3/10	maybe...
  5	 80	 55	75	2:00	6/10	YES
  6	200	110	01	9:59	4/10	NO
  7	 50	 45	99	7:00	8/10	YES
  8	100	 94	50	2:00	4/10	NO
  9	 80	 50	01	4:00	6/10	NO
 10	 60	 59	99	4:00	6/10	NO
 11	100	100	80	6:00	6/10	YES
 12	  8	  5	60	3:00	3/10	NO
 13	100	 65	50	3:30	6/10	NO
 14	100	100	99	8:00	4/10	NO
 15	 60	 60	20	6:00	6/10	NO
 16	 10	 10	01	3:00	7/10	YES
 17	 59	 59	50	5:00	7/10	maybe...
 18	100	 60	01	4:00	7/10	NO
 19	 90	 90	99	5:00	6/10	NO
 20	 75	 75	01     	10:00	8/10	NO
 21	 60	 57	50	3:45	6/10	NO
 22	 25	 25	01	7:00	9/10	YES
 23	200	200	10	7:00   	10/10	NO
 24	100	 97	50	5:00	6/10	NO
 25	 80	 80	10	7:00	8/10	NO
 26	160	160	16     	16:00	9/10	NO	
 27	  1	  1	01	2:00	8/10	YES
 28	 50	 48	01	3:00	7/10	NO
 29	200	200	77	6:00	7/10	NO
 30	 50	 50	40	4:00	9/10	NO

Part Deuce

LVL	NOL	NTS	RR	Time	?/10	TR?
31	 70	 69	40	6:00	2/10	Nah
32	  4	  1	01	1:00	4/10	Nah
33	 30	 22	40	5:00	5/10	Nah
34	100	100	50	8:00	4/10	Nah
35	 80	 77	50	5:00	3/10	Nah
36	100	100	04	4:00	4/10	Nah
37	 75	 75	50	5:00	3/10	Nah
38	182	181      105	2:00	6/10	maybe
39	 50	 50	10	2:20	1/10	Nah
40	100	 60	01	5:00	5/10	Nah
41	100	100	01	4:00	6/10	Nah
42	 45	 43	70	3:00	8/10	Yeah
43	 30	 30	01	1:30	7/10	Yeah
44	120	 83	01	9:00	5/10	maybe
45	100	 95	77	3:00	4/10	Nah
46	100	 55	01	6:00	5/10	maybe
47	 80	 79	48	2:30	7/10	Yeah
48	100	 98	99	2:00	4/10	Nah
49	  8	  1	99	1:10	8/10	maybe
50	 60	 45	01	3:00	5/10	Nah
51	 85	 85	90	3:00	4/10	Nah
52	100	100	60	3:00	6/10	Yeah
53	 49	 50	99	6:00	6/10	maybe
54	  6	  5	99	3:00	3/10	maybe
55	  6	  4	99	3:00	7/10	Nah

Key: 	LVL: Level
	NOL: Number of lemmings
	NTS: Number to save
	 RR: Release Rate
       ?/10: Difficulty (Out of 10.) 1-Easiest in set, 10-hardest in set
	TR?: Does it use a clever trick? (Cheap tricks are included here)

NOTE: Lemmings Ark was not originally created by me. All I've done is incorporated it into one of the cheapo styles.

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D. Tricks Used
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Here I will explain the tricks used in my levels. If I said the level uses a trick (see ablove) then the trick used will be described in full here. This section is good if you don't want to read the full solution to a level.

Here is how to read this section:
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Level name here		Difficulty to pull off (out of 5)
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Trick name
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Here, the trick will be described in full


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D1. The Blocker Replacement project	3 out of 5
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Build a blocker
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Building 3 or 4 bridges right next to each other creates a wall that the other lemmings cannot pass. Building bridges on top of each other so that the first brick of each bridge is lined up perfectly also creates this effect, however, this takes 6-8 builders and is a lot harder to pull off (5 out of 5) than the former.

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D2. It seems, too simple...		2 out of 5
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The Bashers step (Thanks to Geoo89 for the name!)
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Build a lemming halfway through it's bashing sequence 
Screenshot: http://www.cjb.cc/members/piainp/Isu/Trick1.JPG 

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D3. I am A.L (A Lemming)			4 out of 5
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Carving steps with diggers
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Make a series of lemmings dig just after each other so as to make steps non-climber lemmings can climb. This only lasts until the digger hits some steel or until it runs out of terrain to dig

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D4. Level 4092685			3 out of 5
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Bypassing Blockers
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If you make a lemming a basher just before a blocker turns it around, it'll bash through the blocker.

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D5. Another Beast of a level		2 out of 5
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Passing through solid obstacles (Expanding on E2)
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Make a basher build so that the lemmings can exit a hole but can't re-enter it.

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D6. 10 Lemmings a-falling		4 out of 5
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Using "we all fall down" tactics to save more					
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Increasing the release rate so that more lemmings can survive the fall with only one digger. 

Making lemmings dig at the end of a hole to increase the hole size.

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D7. 2001, A Lemming Oddity		2 out of 5
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Save a lemming, Use a basher
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Build a lemming INTO the ceiling and make it bash to release lemmings above it.

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D8. Every lemming in on it's own		3 out of 5
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That gap is far too big!
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Make lemmings build from both sides so that they meet in the middle

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D9. Qwerty Strikes Back			3 out of 5
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Mining over a very small gap
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On this level there are very small vertical gaps. These can be mined over by mining on the edge of the block the lemming is standing on.

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D10. Cooperation can go a long way	2 out of 5
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Fall directly into exit
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A lemming will exit if the exits trigger area is in the path of a lemming as it falls. The lemming will exit safely despite the height of the fall. This trick is also used on level 7.

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D11. I am A.L (A Lemming) Phase 2	3 out of 5
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Diggers steps
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Same as D2 except with diggers. If you make several diggers next to each other builders at the right time, you can create steps. Go on, try it. 

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D12. The Brown Tsunami			2 out of 5
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A Singular lemming bypasses the exit without using a builder.
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The entire level is based around this trick, so Im not going to explain it here. If you are really stuck on this, look in the walkthrough section

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D13. The Angle Angel
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Performing Builder-Miner Manoeuvres	1 out of 5
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Now a builder builds at the exact same angle as a miner digs. A basher/miner destroys all ground in its path. Notice that a bashers/miners tunnel is just tall enough to fit the lemming sprite. That is a vital clue to your success.

Thats all the tricks used in my set. E-mail me if you have questions.
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E. Walkthrough
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Well, Here is the meat of the document and the biggest section. (To see a walkthrough for a particular level, hit Ctrl+F and type the Level Reference No into the box (Eg. E18 would take you to Level 18). Click on "Find Next")

Here's how to read the walkthrough:
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Level name here				Difficulty here
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Level Description and notes (You may think that this is the same as a level introduction, but you'd be suprised)

Walkthrough:
Walkthrough goes here


Hints exist for most of these levels, just press Ctrl+H in-game.

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E1. Thy quest is merely beginning		1 out of 10
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Sorry about the name here, I couldn't think of anything else to put for the first level.

Walkthrough:
This is easy. Build the lemmings' route toward the exit. The exits are the green domes on the grassy ground at the end of the level. Lemmings will die during this process, but it can't be helped. You CANNOT hold the lemmings back with the blocker, since you need a blocker to tun the lemmings when on top of the rock with green gems. If you're fast, you can save 50.

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E2. The Blocker Replacement Project	3 out of 10
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The difficulty would increase to 5 if you don't know how to use bridges instead of blockers...

Walkthrough:
Make the 2nd, 3rd, and 4th lemmings build bridges right next to each other. This creates a wall that the lemmings cannot pass. Build the first lemming as soon as he climbs the step, and this stops lemmings from passing right. Who needs blockers? The rest of the route is obvious. Don't forget to build the trapped lemmings to the right so as they exit before the time runs out, since the time is a limiting factor in this level.

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E3. Blue Horizon			4 out of 10
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There are no picture's to represent the skills on this level. It's the style's fault, not mine. If you don't know the order, its: Climber, Floater, Bomber, Blocker, Builder, Basher, Miner, then Digger.

Walkthrough:
Turn the first lemming into a climber and bash it underneath the trap. Make it build when it falls on the ball. The builder should hit the metal at the end of its second bridge and turn around, Make another one of the crowd an athlete. This lemming should fall into the pit and then climb out. Make it build up to the bit of metal after it turns around (USE TWO BUILDERS ONLY). Make a lemming bash through the sand-castle and turn it into a blocker at the end of the screen (It must not be on the slope). Turn a third lemming from the crowd into a climber. Use a builder to turn the last climber around and mine to free the others. Use the first lemming to build over the little gaps and trap and the rest, as they say, is history.

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E4. It seems, too simple...		3 out of 10
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The difficulty wavers in and out of 3 and 4 because of how sneaky this level is. There are actually two different methods to passing this level, both are as sneaky as each other...

Walkthrough:
Method 1:
This solution uses most of the skills but ISN'T the intended solution, keep this in mind. Make the first lemming a blocker. Send a climber over the block of metal and make another lemming dig into the grass. Make the digger bash when he is halfway through the floor. He will now bash BETWEEN the two blocks of metal (Heh, how sneaky am I?) focus on the climber now as he should just about be waltzing into the exit, Stop him with a builder (you'll need to do this so he turns around). Make it a miner so it meets the basher. Make sure the basher stops bashing. You won't need any collision timing, as the miner "should" hit the metal. increase rate to 99.

Method 2:
The intended solution which doesn't use the climber or miner. In fact, it misses out the climber part completely. Make the first lemming a blocker, dig the second lemming and make him bash as in Method 1. You need to build the basher so that the lemmings climb out of the hole and walk into the exit. Build the basher just as he is about to break the next part as part of his basher phase (This is kinda hard to explain). and the lemmings would walk out into the exit. go to http://www.cjb.cc/members/piainp/Isu/Trick1.JPG for a screenshot.

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E5. I am A.L (A Lemming)		6 out of 10
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or 8 out of 10 if you haven't played a version of this before...

The method to finish this one might seem a bit surreal, but trust me there's no other way...

Walkthrough:
Leave the release rate at 75 for now. 
Now you need to dig the top trapdoor down in such a way so as to make steps for the bottom trapdoor to climb. The first digger is probably the most crucial part of this level, since you need to dig just left enough so that the bottom lemmings can enter but right enough so that the top lemmings wont fall into the holding area at the bottom, i.e they fall onto the hole the digger is digging. Dig each lemming from the top in a "we all fall down" manner. This should create those steps I was talking about. If you do this right you should have no problem saving 55. For an added challenge try saving 65, or even 70! The fall will eventually get too big for the bottom lemmings so you need to build a bridge to save them. Make one of the bottom lemmings a builder when the FIRST digger is halfway down. Do this facing right from the top of the second/third portrusion off the metal. It may be possible to save 55 without the builder, but don't bank on it.

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E6. The Fall				4 out of 10
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If there was a level that its pure purpose was to be a filler for a cheapo set, this would be that level. It really does require no brainpower whatsoever. It's only difficulty is executing it...

Walkthrough:
Send a climber over the wall and stop the lemmings from walking off the edge of the screen with a blocker. Turn the climber into a basher so he bashes the floor under the top trapdoor (which, in turn, increases the fall distance. Keep doing so so the floor is lowered bit by bit. When bashing the last bit of floor away, send another climber over the wall so it can blow the pixel-thin part of the floor away and the top trapdoor can exit safely. bash through the wall with the remaining climber so as to release the other lemmings.

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E7. Level 4092685			8 out of 10
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When I first made this level I thought I was the only one to first implement this trick into a level. Since then I have played Insane Steve's "Not much to this one" and found out that I wasn't :'(

Walkthrough:
Nice and varied solution here, trap the right lemmings between two blockers while letting TWO lemmings past. Stop the left lemmings with a blocker. Go all the way to the right. One of these two lemmings will need to turn around while the other digs a "fall directly into exit" hole above the exit. Highlight lemming 2 and make it bash the air 4 or 5 times. You need to make lemming 1 dig so the LEFT EDGE of the dug hole would be directly above the exit. Lemming 2 should still be highlighted. Lemming 2 will enter the diggers hole and turn around. Immediately make this lemming a climber so it climbs out of the hole and starts walking back towards the held lemmings. Phew!
Turn this lemming into a builder so it walks on the platform above the right holding area. (The lemming that is digging will splat, but don't worry about it.) The next part cannot be skipped, no matter what you do, it is vital to your victory. Make the lemming on top of the right Holding area dig the upright wood piece away. When this digger reaches the yellow ground, make it a basher so it doesn't dig through the floor :P. Turn one lemming from the left holding area into an athlete so that it has a headstart from the rest of the group. turn the non-athlete lemming (The one that just dug the wood) into bashers through the mini pillars (this frees the left group of lemmings) and make the athlete build into the wood. The athlete should climb the wall. The trick of this level is to get lemmings through that blocker without actually bombing it or building over it. Try bashing THROUGH it. Neat trick, huh. Now What do you think your ridiculously abundant amount of climbers and bashers are for? Perform the magic and bomb the right blocker. If you placed the first digger right, the lemmings will exit no problem.
Well done for passing this quite difficult and relatively complex level. If you didn't have to consult the walkthrough, then I award you with bragging rights...

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E8: Bomber-happy lemmings		4 out of 10
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This level is not as half as difficult as the previous level, you can take a little breather here. (Although not much of a breather, you only get 2 minutes :P)

Because of the extremely tight time limit here, you need to do both top and bottom at the same time, I'll walk through each part seperately though.

Walkthrough:

TOP:
Turn the first lemming from the left into a blocker. First from the right into a bomber, so that it explodes over the part that isn't metal. Turn a lemming on the middle platform into a blocker before it walks off the edge of the screen. To give access to the bottom lemmings, the last lemming must bomb so a crater is made on the non-metal part.

BOTTOM:
Block the lemmings on both sides, turn a lemming into a builder to meet the side that will be bombed by the top lemmings. Keep building the lemmings up to the exit and keep the release rate at 99.

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E9: Death wish				6 out of 10
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You may see many remakes of some unique Genesis levels in this set. You may even see some repeats from the original game. However, this will be the ONLY DOS level of mine recreated in this cheapo set. Have fun!

Walkthrough:
Turn the first lemming into a floater and make it bridge the gap. When it turns, make it build again. It'll hit the wall, so make it build back. It should reach the top of the left bit of metal. Make lemmings bombers so that they can get down safely. You'd need to do this as quickly as possible. bash through the bar. make a lemming build into the next bar before making a lemming bash through it. If you built high enough the lemmings should start to climb the lattice. A couple of Blocked blows and builders are needed in order to give lemmings access to the exit. bash free any trapped lemmings you may have. Alternatively, you can use the Bashers Step trick and save a few more.

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E10: Haunted Garden of botanics		6 out of 10
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Yes, it's true. I did rip off the title of one of the unique Genesis levels. I had to - didn't know what else to call it...

Walkthrough:
Precision is vital to the success of this level. Dig Lemming 54 (it MUST be the 54th lemming out) after it climbs the rather steep ledge just after it lands. If done right, all but 1 lemming will continue walking right. Make that leming that turns around into a floater. FastForward until the floater is about to walk into the trap. Make it build so it hits the wall low enough that the other lemmings cannot climb it. (look at the level and you'll see) FastForward.

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E11: Another Beast of a level		6 out of 10
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Remember what I said about repeating levels from the original game? This is a much more difficult version of "a beast of a level". Watch the time limit.

Walkthrough:
This level forces you to use the Bashers Step Trick, whereas the previous levels did not. Turn the first lemming into a digger a certain distance away from the first tree. The nearer it is to the tree, the better, just as long as a lemming doesnt exit the diggers hole to the left. When the digger has dug sufficient pixels so that the lemmings will not climb out of the hole (I think this is 7 pixels.), make it a basher. You must make sure that the lemming does not dig too far down. It should not dig more than 11 pixels. The lemming will now bash under the entire level. When the lemming gets to the cliff (or the tree nearest to the cliff). Stop it bashing with a builder. Do this so that the lemmings can exit the hole but not re-enter it. There is a screenshot of this, so that you can see what I mean: http://www.cjb.cc/members/piainp/Isu/Trick2.PNG. As you can see, The Bashers Step trick has been performed so that the lemmings can exit the hole but not re-enter it. Due to the tightness of the time limit here, this trick must be performed. Anyway, on with the show, Turn the first lemming into an athlete, so that itll climb the cliff. When the climber is as high as it will go (if it climbs again itll fall down), make it a miner. The lemming should land just right of the exit. This is what you want. Wait for the lemming to climb the wall and fall again, Then turn it into a digger as soon as it hits the ground. Turn it into a miner after 5 swipes and then build the lemmings over the miners hole and into the exit.

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E12: Sacred pillar			3 out of 10
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Erm I dont know why Im writing this Maybe Ill find out someday

Walkthrough:
LEFT:
Lemming #1 into a builder  of the way from the right edge.
Lemming #2 a builder on the right edge.
Lemming #1 into a blocker just before #3 passes it (#3 turns around)
Lemming #3 a blocker on the left edge.
Lemming #2 builds to the pillar.

RIGHT:
Lemming #1 a blocker on the right edge
Lemming #2 into a builder  of the way from the left edge.
Lemming #3 a builder on the left edge.
Lemming #2 into a blocker before #4 passes it
Lemming #3 builds to the pillar.

Bash the pillar.
Make a lemming build three bridges out on one side.
Turn the other lemming into bashers as it passes the blockers on bridges on both sides.
Make lemming build twice after it has turned around from the most recent blocker.

There we are, simple!

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E13: Psychotic Episode			6 out of 10
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What a nice multitasking level. Hope you can do both parts at the same time :D

I am in no real mood to walkthrough this yet, maybe some other time

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E14: The long way round		4 out of 10
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Im not joshing you here, the level really is that easy

Walkthrough:
You can tell that Im not very experienced at making levels using Juanjos Fantasy style here and quite frankly, this one reeks of Isulemms. Make the first lemming from the left into a digger so that the left wall of the dug hole is higher than the right. Turn it into a basher. Make lemming 1 from the right into a builder as far left as possible, so that the lemmings will fall on the green part of the tree. Make lemming two on this tree into a builder so that the lemmings can reach the top of the tree. Turn lemming 1 that turned around a builder as close to the left edge as possible. The lemming should bridge the gap with one brick, and you should not have dropped any lemmings. (If you have, restart.) Thats basically the only challenge to this level. You should have at least 1 builder left if not 2, so use it to clear the metal on the left. Choose a destructive skill and the lemmings shall exit thy level.
