Rayman 3 scores

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Jona
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Re: Rayman 3 Scores

Post by Jona »

Thanks, I'll probably give it another shot later. Maybe a better way is to helicopter down from the net and shoot the switch like that, then fall down and go for the piggy bank. It should be much easier that way. Anyway, wasn't like 94200 enough already too, since you can get some points for the gems and the Hoodmonger Soldier?
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Re: Rayman 3 Scores

Post by Xenon »

Jona wrote:Thanks, I'll probably give it another shot later. Maybe a better way is to helicopter down from the net and shoot the switch like that, then fall down and go for the piggy bank. It should be much easier that way.
Sounds possible, and it would certainly make the target easier, but then I suppose it would also lose some time for running to the piggybank. Dunno though, it's worth a try for sure.
Jona wrote:Anyway, wasn't like 94200 enough already too, since you can get some points for the gems and the Hoodmonger Soldier?
Yeah, MandM said a score of 94422 is sufficient if you're going to combo the gems from the cage with the Hoodstyler. Actually, it doesn't have Hoodstyler shots but whatever. Personally though, I'd go for 94902 because it saves time each time you restart. Once you get the Matuvu combo going in part 3 I'm sure you'll get 94902 points easily anyway :wink:
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Re: Rayman 3 Scores

Post by Hunchman801 »

mostwanted82 wrote:500,000 points? :lol: That's a big miscalculation. Or they wanted us to improve our score and then find out it's higher then 500,000.
They certainly didn't ;) I participated in the online chat with the developers in 2003, and they weren't even sure that it was possible to get over 500,000 points. If you ask me, none of those launching glitches and other tricks to get up to places you aren't supposed to reach were actually made in purpose. One must keep in mind that Rayman 3 uses a unique (yet not so complicated actually) points system, which, once combined with the many glitches of the game, leaves the door wide open to amazing scoring opportunities. The fact that the last combos of most levels are often huge are purely symbolic in my opinion, and the weird scoring system above 100,000 points clearly shows a programming flaw, which leaves no doubt about the fact that they never imagined it could be possible to get such a score.

As concerns a potential unveiled secret room, I'm rather sceptic, but I admit I would love to find it, and it's true that part 3 of DOTK clearly incites us to search for it. It wouldn't be such good news for PC players though, considering the scarcity of points without the lums glitch in part 7 (I remember being extremely close to the minimum score before part 8 with an almost perfect game).

Now, I need to find time to finish TOTL. It's true that you're almost finished after part 2, but the first combos are rather hard. The only time I have ever managed to get two lavicrafts in combo was in DOTK part 7, and I was incredibly lucky because it allowed me to reach the maximum score (and to take my revenge on console players as well :bad:). The rest of the level is quite simple, if you're not going for a mad combo with the hoodstormers at the top of the tower.
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Re: Rayman 3 Scores

Post by sfn42 »

Xenon wrote:
Jona wrote:Anyway, wasn't like 94200 enough already too, since you can get some points for the gems and the Hoodmonger Soldier?
Yeah, MandM said a score of 94422 is sufficient if you're going to combo the gems from the cage with the Hoodstyler. Actually, it doesn't have Hoodstyler shots but whatever. Personally though, I'd go for 94902 because it saves time each time you restart. Once you get the Matuvu combo going in part 3 I'm sure you'll get 94902 points easily anyway :wink:
As I've mentioned above you need at least 94152 points after part 3. When you have this score you have to combo the Hoodstyler with the gems.

@Jona: Maybe it would be the best idea to replay the first two parts and get some more points there so that you can play an easier version of the final combo in part 3.

About DOTK: I don't think there's any secret left in that level and even if there was, it would probably be useless. I don't know the precise maximum score after the double-green-gem-combo but I guess it's about 101000, 102000 maybe. That means a possible secret room in part 3 would have to provide at least 9000 points to even give us a chance of increasing the maximum. The number of points you need in part 3 to have 100% is somewhere between 6500 and 7000 and that doesn't include any far-fetched techniques or combos so that even a rather unexperienced player can get about 6000 without any problems. So the developers could have anticipated most of the scoring methods in part 3. The possible score from a secret room is usually easy to foresee as well, meaning that the 9000 points the secret room must provide for an improvement were something the developers had known about. So they could foresee 6000-6500 in the known parts of the level and 9000 in the secret part, adding up to 15000-15500 in total. If such a score was possible, would you really think they let us have 100% with 6500? Even if there is a secret room, which is highly unlikely considering how many great R3-players have investigated that part, it would probably contain nothing more than a few yellow and/or red gems and would be absolutely useless. If there was really some kind of secret, we should look for it in parts 4 and 5, those without percentages in the end.
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Re: Rayman 3 Scores

Post by MandM81 »

Hunchman: Interesting to read about your communication with the developers. And especially interesting is it to learn that the glitches, we have come to see as an integrated part of the game, all were non-intended. I’ll keep on calling them glitches then :wink: . Still, some of them are almost too good to be coincidental.

sfn: Well, there probably isn’t any secret room in part 3. But the percentage after the part indicates that something is missing. It is suspiciously difficult to get a 100% in this part. In other parts you can easily score two or three times of what is needed to get 100%. The potential secret room must contain more than a few measly gems. If the infamous Knaaren has anything to do with it, it would be something special.

Jona: Do you take the Tribelle for 1.000 combo-points?
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Re: Rayman 3 Scores

Post by Xenon »

As I've mentioned above you need at least 94152 points after part 3. When you have this score you have to combo the Hoodstyler with the gems.
How is this possible though? It appears impossible to shoot the cage before the Hoodstyler because no red arrow appears. Mostwanted said there was a certain trick involving running to the cage before the hoodlum wakes up, but it hasn't ever worked for me.

Anyway, about this secret room, I still believe something exists. It seems not coincidental that the one level with a top percentage more difficult to get also has many suspicious rooms and objects. But think about this, all we'd need is two green gems and a Lockjaw, then a new maximum score would be possible! Still, I reckon if the secret exists it will hold rows of yellow gems, just like the one in part 1 TTOTL.
If Ubisoft are trying to trick us, it's an incredibly harsh joke...
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Re: Rayman 3 Scores

Post by Hunchman801 »

MandM81 wrote:Well, there probably isn’t any secret room in part 3. But the percentage after the part indicates that something is missing. It is suspiciously difficult to get a 100% in this part. In other parts you can easily score two or three times of what is needed to get 100%. The potential secret room must contain more than a few measly gems. If the infamous Knaaren has anything to do with it, it would be something special.
Maybe it has something to do with the fact that there's no huge combo or glitch in the level. I'm not sure though.
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Re: Rayman 3 Scores

Post by Jona »

MandM81 wrote:Hunchman: Interesting to read about your communication with the developers. And especially interesting is it to learn that the glitches, we have come to see as an integrated part of the game, all were non-intended. I’ll keep on calling them glitches then :wink: . Still, some of them are almost too good to be coincidental.

sfn: Well, there probably isn’t any secret room in part 3. But the percentage after the part indicates that something is missing. It is suspiciously difficult to get a 100% in this part. In other parts you can easily score two or three times of what is needed to get 100%. The potential secret room must contain more than a few measly gems. If the infamous Knaaren has anything to do with it, it would be something special.

Jona: Do you take the Tribelle for 1.000 combo-points?
I agree on the percentage part. I mean, look at the scores you need for 100% in LOTLD, for example! It is probably not more than about 10k in each part that you need to score 100%, while you can score three times as much as that. And there's absolutely no way to do that in part 3 of DOTK.

And yup, I do take the Tribelle (second one) for 1000, and the first one for 1500 after those Hoodlums there. But I found out that you shouldn't jump on the platform near the switch in the last combo. I tried yesterday to fall off the net after getting the last yellow gem, immediately activate helicopter and shoot the switch, and then you can release the helicopter and go for the piggy bank immediately, which is a lot closer to you now, and there's no waste of time in getting to the platform first to shoot the switch. That combo should be a piece of cake for me now. I made it yesterday, but can you believe it, the first Hoodblaster in the combo with those crates piled up NEVER moves when you shoot him, but in that round he moved. And I missed him. It made me mess up the combo and end up with a score of 93200. Damn, that was so annoying... how such an easy part can take me so many restarts is just pathetic... I'll be off to try it again after writing this post.

Anyway, I have thought of a way to improve the combo with the green gem, the Hoodlums and the Matuvu. I namely think it's possible to include the Tribelle in that combo. It does require a different approach to getting to the higher platforms there, because you need to jump high enough so you can stop one of the two Hoodlums, who comes running from the area with those crates piled up. If you run into him, he will hit you and stop, and never move from his place (that's what they usually do) but to jump that high you have to use another launching glitch that I found. Since the jump from the green gem platform to the higher platform rarely works for me, I decided to use the launching glitch that I found, which can be triggered near the switch. You just run off the platform there in the direction of the higher platforms, and sometimes you get launched, similar to the one in part 1 of SBTC. If you fly high enough you can helicopter to the other platform, then run into the hoodlum who comes running from the corridor so he stops right there. Then you can go to the platform where you open the cage, but DON'T get the Tribelle in a 1000 combo this time. Just get the four yellow gems and open the cage, then renew the Lockjaw and use the launching glitch or the jump from the green gem platform again to get to the upper level where the Hoodblaster should still be standing (NOTE: I haven't tried it yet, and I don't know if he will really stay on the spot!). Then you start the combo with the piggy banks on the upper level, and get all the gems, then beat the Hoodblaster who should be standing nearby. Then run fast and jump to the platform with the Tribelle, and it should then be possible to avoid the first yellow gem and get the second one plus the Tribelle, then get the last yellow gem on the side and immediately jump down to the green gem to get it in combo (I think it's possible, but again, I have not tried this). Then you run to the piggy bank and get all the gems in combo, then beat the last Hoodblaster. Then bea the Slapdash, Hoodboom and get the Matuvu in combo as usual.

It's not really useful, but it does sound like fun trying out if it works. Then it will be another combo close to 20k I think, hehe. How's that?

Edit: I actually improved one combo already. The first big one in part 3 with those piggy banks and Hoodlums you know. Normally you have to get the Shock Rocket and beat the Hoodlum holding the HMF first, and then get the piggy banks and finish off the Hoodlum... but I managed to get the Lockjaw from the next room after leaving everything in the piggy bank room behind. It involves a stupid but useful trick: Keep jumping against the mushroom with the Lockjaw on it. The Hoodlums will shoot at you. Sometimes, if they hit you, you get launched a bit higher than you would jump. If it happens correctly, you are now on the mushroom with the Lockjaw!!! Hey, I'm thinking now, would it be possible to combine the room with the green gem with the room before that one with the other Tribelle and stuff too? And the Hoodlums will be worth many more points too there.. if we use the switch and open the door before we start the combo... and maybe first score all the other combos in the part including the last one... and then score the final huge combo, and perhaps be able to get a maximum score?

There is one con: the health. I lost almost all my health until I finally got the Lockjaw, and first opening the switch and preparing the combo by opening the cage and scoring the other combos first etc etc, does require that you pull off the trick three times. That's the only thing that could get in the way. Any discussion possible about this?
Last edited by Jona on Fri Dec 26, 2008 2:04 pm, edited 1 time in total.
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Re: Rayman 3 Scores

Post by Mountain Goat »

Wow, it sounds like a great idea on the first view.
You may would have some tiny problems with it, but it's worth to investigate in it. It means, if it would possible to manage this combo, you don't have to stress with some other difficult combos in Part 2 or Part 3.

Well, to the (probably or not) missing secret room: That was we discuss here are just theorys, but that what MandM said
Well, there probably isn’t any secret room in part 3. But the percentage after the part indicates that something is missing. It is suspiciously difficult to get a 100% in this part. In other parts you can easily score two or three times of what is needed to get 100%. The potential secret room must contain more than a few measly gems. If the infamous Knaaren has anything to do with it, it would be something special.


is still my opinion. Well, there is possibly no missing secret, but why is it so "difficult" there to get 100 percent there? I mean, for the most levels it is really easy to get 100 % there, but in this part ( Well, for top players it isn't a real challenge) it is for players with low skills very difficult. Me too, when I had around 500.000 (and I already had experience) it was hard for me there to get 100 percent.
And how everyone said, there could be some clues which could point on this secret room (when it exist).

For me, it was almost possible in FC to manage the Mushroom-Combo after a million tries!
It fails on only milli-seconds (In this case I could turn another video, when I'm able to manage it, there are already a lot of wishes). :P
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Re: Rayman 3 Scores

Post by Jona »

See the edit :D oh yeah and I tried if it was possible to combine the second Tribelle in the combo, and it is possible as well!!! You don't even need to stop the Hoodlum at the top, you can hit the other Hoodlum from upstairs. You can also fall down from the Tribelle platform and get the green gem in combo after the yellow gem. This is all possible!!! I'll investigate some more and if it has any success, I should replay FC to get full health, then replay CF again to see if we can increase the absolute maximum score. With a full health bar and some luck with the glitch, we could even achieve this in part 3 if we play all the other combos first and leave the big one for last!

I do believe it wins you a lot of points if you can combine the previous room also, even after going for the Matuvu. One could even do the Matuvu at another point in the combo, like first using the Shock Rocket on the Hoodboom, then on the Hoodblaster that gives the Vortex, then get the Matuvu, then kill the last Hoodblaster and then run up to the platform where the first Tribelle is. This could win some huge points... anyone willing to help me investigate this, or to find another way to get the Lockjaw first?
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Re: Rayman 3 Scores

Post by MandM81 »

It certainly is worth investigating. I have previously tried to get the Lockjaw in order to improve the score in the first room. It was with limited success though. In order to increase the maximum score for this level it is important to be able to get this Lockjaw on a regular basis and without being killed every time. Also one has to find out how the game is at the end of this part. Sometimes when skipping things in the beginning of a part, the game has changed later on. Often Hoodlums fail to appear and such.

As for the combo itself, there are thirteen items from the pigs at the upper level, but I guess you can leave a pig out so you have ten items before killing the first Hoodblaster. It would be cool if one could continue and get the Hoodblaster with the Vortex using the Shock Rocket just after taking the Matuvu. But will he appear before the other two Hoodblasters are killed? Again, if possible, the last (or first?) Tribelle would add to an already huge score. I’ll try to do some calculations as soon as I know what is possible and what is not.
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Re: Rayman 3 Scores

Post by Jona »

You're right about that, in that case we should just leave the lone piggy bank for what it is. I'll be off trying it now.

Edit: Blast, the two Hoodlums in the green gem room don't appear unless you first kill the one that gives the Vortex. And he's impossible to kill unless you kill the other two. That's a shame....
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Re: Rayman 3 Scores

Post by MandM81 »

Excellent idea though. However, you solved the problem of getting 94.000+ points in the process, right? :D
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Re: Rayman 3 Scores

Post by Jona »

Yeah, at least I can miss some points now, I'll just get the Lockjaw first and then win about 1500 points on the two first combos. :)

And you'll just see that in the end, I'll get too many points after part 3 cause I play everything too well, and then I'll have to spend an hour falling off cliffs with the Lockjaw to lose some points. ._.

Still it's a shame about those Hoodlums, otherwise it would be possible to rack up the biggest combo ever in the game. It would have beaten the one in part 3 of TBOM and the first one in TOTL! Oh well :p

edit: Yeah, I got 95300 or so now LOL, so I'll have to fall off the cliffs quite a few times before I'm ready to go to the next part. ._. still, glad that I finally made it... I saw the desired score you need before starting the Masterkaag fight somewhere, so I'll look it up and play further till I achieve that score.
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Re: Rayman 3 Scores

Post by Mountain Goat »

I can understand you very well, Jona :P
To me happened this as well, I just want to play everything perfect and then I think: Shit, I've got too many points :o
It's very bad with these Hoodlums, otherwise, maybe when you play everything perfect in the Parts before and you would leave this huge combo for last in Part 3, we would get more when we play on a new max score.
Well, I just thinkin for methods to get this awful Tribelle in FC, Part 4 quintupled... But it seems there is no way. MandM, I think you just thought about this, but you came to no result. Otherwise >45.000 would be possible.... That would be the next milestone. Maybe I get the Mushroom-Combo finally working again.
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Re: Rayman 3 Scores

Post by Jona »

Oh my %^&^&%#^# god what an annoying shitlevel CF is. I tried like 20 times to finish part 4 and get the maximum scores, but there's so much that goes wrong each goddamned time:

1. The third Slapdash doesn't appear because you have to hit the switch where the first one appeared. Restart.
2. The hoodlums shoot each other. It happened to me everytime I played it and it makes you lose 30 points. Restart.
3. One of the hoodlums doesn't even %$^$%^#%^$% appear! Restart.

My god, if I knew about this I would have left 30 extra points in the previous part!!!!!!

I really hate these kind of annoying things. Stupid random level that's full of shit... :grrr: :grrr: :grrr: :grrr: :grrr: :grrr: :grrr: :grrr: :grrr: :grrr: :grrr: :grrr: :grrr: :grrr: :grrr: :grrr: :grrr: :grrr:
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Re: Rayman 3 Scores

Post by Mountain Goat »

I know, I'm repeating me, but you just have to be patient. It could be also useful to make little breaks there, then you don't have to trouble over that so much.
You just could earn 30-60-90 more points by taking yellow gems from the cage, then the Hoodstylers can got hit.
Blast, it would be so great when the Crabs would give lums, then you would be able to get 20 items before the last Tribelle in Part 4 of FC.
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Re: Rayman 3 Scores

Post by Hunchman801 »

Jona wrote:Still it's a shame about those Hoodlums, otherwise it would be possible to rack up the biggest combo ever in the game. It would have beaten the one in part 3 of TBOM and the first one in TOTL! Oh well :p
If I'm not mistaken, the biggest combos in the game are the last one in LOTLD and the double green gem combo in DOTK, right?
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Re: Rayman 3 Scores

Post by Jona »

You're right, if I get annoyed I'll just watch one of those movies where the Hoodlum messes up a beast resembling Rayman (I forgot the name of it now), at least that's hilarious.
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Re: Rayman 3 Scores

Post by Jona »

Hunchman801 wrote:
Jona wrote:Still it's a shame about those Hoodlums, otherwise it would be possible to rack up the biggest combo ever in the game. It would have beaten the one in part 3 of TBOM and the first one in TOTL! Oh well :p
If I'm not mistaken, the biggest combos in the game are the last one in LOTLD and the double green gem combo in DOTK, right?
Oh yes, the double green gem is the best one at the moment. And the first part of LS is big too now that I think of it. :oops:
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