Rayman 3 scores

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Maz
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Re: Rayman 3 scores

Post by Maz »

Ok, I checked my calculations for LOTLD, and this is what I came up with:

Part 1: 44.380 Points.

This is assuming that you got the Green Gem in a Combo worth 10.280 Points (which I think is the highest I've ever gotten). I don't really know how many Gems you can take with a Powersuit at the very most, but I'd say a Combo of 10.320 should be in, which would raise the Score to 44.430. The 2 other Combos (namely the Matuvu- and the Hoodlum-Combo) are very difficult and annoying to perfect, since I found improvements worth 140 Points which had the difficulty going through the roof.

Part 2: 34.400 Points. (78.780/78.830 in total)

I'm currently less than a second short of defeating the Grim Keeper before the Lockjaw runs out. Time will tell whether we could win another 280 Points there. Other than that, I'm assuming that the Green Gem is taken in a 9.610-Points-Combo. I think I once managed to include an extra Gem into the Combo, which would mean an additional 20 Points, and there may be a possibility of including yet another Gem. To reach this Score, you have to kill the third Hoodstormer in the first room for 1.000 Points, which requires you to jump ALL the balloons without falling off. It's managable, but the tough part is killing said Hoodstormer from above. I've had ideas to include the first pack of Hoodlums into the Combo by remodelling it, but so far, no success. In the final room, I'm currently taking all the objects into the same Combo (safe for the Hoodblaster that shows up after hitting the Hoodboom in the airship), and get everything for it's relative maximum value. I tried to finish off the third Hoodmonger from as far a distance as possible to run back to the previous room and break the Piggybank with the Red Gem in it, but so far to no avail. Going by my best tries though, I'd say it's definitely worth a shot.

Part 3: ?

Ongoing investigations. I found some interesting strategies and am currently trying to find the best Combos possible.
1234 wrote: The idea is to enter, equipped with the lockjaw, the top of the tower (with help of some SJ, which would have to be found yet). Take the gems, kill the hoodo, equip the HMF, break the door, kill the hoodboom, fall down and equip the lockjaw again, take the gems and kill the hoodblaster, return to the first room (take/kill everything on your way). Take all gems there and kill all but one hoodlum, continue with the first part of the 2 matuvu combo. After killing the first hoodstormer, enter the tower again, kill the remaining hoodlum, renew the HMF and continue with the rest of the 2 matuvu combo. Try to get the matuvu with the powerup.
First of all, doing SJs always requires certain circumstances (correct me if I'm wrong, but I think there always has to be an edge of some kind), and in the final room of the tower, there's no way to do one, meaning, you'd have to kill the Hoodblaster to get the TC, and then use that to reach the top. The problem is that, once you equip the TC (or even before that), the door closes, and you won't be able to return.

One of my ideas was to do that in reverse; I would start of with the first part of the 2-Matuvu-Combo, then - after killing the Hoodstormer - I would enter the tower (the Lockjaw runs out at some point), take the Red Gem followed by finishing off the Elite Monger, equip the HMF, get the 2 Yellow Gems, kill the Hoodblaster, break the Wooden Door, take the 7 Gems behind it, continue the Combo with one of the Gems in the next room, then take the other Gems while weakening and, ultimately, defeating the Hoodoo, and so on up to the point where I would equip the TC and collect the 8 Gems in the circle formation. However, it seems as if the 2 seconds of Combo-Time from a Gem does not suffice to reach either one of the Gems in the room with the Shock Rocket. I tried to strafe past the second Red Gem behind the Wooden Door, and then take it from as far away as possible to somehow make it to the other Gems in time, but it just wouldn't work.

And for the record, since I'm currently playing around with that: After leaving the tower, the HMF lasts nowhere near long enough to get the second Matuvu with a Powersuit. And even the first one is a close call, depending on the conditions.

One of my other ideas was to skip as many items as possible in the tower, which I wanted to collect all in one Combo after starting the Shoe Race (my idea was to hit the Shoe immediately after taking the last Gem), but that would require the Shoe to be in front of the first Wooden Door at the exact same time as you entering the room (I'm not even sure that this can actually happen), and of course that would require just too much luck.

Maybe some adjustments to the Matuvu-Combo can be made, but I'm gonna say that - if at all - 12.700 is the highest it will ever go.

Edit: That sheet sounds like an awesome project! I could do the Scores for LOTLD and the Non-IPG-Version of TOTL, since those are the levels I currently feel the most comfortable with, seeing how MandM and I investigated all that stuff.
Cut
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Re: Rayman 3 scores

Post by Cut »

LOTLD is an optimistic project but of course I will look into the 2nd and 3rd part if I have ideas. Yeah, if you want to do these levels you're welcome. You can either send me the information and I will input and format it properly or you send me a PM with your google-name so that I can give you edit-rights :)

One year ago I started a project where I wanted to write a complete solution for R3 in german, including information on nostalgic combos etc. etc. but since it's so much effort, the project never went beyond HH. And this solution is about to become obsolete, how nice :P
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Re: Rayman 3 scores

Post by Maz »

Sorry for the double posting, but my previous post would be too long if I just edited it. I was wondering, how about adding some "Mini-Walkthrough" to the Parts? I think it would be easier to follow this way. To give an example:
LOTLD - Part 1

Go to the second room while skipping everything. Break both Cages, and get the plum to somewhere near the stick. Now play the Matuvu-Combo.
Get 2 turtles into the final room, and stack them on top of each other. Jump to the upper floor. Play the Hoodlum-Combo. Renew the Vortex,
and perform the Green-Gem-Combo. Afterwards, break the Cage, and finish the Shoe-Race. Break the Wooden Door, and end this Part.

Combo Total

Matuvu-Combo 18.500 22.600

Hoodlum-Combo 5.720 7.310

Green-Gem-Combo 10.280 13.730

Shoe-Race 420 720

Wooden Door 20


LOTLD - Part 2

Kill the two Hoodlums and the first Hoodstormer. Weaken the second Hoodstormer, and play the Balloon-Combo. Get the 3 Gems on the Hooks.
Break the Cage, and equip the Vortex. Lower the Mushroom, and get the 3 Yellow Gems on top in Combo. Weaken one of the 2 Hoodblasters
before renewing the Lockjaw, and playing the Matuvu-Tribelle-Combo. Defeat the Grim Keeper. Break the Cage. Get the HMF, break the
Piggybank to your left, and collect the Red Gem. Take the Yellow Gem near the entrance to the secret room as well, and perform the
Green-Gem-Combo. Afterwards, collect the 4 remaining Yellow Gems. Refresh the HMF, and break the Wooden Door. Play the Hoodlum-Combo, use
the Shock Rocket to kill the final Hoodblaster, and end this Part.

Combo Total

Hoodlums 200 560

Balloon-Combo 4.400 5.710

3 Yellow Gems 40 100

Mushroom and Gems 60 140

Matuvu-Tribelle-Combo 8.000 10.180

Grim Keeper 280

Piggybank and Gem 60 140

Yellow Gem 20

Green-Gem-Combo 9.610 12.860

2 Yellow Gems 20 60

2 Yellow Gems 20 60

Wooden Door 20

Hoodlum-Combo 2.940 4.010

Hoodblaster 260
...and then link the videos in those Mini-Walkthroughs? By the way, I don't know whether the actual Score-Sheet has to be this detailed, but I figured it'd make things easier if I listed everything in the order it's taken according to the description.

P.S.: Clicked on "Preview", seems like I can't make a good table in the comment section, but you'll get my point.
Cut
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Re: Rayman 3 scores

Post by Cut »

Yeah, I like this concept of having a mini-solution at the top of each part. It's nice to have since the videos only show fragments of each part or when they are missing completely for some combos, right now you'd have to know each combo by heart to utilize this sheet.
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Re: Rayman 3 scores

Post by MandM81 »

Cut wrote:Alright, I made the comparison and ended up with this optimized version of TOTL Part 1...
This is not the most detailed walkthrough but I hope everything is clear now.
Nice work on the comparison and great videos. I think for all purposes 70k after part 1 is a great score. :proud:
Cut wrote:DTUCC has recorded how to play TOTL 2 optimally with the IPG (a video of the whole part). I'll ask him for the link, he also has a video of the OoB-clip.
It will be cool to see. :D
Cut wrote:DTUCC found a way to reach the top chamber in LS2 with only 4 platforms, which is the fastest way known to climb up there. You'll get really quick why we tried that, the goal is simply to take the Green Gem for 4500 in combo, which would allow for a maximum of more than 44700 points.
I have no clue if this combo is even close to possible.
If my memory serves me well I think I had a brush on the subject with CC years ago. It's probably in this thread somewhere. Anyway, I tried extensively to make this combo work a long time ago. I also rolled off the edge to send a curved shot to the "door" inside the opening in the wall. I was never really close to making it work out. If it had been Yellow Gems instead of Crowns, then one could use the trick of rolling off an edge and dragging the Yellow Gem with the roll, thus earning half a second or so before connecting with the "door". You can't do that drag with the Crowns. However, perhaps it's time for another go at it?
Cut wrote:BTW, this is what I'm currently working on: http://tinyurl.com/r3combos
Cool. We should be able to fill out some blanks during the holiday. :D
Maz wrote:I'll gladly accept any help I can get in investigating LOTLD Part 1-3, I've not yet given up on a new max. :P
I assume you will be looking for a combo worth at least 23k in part 3 then? I'll re-visit LOTLD during the holiday and see what I can come up with.

At the moment I'm practising some combos in CF3 before having a go at finishing this level. Have you played CF yet?

Edit: Ok, I settled for 118.174 in CF. I'll have to replay the level anyway due to a few compromises in part 2.
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Re: Rayman 3 scores

Post by Cut »

DTUCC gave me the links.

TOTL part 2 with IPG: http://www.youtube.com/watch?v=hd4yjPVG ... e=youtu.be
Final combo allowing for 117.369: https://www.youtube.com/watch?v=mx9d2TO ... e=youtu.be
Clipping out of bounds: http://www.youtube.com/watch?v=5rQiXLe- ... e=youtu.be

You might notice that DTUCC does not use this trick to clip out of bounds but a Glidewalk. This glidewalk was acutally found pretty early but of course since that is no viable option for PC players, we needed an alternative way.

Also congratz on the CF-improvement MandM. Will you immediately play it again or do you want to visit other levels before? How much do you even have in the other levels? :)
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Re: Rayman 3 scores

Post by 1234 »

HoF wrote:#1 MandM81 889397
#2 Cut 883861
#3 DTUCC 881378
Congratulations MandM!
I´m amazed. Your new score is really cool. :D
I guess that means that IPG-player can get 900k!?

By the way, might i ask how you can get 8190 points in FC6? Can you take all gems and still get the combo points added?

I´ve also found an improvement of over 400 points in FC3 in the 3 Matuvu combo:
The idea is to take a yellow gem below the hoodblaster before killing that hoodlum, so that you can take the first matuvu for 2000 points.
I´ll upload a video tommorow (hopefully), then you´ll see what i mean.

An older idea for an improvement in part 2 in the matuvu combo:
Start with the 3 gems at the exit of the huge room, then take the 3 gems on the mushrooms. Jump at first on the medium-sized mushroom. Now the idea is to helicopter carefully on the smallest mushroom without taking the gem (while helicoptering, take the gem on the highest mushroom). As soon as you land on the small mushroom, roll off and continue with the trampoline.
The part of the combo what i described in the last sentence is surely possible.
I´m only not sure, whether the combo time won´t run out before rolling off. Have someone tried that?
Maz wrote:First of all, doing SJs always requires certain circumstances (correct me if I'm wrong, but I think there always has to be an edge of some kind), and in the final room of the tower, there's no way to do one, meaning, you'd have to kill the Hoodblaster to get the TC, and then use that to reach the top. The problem is that, once you equip the TC (or even before that), the door closes, and you won't be able to return.
I see, i have to replay this level soon to get familar with it again.

My idea was not very concrete. I just thought, that if it worked, this combo would allow for a score over 125k. It´s quite unrealistic, but e.g. if we found a SJ, what would launch us to the top of the tower, so that the door wouldn´t be closed, the combo might maybe work. I mean such a maximum in LOTLD would be really cool and we could also play this beautiful level for longer time. :D
After we´ve finished the investigations in HH, i´ll make some tests for that.
Last edited by 1234 on Fri Jul 24, 2015 5:59 pm, edited 1 time in total.
Cut
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Re: Rayman 3 scores

Post by Cut »

1234 wrote:By the way, might i ask how you can get 8190 points in FC6? Can you take all gems and still get the combo points added?
Yes. Would have to record that.
1234 wrote:It´s quite unrealistic, but e.g. if we found a SJ, what would launch us to the top of the tower
You would have to jump out of bounds since the second tower (which you usually enter by the portal) is quite far away from the first tower.
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Re: Rayman 3 scores

Post by Maz »

First of all, thanks for the links, Cut, those are some amazingly informative videos!

Also, congratulations to MandM for getting back to the top, incredible Score!
1234 wrote: I´ve also found an improvement of over 400 points in FC3 in the 3 Matuvu combo:
The idea is to take a yellow gem below the hoodblaster before killing that hoodlum, so that you can take the first matuvu for 2000 points.
I´ll upload a video tommorow (hopefully), then you´ll see what i mean.
Would be cool to see. I tested that as well (since it seems like a pretty obvious improvement), but I could never make it because
1.) I can not kill André while I'm in the air, and
2.) Because As soon as I was close enough to the ground, I couldn't hit him anymore.
1234 wrote: An older idea for an improvement in part 2 in the matuvu combo:
Start with the 3 gems at the exit of the huge room, then take the 3 gems on the mushrooms. Jump at first on the medium-sized mushroom. Now the idea is to helicopter carefully on the smallest mushroom without taking the gem (while helicoptering, take the gem on the highest mushroom). As soon as you land on the small mushroom, roll off and continue with the trampoline.
The part of the combo what i described in the last sentence is surely possible.
I´m only not sure, whether the combo time won´t run out before rolling off. Have someone tried that?
Doesn't work. I had the same idea, but the Gems and the trampolines are further apart than one might expect.

By the way, I don't know whether someone else has succeeded in it by now, but in DOTK2, taking the Matuvu on the statue after collecting one of the 3 Red Gems is possible. My success rate is very low in doing so, but it works. And while we're at DOTK, I managed to get an extra 40 Points in Part 1. Furthermore, I was (before I went back to TLOTLD) investigating whether or not you could take the Matuvu in DOTK2 near the secret room in Combo after sending a curved shot towards the Mushroom, but so far, to no avail.

Finally, my basic investigations concerning LOTLD3 are about to come to an end. There's no amazingly huge Combo yet, but for now, it's the most total amount of Points I could squeeze out of this Part. I guess we'll see whether that'll lead us anywhere.
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Re: Rayman 3 scores

Post by MandM81 »

Cut wrote:DTUCC gave me the links.

TOTL part 2 with IPG: http://www.youtube.com/watch?v=hd4yjPVG ... e=youtu.be
Very cool video. Thanks for sharing.
Cut wrote:Final combo allowing for 117.369: https://www.youtube.com/watch?v=mx9d2TO ... e=youtu.be
Very cool as well. One question springs to mind. Isn’t it possible to include further Hoodstormers into that final combo? It can’t be for the lack of previous points, so my guess is that you have to have the last Hoodstormer placed in the right position for the fall?
That is one hell of a way to go through a wall. :shock:
Cut wrote:Also congratz on the CF-improvement MandM. Will you immediately play it again or do you want to visit other levels before? How much do you even have in the other levels? :)
Thanks! As far as my calculations go, one can get 121.690 points in CF with non - IPG play. The scores after each part would be 18.340/69.000/121.690.
Now, I compromised in part 2 and I didn’t use the extra Hoodlum in part 3. I will try to collect the missing 3.500 points for sure. For now and tomorrow I guess I’ll try to revisit some other levels for the fun of it to see if a new look can lead to new combos.

I still have 104.499 points in TOTL. I hope I can get the Hoodflyer maximum at some point, preferably in the holiday.

As for my other levels, well, the improvements I made almost cancel out the effect of the IPG. That means, at the moment there is a fair and friendly “fight” in the HoF, which can be seen by the ever changing positions at the top. Removing that balance eliminates the “friendly competition” between our houses (IPG vs. non - IPG) forever. However, all will be revealed soon. I don’t intend to play forever since I can’t keep spending my increasingly limited free time to be on top of the game. A crowning achievement for me would be passing 900k points without using the IPG. I positively know it’s possible and it would be a way for me to bow out in style.
1234 wrote:Congratulations MandM!
I´m amazed. Your new score is really cool. :D
I guess that means that IPG-player can get 900k!?
Thanks!

As mentioned above, IPG players can with the present knowledge of the game pass 920k.
Maz wrote:Also, congratulations to MandM for getting back to the top, incredible score!
Thanks!
Maz wrote:Would be cool to see. I tested that as well (since it seems like a pretty obvious improvement), but I could never make it because
1.) I can not kill André while I'm in the air, and
2.) Because As soon as I was close enough to the ground, I couldn't hit him anymore.
I have tried this as well. The best bet is to send a curved shot at the Hoodblaster from as low a position as possible while helicoptering. As soon as the shot has been sent, fall down and hope to hit the ground below before the fist hits the Hoodblaster. I didn’t succeed in this.
Maz wrote:...pretty much all the walkthroughs on page 1 are outdated by now (safe for LS maybe, that didn't change a lot)
I wouldn't go that far. The walkthroughs were deliberately made as easy guides to the then known maximum scores in each level. Thus the more elaborate combos were left out if an easier way were available. Some of the walkthroughs are outdated, yes, but most of them actually do lead to the final combo, even though the final combo may have been changed.

FC: Outdated and in need of an overhaul.
CF: An updated walkthrough is inserted on page 1 right after the old one. The updated walkthrough is already outdated though. Further updates will follow.
BOM: Leads to the final combo and maximum.
LOTLD: Leads to the final combo and maximum.
DOTK: Leads to the final combo and maximum.
LS: Ok as is.
SBTC: Leads to the final combo and maximum.
HH: Leads to the final combo and maximum, although that may change and it will then be outdated.
TOTL: An updated walkthrough leading to the Hoodflyer maximum is inserted on page 1 right after the old one.
Cut
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Re: Rayman 3 scores

Post by Cut »

MandM81 wrote:It can’t be for the lack of previous points
Oh, it can be. For PC Players! I plan to improve the maximum score to more than 118k (perfect scenario would be 118.669) by including the piggybanks you usually take after the Hoodlifter-combo (the idea is that you don't switch to the HMF but break the doors before, also you leave the Hoodlum on the wooden platform alive. after collecting the final piggybank, you fly up a little and kill him with a curved shot in combo). By now I haven't succeeded but if I do, PC players would need around 70k after part 1. Otherwise yeah, including more hoodlifters to this combo is a pretty obvious idea but it's pretty costly and does not improve the final combo to a huge extent so by now no one felt like doing that. Since the Green Gem is the 15th element right now, we'd have to leave out on other elements, shrinking the improvement even further.
MandM81 wrote:I still have 104.499 points in TOTL. I hope I can get the Hoodflyer maximum at some point, preferably in the holiday.
Good luck. I'm afraid you'll need it :P
MandM81 wrote:As for my other levels, well, the improvements I made almost cancel out the effect of the IPG. That means, at the moment there is a fair and friendly “fight” in the HoF, which can be seen by the ever changing positions at the top. Removing that balance eliminates the “friendly competition” between our houses (IPG vs. non - IPG) forever. However, all will be revealed soon. I don’t intend to play forever since I can’t keep spending my increasingly limited free time to be on top of the game. A crowning achievement for me would be passing 900k points without using the IPG. I positively know it’s possible and it would be a way for me to bow out in style.
That sounds... interesting. I mean, I always stated going without the IPG as an unnessecary limitation of your possibilites since personally I don't find the IPG cheap or resign-worthy (is that even a word? ^^) but since it turns out to be an enormous motivator for you I guess it did it's job for your side as well. When I remember how our arugments went, we could have ended up way worse.
MandM81 wrote:LOTLD: Leads to the final combo and maximum.
DOTK: Leads to the final combo and maximum.
I'd like if you could add the updated versions of the combos to the solution :)
I could also write these parts and send you a PM if you don't mind, since some text for explanation never hurts.

Speaking of FC2, has anyone ever tried something with turtles? I mean, in the big room and not as a method to get back after you received your hands?
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Re: Rayman 3 scores

Post by MandM81 »

Cut wrote:Oh, it can be. For PC Players! I plan to improve the maximum score to more than 118k (perfect scenario would be 118.669) by including the piggybanks you usually take after the Hoodlifter-combo (the idea is that you don't switch to the HMF but break the doors before, also you leave the Hoodlum on the wooden platform alive. after collecting the final piggybank, you fly up a little and kill him with a curved shot in combo). By now I haven't succeeded but if I do, PC players would need around 70k after part 1. Otherwise yeah, including more hoodlifters to this combo is a pretty obvious idea but it's pretty costly and does not improve the final combo to a huge extent so by now no one felt like doing that. Since the Green Gem is the 15th element right now, we'd have to leave out on other elements, shrinking the improvement even further.
I'd say 70k without the Lums glitch is a tall order after part 1. It would have to be a perfect game unless some new discoveries are made.
Cut wrote:Good luck. I'm afraid you'll need it :P
I know, I haven't succeeded yet, but I've been close enough to pursue it.
Cut wrote:That sounds... interesting. I mean, I always stated going without the IPG as an unnessecary limitation of your possibilites since personally I don't find the IPG cheap or resign-worthy (is that even a word? ^^) but since it turns out to be an enormous motivator for you I guess it did it's job for your side as well. When I remember how our arugments went, we could have ended up way worse.
I don't see the IPG non - IPG issue being about right or wrong, at least not anymore. I guess I'm just rooted in the traditional R3 game play, whatever that is, and my motivation has been to explore and perfect the game within this frame. I know the game developes over time, which of course partly keeps it alive. We have extended the number of glitches and tricks like SJs, some of which actually were hard for me to accept. I mean, going through walls and other natural barriers was a hard one to swallow. The IPG changed the game play too much for me. However, I do see the appeal and I actually do like playing with the IPG turned on for fun.
Cut wrote:I'd like if you could add the updated versions of the combos to the solution :)
I could also write these parts and send you a PM if you don't mind, since some text for explanation never hurts.
I have added the recent improvements to the walkthroughs for LOTLD and DOTK. I put in a few words and some calculations. If you wish to add anything, please send a note or a PM.
Cut wrote:Speaking of FC2, has anyone ever tried something with turtles? I mean, in the big room and not as a method to get back after you received your hands?
I'm not completely sure what you mean. I have tried to stack some Turtles up against the wall near the Mushrooms with three Yellow gems. I did that in order to continue a combo from that level to the level above where another three Yellow Gems are found just in front of the Trampolines. I don't think anything useful came out of it though. I abandoned the idea again.
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Re: Rayman 3 scores

Post by Cut »

MandM81 wrote:I have added the recent improvements to the walkthroughs for LOTLD and DOTK. I put in a few words and some calculations. If you wish to add anything, please send a note or a PM.
Thanks for that. For the DOTK-maximum, I would recommend to enter Part 7 with 20 extrapoints since you have to expect to get hit a ton without succeeding the mushroom-glitch. Of course you could simply restart everytime but since you have to Superjump to the Hoodlum-platform first, that would be super annoying. Also, the video only shows the combo itself. I would also link to these 2 videos:
https://www.youtube.com/watch?v=M2QqPT4AN0M the Mushroom-Glitch
http://youtu.be/gAxwAyyjBVw Superjumping to the Hoodlum-platform
MandM81 wrote:I'm not completely sure what you mean. I have tried to stack some Turtles up against the wall near the Mushrooms with three Yellow gems. I did that in order to continue a combo from that level to the level above where another three Yellow Gems are found just in front of the Trampolines. I don't think anything useful came out of it though. I abandoned the idea again.
Exactly that. We worked a little on FC in September 2013 but since we found the IPG, our investigations were stopped before they actually could begin.

Some more things in FC:
Part 4 - Gems with Vortex https://www.youtube.com/watch?v=pyWN1v8MA18
Part 6 - Final Gem Combo https://www.youtube.com/watch?v=u9NCQi4HLNI
Last edited by Cut on Tue Dec 23, 2014 1:06 pm, edited 2 times in total.
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Re: Rayman 3 scores

Post by GOT4N »

funny how I did used that strat in my TAS (the part 4 one) :P
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Re: Rayman 3 scores

Post by Cut »

yeah, I found that in Lightweight-Runner's WR from September 2013 :D
How were youre scoring-attempts going? :)
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Re: Rayman 3 scores

Post by GOT4N »

Cut wrote:yeah, I found that in Lightweight-Runner's WR from September 2013 :D
How were youre scoring-attempts going? :)
I stopped for a while, the long loading times of my scratched discs discourages me, I'm at SMBC :P
(I was at like 160k pts)
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Re: Rayman 3 scores

Post by Cut »

I see, that's annoying of course :(
MandM81 wrote:That means, at the moment there is a fair and friendly “fight” in the HoF, which can be seen by the ever changing positions at the top.
I forgot to ask that. So you told Maz and 1234 about what you have found?
sfn42
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Re: Rayman 3 scores

Post by sfn42 »

MandM81 wrote:
As for my other levels, well, the improvements I made almost cancel out the effect of the IPG. That means, at the moment there is a fair and friendly “fight” in the HoF, which can be seen by the ever changing positions at the top. Removing that balance eliminates the “friendly competition” between our houses (IPG vs. non - IPG) forever. However, all will be revealed soon. I don’t intend to play forever since I can’t keep spending my increasingly limited free time to be on top of the game. A crowning achievement for me would be passing 900k points without using the IPG. I positively know it’s possible and it would be a way for me to bow out in style.
I believe I was the person who coined the term "friendly competition" in the context of this community, so I have to say a few words here. Keeping things to yourself to gain an advantage is not "friendly competition". We should be working together, so that everyone can get the most points for their game and their preferred way of playing and so that we can, ultimately, stretch this game to its absolute limits, wherever they may be. Starting this secrecy nonsense again doesn't gain you anything but rather it hurts other players' chance to optimize their own games. All the secrecy has done in the past, is hurt this community.

@GOT4N: That sounds really bad. Maybe you should look for another copy of the game online. You can get it real cheap. I remember I bought the PC version about a year ago for like 3 euros.
Maz
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Re: Rayman 3 scores

Post by Maz »

Including more Hoodstormers into the final Combo in TOTL 2; now that's an interesting point:

You managed to get something like 68.6k in Part 1 as you said, and 49.840 in Part 2, which equals a total of ~118.5k - of course, getting 117.369 (or whatever the maximum is) is pretty difficult like that. However, the Score after Part 1 NOW is 71k in the best case, which means that the amount of total Points to be taken is pushed to 121k. Including more Hoodstormers into the Combo obviously loses Points elsewhere, but up to a certain point, it should still lead to a bigger maximum because of the Combo's increased value. Also, this brings up our initial question:

Some months ago, we stated that console players have an advantage over PC-Players because of the Lum-Glitch, which you guys declined, saying that the Lum-Glitch doesn't quite work during an IPG (although going by DTUCC's video of TOTL2, there seem to be exceptions). I guess there was a misunderstanding there, and I don't know whether that has been explained from our side yet: We thought that console players, by using the Lum-Glitch, could potentially get a lot more Points IN PART 1, which would subsequently allow them to include more Hoodstormers into the final Combo (because they'd need less Points in Part 2), and thus allow them to get a bigger Score. Is that not true?

Just look at the Heckler-Hoodoo-Combo for example... when using a Lum-Glitch on one of the 3 Hecklers, you can use one of the Piggybanks to Combo the lone first Heckler, which is already an easy (?) 500 additional Points. And the Shoe-Combo with all its Slapdashes... well, I guess you'll see where I'm going with that; I'd estimate 73k after TOTL1 a realistic possibility on consoles.

Edit: Cut just posted before I was finished here. :P
To answer your question, MandM has not told me anything... Of course, thanks to our work together and by using the information he gave me, I was able to get a few hints, but nothing concrete.
For example: We were in the middle of our CF-Investigations (we were standing at 111k back then) when MandM entered his improved Score, which I knew thanks to our PMs. Now of course, it wouldn't have made sense for him to already have improved that level - after all, the investigations were still ongoing, and it wouldn't have made any sense. So the "hint" I got was that CF took no part in this improvement. I was able to rule out a few levels, but that's all.
Cut
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Re: Rayman 3 scores

Post by Cut »

Maz wrote:Some months ago, we stated that console players have an advantage over PC-Players because of the Lum-Glitch, which you guys declined, saying that the Lum-Glitch doesn't quite work during an IPG (although going by DTUCC's video of TOTL2, there seem to be exceptions). I guess there was a misunderstanding there, and I don't know whether that has been explained from our side yet: We thought that console players, by using the Lum-Glitch, could potentially get a lot more Points IN PART 1, which would subsequently allow them to include more Hoodstormers into the final Combo (because they'd need less Points in Part 2), and thus allow them to get a bigger Score. Is that not true?

Just look at the Heckler-Hoodoo-Combo for example... when using a Lum-Glitch on one of the 3 Hecklers, you can use one of the Piggybanks to Combo the lone first Heckler, which is already an easy (?) 500 additional Points. And the Shoe-Combo with all its Slapdashes... well, I guess you'll see where I'm going with that; I'd estimate 73k after TOTL1 a realistic possibility on consoles.
We have never thought about that, it's a simple question of necessity. DTUCC got 117.369 points with 65.500 after part 1, if we would have tried to push TOTL to the limits than of course console players could "exploit" the Hoodlifter-combo in a bigger extent than PC players but I guess that will have to wait until these points are absolutely needed.The ideal play would be to get 7 yellow gems, then kill the 7 Hoodlifters and take the green gem as the 15th element... but figuring out what gains and what loses you points in total and what is the perfect method would seem to take forever... I guess I'll put some effort into that after I got the maximum in TOTL :)
Maz wrote:To answer your question, MandM has not told me anything... Of course, thanks to our work together and by using the information he gave me, I was able to get a few hints, but nothing concrete.
For example: We were in the middle of our CF-Investigations (we were standing at 111k back then) when MandM entered his improved Score, which I knew thanks to our PMs. Now of course, it wouldn't have made sense for him to already have improved that level - after all, the investigations were still ongoing, and it wouldn't have made any sense. So the "hint" I got was that CF took no part in this improvement. I was able to rule out a few levels, but that's all.
Well, I could have got by myself that MandM doesn't have 140k points in CF but I see what you wanted to tell me, thanks :P
I mean, I have my personal guesses what his improvements are but in the end it's just about finding stuff or not finding stuff so speculations are a moot point imo.
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