Rayman 3 scores
Forum rules
Please keep the forum rules and guidelines in mind when creating or replying to a topic.
Please keep the forum rules and guidelines in mind when creating or replying to a topic.
Re: Rayman 3 scores
In that case, I have bad news for you, unfortunately: You can't turn right before pressing strafe because you don't have the time to do so. I can't scientifically prove this (as I have no devices to slow down the game or count frames or anything), but just going by my own feeling you have no more than 1 or at most 2 frames of wiggle room. If you lose any time at all in moving forward (i.e. by taking time out off moving forward to turn to either side), you can't succeed in this combo. In this instance, I would be more than happy to be proven wrong, but I honestly don't see it happening.
Your best bet is to hangle all the way to the end of the vines and being positioned closed to the right side of the pathway (that way, you will get max distance on taking the yellow gem; be careful though - if you're too far to the right, you won't get the gem at all). Also, you have to press left/right as you land to start moving immediately. As for when you have to strafe: if you look at the video, you will see that Rayman's chin is on the same level as the first flower on the right wall once I start strafing, so you can use that as an orientation. Also, you can still get the Tribelle even if you start running a little bit before you actually walk into it.
As for making this connection possible consistently... well, you can't. All of the above is required AT THE SAME TIME (!), and even then the combo mode sometimes resets because there's essentially no wiggle room. When I played FC for 50.930 Points, I had to restart like at least a hundred times just to successfully get the Tribelle in combo (I had to play FC4 for a whopping 6 hours before I first succeeded in the whole thing).
That being said, your idea is cool and I would love to see you pull it off, but don't get your hopes up.
Your best bet is to hangle all the way to the end of the vines and being positioned closed to the right side of the pathway (that way, you will get max distance on taking the yellow gem; be careful though - if you're too far to the right, you won't get the gem at all). Also, you have to press left/right as you land to start moving immediately. As for when you have to strafe: if you look at the video, you will see that Rayman's chin is on the same level as the first flower on the right wall once I start strafing, so you can use that as an orientation. Also, you can still get the Tribelle even if you start running a little bit before you actually walk into it.
As for making this connection possible consistently... well, you can't. All of the above is required AT THE SAME TIME (!), and even then the combo mode sometimes resets because there's essentially no wiggle room. When I played FC for 50.930 Points, I had to restart like at least a hundred times just to successfully get the Tribelle in combo (I had to play FC4 for a whopping 6 hours before I first succeeded in the whole thing).
That being said, your idea is cool and I would love to see you pull it off, but don't get your hopes up.
Re: Rayman 3 scores
Thanks for the heads up! Still, I'll see what I can do 
EDIT: okay, found some hope. The tribelle only disappears if she notices fast movement for a certain amount of frames, which is higher than 1. Just to test that out, try to take a Tribelle by walking in little steps with normal speed: it works. So what we could do is, get so close to the Tribelle that it's impossible for her to disappear at that point (meaning, even if we walked at normal speed, the amount of frames before getting into the Tribelle's taking range is too little) and then take her by not walking straight but making a tiny turn to the right (the fact that we do this with normal speed rather than strafe-speed should grant a few extra frames). Then we would take the Tribelle and also be at a good angle for the Matuvu. I'll try this!
EDIT: okay, found some hope. The tribelle only disappears if she notices fast movement for a certain amount of frames, which is higher than 1. Just to test that out, try to take a Tribelle by walking in little steps with normal speed: it works. So what we could do is, get so close to the Tribelle that it's impossible for her to disappear at that point (meaning, even if we walked at normal speed, the amount of frames before getting into the Tribelle's taking range is too little) and then take her by not walking straight but making a tiny turn to the right (the fact that we do this with normal speed rather than strafe-speed should grant a few extra frames). Then we would take the Tribelle and also be at a good angle for the Matuvu. I'll try this!
-
PluMGMK

- Posts: 40515
- Joined: Fri Jul 31, 2009 9:00 pm
- Location: https://www.youtube.com/watch?v=cErgMJSgpv0
- Contact:
- Tings: 136641
Re: Rayman 3 scores
Lol, that's how I always used to take Tribelles before I found out about walking/strafing. 
Re: Rayman 3 scores
Okay, I got good news. Said trick significantly increases the consistency of the Gem-Tribelle-Connection, I can get it on approx. 10% of my attempts now. I assume you Maz being more experienced with this should maybe even be able to get it even more often than me hopefully 
So my goal now is to use these extra-frames of wiggle-room to give Rayman the much-needed tilt to the right, so let's see if that's enough to get the Matuvu in Combo
EDIT: okay, even more good news. I managed to get the Tribelle in combo while moving to the right when taking it, the problem is that the movement has to be very tiny, otherwise you won't end up in look-mode after exiting camera-mode, since you are still moving. So this is going to be precise as hell, but I'm confident!
So my goal now is to use these extra-frames of wiggle-room to give Rayman the much-needed tilt to the right, so let's see if that's enough to get the Matuvu in Combo
EDIT: okay, even more good news. I managed to get the Tribelle in combo while moving to the right when taking it, the problem is that the movement has to be very tiny, otherwise you won't end up in look-mode after exiting camera-mode, since you are still moving. So this is going to be precise as hell, but I'm confident!
Re: Rayman 3 scores
Nice attempt! Before I actually thought that once you get the 4 matuvu combo, there is nothing what you can screw up. Seems like I underestimated the combo by far.
Also it's really cool that your two-matuvu-tribelle-combo will probably work. I think that'd be an 650 points improvement and lead to 54680 points.
I almost finished the DOTK-walkthrough (I wanted to start off with an easier level than LOTLD). I just have to include some easier versions yet.
As predicted I have some more questions:
10.) Should I sent the walkthrough to you Cut, once I'm done? Also, if something is not clearly understandable, or something is missing, or anyone of you is not fine with something in general, please change it or/and let me know, so I'll make it better in future.
11.) In DOTK 1 these are some of the combos:
1. Hoodlum-Door-Combo (Y Y Y Y Y | Y Hb Wd)
2. Piggybank-Hoodlum-Combo (P Y Y Y Y | Y Y P R P | Hb Y Y Y P | R R Y Y Y | R)
Easier versions can be:
I. Six Gems from 1. (Y Y Y Y Y | Y)
II. Two-Hoodlum-Combo (Wd Hb P Y Y | Y Y Y Y P | R P R Hb)
III. Piggybank-Combo (P Y Y Y Y | R R R Y Y)
How should we numerate these combos then (especially II.)? I mean 1. is a combination of I. and II.; 2. is a combination of II. and III.. This is maybe not the optimal example to show the problem, but I hope it's still understandable.
12.) Do sfn or Xenon has more than one channel with R3-videos? Do Jona has any R3-channel at all? Who is Alan Wisniewski in RPC (if he's in RPC at all)?
I'm just asking because I don't want to miss any videos for the walkthrough.
13.) Some videos, which were once locked, can't be seen in the respective channels. There are some links to such videos in this topic, but I don't want to look through all this sites to find them. Is there a better way?
Re: Rayman 3 scores
That sounds fine to mee, I'd then just take care of the editing and implementation once more1234 wrote: 10.) Should I sent the walkthrough to you Cut, once I'm done? Also, if something is not clearly understandable, or something is missing, or anyone of you is not fine with something in general, please change it or/and let me know, so I'll make it better in future.![]()
I would numerate the optimal versions as 1.1 and 2.1, and then combine the versions I. and II. into something like "There you'll find 6 gems. Take those, before you proceed with the next combo. Now equip the HMF and...". I had to do similar stuff in Maz' FC-solution. If you look into it, you'll see that I sometimes included two combos in one number, which is not optimal I guess, but I hope it's still clear and understandable.1234 wrote:11.) In DOTK 1 these are some of the combos:
1. Hoodlum-Door-Combo (Y Y Y Y Y | Y Hb Wd)
2. Piggybank-Hoodlum-Combo (P Y Y Y Y | Y Y P R P | Hb Y Y Y P | R R Y Y Y | R)
Easier versions can be:
I. Six Gems from 1. (Y Y Y Y Y | Y)
II. Two-Hoodlum-Combo (Wd Hb P Y Y | Y Y Y Y P | R P R Hb)
III. Piggybank-Combo (P Y Y Y Y | R R R Y Y)
How should we numerate these combos then (especially II.)? I mean 1. is a combination of I. and II.; 2. is a combination of II. and III.. This is maybe not the optimal example to show the problem, but I hope it's still understandable.
I asked everybody to please unlock their videos1234 wrote:13.) Some videos, which were once locked, can't be seen in the respective channels. There are some links to such videos in this topic, but I don't want to look through all this sites to find them. Is there a better way?
EDIT: okay then, I managed to get the connection Gem-Tribelle-Matuvu in an isolated attempt. It's not on record unfortunately, since I'm still having severe framerate-issues in this part, so I will be trying to solve these next, so that I can start recording attempts of the full combo. >>>insert dumb combo idea that doesn't even yield extra points and is much harder here<<<
Last edited by Cut on Wed Oct 05, 2016 1:13 pm, edited 1 time in total.
Re: Rayman 3 scores
Good job making the combo work!!!
I have just one more question:
Let's assume there are these 8 combos, which can be played in following way:
either {1.1 and 2.1} or {1.2 and 2.2}
either {3.1 and 4.1} or {3.2 and 4.2}
How should we numerate these then?
a) If we numerate
1.1A; 2.1A; 1.2B; 2.2B, 3.1A; 4.1A; 3.2B; 4.2B, then it'd mean that you can't play both, 1.1A and 3.2B, even though you actually can. Also 1.1A and 3.1A doesn't actually belong together.
b) If we numerate
1.1A; 2.1A; 1.2B; 2.2B, 3.1C; 4.1C; 3.2D; 4.2D, then it'd also mean that you can't play both, 1.1A and 3.2D, even though you actually can.
I guess I didn't describe it very clearly, but maybe you'll still see the problem.
Thanks! Should I send it to you somehow per PM; or should I attach a zip-file here in the topic?Cut wrote:That sounds fine to mee, I'd then just take care of the editing and implementation once more![]()
I have just one more question:
Let's assume there are these 8 combos, which can be played in following way:
either {1.1 and 2.1} or {1.2 and 2.2}
either {3.1 and 4.1} or {3.2 and 4.2}
How should we numerate these then?
a) If we numerate
1.1A; 2.1A; 1.2B; 2.2B, 3.1A; 4.1A; 3.2B; 4.2B, then it'd mean that you can't play both, 1.1A and 3.2B, even though you actually can. Also 1.1A and 3.1A doesn't actually belong together.
b) If we numerate
1.1A; 2.1A; 1.2B; 2.2B, 3.1C; 4.1C; 3.2D; 4.2D, then it'd also mean that you can't play both, 1.1A and 3.2D, even though you actually can.
I guess I didn't describe it very clearly, but maybe you'll still see the problem.
The problem is that when videos were locked, they can't be seen in the channel, even though they're unlocked now. E.g. this video was once locked. Now when you look in the channel, you can't see the video.Cut wrote:I asked everybody to please unlock their videos![]()
Re: Rayman 3 scores
The first occurence of a letter indicates, from where and onwards combos belong together I would say (we would have to make this very clear in the "About"-section). So that means, if 3.1 is the first occurence of D, it's not associated with A-combos at all. It would only be the case, if Combo 3 also would have a version with an A in it. That way, you could play combo 4.2 D, even if you played combo 1.1 A beforehand, because C and D are the only letters to choose in this version. Also, this whole letter-system is not set in stone at all. If you have a better idea, just use it for your LOTLD-walkthrough, that way we have 2 examples with different systems, and can choose which one we prefer1234 wrote:I have just one more question:
Let's assume there are these 8 combos, which can be played in following way:
either {1.1 and 2.1} or {1.2 and 2.2}
either {3.1 and 4.1} or {3.2 and 4.2}
How should we numerate these then?
a) If we numerate
1.1A; 2.1A; 1.2B; 2.2B, 3.1A; 4.1A; 3.2B; 4.2B, then it'd mean that you can't play both, 1.1A and 3.2B, even though you actually can. Also 1.1A and 3.1A doesn't actually belong together.
b) If we numerate
1.1A; 2.1A; 1.2B; 2.2B, 3.1C; 4.1C; 3.2D; 4.2D, then it'd also mean that you can't play both, 1.1A and 3.2D, even though you actually can.
So yeah, I would go with 1.1A, 2.1A, 1.2B, 2.2B, 3.1C, 4.1C, 3.2D, 4.2D
Sorry, I meant list their videos.1234 wrote:The problem is that when videos were locked, they can't be seen in the channel, even though they're unlocked now. E.g. this video was once locked. Now when you look in the channel, you can't see the video.
EDIT: I also just noticed a pretty dumb mistake
obviously it's not advised to take the 2 yellow gems on the mushroom before the red gem, since that loses you points due to not taking those yellow gems with the Vortex. So hey, at least this eliminates one tough part out of this combo...
Re: Rayman 3 scores
I've sent you the DOTK-walkthrough, Cut.
I'll continue with LOTLD soon.
@Maz: If you continue finding better combos in CF again and again, you'll never finish the CF-walkthrough.
Nah, seriously, awesome combos and videos! I'm looking forward to see the end result. 
I'll continue with LOTLD soon.
@Maz: If you continue finding better combos in CF again and again, you'll never finish the CF-walkthrough.
Re: Rayman 3 scores
Finally!
Made a minor mistake and collected 8 Yellow Gems instead of 6 Yellow Gems + converting 2 Black Lums, but oh well.
As far as I'm concerned, you can't get away with taking just 2 Gems in the cave unless you're quick enough to get there by simply walking instead of rolling, but then you'd REALLY be asking for it.
Maybe I'll get around to recording 1234's version one day (if noone else does, that is) but for now, this shall suffice. It was hard enough as it is, lol.

Done with my investigations now; perfect play without Glitches can now lead to 117.040 Points. Of course there's some minor stuff that I would've liked to improve, but that turned out impossible and I'm still very satisfied with the overall result. Now I can finally get started on writing CF3 and hopefully send Cut the Walkthrough at long last.
Made a minor mistake and collected 8 Yellow Gems instead of 6 Yellow Gems + converting 2 Black Lums, but oh well.
As far as I'm concerned, you can't get away with taking just 2 Gems in the cave unless you're quick enough to get there by simply walking instead of rolling, but then you'd REALLY be asking for it.
Maybe I'll get around to recording 1234's version one day (if noone else does, that is) but for now, this shall suffice. It was hard enough as it is, lol.
Thanks man!1234 wrote: @Maz: If you continue finding better combos in CF again and again, you'll never finish the CF-walkthrough.Nah, seriously, awesome combos and videos! I'm looking forward to see the end result.
![]()
Done with my investigations now; perfect play without Glitches can now lead to 117.040 Points. Of course there's some minor stuff that I would've liked to improve, but that turned out impossible and I'm still very satisfied with the overall result. Now I can finally get started on writing CF3 and hopefully send Cut the Walkthrough at long last.
Re: Rayman 3 scores
I'm very sorry for my recent inactivity and not taking care of the walkthrough, but unfortunately I just can't find enough motivation in my spare time right now
I'll get back at it, no worries though, hopefully after this week I'll be done with working basically all day every day.
Quick heads up, I couldn't make any progress with the first room in FC4 unfortunately, even though I tried multiple alternatives by now. But I might have found a (glitched) method to combine the Fairy-Room and the last room in FC4! You basically utilize a superfall in the last room of FC4 which is reasonably consistent (~25% in the heat of the moment, ~60% if you take your time), which drops you down exactly in front of a fairy in the room below. It's also possible to skip everything in FC4 and start with the last room, and then basically playing the level in reverse order. I'll record a concept-video of that today (which will also show the problems that this version currently still has).
Quick heads up, I couldn't make any progress with the first room in FC4 unfortunately, even though I tried multiple alternatives by now. But I might have found a (glitched) method to combine the Fairy-Room and the last room in FC4! You basically utilize a superfall in the last room of FC4 which is reasonably consistent (~25% in the heat of the moment, ~60% if you take your time), which drops you down exactly in front of a fairy in the room below. It's also possible to skip everything in FC4 and start with the last room, and then basically playing the level in reverse order. I'll record a concept-video of that today (which will also show the problems that this version currently still has).
Re: Rayman 3 scores
https://www.youtube.com/watch?v=AdfH7alQYzY
First of all, you use that to get to the final room. The prodecure is explained in the video-descripiton and it's very easy once you've got the hang of it. Now comes the weird part, and that is the tribelle-combo itself, where I haven't found anything that can be considered optimal yet.
The first idea would be to take the Tribelle for 2500 in combo. For that, you HAVE to include the gem on top of the mushroom, because the Tribelle is in such a bad position that you need to screw the mushroom from below to keep the combo alive. You also have to end on one of the crabbys, to make the connection to the fairy-room in time, which leaves only 20 other elments in this room left. The big problems with this are:
you almost take the entire first half of this combo without the Vortex, because I haven't found a way to get up this mushroom with the Vortex yet
you have to kill the first crabby in a pretty useless position (meaning, the extended combo-time doesn't come to any use) since you can't avoid the rock dropping on it's head. That makes it extremely tough to grab the Vortex in the middle of the combo, since you have to combine 2 yellow gems that have a platform inbetween them. Also, you have to kill the last crabby in combo with the mushroom, which is also very tough (since you can't leave one of the gems in the group of 5 gems behind, because they're all needed). So this sucks.
A much easier approach would be, to just take the Tribelle for 2000 points in combo, and since that allows you to take everything with the Vortex, it doesn't even lose too many points. With this method, you could start on the plateau with the 3 gems (you have to reach it in a way though without triggering the rock, which is difficult) and basically play the classic Tribelle-combo, except for leaving the red gem in the group 5 gems for later to have an easier time killing the 2nd crabby in combo, and also you'd kill the first crabby before reloading the Vortex instead of the 2nd one.
https://www.youtube.com/watch?v=RNUrExb3FuU
And this is how you're supposed to continue after the last crabby. As you can see, you can land on the fairy-hole-platform, which allows you to roll towards the slapdash. However, the extended combo-time from the crabby is required to make this connection work. The rest is fair(l)y simple.
IMPORTANT NOTE: it is possible to skip the entire first area also, and then use the trick from the first video to get back to the first area with the Vortex. Unfortunately though, flying back takes so long that you usually don't have any Vortex-Time left. However, this possibility should be kept in mind, because if I find a way to make use of this, it would allow us to reload the Vortex in the middle of this combo somehow, which might eliminate some time-problems with it. All my ideas to this are only vague at this point though.
So the key part right now would be finding a tribelle-combo that actually works well. And I still have to experiment more with the first area, but right now I'm at one full week without success
First of all, you use that to get to the final room. The prodecure is explained in the video-descripiton and it's very easy once you've got the hang of it. Now comes the weird part, and that is the tribelle-combo itself, where I haven't found anything that can be considered optimal yet.
The first idea would be to take the Tribelle for 2500 in combo. For that, you HAVE to include the gem on top of the mushroom, because the Tribelle is in such a bad position that you need to screw the mushroom from below to keep the combo alive. You also have to end on one of the crabbys, to make the connection to the fairy-room in time, which leaves only 20 other elments in this room left. The big problems with this are:
you almost take the entire first half of this combo without the Vortex, because I haven't found a way to get up this mushroom with the Vortex yet
you have to kill the first crabby in a pretty useless position (meaning, the extended combo-time doesn't come to any use) since you can't avoid the rock dropping on it's head. That makes it extremely tough to grab the Vortex in the middle of the combo, since you have to combine 2 yellow gems that have a platform inbetween them. Also, you have to kill the last crabby in combo with the mushroom, which is also very tough (since you can't leave one of the gems in the group of 5 gems behind, because they're all needed). So this sucks.
A much easier approach would be, to just take the Tribelle for 2000 points in combo, and since that allows you to take everything with the Vortex, it doesn't even lose too many points. With this method, you could start on the plateau with the 3 gems (you have to reach it in a way though without triggering the rock, which is difficult) and basically play the classic Tribelle-combo, except for leaving the red gem in the group 5 gems for later to have an easier time killing the 2nd crabby in combo, and also you'd kill the first crabby before reloading the Vortex instead of the 2nd one.
https://www.youtube.com/watch?v=RNUrExb3FuU
And this is how you're supposed to continue after the last crabby. As you can see, you can land on the fairy-hole-platform, which allows you to roll towards the slapdash. However, the extended combo-time from the crabby is required to make this connection work. The rest is fair(l)y simple.
IMPORTANT NOTE: it is possible to skip the entire first area also, and then use the trick from the first video to get back to the first area with the Vortex. Unfortunately though, flying back takes so long that you usually don't have any Vortex-Time left. However, this possibility should be kept in mind, because if I find a way to make use of this, it would allow us to reload the Vortex in the middle of this combo somehow, which might eliminate some time-problems with it. All my ideas to this are only vague at this point though.
So the key part right now would be finding a tribelle-combo that actually works well. And I still have to experiment more with the first area, but right now I'm at one full week without success
Re: Rayman 3 scores
First of all, apologies from me as well. The CF-Walkthrough is STILL not finished because much like you I couldn't find the motivation to finish it yet... with all the tiny details and the long combos to keep in mind, there's so many walls of text that it gets tiring to write
Amazing findings in FC! Even if the combination of both rooms didn't work out, you'd be able to at least gain a few points from reaching the fairy room with a Vortex, so that's something already!
I have an idea for your Tribelle problem, don't know if/how it is possible though:
First off, you obviously start on top of the mushroom. You roll off and take the lone yellow gem underneath the vines. Fall down and kill the first crabee, then jump on top of the plateau with the 3 yellow and red gems. Make sure to collect the red gem last, as it will be the 6th item. Roll off and collect the 2 gems on the platforms, then follow MandM's video up until the point where he climbs up (that way, you will only have to take a few items without a powersuit). I am aware that that gets rid of the second crabee, but that's part of the idea. Just make sure to not screw down the Mushroom yet. Instead, just take the Tribelle.
Now here's the difference to your idea: Screw down the Mushroom as late as possible and use the superfall to get to the fairy hole just on time ("heat of the moment" you were talking about, so that's probably a big blow to the consistency) but instead of going for the slapdash, jump off to the right and screw down the mushroom to keep the combo going (this should be possible; I believe I did this when I was messing around in this part). Potentially, you can fly towards it and screw down the other Mushroom on the flight (I don't know how long the Vortex lasts in your version) and collect the gems on top of the mushrooms. From there, you can just roll off and kill the slapdash. After that, simply equip the Vortex, jump to the second platform and get the yellow gem, kill 2 hedgehogs, get the fairy at the top, fall down to the gem, grab the gem on the first platform, kill one more hedgehog before you reload the Vortex and get the last yellow gem. Now you won't have the mushrooms/gems on the mushrooms anymore, but still 3 hedgehogs to keep the combo going, so you should be fine.
Hopefully I made everything clear. Making the superfall after screwing down the Mushroom in the last room will obviously be VERY tight (if it's at all possible), but hey, one never knows unless they try, right?
BTW I also worked out an insanely difficult combo for BOM3 (definitely possible though, I successfully used a slightly altered version for my No-Glitch-Game) which should put the maximum in BOM at over 102k. The Combo is worth 4.040 + 16.300 Points (or up to 15.380 Points without Glitches); if any of you have worked out a better version already then nevermind, but otherwise I'd post the route here.
Also, I'm proud to announce that I managed to finish HH with 109.079 Points without Glitches a few days ago. After what was essentially months of sporadically trying, I finally managed to connect one of the piggybanks near the horrible machine with the second slapdash. Now granted this is not really interesting for you since you aim for much higher scores in a previous part, but I still wanted to let you guys know.
Amazing findings in FC! Even if the combination of both rooms didn't work out, you'd be able to at least gain a few points from reaching the fairy room with a Vortex, so that's something already!
I have an idea for your Tribelle problem, don't know if/how it is possible though:
First off, you obviously start on top of the mushroom. You roll off and take the lone yellow gem underneath the vines. Fall down and kill the first crabee, then jump on top of the plateau with the 3 yellow and red gems. Make sure to collect the red gem last, as it will be the 6th item. Roll off and collect the 2 gems on the platforms, then follow MandM's video up until the point where he climbs up (that way, you will only have to take a few items without a powersuit). I am aware that that gets rid of the second crabee, but that's part of the idea. Just make sure to not screw down the Mushroom yet. Instead, just take the Tribelle.
Now here's the difference to your idea: Screw down the Mushroom as late as possible and use the superfall to get to the fairy hole just on time ("heat of the moment" you were talking about, so that's probably a big blow to the consistency) but instead of going for the slapdash, jump off to the right and screw down the mushroom to keep the combo going (this should be possible; I believe I did this when I was messing around in this part). Potentially, you can fly towards it and screw down the other Mushroom on the flight (I don't know how long the Vortex lasts in your version) and collect the gems on top of the mushrooms. From there, you can just roll off and kill the slapdash. After that, simply equip the Vortex, jump to the second platform and get the yellow gem, kill 2 hedgehogs, get the fairy at the top, fall down to the gem, grab the gem on the first platform, kill one more hedgehog before you reload the Vortex and get the last yellow gem. Now you won't have the mushrooms/gems on the mushrooms anymore, but still 3 hedgehogs to keep the combo going, so you should be fine.
Hopefully I made everything clear. Making the superfall after screwing down the Mushroom in the last room will obviously be VERY tight (if it's at all possible), but hey, one never knows unless they try, right?
BTW I also worked out an insanely difficult combo for BOM3 (definitely possible though, I successfully used a slightly altered version for my No-Glitch-Game) which should put the maximum in BOM at over 102k. The Combo is worth 4.040 + 16.300 Points (or up to 15.380 Points without Glitches); if any of you have worked out a better version already then nevermind, but otherwise I'd post the route here.
Also, I'm proud to announce that I managed to finish HH with 109.079 Points without Glitches a few days ago. After what was essentially months of sporadically trying, I finally managed to connect one of the piggybanks near the horrible machine with the second slapdash. Now granted this is not really interesting for you since you aim for much higher scores in a previous part, but I still wanted to let you guys know.
Re: Rayman 3 scores
Congrats to your HH-score. That's the perfect example for one of those things that I always wanted to try but never bothered with it 
Unfortunately, I don't believe that there would be even enough combo time to just walk to the location of where the superjump would be performed, but I'd have to test that. Also, you won't get the red circle on the mushrooms, since it only "accepts" the Vortex from the same room. You can still screw them down, but your shot has to be very accurate.
I also am consistently 0.3-0.4s short of doing the first room completely with the Vortex, including the Matuvu for 2500 combo-points
I tried a multitude of approachs to different "routes" and time-consuming parts (like taking the 1st Matuvu from the last platform instead of the vine), but I haven't found THE technique yet
Unfortunately, I don't believe that there would be even enough combo time to just walk to the location of where the superjump would be performed, but I'd have to test that. Also, you won't get the red circle on the mushrooms, since it only "accepts" the Vortex from the same room. You can still screw them down, but your shot has to be very accurate.
I also am consistently 0.3-0.4s short of doing the first room completely with the Vortex, including the Matuvu for 2500 combo-points
I tried a multitude of approachs to different "routes" and time-consuming parts (like taking the 1st Matuvu from the last platform instead of the vine), but I haven't found THE technique yet
Re: Rayman 3 scores
Sorry for being inactive lately. I didn't really lack motivation, but I didn't have much free time in the last days, unfortunately.
Now it's a little bit better, so I finally managed to record the dwarf combo in FC2. The combo is quite annoying as the second half has to be played really precisely, so I don't think that I'll use it to improve my FC-score. At least we have a video of it now.
Dwarf Combo
Also really cool videos, Maz and Cut!
And congrats on your HH-score Maz! In the past I tried the piggybank-slapdash-connection for a short time too, but I failed.
As for FC4, I didn't make any calculations or tests yet, but I have still an idea:
At first you take the vortex (in the last room) and perform a rolling SJ on the stones (I guess unfortunately you'd take one yellow gem in that process) to reach the upper level. Hang on to the ceiling and climb back towards the single yellow gem. Take this gem, jump on the mushroom and collect the gem on top of it. Roll off (or fall down) onto the large stone near the tribelle and take one or two gems of the group of three. Roll off and run towards the five gems. Take one or two of the yellow gems and kill the crab before the rock will do that. Renew the vortex and collect the single gem on a nearby stone. Quickly jump on the upper level and take the three gems. Roll off and take the remaining three gems of the five. Continue with the single gem on the last of the small stones. Climb up the large stone and take the next three gems. Fall down to get the tribelle for 2000 combo points. Then run to the second crab and use the mushroom to keep the combo going. Kill the crab and perform the superfall glitch to continue with the next room.
For a few points less, but also for less difficulty, you can start with the gem on the mushroom, roll off and take the single yellow gem under the vine, roll off again, kill the crab before the rock will do that and continue as above described.
I'm not sure whether this is possible or whether I described it understandably at all, but maybe it's still worth a try, if Maz' idea won't work out.

Now it's a little bit better, so I finally managed to record the dwarf combo in FC2. The combo is quite annoying as the second half has to be played really precisely, so I don't think that I'll use it to improve my FC-score. At least we have a video of it now.
Also really cool videos, Maz and Cut!
And congrats on your HH-score Maz! In the past I tried the piggybank-slapdash-connection for a short time too, but I failed.
As for FC4, I didn't make any calculations or tests yet, but I have still an idea:
At first you take the vortex (in the last room) and perform a rolling SJ on the stones (I guess unfortunately you'd take one yellow gem in that process) to reach the upper level. Hang on to the ceiling and climb back towards the single yellow gem. Take this gem, jump on the mushroom and collect the gem on top of it. Roll off (or fall down) onto the large stone near the tribelle and take one or two gems of the group of three. Roll off and run towards the five gems. Take one or two of the yellow gems and kill the crab before the rock will do that. Renew the vortex and collect the single gem on a nearby stone. Quickly jump on the upper level and take the three gems. Roll off and take the remaining three gems of the five. Continue with the single gem on the last of the small stones. Climb up the large stone and take the next three gems. Fall down to get the tribelle for 2000 combo points. Then run to the second crab and use the mushroom to keep the combo going. Kill the crab and perform the superfall glitch to continue with the next room.
For a few points less, but also for less difficulty, you can start with the gem on the mushroom, roll off and take the single yellow gem under the vine, roll off again, kill the crab before the rock will do that and continue as above described.
I'm not sure whether this is possible or whether I described it understandably at all, but maybe it's still worth a try, if Maz' idea won't work out.
That'd be great!Maz wrote:BTW I also worked out an insanely difficult combo for BOM3 (definitely possible though, I successfully used a slightly altered version for my No-Glitch-Game) which should put the maximum in BOM at over 102k. The Combo is worth 4.040 + 16.300 Points (or up to 15.380 Points without Glitches); if any of you have worked out a better version already then nevermind, but otherwise I'd post the route here.
Re: Rayman 3 scores
That is one hell of a Dwarf-Combo! Insane that you actually succeeded in that, mad respect 
Your idea for FC4 makes sense I guess, but the problem is that at this point, we can't really be satisfied with taking the Tribelle for any less than maximum value. Getting the Tribelle for 2.000 should not be too much of a problem (even though yours is probably the most profitable way of doing so, as all other items minus one gem are taken in the same Combo), but getting it for 2.500 is a whole different bargain, unfortunately.
The Combo in BOM3: I'll assume that the Hoodblaster survived with 1 HP (meaning no Full-Hit-Bonus later on) and that all the Muddibogs are killed.
EDIT: Sorry, I accidently calculated 2 gems twice. The Combo will be worth 4.000 + 16.100 = 20.100 Points instead.
With H = Hooblaster, Hb = Hoodboom, F = Full-Hit-Bonus and n in the beginning stands for nothing (0 + 0 points, as the first Yellow Gem counts as 10 + 10).
[1] This is possible, as I've done that connection before, but it requires immaculate timing or else you will run out of combo time.
[2] This is where I calculated the gems twice. I was under the assumption that you could just continue with the 2 yellow gems on the mushrooms below, but I forgot that I already took them in the beginning. I don't actually know if this connection is possible, I kinda had to make this up on the spot as I realized my mistake just now as I wrote this.
This gets one Hoodblaster for 600, all the other ones for 1.000 and the Matuvu for maximum value. Worst case, the lone Gem on the upper mushroom will have to be excluded (meaning in the end, you would kill the hoodblaster after collecting the red gem from the muddibog).
Potential improvements can be made by somehow not letting any Hoodblasters get hit (+ up to 120 points) and/or by making one of the muddibogs survive in the beginning (+170 points, if I calculated correctly).
I also managed to miraculously get all 3 yellow gems + the red gem in the beginning of BOM1 in the same Combo (+10 points), so with that the Scores for BOM should be:
BOM1: 3.200 (3.200)
BOM2: 11.220 (14.420)
BOM3: 32.880 (47.300)
BOM4: 27.050 (74.350)
BOM5: 28.040 (102.390)
Minus the Points deducted for getting hit. Please correct me if I'm wrong.
Your idea for FC4 makes sense I guess, but the problem is that at this point, we can't really be satisfied with taking the Tribelle for any less than maximum value. Getting the Tribelle for 2.000 should not be too much of a problem (even though yours is probably the most profitable way of doing so, as all other items minus one gem are taken in the same Combo), but getting it for 2.500 is a whole different bargain, unfortunately.
The Combo in BOM3: I'll assume that the Hoodblaster survived with 1 HP (meaning no Full-Hit-Bonus later on) and that all the Muddibogs are killed.
EDIT: Sorry, I accidently calculated 2 gems twice. The Combo will be worth 4.000 + 16.100 = 20.100 Points instead.
- As soon as the level starts, immediately jump on the mushroom and take the yellow gem. For a reason I do not know it will give you 10 Combo Points and thus count as the second item in the Combo.
- Carefully jump on the next mushroom without taking the gem as you land. Instead, collect it by rolling off into the swamp and towards the mushroom in front of the hook.
- Quickly climb up that mushroom to take the yellow gem as you jump. [1]
- Jump towards the small island and kill one muddibog. Afterwards, swim through the bog to equip the Lockjaw.
- Grab the yellow gem on the mushroom in-between the 2 islands.
- Go for another swim away from the hoodblaster. As soon as you reach the island with the muddibogs, roll forward and then jump immediately to keep the combo going with the yellow gem in the spot where the previously killed muddibog once resided.
- Take the other 2 gems and wait for the muddibog in the back to come out of its hole. As soon as it does, send a curved shot towards it.
- Turn around immediately and grab the hook. Steer to the left and, when Rayman reaches maximum height, let go and fall down to hang onto the edge. Quickly jump to the left and break the cage (you will wake up the hoodblaster in the process) and immediately re-charge your fist. Move towards the thorny whips. Once you are in front of these, turn around and kill the hoodblaster. [1]
- Move on to the next area. Pass the first muddibog you encounter by swimming through the swamp to the left of it and quickly kill the second one. [1]
- Kill one of the muddibogs next to the mushrooms, then run across the fallen tree. Break the piggybanks and collect the 3 gems on top of another trunk.
- Collect the 2 red gems on the wooden platform and kill the hoodblaster afterwards. Equip the Vortex and roll into the bog.
- Head for the mushrooms and screw down the one closest to the muddibog. Screw down the second one as well, then hit the last one with a curved shot.
- Start recharging your fist immediately. Jump onto the third mushroom, quickly roll off and kill the hoodblaster on the boat as soon as you get the red circle. [1]
- Grab the Vortex on the boat. Move on to the next island and kill the 2 hoodblasters.
- Wait for a little more than 4 seconds (I personally count "21, 22, 23, 24, twen-" and then I shoot the stilts) and kill the hoodboom. Now wait for the boat with 2 more hoodlums on it to approach (unfortunately, the one in the front is bound to get shot one or two times, meaning no Full-Hit-Bonus).
- Jump into the swamp on the right to lock onto the hoodblaster in the back and finish him off with a curved shot to be granted access to the Lockjaw. Use that to grab the hook and fly towards the floor above.
- Break the piggybank, then collect the 2 gems above the hole (be careful not to fall into it). Wait as long as humanly possible before you kill the hoodblaster on this floor.
- Fall back into the swamp and swim towards the hoodblaster. Pass him and make your way towards the wooden bridge. Turn around and shoot him as late as possible.
- Travel across the birdge, roll off the ledge and swim through the bog towards the spot where the muddibog will spawn. Jump at just the right moment to kill it in combo. [1]
- Shoot the remaining hoodblaster in this room, then head back for the first area. Kill another muddibog on your way there. [1]
- Collect the red gem provided by the teensie and roll into the swamp below. On your way down, the last muddibog will crawl out of its hole. Send a curved shot towards it.
- Grab the red gem, then jump the mushrooms next to the hook. Collect the yellow gem at the top and roll off towards the hoodblaster. [2]
- Finish off that last hoodlum, reload the Lockjaw and then take the matuvu as the final element of the combo.
With H = Hooblaster, Hb = Hoodboom, F = Full-Hit-Bonus and n in the beginning stands for nothing (0 + 0 points, as the first Yellow Gem counts as 10 + 10).
[1] This is possible, as I've done that connection before, but it requires immaculate timing or else you will run out of combo time.
[2] This is where I calculated the gems twice. I was under the assumption that you could just continue with the 2 yellow gems on the mushrooms below, but I forgot that I already took them in the beginning. I don't actually know if this connection is possible, I kinda had to make this up on the spot as I realized my mistake just now as I wrote this.
This gets one Hoodblaster for 600, all the other ones for 1.000 and the Matuvu for maximum value. Worst case, the lone Gem on the upper mushroom will have to be excluded (meaning in the end, you would kill the hoodblaster after collecting the red gem from the muddibog).
Potential improvements can be made by somehow not letting any Hoodblasters get hit (+ up to 120 points) and/or by making one of the muddibogs survive in the beginning (+170 points, if I calculated correctly).
I also managed to miraculously get all 3 yellow gems + the red gem in the beginning of BOM1 in the same Combo (+10 points), so with that the Scores for BOM should be:
BOM1: 3.200 (3.200)
BOM2: 11.220 (14.420)
BOM3: 32.880 (47.300)
BOM4: 27.050 (74.350)
BOM5: 28.040 (102.390)
Minus the Points deducted for getting hit. Please correct me if I'm wrong.
Re: Rayman 3 scores
Thanks! 
So we should definitely try your idea, but if it won't work, we probably have to take the tribelle for "only" 2k. I think all in all it'd be still an improvement, or not?
Also, great combo in BOM3! I think that's about 200-300 points more than my combo is worth.
Part 4: Did you calculate the points for Cuts idea or did you find another combo? If the first, then Cut said that his combo would be worth 27020 points. In this case maybe someone miscalculated something?
Part 5: I have the number 27.940, i.e. 100 points less, in my sheet. I'm not sure where the difference might come from. There are following combos:
The 3 stairs combos (3*410); the 2 sofa combos (2*410); the green gem combo (5310); the matuvu combo (800); gem under the statue and two razoff hits (410); 2 gems on the 2nd floor and two razoff hits (430); 3rd gem on the 2nd floor and two razoff hits (410); two razoff hits (300); one razoff hit (100); triple glitch (18130)
Maybe it's possible to change the "2 gems on the 2nd floor and two razoff hits (430)" and "one razoff hit (100)" to something like "1st gem on the 2nd floor and two razoff hits (410)" and "2nd gem on the 2nd floor and one razoff hit (210)". I didn't play BOM for quite a long time, so I don't know, whether it can be done. If yes, then it would lead to 28.030, but not to 28.040 points. Do you know where the difference comes from?
Apart from that it's quite cool that we've passed the maximum in BOM by over 1k points.
Your idea (i.e. getting the tribelle, lowering the mushroom, glitch through the bottom and reach the fairy hole in time) is probably the only way to possibly get the tribelle for 2,5k combo points. However you have only max. 4 seconds to do that, which sounds not too likely to be doable. And apart from that there's no other way to get the 2,5k from the tribelle.Maz wrote:Your idea for FC4 makes sense I guess, but the problem is that at this point, we can't really be satisfied with taking the Tribelle for any less than maximum value. Getting the Tribelle for 2.000 should not be too much of a problem (even though yours is probably the most profitable way of doing so, as all other items minus one gem are taken in the same Combo), but getting it for 2.500 is a whole different bargain, unfortunately.
So we should definitely try your idea, but if it won't work, we probably have to take the tribelle for "only" 2k. I think all in all it'd be still an improvement, or not?
Also, great combo in BOM3! I think that's about 200-300 points more than my combo is worth.
If you allow luck in your game, then you can restart over and over again, until you'll be able to kill one of the muddibogs, while the hoodblaster still has all 3HP. As I said, it once happened to me (and I think to Lance too). Of course probably noone would restart so often until it happens, but it should be still mentioned in the walkthrough.Maz wrote:Potential improvements can be made by somehow not letting any Hoodblasters get hit (+ up to 120 points) and/or by making one of the muddibogs survive in the beginning (+170 points, if I calculated correctly).
For Part 1 - Part 3 I have the same points.Maz wrote:BOM1: 3.200 (3.200)
BOM2: 11.220 (14.420)
BOM3: 32.880 (47.300)
BOM4: 27.050 (74.350)
BOM5: 28.040 (102.390)
Part 4: Did you calculate the points for Cuts idea or did you find another combo? If the first, then Cut said that his combo would be worth 27020 points. In this case maybe someone miscalculated something?
Part 5: I have the number 27.940, i.e. 100 points less, in my sheet. I'm not sure where the difference might come from. There are following combos:
The 3 stairs combos (3*410); the 2 sofa combos (2*410); the green gem combo (5310); the matuvu combo (800); gem under the statue and two razoff hits (410); 2 gems on the 2nd floor and two razoff hits (430); 3rd gem on the 2nd floor and two razoff hits (410); two razoff hits (300); one razoff hit (100); triple glitch (18130)
Maybe it's possible to change the "2 gems on the 2nd floor and two razoff hits (430)" and "one razoff hit (100)" to something like "1st gem on the 2nd floor and two razoff hits (410)" and "2nd gem on the 2nd floor and one razoff hit (210)". I didn't play BOM for quite a long time, so I don't know, whether it can be done. If yes, then it would lead to 28.030, but not to 28.040 points. Do you know where the difference comes from?
Apart from that it's quite cool that we've passed the maximum in BOM by over 1k points.
Re: Rayman 3 scores
Yes, I used Cut's Combo for Part 4, but appearently I used the Full-Hit-Bonus for the first Hoodblaster in the very first room. I don't know if that's actually possible. Other than that, I don't know if Cut commented on that, but Lance said that the Vortex from the Hoodblaster won't spawn if you use the Mushroom-Trick (my guess is that equipping the Lockjaw de-spawns the Vortex; if you play without Glitches, the Vortex is just gone at some point). Hence, I did my calculations with the single point values for the first 2 Muddibogs. Like I said, I'm not sure if you can kill the first Hoodblaster with one hit, I just assumed it was for my scoresheet, that's why there's a 30-point-difference.
The one in BOM5 can most likely not be practically applied: Lance said that the key to getting Razoff 3 times in the Green-Gem-Combo is being as close to him as possible and then mashing the shoot-button. Now obviously, this doesn't work for any of the Gem-Combos because you can't keep the combo mode going long enough to get that close to Razoff. Alas, 2 hits on each Gem-Combo is the maximum. However, if you attempt to just hit Razoff, then there's actually a few spots where you can catch up to him (i.e. getting really close) and if you can get 3 hits in the Green-Gem-Combo, I don't see why it shouldn't be possible to just do the same outside of that combo, namely in one of the spots I mentioned.
That's where the 100 point difference comes from; Instead of 2 hits + 1 hit like you calculated, I just assumed that you could - in theory at least - hit Razoff 3 times again. Everything else is the same as yours.
As for FC4, yes, even "just" 2k from the Tribelle would be a huge boost, since you could say that you can start the Fairy-Hole-Combo on item #17 (or even higher), which would easily cancel out the loss of these 500 points. Any attempt at finding a combo where the Tribelle would be worth 2.500 is just me being a perfectionist
That being said, I will probably look into this Part again, despite my very limited optimism.
Edit: Another idea which would use the Mushroom at the end of the last room (not tested yet):
The one in BOM5 can most likely not be practically applied: Lance said that the key to getting Razoff 3 times in the Green-Gem-Combo is being as close to him as possible and then mashing the shoot-button. Now obviously, this doesn't work for any of the Gem-Combos because you can't keep the combo mode going long enough to get that close to Razoff. Alas, 2 hits on each Gem-Combo is the maximum. However, if you attempt to just hit Razoff, then there's actually a few spots where you can catch up to him (i.e. getting really close) and if you can get 3 hits in the Green-Gem-Combo, I don't see why it shouldn't be possible to just do the same outside of that combo, namely in one of the spots I mentioned.
That's where the 100 point difference comes from; Instead of 2 hits + 1 hit like you calculated, I just assumed that you could - in theory at least - hit Razoff 3 times again. Everything else is the same as yours.
As for FC4, yes, even "just" 2k from the Tribelle would be a huge boost, since you could say that you can start the Fairy-Hole-Combo on item #17 (or even higher), which would easily cancel out the loss of these 500 points. Any attempt at finding a combo where the Tribelle would be worth 2.500 is just me being a perfectionist
That being said, I will probably look into this Part again, despite my very limited optimism.
Edit: Another idea which would use the Mushroom at the end of the last room (not tested yet):
- Start off with the lone yellow gem underneath the vines.
- Jump on top of the mushroom and collect another gem. Roll off and continue with the 3 yellow gems below.
- Fall down the small gap and take another 2 gems in the process.
- Jump towards the upper right corner of the stone to collect the yellow gem on top of it as late as possible.
- Jump onto the next stone and equip the Vortex. Roll off to the right and shoot the first crabee before it gets hit by the stone/before combo mode runs out.
- Quickly take the 2 gems on the stone platforms.
- Use the stone that fell from above to reach the plateau with 3 gems on it.
- Take the gems and roll off to collect 5 more gems.
- Kill the second crabee with a curved shot as late as possible while you strafe in the direction of the tribelle.
- As soon as you move into the tribelle, head for the spot where you can perform the superfall. I'm banking on the 6 seconds from the crab to be enough to get fairly close.
- Lock onto the mushroom above and screw it from down below just before the combo mode runs out. Then perform the superfall, but this time with (hopefully) a much more managable timeframe.
- Unfortunately, you now HAVE TO screw down the mushroom in the fairy room to keep the combo going. Then again, none of us would really expect a combination of these rooms where we get the tribelle for 2500 to be easy, I guess.
- Continue as you normally would.
Re: Rayman 3 scores
Your idea in FC4 sounds actually really good. I shortly looked into the level, and the crab and the tribelle seem to be closer together than I thought. So you can use the 6 seconds from the crab to get the tribelle and reach the superfall-spot without any great problems.
One problem is that you can't lock onto the mushroom too easily. However there's a spot just beside the superfall-spot from where you can do that. Reaching the spot in time is possible, but lowering the mushroom will be a close call. If you can still do that, you'll be able to land directly onto the superfall-spot, which should allow you to reach the fairy room in time, so it looks quite good until now.
There's another quite big problem though: The vortex may run out before you will be able to screw down the mushroom in the fairy room. But maybe with perfect movement this could be still done?
Anyway, if all worked, it'd mean ~1k extra points (I calculated 1200). This would increase the FC-maximum to 55880 points.
I've also pretty much finished creating some tables (in wikitext) for all gems, enemies etc. of the game. I guess a new article has to be made for that or where should I put it?
Some stupid questions regarding the table:
1.) Is there a special name for the hoodblasters, who are hiding behind a piece of wood (FC4, BOM4)?
2.) Is there a special name for the elite mongers, who are standing on a balloon (TOTL2)?
3.) What would be a fitting word for everything what gives you points, i.e. with what word can I summarize enemies, gems, ... best? Would be "objects" ok or do you have a better idea?
4.) "Objects" are gems, animals, enemies, bosses and the rest. What would be a good word for the "rest", i.e. piggybanks, mushrooms, shoes, black lums, ...?
One problem is that you can't lock onto the mushroom too easily. However there's a spot just beside the superfall-spot from where you can do that. Reaching the spot in time is possible, but lowering the mushroom will be a close call. If you can still do that, you'll be able to land directly onto the superfall-spot, which should allow you to reach the fairy room in time, so it looks quite good until now.
There's another quite big problem though: The vortex may run out before you will be able to screw down the mushroom in the fairy room. But maybe with perfect movement this could be still done?
Anyway, if all worked, it'd mean ~1k extra points (I calculated 1200). This would increase the FC-maximum to 55880 points.
I've also pretty much finished creating some tables (in wikitext) for all gems, enemies etc. of the game. I guess a new article has to be made for that or where should I put it?
Some stupid questions regarding the table:
1.) Is there a special name for the hoodblasters, who are hiding behind a piece of wood (FC4, BOM4)?
2.) Is there a special name for the elite mongers, who are standing on a balloon (TOTL2)?
3.) What would be a fitting word for everything what gives you points, i.e. with what word can I summarize enemies, gems, ... best? Would be "objects" ok or do you have a better idea?
4.) "Objects" are gems, animals, enemies, bosses and the rest. What would be a good word for the "rest", i.e. piggybanks, mushrooms, shoes, black lums, ...?
Re: Rayman 3 scores
I can't really answer your first 2 questions. I think they are still called Hoodblasters and Elite Mongers, but I'm not 100% sure about that either.
3.) "Objects" or "Items" will do, I'd say.
4.) Technically speaking piggybanks, mushrooms, shoes, black lums etc. can all be considered objects, too. If that solution does not satify you, I've come to like calling gems (and everything else you can simply take, e.g. crowns) "collectable items". Items which require other means than walking into them to gain Points could therefore be referred to as "non-collectable items" (i.e. you have to shoot them, use look mode, use the power of the Leptys and so on).
Also, I recently played CF (on a different savegame and with Glitches for a change) and found something that might potentially be interesting:
You know how there's a cutscene after you free the Teensie by the riverside in CF2? Well, after I freed him, I just randomly entered look mode and zoomed in on the matuvu while I stood in the spot where the blue can was going to spawn. As soon as the cutscene for the Lockjaw started, the red circle remained and when the cutscene ended, I immediately got 500 Points and the Matuvu was gone.
My theory now is that there's places in this game where you can zoom in on a Matuvu before a cutscene and get it during that cutscene, meaning without any loss of time. I don't know if there's any level where that would be useful, but I just thought I'd point it out anyway.
3.) "Objects" or "Items" will do, I'd say.
4.) Technically speaking piggybanks, mushrooms, shoes, black lums etc. can all be considered objects, too. If that solution does not satify you, I've come to like calling gems (and everything else you can simply take, e.g. crowns) "collectable items". Items which require other means than walking into them to gain Points could therefore be referred to as "non-collectable items" (i.e. you have to shoot them, use look mode, use the power of the Leptys and so on).
Also, I recently played CF (on a different savegame and with Glitches for a change) and found something that might potentially be interesting:
You know how there's a cutscene after you free the Teensie by the riverside in CF2? Well, after I freed him, I just randomly entered look mode and zoomed in on the matuvu while I stood in the spot where the blue can was going to spawn. As soon as the cutscene for the Lockjaw started, the red circle remained and when the cutscene ended, I immediately got 500 Points and the Matuvu was gone.
My theory now is that there's places in this game where you can zoom in on a Matuvu before a cutscene and get it during that cutscene, meaning without any loss of time. I don't know if there's any level where that would be useful, but I just thought I'd point it out anyway.


