Rayman 3 scores

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1234
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Re: Rayman 3 scores

Post by 1234 »

Cut wrote:If someone is interested, I'd do a Rayman 3 stream this evening @ twitch.tv/fluorineer

EDIT: alrighty, didn't expect much resonance in this short of a time :P but it will definitely happen if you guys like and if we can agree on a day that would fit well for most people. Got some stuff going in HH and of course there's always a ton of stuff that's waiting for being looked into
I'd be interested in watching a R3-stream, so you can count me in. :)

There's no particular date which I'd prefer best, but usually evenings (i.e. 6:00 pm or later) should work nicely; except maybe on fridays or saturdays; at these days usually a little bit earlier times might be more convenient.

Incidentally, I didn't really play in the last time - and I might not be able to do so too much before christmas holidays -, so I could be a bit rusty; hence I don't expect to be much of a help (in regards to comments). Nevertheless it'll be still interesting to see what you're working on in HH!

Also, glad to see you around here again! :P
Cut
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Re: Rayman 3 scores

Post by Cut »

There's no particular date which I'd prefer best, but usually evenings (i.e. 6:00 pm or later) should work nicely; except maybe on fridays or saturdays; at these days usually a little bit earlier times might be more convenient.
works for me! I'll wait and see if Maz or someone else would tune in as well, and probably aim for a stream on Wednesday.
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Re: Rayman 3 scores

Post by Ray502 »

I'd be interested in a Rayman 3 stream as well. Anytime in the day usually is a good time. :)
Cut
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Re: Rayman 3 scores

Post by Cut »

awesome. I'll be aiming for Wednesday 7pm CEST. I'd also set up a discord voice chat if someone wants to participate but doesn't like Twitch Chat but that's optional of course.
1234
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Re: Rayman 3 scores

Post by 1234 »

That's fine for me, until then I should be home.

Also nice to see you've uploaded some videos again; quite impressive combos! :up:

On another note, I guess we don't have an updated HH-walktrough, have we? The newest one I know is almost 3 years old. The point is that because of all the ideas we had and also because of the time which has passed since then, I completely lost track of the combos, etc..
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Re: Rayman 3 scores

Post by Cut »

That's precisely why I want to do a livestream, so that we can go through everything and refresh our memory. There's actually not that much new stuff, I found a good IPG-Warehouse-Combo that actually takes everything in one combo even with the camera-problems, but that's rather minor compared to the huge issues we still have to face in HH3.

I'm generally making a playthrough of HH at the moment and aiming for anything above 110k. HH1 is annoying the shit out of me but actually nothing really appears to be that bad right now. Since I realized that trying to max out everything from the get go is just going to make me stop playing again, I'll just take it a little slower and try to review every level a little more relaxed. That includes 111k+ in DOTK as well which is going to be annoying as hell, but there's also FC, CF (which is so fucking gianormeous that it's ridiculous we haven't put more time into that yet) and LS.
Cut
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Re: Rayman 3 scores

Post by Cut »

1234
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Re: Rayman 3 scores

Post by 1234 »

Great stream, it was quite interesting! :)

I also wanted to make a quick note on HH3: I remembered how the idea with renewing the powerup worked. However since this idea is already from our last investigations, I guess that either something didn't work out or we didn't completely test this idea yet. Nevertheless I'll simply post it here as a reminder. Apart from that I'll think about another final combo, now that I could refresh my memory again, but at first here's the older one:

Yellow gems from the cage - yellow gems and the tribelle - hoodblaster below and lum - hoodstyler - hoodboom and lum - (renew the lockaw) gems below the hooks clockwise - elite monger above with a curved shot - (jump on the conveyor) piggybank on the hoodboom platform - its gems - (perform a SJ) 2 out of 3 gems and matuvu - 3rd gem - gems on the small platforms - (roll towards the 4 gems on the small platform to perform a rolling SJ) optimally all 4 gems - the piggybank above - its gems - (roll off) the gems at the end of the conveyor - (roll off) the single gem on a box in the lava.

--> YYYYY YYYYY YYYYY YYYYT YHLHH LYYYR RRYYY EPYYY RRRYY MYYRY YYYYY YPYYY RRRYY YYYYY YYRRR Y (4140-18600-22740)

The most critical part seems to be to break the piggybank in time after killing the elite monger and killing the elite monger himself in time. Apart from that the combo actually doesn't seem to be very nice in general, but maybe we can use still at least some parts of it?

As for part 1, I guess the biggest problem in this part (the warehouse) is solved now, is it; so, the combo does work?


Edit: I was curious about what problems the proposed combo actually has, so I shortly gave it a try. I found that actually most of the combo seemed to be possible. The only connections which might not work are:
a) The very first one (gems from cage - gems near tribelle)
b) getting the gems on the hooks and then killing the elite monger
c) getting the gems on the small platforms (where some hoodlum were) successively.

To a): With a very good timing you can save quite some time, so maybe with some practice it might eventually work.
To b): Again, in my attempt I missed the elite monger just by a split second, so it's actually a close call.
To c): This also requires good timing, but I think it's possible.

The other parts of the combo can be done afaik.
Yet a few other notes:

- After you've killed the hoodstyler, you have to wait shortly on the platform, so that the elite monger will appear (In this time you actually can convert the black lum). Then jump on the next platform and weaken the elite monger with a fully charged hit. Afterwards roll off and kill the hoodboom just in time.

- After you've killed the elite monger, it seems to be easier (and maybe faster) to use the hook to reach the platform with the piggybank, instead of using the conveyor. That way you can break said piggybank in time.
1234
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Re: Rayman 3 scores

Post by 1234 »

Since my previous post is already long enough, here's a new one:
To make sure that we're at the same level, I made list of the combos and the respective points in HH for the IPG version (because the stream concerned this version). Could you compare this with your results (if you've calculated the points already)? There's no hurry though, so take your time.

*****************************************************************************************************************
Updated overview (10.12.2017)

Part 1:
__260 - __460 - __720 - __720 --> Box Combo
_6040 - 15340 - 21380 - 22100 --> Green Gem Combo
_3000 - 12540 - 15540 - 37640 --> Warehouse Combo
___60 - ___40 - __100 - 37740 --> Three Yellow Gems (in the warehouse near the mushroom)
___20 - ____0 - ___20 - 37760 --> Black Lum
__320 - __340 - __660 - 38420 --> Hoodboom Combo
__100 - ___40 - __140 - 38560 --> Three remaining Gems in the last area
__240 - __180 - __420 - 38980 --> Four Red Gems in the first area
__660 - _1660 - _2320 - 41300 --> Secret Room Combo (including the Wooden Door)

Part 2:
_3020 - 10400 - 13420 - 54720 --> Hoodlum Combo
_5280 - 15040 - 20320 - 75040 --> Tribelle Combo
___20 - ____0 - ___20 - 75060 --> Black Lum
_5380 - 17920 - 23300 - 98340 --> Green Gem Combo

Part 3 (outdated):
___20 - ____0 - ___20 - 98360 --> Yellow Gem on a box
___20 - ____0 - ___20 - 98380 --> Yellow Gem on a box
__440 - _1140 - _1580 - 99960 --> Gems from the cage and on the conveyor
__380 - __780 - _1160 - 101120 --> Gems on the conveyor near the beginning, single gem on a box
__160 - __200 - __360 - 101480 --> Gems on the kind of chimneys and the nearby red gem
_3000 - ____0 - _3000 - 104480 --> Green Gem
__620 - _1660 - _2280 - 106760 --> Secret Room Combo
_4060 - 17260 - 21320 - 128080 --> Final Combo
--> Required score before the final combo: 95949; Points you may lose: 10811; Maximum: 117269


Part 3 (updated on 17.12.2017):
___20 - ____0 - ___20 - 98360 --> Yellow Gem on a box
___20 - ____0 - ___20 - 98380 --> Yellow Gem on a box
__200 - __240 - __440 - 98820 --> Gems on the conveyor
__380 - __780 - _1160 - 99980 --> Gems on the conveyor near the beginning, single gem on a box
__160 - __200 - __360 - 100340 --> Gems on the kind of chimneys and the nearby red gem
_3000 - ____0 - _3000 - 103340 --> Green Gem
__620 - _1660 - _2280 - 105620 --> Secret Room Combo
_4320 - 19940 - 24260 - 129880 --> Final Combo
--> Required score before the final combo: 95689; Points you may lose: 9931; Maximum: 119949

Note 1: I assumed that in the final combo you can convert the Lum of the Hoodboom as well. Most likely it's also possible, but not really recommended, since it'd make the combo a lot harder.

Note 2: Without the IPG one probably can't reach this maximum score on PC, since in this case only 30860 points are available in part 1 (going by our current knowledge).
*****************************************************************************************************************

[This concerns the outdated part of part 3] For the final combo I calculated the points from a version similar to the one MandM used, which is the following:
MandM81 wrote:For part 3 I used this for the final combo:

1. Use the Hook to enter the Hoodboom platform.
2. Break the Pig, collect the Gems, kill the Hoodboom and use an SJ to reach the Tribelle level.
3. Continue the combo with the Yellow Gems and the Tribelle.
4. Take the last Yellow Gem and fall down to continue the combo with the Yellow Gem on the Hoodlum platforms.
5. Kill the first Hoodblaster with one hit and jump to the platform. Take the Lum, take the Yellow Gem and kill the Hoodstyler with one hit.
6. Charge the fist and hit the Elite Monger with a full hit. Take the Matuvu, convert the Lum, take the Yellow Gem and jump to the Elite Monger platform.
7. Take the Red Gem and kill the Elite Monger with a full hit.
8. Charge the fist and head towards the second Elite Monger. Take the Yellow Gem along the way. Hit the Elite Monger with a full hit.
9. Collect the two Yellow Gems on the most left to continue the combo while charging the fist. Kill the Elite Monger with a full hit.
10. Collect the last Yellow Gem in the right corner and fall down towards the Lockjaw Can. The Lockjaw will run out on the way down!
11. Renew the Lockjaw and take the Gems using the Hooks counterclockwise.
Since he could get all items with the lockjaw despite using the slower method at the beginning, i.e. the hook, I assumed that if you use the box glitch instead (where you jump on the ledge of the box), you can take all nine gems from the hooks and, more important, possibly include the piggybank near the ladder, its gems and the four gems below in the combo, while still getting everything with the powerup.
However I can't guarantee that you can actually do the latter, we'd have to test it before.
I know that this combo isn't very fun to play and also it doesn't seem like we've exhausted the whole potential of this part yet, but since this is the the currently best version, which should work (as far as I can tell), I included this combo in the list. Maybe we'll find a better and more playable combo later on.

At last some questions regarding HH1:

1.) Did you try the Warehouse Combo already after the stream? If so, does everything work out; especially will the Hoodblaster stay consistently on the right box?

2.) I know that with the IPG one can get already enough points in part 1 and 2, so it's not worth the hassle, but did you manage the green gem combo, where you start with the gems in the secret room? I just can't remember what actually came out of it.

3.) Afaik, when the IPG is activated, Black Lums won't fly away after you've killed a Hoodlum. If so, can you convert the remaining Lums from the Hoodlums in the warehouse after the combo? Also what's about the Lum from the Hoodblaster, who (usually) gets killed as you enter the warehouse?
Last edited by 1234 on Sun Dec 17, 2017 10:14 pm, edited 4 times in total.
Cut
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Re: Rayman 3 scores

Post by Cut »

https://youtu.be/femu0hOYjpY oh hi

Thanks for the precious information about HH3 btw. I haven't invested more time in that level yet, but I will, and that helps a ton! I'll address your combo list soon, hopefully over the weekend.

The Warehouse combo has not worked out yet, but I had attempts that failed only to my own stupidity, so technically, that version should work well. Unfortunately, combining the secret room with the Green Gem turned out to be hopeless, but maybe I just have been approaching it the wrong way all the time. I genuinely don't know :(
And yes, you can get every Black Lum in HH1 thanks to the IPG. However, most of the time the Hoodblaster that gets killed in the Warehouse most of the time doesn't even spawn a black lum at all because of how you interfere with triggering his death (meaning, it occurs during gameplay instead of during a cutscene).
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Re: Rayman 3 scores

Post by MandM81 »

1234 wrote:Yet I haven't found a SJ to make the idea possible, but I'll look into that soon after the exams (i.e. in about 2-3 weeks).
Then I might also give this level or/and CF a shot as well, since in both levels my score could be improved by quite many points (at least by ~7k points each). I'm already looking forward to that. :D

Some weeks ago I also revised the DOTK walkthrough (structure, content, mistakes etc.); I've changed quite a bit. I'll upload it on the Wiki in the near future.

Hope you will do (or did) well in your exams! :)
Oh yes, thank you :P I hope you did well too.

Once again, I've been too busy to play R3 this semester. I look forward to catching up on this thread though.
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Re: Rayman 3 scores

Post by Maz »

Missing one of Cut's rare Rayman3 streams FeelsBadMan

Sadly, I don't have too much to add to the investigations; the IPG-Combos in part 1 look pretty clean to me. There's a few things I noticed throughout the entirety of your HH-playthrough that I'd like to comment on though, just for the heck of it:

@36:04 in the stream: For future reference, the AI in R3 is "smart" in the sense that the Hoodlums notice whether they can hit you with their shots or whether they can't. The reason the Hoodblaster jumps on another box there is because by going to the ledge, you put the box in-between you and the Hoodblaster. He cannot hit you from that angle, so he jumps on the other box to make a clear path for the bullets. Hope that helps in case it ever comes up again ;)

@57:00: You guys wanted to start a Combo with the Hoodboom at the end, the problem being that the Hoodboom required the Vortex to get him off his stilts while the Spinneroo you encounter when going back requires the HMF to be defeated. Have you tried to apply the DOTK8 strategy where you let the Hoodboom destroy the stilts with his own grenades? If that worked, it would certainly allow you to keep the HMF.

@1:17:10: Yes, screwing down the Mushroom beforehand does indeed allow you to get 200 Points more out of one of the Hoodblasters.

@1:20:30: Yes, we did some theorycrafting on a better Combo for the last room in HH2. Your attempt was about right, I believe the biggest issue was the duration of the Vortex throughout the Combo. If I remember correctly, getting from the Elite Monger back into the shooting gallery to connect the Yellow Gem was an antagonizing ordeal in itself, but then making the small detour to refresh the Vortex on top of that rendered the Combo unplayable. I'd be happy to be proven wrong on this, but iirc that was the reason we ended up not using that idea.

Also, as of now, 1234 noted that the final Combo in HH3 was worth 17.060 Points. I tried to come up with something better, but I don't know if this would work. But appearently, it's not 100% clear yet if said final Combo is even possible, so here goes nothing:

1.) Collect as many of the remaining Points as possible before playing the Combo, then climb to the top and start next to the Cage.
2.) Break the Cage and collect the 12 Yellow Gems. [Note: I'm assuming that the Lockjaw won't last until the Gems appear. If you can somehow make that work, the amount of Points you can get through this Combo would obviously go up.]
3.) Fall down to the platform below and collect the left of the 3 Gems.
4. Fall down to the end of the conveyor belt and collect the 6 Gems on there.
5.) Fly towards the Hoodboom's platform and kill the previously weakened Hoodboom.
6.) Fall down and use the Lockjaw. Start by grabbing the Hook to the right and make your way around counterclockwise.
7.) Once you reach the last Hook, make sure you use the trick to gain additional height.
8.) Fly towards the Hoodboom's platform and break the Piggybank mid-air just before the combo timer runs out. [Note: I remember there being a version that attempted to use this, but there seemed to be some issues. I don't know if this connection is at all possible, judging by some of Cut's attempts to reach the platform - i.e. taking the time between when he would take the Gem underneath the Hook and him just barely locking onto the Pig - it would definitely be a close call.]
9.) Collect 5 of the Gems and leave one near the corner.
10.) Do the RSJ to get to the Tribelle's platform. Collect the remaining Gem from within the Piggybank by rolling. I'm assuming that you are taking another one of the Gems on the platform in-between on your way up. [Note: I know this is - if at all possible - super hard and annoying to do mid-Combo, especially since the Pig to lock on to is gone, but whether it's at the start of, mid- or at the end of the Combo, I couldn't figure out a better way of getting there after taking the Lockjaw. For now, please bear with me.]
11.) At this point, do the usual procedure. After killing the final Elite Monger, take the Matuvu, pull the Lever and convert the Lum.

I calculated the Combo-Points for 2 scenarios:
1.) The Lockjaw lasts long enough to go for the Piggybank and the 4 Yellow Gems after you've gotten the Tribelle. 17.990 Combo-Points.
2.) The Lockjaw doesn't last long enough: 16.290 Points.

Like I said, getting at least part of the beginning with the Lockjaw still active would increase the amount of Points one can get, and maybe some other optimisation is possible.

I don't know if this idea has already been discussed or even refuted. If not, thoughts on it?

Edit: Actually, I only considered the RSJ near the ladder. If you use the double RSJ to get to the Cage, it might be possible to do all of the beginning with the Lockjaw. In that case, it would mean and additional 1.010 Combo-Points in either scenario.
1234
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Re: Rayman 3 scores

Post by 1234 »

What a nice surprise! Great to "see" you all again. :D
Interesting to see a PCM-playthrough of this part. The movement restriction you mentioned in the desription of the video seems quite odd indeed. I haven't really played with the PCM so far, but would it make a difference if you don't return to the first area the usual way, but rather helicopter out of bounds (e.g. in the last room) and then fly back?
If not, then probably Maz' suggestion (below the video) should be the best solution by now (i.e. take the gems near the matuvu before fighting Bégoniax and then, after leaving the PCM, get the matuvu with the yellow powerup by zooming into it).
That means that if one used the PCM in part 1, one could get at least 5100 points there and thus finish BOM with 104190 points, going by my combo sheet.
MandM81 wrote:Oh yes, thank you :P I hope you did well too.

Once again, I've been too busy to play R3 this semester. I look forward to catching up on this thread though.
Thanks! Yes, I'm quite happy with the results.
I couldn't really play in the last time either, but in the christmas vacations this will change. :mrgreen:
Maz wrote:@57:00: You guys wanted to start a Combo with the Hoodboom at the end, the problem being that the Hoodboom required the Vortex to get him off his stilts while the Spinneroo you encounter when going back requires the HMF to be defeated. Have you tried to apply the DOTK8 strategy where you let the Hoodboom destroy the stilts with his own grenades? If that worked, it would certainly allow you to keep the HMF.
I've actually tried that already, but unfortunately I couldn't make it work. The problem is that when you stand directly underneath him, he won't throw any grenades. Maybe I was doing something wrong though.
Maz wrote:Also, as of now, 1234 noted that the final Combo in HH3 was worth 17.060 Points. I tried to come up with something better, but I don't know if this would work. But appearently, it's not 100% clear yet if said final Combo is even possible, so here goes nothing:
Your idea sounds actually quite good, yet extremely difficult. For the most part it should work. Unfortunately I think that step 8 might mess all up; the distance between the hook and the piggybank probably is a bit to big. However we might give it another try, because tempting it sounds, getting up to 19k combo points. :P
Last edited by 1234 on Sat Dec 09, 2017 3:51 pm, edited 1 time in total.
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Re: Rayman 3 scores

Post by PluMGMK »

I don't think Stumblebooms can ever break their own stilts. That's why it only works if there are four of them. I think I did try once.
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Re: Rayman 3 scores

Post by Maz »

Probably unnecessary, but here's some slight improvements for HH1 (IPG):

Matuvu for 2.000 Points in Combo: https://www.youtube.com/watch?v=2ouAQWZDYNY
Beginning of the Warehouse-Combo: https://www.youtube.com/watch?v=kiRdmvp7hCo

Oh yeah, one thing that I forgot to mention in the description is that you need to zoom in on the Matuvu... but since I don't have any mashing skills with my left hand, I didn't bother recording that.
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Re: Rayman 3 scores

Post by 1234 »

Nice finds! :up: Unless my calculations are wrong, this is actually quite a huge improvement (about +1,5k).
For that reason I've updated the points overview in this post.
Also, just in case anyone wonders, in part 3 I've changed the 17060 combo points from the final combo to 17260 because you probably can include the lum from the Hoodboom and the one from the second Elite Monger.

Speaking about HH3, I also wanted to tell you that you can get a quite effective RSJ on the box beside the blue can. Sometimes you can even reach the platform with the tribelle thanks to this SJ. It's also much more consistent than the glitch where you have to jump on the side of the same box.
Using this RSJ you should be able to reach the cage maybe about 6-10 seconds faster than with the RSJ on the box near the ladder.


Btw, for a theoretical maximum we might use the following beginning for the final combo:

- Get to the cage, break it and collect the gems.
- Fall down to the three yellow gems below and take two of them.
- Roll down and kill the Hoodboom on your way.
- Renew the powerup, then jump on the nearby box.
- Use one of the box glitches to reach the Hoodboom platform and break the piggybank in time (Sidenote: The RSJ might be a bit slower than jumping on the side of the box, but it's more consistent).
- Perform another SJ to reach the tribelle platform; you'll take the (remaining) gems from the piggybank and the remaining yellow gem above in that process.
- The rest is basically the same as in the current final combo.
--> YYYYY YYYYY YYYYH PYYYR RRYYYYYYYYT...
This would lead to 119389 points (4280-19380-23660)

I know that the combo is incredibly hard, but at least I'd say it should work; or what do you think?

Apart from that I can imagine some other combos (worth up to 20k combo points) where you also renew the powerup with this technique. However in this combos you'd have to be able to start with the cage and then continue with the gems on the tribelle platform, which might be impossible.

Edit: I quickly tried to perform a RSJ on the box with the blue can, since this should save even more time, and it worked. The RSJ was even high enough, so that I landed on the platform with the tribelle. However I don't know whether this glitch is as consistent as the one on the nearby box.
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Re: Rayman 3 scores

Post by Maz »

1234 wrote: Speaking about HH3, I also wanted to tell you that you can get a quite effective RSJ on the box beside the blue can. Sometimes you can even reach the platform with the tribelle thanks to this SJ. It's also much more consistent than the glitch where you have to jump on the side of the same box.
Using this RSJ you should be able to reach the cage maybe about 6-10 seconds faster than with the RSJ on the box near the ladder.

[...]

Edit: I quickly tried to perform a RSJ on the box with the blue can, since this should save even more time, and it worked. The RSJ was even high enough, so that I landed on the platform with the tribelle. However I don't know whether this glitch is as consistent as the one on the nearby box.
That's quite interesting! Would be awesome to see that, is there any way you might show that off maybe? I also look forward to hearing more about how consistent this is... if you can reach the Tribelle platform with reasonable consistency, you might actually think about something like this:

1.) Go to the Cage and break it open. Collect the Gems.
2.) Fall down and take one of the Gems on the platform.
3.) Fall down again and break the Piggybank.
4.) Lock onto the previously weakend Hoodboom and kill him from as far away as possible while jumping downwards to the blue can.
5.) Renew the Lockjaw and perform an SJ to reach the Tribelle platform (maybe the 6 seconds from the Hoodboom are enough to connect the items?)
6.) Play the Combo as you usually would.
7.) After pulling the Lever and getting the Matuvu, jump down to the end of the conveyor belt to get the 6 Gems in Combo.

Which would probably be ~1k-ish less than the version I previously posted (because the Gems on the Hooks are not included) but having an 18k-Combo available would still be amazing. I look forwards to the results of your investigations ;)

Edit: Your Combo sounds good to me, too. One quick question: How do you end the Combo? It seems as if either the Gems on the end of the Conveyor Belt or the Gems on the Hooks couldn't be included. That said, it seems weird that the version I posted where you collect both is worth 19.000 and yours is worth 19.380, I think I'll double check to make sure I didn't miscalculate :oops2:

Edit2: One very important thing I feel like I should mention (because that's very easy to forget if it doesn't concern oneself): The Matuvu-Combo in HH1 from above obviously only works on PC, since it requires you in 4 instances to convert Black Lums from quite far away (Hoodboom, Hoodoo, Spinneroo and the first Hoodblaster), so if there's still any active IPG-console-players, they would probably be required to fall back on a different strat for Part 1.
1234
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Re: Rayman 3 scores

Post by 1234 »

Maz wrote:That's quite interesting! Would be awesome to see that, is there any way you might show that off maybe? I also look forward to hearing more about how consistent this is... if you can reach the Tribelle platform with reasonable consistency, you might actually think about something like this:
Sure! Here's a video, which shows the RSJs. Unfortunately I guess that the SJ to the tribelle platform isn't very consistent, so probably your suggested combo might be too hard to play *(see edit below). However for a theoretical maximum we might use your idea. I think this'd lead to ~120k. :)
I'll investigate this combo a bit more in the vacations.

As for the RSJs, a short summary:
With the SJ on the box with the blue can, I think you'll always reach quite the same height, i.e. approx. the height of the tribelle platform. It's not very consistent, albeit rolling in a quite small angle (as in the video in the last two attempts) might help a bit.
With the SJ on the nearby box you can reach different heights. Reaching the hoodboom platform with this SJ is quite consistent, reaching the tribelle platform isn't consistent (but at least possible). You may roll in a greater angle than on the other box.

In the video in 0:40-1:15 I also demonstrated the consistency of the SJ on the box next to the blue can. I got 3 out of 4. Of course usually the rate might be a bit lower, since during the combo you'll be in a rush, but it still shouldn't be too bad, especially with some practice.
Maz wrote:Edit: Your Combo sounds good to me, too. One quick question: How do you end the Combo? It seems as if either the Gems on the end of the Conveyor Belt or the Gems on the Hooks couldn't be included. That said, it seems weird that the version I posted where you collect both is worth 19.000 and yours is worth 19.380, I think I'll double check to make sure I didn't miscalculate :oops2:
I calculated the points from your version and I came to over 21k combo points, so maybe you forgot an item or so. :P
Sadly I think the combo probably won't work anyway, because of step 8. At least I didn't manage to break the piggybank in time. :|

But to answer your question, the combo would end with the gems on the hooks, so:

cage --> 2 of 3 yellow gems --> Hoodboom --> piggybank + gems + Lum --> 3rd gem --> gems near the Tribelle + Tribelle --> piggybank + gems --> 4 gems below --> gems near the Hoodlums + Hoodlums + Lums + Matuvu --> gems below the hooks
YYYYYYYYYYYY --> YY --> H --> PLYYYRRR --> Y --> YYYYYYYTY --> PYYYRRR --> YYYY --> YHLYHMLYRELYE --> YYYRRRYYY

Note 1: I assumed that you can take the gems from the first piggybank in the order YYYRRR, otherwise the combo might be worth a few points less.
Note 2: It's actually possible to include the Lum from the Hoodboom in the combo, so the maximum should be even higher (119529).


*Edit: I just noticed that in your version only one SJ is required. So you need either the easy SJ on the box next to the blue can AND the annoying SJ on the hoodboom platform, or just the SJ on the box with the blue can. Since the difficulty might be quite similar, while the outcome in your version is higher, I actually prefer your combo. However I think you'll get even more points, if you end the combo with the gems under the hooks.
In the optimal case it might lead to 119849 points. :)
Cut
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Re: Rayman 3 scores

Post by Cut »

Hey guys, quick heads up: I want to do a stream this evening, so if you guys like, we could hang out and discuss a lot of stuff that way. I'll also make a much more elaborate response to everything you guys wrote later this day but I wanted to notify you asap :)
Maz
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Re: Rayman 3 scores

Post by Maz »

Count me in! :)

Around what time's the stream gonna start?
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