Rayman 3 scores

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Eparcyl
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Re: Rayman 3 scores

Post by Eparcyl »

My score in the all world of R3

FC: 28.948 pts
CF: 93.786 pts
BOM: 52.944 pts
TLOTLD: 102.356 pts
DOTK: 104.778 pts
TLS: 37.610 pts
TSOTCB: 69.031 pts
HH: 78.739 pts
TOTL: 99.669 pts
1234
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Re: Rayman 3 scores

Post by 1234 »

Not bad. Some of your scores are already quite good, especially TOTL and also DOTK. Since you could get such scores, i bet you can improve levels like BOM or LOTLD by quite a bit as well, just try it out. :)

Before i forget to say it again, i´m afraid we can´t use the mushroom trick in BOM part 4 to get the lockjaw at the beginning, so that we can kill the first hoodlum with a powerup. The problem is, that then the vortex won´t appear after killing the hoodblaster later in the huge combo. I guess the game thinks, that as soon as you break the cage and get the lockjaw, you won´t need the vortex anymore to lower the mushroom and then unfortunately it let the vortex not appear (or in case the vortex is already there, then the game let the vortex disappear).
I doubt the vortex from the last room will last long enough to do the combo as usual then. --> About 160 points are gone, but at least the current known maximum didn´t change.

Anyway, i could finish LOTLD with 122.289 points (330 points less than the maximum), so finally i can continue. :D
Maybe FC will be the next level to improve, i´m just not sure, whether i should go for 50k points or not, part 4 is damn hard...

Edit:
I was very lucky and finished FC part 2 with 4450 points. I could also make a video of this "easy" way of how to play part 2.
Since part 3 is next, i need some help. I´ve always had quite great problems with the last matuvu combo, so that i played the easy version, where you take the matuvu for 1000 points; but now, for 50k points, this combo can´t be avoided.
So, can someone give me some tips, tricks or whatever for this combo, please? :mryellow:
The more tips/tricks and the more detailed the tips/tricks are, the better (in case there is something to say to this combo).

Cut:
1.) Can you please tell me (or in the best case make a video) how and where exactly you make the ESJ in FC part 4 to reach the upper level? The problem is that the position of the platform isn´t the same as in all the videos, where you can see this SJ.
2.) Do you know, whether your hoodboom in HH part 3 will disappear e.g. by taking the same route as shown in MandMs (or my) video or will he only disappear as soon as you kill the first elite monger?
(The second question might also go for Maz or anyone else)
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Re: Rayman 3 scores

Post by Cut »

I have some spare time this week, hopefully I can finally catch up to my plans and at least record the ESJ in FC4.
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Re: Rayman 3 scores

Post by Maz »

To 1234's second question: To me, it never had to do anything with killing the Elite Monger. I could keep him alive, the Hoodboom still died. As I said, the problem for me has always been that it disappeared after I got too Close, no matter if the Monger was dead or not.
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Re: Rayman 3 scores

Post by Eparcyl »

1234 wrote:Not bad. Some of your scores are already quite good, especially TOTL and also DOTK. Since you could get such scores, i bet you can improve levels like BOM or LOTLD by quite a bit as well, just try it out. :)

Before i forget to say it again, i´m afraid we can´t use the mushroom trick in BOM part 4 to get the lockjaw at the beginning, so that we can kill the first hoodlum with a powerup. The problem is, that then the vortex won´t appear after killing the hoodblaster later in the huge combo. I guess the game thinks, that as soon as you break the cage and get the lockjaw, you won´t need the vortex anymore to lower the mushroom and then unfortunately it let the vortex not appear (or in case the vortex is already there, then the game let the vortex disappear).
I doubt the vortex from the last room will last long enough to do the combo as usual then. --> About 160 points are gone, but at least the current known maximum didn´t change.

Anyway, i could finish LOTLD with 122.289 points (330 points less than the maximum), so finally i can continue. :D
Maybe FC will be the next level to improve, i´m just not sure, whether i should go for 50k points or not, part 4 is damn hard...

Edit:
I was very lucky and finished FC part 2 with 4450 points. I could also make a video of this "easy" way of how to play part 2.
Since part 3 is next, i need some help. I´ve always had quite great problems with the last matuvu combo, so that i played the easy version, where you take the matuvu for 1000 points; but now, for 50k points, this combo can´t be avoided.
So, can someone give me some tips, tricks or whatever for this combo, please? :mryellow:
The more tips/tricks and the more detailed the tips/tricks are, the better (in case there is something to say to this combo).

Cut:
1.) Can you please tell me (or in the best case make a video) how and where exactly you make the ESJ in FC part 4 to reach the upper level? The problem is that the position of the platform isn´t the same as in all the videos, where you can see this SJ.
2.) Do you know, whether your hoodboom in HH part 3 will disappear e.g. by taking the same route as shown in MandMs (or my) video or will he only disappear as soon as you kill the first elite monger?
(The second question might also go for Maz or anyone else)
Thank you. :wink:

Hell, this combo is very hard in FC.
1234
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Re: Rayman 3 scores

Post by 1234 »

A few days ago i´ve found two videos, which could help to improve FC part 4 by some further points, unfortunately by means of glitches.
The idea is to start the fairy hole combo equipped with a powerup.
In this video at ~0:45 you can see how to get from the fairy room to the last room. After you have played the tribelle combo, you can take the vortex and do this glitch to return to the fairy room.
Depending on how long the vortex will last you can improve the combo by 70 or, in the unlikely event you can kill the slapdash after taking at least 5 items, 110 points. I doubt, that i´ll use this glitches, but they may lead to 50.880 or maybe even 50.920 points, i think.
Maz wrote:To 1234's second question: To me, it never had to do anything with killing the Elite Monger. I could keep him alive, the Hoodboom still died. As I said, the problem for me has always been that it disappeared after I got too Close, no matter if the Monger was dead or not.
Thanks Maz.
When you´re saying, that the hoodboom disappears when getting too close to him, i guess you don´t mean, that he kills himself because he throws one of his explosive bottles (?) too close to himself. When i´m getting too close to him, actually just this happens (he kills himself), but he doesn´t really disappear, like vanishing into thin air.
BestXIII wrote:Hell, this combo is very hard in FC.
Yes, you´re right, when i wrote "'easy' way" it might be a little bit confusing. I just meant "easier, than the best way".
If you want to improve your score in FC, you don´t need those combos at all. Some of the new combos are too hard for me as well.
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Re: Rayman 3 scores

Post by Maz »

If you made him aware of your presence then yes, his own projectiles will kill him. They will hit the platform above (since he has to throw them in a very steep angle if you're far away), and fall back down to him. However, if he's not aware if you, he won't throw any projectiles either, and instead just dies (which is presumably a glitch).

In the past, I wanted to find out why he kept dying, so from above I moved towards him in small steps and then used the Look Mode repetetively. Although he's never been aware of me (at least he wasn't when I looked at him with the camera), at some point he just died. That's all there seems to be to it. Get too close to him, he'll die. No projectiles or anything involved, just a weird, random Glitch. :P
1234
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Re: Rayman 3 scores

Post by 1234 »

Ah ok, thanks for the explanation. It´s just weird, that it has never happened to me, although we both play on PC.


In case it has been overlooked (since i´ve edited the post), i´ll ask it once again: Can someone give me something like an instruction for how to take the matuvu in the last matuvu combo in FC3? I´ve tried the combo a few times and i could never take the matuvu in combo. As soon as i activate the look mode, either the camera moves too far to the left (to the switch) or it moves too slow. I´ve watched MandMs and MGs video(s) of the combo, but unfortunately it didn´t really help.
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Re: Rayman 3 scores

Post by Maz »

There's not much to explain, the best way is to get behind the Yellow Gem, press Strafe once you're facing towards the Matuvu and then enter the Look-Mode immediately after taking the Gem. It's beyond frustrating to try though; if you're not far enough behind the Gem, you will lock onto the platform's Switch by pressing Strafe, which will ruin the Combo.

One thing I tried (but never quite managed to succeed in) is: When you've equipped the Vortex, go back to the first room. Take the Gem on the top step, fall down, and take 4 Gems. Run towards the first room, but get the final Yellow Gem from a distance. Run like hell towards the right corner of the first room, roll onto the ledge, and quickly roll again to take the first Gem in Combo, then proceed like usual. That way, you could play the 1.000-Points-Matuvu-Combo with the Matuvu being worth 1.500 Points.

I was always a bit short of making it, but since you're at FC3 now anyway, might as well try it, maybe you'll be more successful than I've been. ;)
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Re: Rayman 3 scores

Post by 1234 »

I´ve tried your second idea as well, but i doubt, that it´s possible, at least i couldn´t do it either. If it was possible, it would be quite cool though.
Therefor the first way you´ve explained is really helpful. I didn´t know, that you can press strafe without locking onto the switch. I tried your way and with the strafe button pressed, it seems, that you can move the camera faster, so with this trick i could - for the first time - take the matuvu in combo after taking the 3 yellow gems on the right side. Now i just have to practise it and maybe i´ll be able to do it regularly.
Thanks a lot for your help! :D

By the way, do you have been able to play R3 in the last time or are you too busy because of your studies? How do you progress with your no-glitch-game?
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Re: Rayman 3 scores

Post by Maz »

You're welcome, good luck with the Combo! :D

Quite frankly, I had the time, but lacked the motivation. Seems like I once restarted my game, so I'd have to play FC4 next. In terms of scoring, that part is just as bad as Razoff to me. I don't know whether it's just my game, but the probability of all 27 Hoodlums appearing after I beat Master Kaag are like 30% tops. Combine that with the fact that I have an unnaturally high rate of only 2 Slapdashes appearing beforehand, and you got yourself a Part full of frustration and demotivation. (I'm still having nightmares about the first time I had to play that Part for the Maximum.)
On top of that, BOM would be next, which, while LS is definitely the worst when it comes to Scoring, is my least favourite level in terms of atmosphere. I just can't bring myself to go on at the moment, but I'll definitely finish and enter my No-Glitch-Game into the HoF at some point. :P
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Re: Rayman 3 scores

Post by MandM81 »

BestXIII: You have indeed some good scores in several levels. I would imagine LOTLD to be the first level to improve followed by BOM, CF and SBTC. Most levels are by now well described by videos made by various players.

1234 and Maz: Thanks for testing HH3 and for your explanations and suggestions. It seems there's a platform difference, but that doesn't mean the Xbox version doesn't work regarding the Hoodboom. I'll still investigate the part and see if I can find routes where the Hoodboom will stay alive. Also, I think I'll have to use the Box Glitch to reach the Hoodboom platform. I need the seconds saved by doing this.

1234: Good score in FC part 2 :D As for getting the last Matuvu in a 1.500 points combo, it's pretty limited how I can help. But here's what I do and what can be seen on the video: After the second to last Yellow Gem I run in behind the last Yellow Gem and in one motion look in the direction of the Matuvu and look up. I make sure I barely touch the Yellow Gem in that process, that is touching it "very thin". When playing for real I take all the Gems on the ledge and below.

Good luck with that blue lizard. :mryellow:
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Re: Rayman 3 scores

Post by 1234 »

Thanks Maz and MandM, it works now better than before, so my success rate is approximately 1/15. I´ll try to improve it to at least 1/10 before i´ll play seriously. The combo is still horrible though.

Maz: In case your score after FC3 isn´t very good, you can maybe abandone it and continue with another level like LOTLD or DOTK, except if you´ll find some motivation to finish FC.
If not, you can also continue with your actual score, e.g. i don´t recall you have improved CF yet, although you´ve made, together with MandM, the new walkthrough and also lots of cool videos for this level and thus you have some experience already. Also DOTK is quite a great level to improve, unless you haven´t done it already.
I have to admit though, that for the no-glitch-game those 27 hoodlums and especially the 3 slapdashes are extremely annoying. By probability calculation the slapdashes should actually appear much more often, unless the lights doesn´t light up randomly as they should, just to annoy you. :P

MandM: You´re welcome, although i guess i couldn´t really help you with the hoodboom. Maybe you´ll still find a good route for that level, especially because you can perform SJs almost anywhere in this part and thus move quite freely. For example at the very beginning you can perform another box glitch, so that you can climb the long ladder and approach the hoodboom in a different way. It would be a shame if you had to settle for a lower score, particularly since you could get such a great score after part 2.
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Re: Rayman 3 scores

Post by Maz »

Messed up, meant to say CF4, not FC4 :P
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Re: Rayman 3 scores

Post by 1234 »

Ah, that makes sense. CF4 is surely frustrating. You probably know that as well, but e.g. listening to music while playing can help a lot. Also, once you get this combo done, you´ll never have to play it again. :)


Yesterday i thought about LOTLD3 and maybe i´ve found a combo, which might lead to a new maximum (I haven´t investigated the part really yet, so it may turn out useless).
I have to say, that Maz´ videos of that part helped a lot to find that, so i took his ideas, added some own ideas and created a terrible combo, what includes 110 items/enemies.

There are 3 problems though:
1.) Is the combo possible?
2.) Can you get enough points in the combo to achieve a new maximum?
3.) Can you get enough points before playing the combo?

To "1.)": There are some critical moments, but actually i think it´s possible (i have only some doubts about the end).
To "2.)": The greatest problem is of course the powerup time frame. Many items you have to take without a powerup. Since i don´t know what items/enemies we can take/kill with a powerup, i can just have a guess how many points the combo would yield; i would say 21k-24k.
To "3.)": About this issue i have no idea. Actually all combos in part 1 and 2 has changed, so i´ve completely lost the overview about the possible score after part 2.

I´ve made a video, what shows the vague idea (that means many things could be changed yet), but it´s only an attempt and also very badly played. I hope you´ll still get it: Idea for a new maximum
Some notes:
0:58 I accidently broke the wrong piggybank.
1:08 The hoodstormer can be killed with a powerup, when you hurry. Maybe you can even get the next item(s) still with the lockjaw?
1:35 The connection is a tough one, but i´m quite sure it´s possible when it´s played perfectly.
1:38 - 1:48 Here you should use as less gems as possible (in best case only yellow gems) to keep the combo alive.
2:18 There should be the hoodblaster from the last room. Since he wasn´t there, i simply pretended to kill him.
3:00 Here you should take as many gems as possible and the matuvu with the HMF. Maybe there is also a better place to get the matuvu.
3:00 - 3:17 (I had to search for the right place to get the matuvu)
3:55 - 4:15 Two other tough connections, but i´m also quite sure, that both are possible.
4:50 I´m not sure, whether we can get the hoodblaster in combo.
5:00 If all 3 problems were solved, it would be better to end the combo with the red gem to increase the maximum.

As i said, this i just the basic idea, so the combo might be changed in order to get even more points or to make the combo possible/playable.

Maybe all this will turn out useless, but i think it´s still an interesting idea and also it might possibly inspire someone to another combo. :wink:
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Re: Rayman 3 scores

Post by Maz »

WARNING: Rated L for "Long".


First of all, amazing work on finding that Combo, that's incredible and would quite possibly be the longest Combo in the game! :shock:

Some thoughts on that Combo:

1.) The Lockjaw actually lasts until you get to the first Hoodstormer, if you play fast, that is. I know this because I tried some stuff with this approach, too. I can also guarantee you that the Lockjaw will run out immediately after you get the kill, meaning it will never last until you get to the Elite Monger.

2.) Speaking of Elite Mongers, that one might turn out to be a problem; I've never quite managed to hit him within the 6-second-timeframe. Presumably, the following approach would be the best: Straight shot with a fully charged fist (curved shots don't seem to hit him in this case), take the Red Gem, the proceed with 2 quick semi-charged shots (which is riskier, but ideally faster than fully charging your fist). Still, I will doubt that this is possible unless someone manages to do it.

3.) As you might or might not remember from some of my previous posts, I also tried to connect the Gems behind the Wooden Door with the Hoodoo-Room - to no avail. Sometimes, I felt like I was just a few hundreths short of making it, but still, I never succeeded in keeping up the Combo. This will definitely be a problem.

4.) IF you managed to make aforementioned connection: You can definitely keep the Combo going with the Hoodoo and the Hoodblaster, but I can't remember the minimum amount of Gems which you had to take without the Shock Rocket. It might be possible that you'd have to take 6 out of the 8 Gems, but that's a limit we've got to figure out through extensive testing, I guess. ;)

5.) Another problem I've yet to find a solution to: The Hoodblaster. I know that he sometimes just stands in the hallway, but I have no idea what the trigger for this behaviour is. And while I'm not 100% sure, I seem to recall there being a problem with the Hoodblaster running to his designated spot if you get to close to him or something like that.Anyway, do you know of a consistent way to keep him in the hallway? If yes, how do you do so?

6.) Maybe a small improvement would be to take the Red Gem near the tower's entrance on your way out, while you still have the Heavy-Metal-Fist.

7.) Your video very clearly highlights another problem I've had; getting the Matuvu from an angle where you can take the Yellow Gem in Combo is (almost, hopefully?) impossible.

8.) Just out of curiosity, have you actually managed to get the Yellow Gem next to the bubbles, then kill the Hoodstormer, AND break the first Pig in Combo? Because that seems crazy difficult. :shock:

9.) Yet another problem I've had in the past: The 3 Piggybanks, and connecting them to the hallway to the previous room. Just another thing which I could never quite succeed in.

10.) Nice find on that Hoodblaster, I didn't even know that you could hit him. I see 2 porblems with that; one, killing him on time after getting the Gem, and two, it depends on where the Hoodblaster is standing.



Everything above was saved as a draft. By now, I took my time to calculate all that stuff. If I did not miss anything, the Combo should be worth 4.780 + 21.680 = 26.460 Points. Sadly, that's not quite enough to have the potential for a new maximum. But it's still one hell of a find, and I'm sure we can somehow work with this in the future. ;)

By the way, If I recall correctly, the perfect Non-IPG-Score after Part 2, with the knowledge we have at the moment, should be 78.380 Points (if you want to, I can make an updated overview for Part 1 and Part 2, then we should know for sure). We have to factor in the following things:

- The Heckler, as well as the 8 Gems at the end of LOTLD3, can not be used for Scoring, no matter how you play this Combo.
- We'd lose about 4.000 Points from not being able to play the Hoodboom-Combo in the final room of the tower.
- We also can't use the potential 720 Points from the Shoe.
- With all that said, the only sources outside of the Combo would be the first tower, and the 130 Points from the first Hoodblaster.

Extended Stairs-Combo: 2.500 Points
Last Staircase: 500 Points

Equals 3.130 Points in this Part, or 81.510 Points before the Combo. 100.029 - 4.780 = 95.249 Points, meaning we're almost 14.000 Points short of the Score we'd need - a deficit which even the IPG in Part 2 can't cover up.

I'm not saying we should give up on LOTLD, but if we REALLY want this to happen, we have to completely change the way we play that level, as well as further improve the final Combo. If we can get Part 1 in one single Combo (minus the Shoe maybe), then we might be able to get a few thousands of extra Points. However, I currently don't have any ideas for Part 2.

Hope I didn't forget to say anything important, but for now, that's it. :P
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Re: Rayman 3 scores

Post by 1234 »

Thank you Maz, especially for taking your time to comment the idea and make some calculations. :)

As i said i haven´t made any real investigations of that part yet, so i can´t really answer anything, but only reply with some thoughts.

1.) Too bad, actually it would be quite important to kill the elite monger with a powerup. One idea would be to let the single yellow gem remain to save some seconds (i guess 3-4 sec). If you played perfect, you should be able to come at least quite close to the elite monger. In the very best case you could even electrocute him in time, but that´s quite optimistic i guess.

2.) Yet, i couldn´t do it either, but with the way you described, i think it might work. This has to be proven though.
Next week i´ll try to make all those questionable connections possible and then make a video, what shows some successful attempts. Then we´ll see, what is possible (or at least what i could do).

3.) This connection is probably one of the (or even THE) worst. I tried it a little bit and sometimes i was really close to making it as well. Maybe if it´s really perfectly played it could be done.

4.) Yes, that´s just about testing.

5.) Actually i have no idea about this, but there must be a consistent way, i mean it cannot be randomly triggered. So far as i recall in Harukas video of that level the hoodblaster stands in the hallway. Maybe the best way would be to try to take exactly the same route and see, whether the hoodblaster will be in the right position as well. If so, then we can change the route a little bit until the hoodblaster won´t stay there any more, thus we´ll know what causes the location where the hoodblaster stands.

6.) This would probably be a good way for an improvement. I guess we´d have to make several tests to get the optimal route.

7.) This is indeed very tough. Next week i´ll definitely try that.

8.) Not yet, but as you can see in my video, i actually should be able to get the piggybank in time, if i shot a little bit later (that means as soon as the red circle appears). Killing the hoodstormer in time might be a little bit harder. In my video i was almost 1 second too late, but the problem was, that i took the wrong gem before. There is a gem, what is nearer to the second bubble. With this gem it might be possible, but I´ll have to test it yet.

9.) I tried to break the last piggybank with a curved shot from the greatest distance and then take the red gem in the hallway in combo and it´s actually possible, i could barely do it. Another problem is to break this third piggybank before the combo will run out, but i assume it can be done.

10.) Until recently i didn´t know that as well. :P
Although it would be quite important, i guess we can´t use the hoodblaster for the combo. Maybe it´s possible to kill him from another spot, but i actually doubt that. I´ll still make some tests.


As i assumed, the third problem will be the greatest. 14000 missing points are far too much i guess.
If you have the time and if you feel like doing it, then you can gladly make an updated overview for part 1 and part 2. This would surely help. :D

In case the first problem will be solved (that means if the combo is possible at all), we´ll at least have a record for the longest combo (most likely). :wink:

Edit: I guess i should rate my post as "L" too ... :P
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Re: Rayman 3 scores

Post by Maz »

I decided to play for a bit today, so I made 2 videos on LOTLD:

Connecting the Hoodstormer with the Elite Monger

Sadly, I did not manage to get this on video, but you can include the Red Gem in the Combo. Those extra Points would surely be very important. But on to more important matters; as you can see, had the Hoodstormer been in the right spot, I would've barely managed to finish him with the Lockjaw still on. This should go to show that there's no way in hell you'll ever be able to make the Lockjaw last until you get to the Elite Monger. As for said Monger himself, normally a straight shot wouldn't hit him either, which makes this connection incredibly tricky. What you need to do is shoot at him while he's still standing on top - he will jump down, and your fist, which needs time to fly towards it target, will hit him when he's on his way down already. This requires almost perfect timing and is a disgusting play to aim for, but it's possible and thus a viable option if we need it.

Connecting the Gems with the Hoodoo

What's important here is that you HAVE TO go for the Red Gem first, otherwise keeping up the Combo here is impossible. Furthermore, while you can't see it in the video because I went ahead and effed up like a scrub, you can in fact kill the Hoodoo in Combo despite taking 4 gems without a Powersuit only. Also, the video shows that you can take the remaining Gems on your way back - you have to refresh the Shock Rocket anyway, and taking the Gems afterwards is pretty much a matter of walking in a straight line.

Now we have to do something about the Hoodblaster. I'll let you know if I find out something, but the stuff we found so far should already make for some nice Combo-Possibilities. ;)

Edit: I've had an idea for Part 1 which could make it possible to get almost everything in Part 1 into the same Combo. In total, the difference should be 390 Points. Not a lot, I admit, but by now I'm thankful for any imporvement we might get.
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Re: Rayman 3 scores

Post by 1234 »

Thanks for the videos, now i don´t have to try to record that anymore. :) Also nice idea for part 1, i think it might work. Are you actually sure about the 390 points, sounds a bit too little, i mean with this connection you can kill every hoodlum for 500 or 1000 points ...

I guess i have to agree, that you probably won´t be able to get the elite monger in part 3 with the lockjaw. My idea was actually to not take the single yellow gem behind the statue to save a few seconds, but probably that won´t be enough.

I was able to record the Gems-Hoodstormer-Piggybanks-Connection and the connection between the last piggybank and the red gem. Sadly i couldn´t do the part in between those two connections, that´s harder than i thought. Here is the video.
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Re: Rayman 3 scores

Post by Maz »

Cool video, I never thought it would be possible to hit the Hoodstormer with a straight shot like that, gotta try that at some point in the near future. ;)

To be honest, I figured there'd be a problem like that; I tried to improve the normal Combo by starting off with the Pigs and then playing backwards to get a few extra Points out of the Hoodblaster, but I had no time to get myself in position to break that darned last Piggybank.

Part 1: I actually substracted 60 Points from the last Hoodblaster, because after killing the second-to-last one, the Vortex usually hits him as well (not always though - I've yet to find a consistent way to prevent that). If we add those 60 Points, we'd get 450 additional Points, but yes, I'm afraid that's all it's worth at the moment. Here's the problems:

1.) Due to Timeframe issues with the Vortex, I have not included the 2 Yellow and 2 Red Gems next to the cave which the plum was at into the Combo. Instead, I calculated this Part with the 4 Yellow Gems in the cave and the Gems down beneath in one seperate Combo, so we'd obviously lose a few Points there.

2.) The Red Gem in front of the Heavy-Metal-Fist can not be taken with a Powersuit; it will run out before that. The reason is that - as opposed to the usual Matuvu-Combo - you have to go out of your way to break the Pigs next to the Mushroom before moving on, seeing how there's no effective way to return to this area AND keep up the Combo.

3.) The Red Gem at the end of the hallway, as well as the Yellow Gem next to the Turtle and the Yellow Gem on top of the stairs can't be taken with a Powersuit either, the Heavy-Metal-Fist does not last long enough.

4.) The disadvantages of this method listed above are more than made up for by the big improvements in the final area, but at the end of the day, we'd still have to split up the Part in 2 Combos. I guess that a lot of the advantage is neutralized by the fact that we'd have to take 2 Red Gems in a seperate Combo; most likely, a few Yellow Gems and Hoodlums killed without a Powersuit can't make up for that.

As it stands now, the best we could do would be to find a solution for the first problem. I'm 100% sure that we can't do anything about the 4 Gems in the cave, but maybe we can at least do something about the ones underneath that. I'm thankful for any suggestions you might have.

P.S.: Now that I think about it, 450 Points DO seem a very low amount. I'll go over my calculations again one of these days.
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