R3 scoring system article?

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Matyuv
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R3 scoring system article?

Post by Matyuv »

Do you think there should be an extensive article about the R3 scoring system? It could have a complete list of items/enemies and the points you get for them, an explanation how the combo system actually works, the glitches, links to the HoF and walkthroughs in the scores topic (or perhaps the walkthroughs could be copied to RayWiki if MandM81 doesn't mind?)
Tenderz
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Re: R3 scoring system article?

Post by Tenderz »

An extensive explanation of the combo system and examples could be useful.
same for the different points for different items and enemies.

i think it's a good idea
spiraldoor
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Re: R3 scoring system article?

Post by spiraldoor »

It might be a good idea. I hardly know a thing about the scoring system.
Xenon
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Re: R3 scoring system article?

Post by Xenon »

The score system is an integral part of R3's gameplay, so it should definitely have its own article. I'm not sure if every object's value should feature in this one article, though; maybe there should be a separate one dedicated to that.
Adsolution
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Re: R3 scoring system article?

Post by Adsolution »

Then someone make it. :P
Haruka
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Re: R3 scoring system article?

Post by Haruka »

I agree, this could have its own article. Afterall it is present in R3 and RHR.
Hunchman801
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Re: R3 scoring system article?

Post by Hunchman801 »

I totally support the idea of an article about the scoring system in general.
ParadoxJuice
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Re: R3 scoring system article?

Post by ParadoxJuice »

But, doesn't Murphy basically summarize the scoring system at the beginning? I can't imagine how you'd stretch it out, unless you were to include the score of each object.
Xenon
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Re: R3 scoring system article?

Post by Xenon »

The scoring system is far more elaborate than the brief rundown Murfy gives in TFC though.
ParadoxJuice
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Re: R3 scoring system article?

Post by ParadoxJuice »

Really?

Well, we should start writing this up. I'm interested to hear it.
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Re: R3 scoring system article?

Post by Haruka »

ParadoxJuice wrote:Really?

Well, we should start writing this up. I'm interested to hear it.
The scoring system is by far more complex than the stuff that Murfy says in the beggining of the game. There are tricks for it that aren't mentioned.
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Re: R3 scoring system article?

Post by spiraldoor »

This page could end up being colossal if it includes every single detail about the scoring system.

Who amongst us will rise to the challenge? What brave soul will commit to this undertaking? :boon:
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Re: R3 scoring system article?

Post by Haruka »

spiraldoor wrote:What brave soul will commit to this undertaking? :boon:
The best players of our community, perhaps?

I only am aware of some details like for example the different combo timing between objects, other enemies and Hoodlums; a charged fist gives extra 30 points to the score; in the secret areas of TLS, catching by the order "Yellow, red, green" gives more points than randomly catched; the score for each gem, etc...

The HoF's Top 10 master the knowledge of its mechanics.
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Re: R3 scoring system article?

Post by Hunchman801 »

I posted something about it in the scores topic, in case there already is something we could base our article on.
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Re: R3 scoring system article?

Post by Hunchman1000 »

Here is what MandM and sfn have been working on:
MandM81 wrote:Scoring in Rayman 3
The levels and their abbreviations.
The Fairy Council: FC
Clearleaf Forest: CF
The Bog of Murk: BOM
The Land of the Livid Dead: LOTLD
The Desert of the Knaaren: DOTK
The Longest Shortcut: LS
The Summit Beyond the Clouds: SBTC
Hoodlum Headquarters: HH
The Tower of the Leptys: TOTL

The points.
Points can be scored in many ways in R3. First is a list of all items that give you points and also how many points each of these items gives.

The gems:

Yellow gem: 10 points
Red gem: 30 points
Green gem: 1500 points

The friendly creatures:

Matuvu: 250 points
Tribelle: 250 points

The Hoodlums (alternative names are listed in parentheses):

Slapdash: 30 points
Hoodlum behind Shield: 30 points
Hoodflyer: 30 points
Hoodblaster: 100 points
Hoodstyler (Hoodmonger Soldier): 100 points
Stumbleboom: 100 points
Hoodboom: 100 points
Hoodstormer: 100 points
Hoodlock (Spinneroo): 100 points
Elite Monger (Hoodmonger Officer): 250 points
Grim Keeper: 250 points
Heckler: 250 points
Lavicraft (Lavomatrix): 250 points
Hoodoo: 250 points

Bonus Points: Killing a Hoodlum with one charged hit gives a bonus of 30 points. This doesn’t apply to Slapdashes, Hoodflyers and Lavicrafts. Stumblebooms, Hoodstormers, Hoodlocks and Elite Mongers require a HMF to be killed with one hit. Stumblebooms walking on stilts over water can be killed with one hit using the Vortex.

Special enemies:

Muddibogs: 10 points
Hedgehogs: 10 points
Ninja Crabs: 30 points
Metal Fish: 30 points
Razoff: 30 points with a charged hit from the front. 100 points from a hit in the back.
Razoff on the ball: 100 points
Bosses: 1500 points

Special goodies:

Piggybanks: 10 points
Doors: 10 points with the HMF
Meadowscrews: 10 points
Crowns: 10 points
Dwarves: 10 points
Black Lums: 10 points (from DOTK onwards)
Switches: 30 points
Kickflips: 30 points
Fairy Holes: 30 points for each of the first three holes and 100 points for the last.

The Powerups.
There are various Powerups in the game that allow you to perform certain tasks. Also, wearing a Powerup doubles the amount of points you score while you wear it. From a scoring point of view a Powerup is essential to your scoring. Here is a list of Powerups and how long they last:

Throttle Copter (yellow can): 3 seconds
Shock Rocket (orange can): 6 seconds
Heavy Metal Fist, HMF, (red can): 12,5 seconds
Vortex (green can): 25 seconds
Lockjaw (blue can): 49 seconds

The Fist.
When the hit-button is activated and the fist is thrown it is called a normal hit. If the hit-button is held for about one-two seconds and the fist is thrown it is called a semi-charged hit. It is worth two normal hits. When the fist is released after about three seconds or more it is called a charged hit. It is worth three normal hits.

The HMF provides a powerful hit such that one hit with a HMF is equivalent to two normal hits. A charged hit with the HMF is thus equivalent to six normal hits. No other Powerup allows such a powerful fist.

How to score the points.
Gems and Crowns: Run into them to collect them.
Fairy Holes: Approach them and they will light up.
Kickflips: Use the jump button to kickflip while in the air (only used in SBTC part 3).
Slapdashes, Muddibogs and Switches: One hit with a normal fist.
Meadowscrews: One hit with the Vortex.
Doors: Semi-charged hit with the HMF.
Piggybanks: Semi-charged hit with a normal fist.
Hedgehogs: They appear in groups of six. Six normal hits or a charged hit will kill all.
Hoodlum behind the Shield: Two normal (curved) shots or one charged (curved) shot.
Hoodblasters, Hoodstylers, Crabs and Grim Keepers: Three normal hits or one charged hit.
Hoodoos: Four normal hits or normal hits combined with a charged hit.
Hoodstormers: Five normal hits or normal and charged hits combined. One charged hit with an HMF will also do.
Stumbleboom: One hit with a Vortex to break the stilts will do if he is walking in water.
Hoodbooms and Elite Mongers: Six normal hits or two charged hits. One charged hit with HMF.
Hoodlocks: Use normal hits to push them into destruction. Or use one charged hit with HMF.
Lavicrafts: Nine-ten normal hits will do, perhaps combined with charged hits.
The Heckler: Use the HMF to lift the cover and use ten normal hits or combine with charged hits.
Hoodflyers: Shoot them with the available cannon (only appear in TOTL part 3).
Metal Fish: Shoot them with the cannons on the ship (only appear in SBTC part 1).
The Tribelle: Approach carefully; use the strafe button, so you don’t scare it away.
The Matuvu: Use Look Mode and if necessary Zoom to look at the Matuvu.

The combo system.
As soon as points are scored the Combo Mode is activated. If the scoring continues while the Combo Mode is still active it is possible to increase the score considerably. Actually, the combo system is the key to reaching high scores in this game.

First is a list of how long the various objects will keep the Combo Mode activated:

Gems, Piggybanks, Kickflips, Meadowscrews, Hoodflyers, Metal Fish, Black Lums, Crowns, Switches, Doors, Tribelles and Matuvus: 2 seconds.

Hoodlums, Muddibogs, Ninja Crabs and the last Hedgehog in the group: 6 seconds.

In order to keep the Combo Mode activated after an object from first group, it is necessary to the collect the next object before 2 seconds have passed. If an object from the second group is collected, the Combo Mode will stay activated for no less than 6 seconds. It is worth noticing when creating combos.

The combo system is structured in the following way. The objects in a combo are gathered in groups of five and will be assigned combo points as follows:

Objects 1 – 5: Objects 2 – 5 will have their points added to the combo counter.
Objects 6 – 10: These objects will have their points doubled and added to the combo counter.
Objects 11 – 15: These objects will have their points tripled and added to the combo counter.
Objects 16 – 20: These objects will have their points quadrupled and added to the combo counter.
Objects: 21 – : These objects will have their points quintupled and added to the combo counter.

In order to maximize the score under these rules it is a good strategy to save objects with high points as late in the combo as possible and start the combo with low points objects like yellow gems for example.

As an example consider a combo with five yellow gems, five red gems and one green gem. These objects can be combined in many ways, but let’s try a few ones. Let y denote a yellow gem, r a red gem and g a green gem. One combo could look like this:

gyyyy | yrrrr | r

According to the rules above the combo points are: 4∙10 + 2∙(10 + 4∙30) + 3∙30 = 390 points

Another combo could be:

yyyyg | yrrrr | r

This combo is worth: 3∙10 + 1500 + 2∙(10 + 4∙30) + 3∙30 = 1880 points

A third option could be:

yyyyy | grrrr | r

This combo is worth: 4∙10 + 2∙(1500 + 4∙30) + 3∙30 = 3370 points

And one last option:

yyyyy | rrrrr | g

This combo is worth: 4∙10 + 2∙5∙30 + 3∙1500 = 4840 points

This example shows how important it is to let objects with high points come as late as possible in a combo. The difference between the highest and lowest combo is 4450 points. And if the combo was played with a Powerup, the difference would have been 8900 points.

The green gem problem.
There is quirk in the game concerning the green gem taken in combo with a Powerup. If the green gem is object number 16 or higher it won’t count in said combo. According to the rules above it should give 12.000 points in combo or even 15.000 points if it were object number 21 or higher in the combo. The reason for not allowing 12.000 or 15.000 combo points for the green gem is probably that it thus would be too easy to reach the maximum score in the levels concerned.

However, there are at most three places where this is a problem. One place is famously the secret room in SBTC part 2. Be careful to include the green gem in this combo as object number 11 – 15, otherwise it won’t count.

The other two places are in LS part 1, the secret room combo and in DOTK part 7 the green gems combo.

Note: The problem doesn’t arise when not using a Powerup.

How to pass 100.000 points.
It is not possible to keep scoring when you reach 100.000 points, the counter simply stops and no more points are added to the counter. If one tries to keep scoring this way, the result is always lower than 100.000 points.

However, there is a way to pass this scoring limit and the secret lies in the fact that combo points are still added to the counter provided you have stopped scoring before you reach 100.000 points. The way to get the most out of your scoring would therefore be to land on exactly 99.999 points before the combo points are added.

Here is an example that shows how to use this. We can look at the previous example with five yellow gems, five red gems and one green gem. We use the following combo, which was worth 4840 points:

yyyyy | rrrrr | g

We now calculate the sum of the points from the gems: 5∙10 + 5∙30 + 1500 = 1700 points.

Let us suppose you have a good score and you want to find out how many points you must have before you play this combo. In order to get the most out of this combo, you have to have this amount of points before you start playing this combo:

99.999 – 1700 = 98.299 points

When you have finished the combo the counter will show 99.999 points. This allows your combo points of 4840 points to be added to the counter and you final score will be:

99.999 + 4840 = 104.839 points

The bonus point issue.
This section deals with the situation where bonus points can be used to pass the scoring limit. It is only relevant in CF part 4, but the calculations will nevertheless be done in full here.

It turns out that bonus points that comes from killing a, say, Hoodblaster with one hit are added to the counter regardless of the score. In order to clarify this, suppose you have 99.899 points and you kill a Hoodblaster with one hit. Then you get a 30 points bonus on top of the 100 points from the Hoodblaster itself. You score with therefore be: 99.899 + 100 + 30 = 100.029 points. If you have more than 99.899 points when you kill the Hoodblaster you will not get any points at all because you have passed the scoring limit of 99.999 points.

Now for the calculations of the maximum score CF. The maximum score in this level is achieved through the combo where Rayman, wearing the Hoodstomper (boss) outfit, steps on three Slapdashes and 27 Hoodblasters. Each Hoodblaster is worth 100 points plus 30 bonus points. Again scoring must stop on 99.999 points before combo points are added. We must first calculate the sum of the points from each of the Slapdashes and Hoodblasters: 3∙30 + 27∙130 = 3600 points.

Now we calculate: 99.999 – 3600 = 96.399 points.

But since the 30 bonus points from the last Hoodblaster (no. 27) are added to the counter, the actual score before you play this combo should be:

96.399 + 30 = 96.429 points.

As for the combo points, this can be calculated as follows. Let S denote a Slapdash and H a Hoodblaster. The combo can look like this:

SSSHH | HHHHH | HHHHH | HHHHH | HHHHHHHHHH

The value of this combo is: 2∙30 + 2∙100 + 2∙5∙100 + 3∙5∙100 + 4∙5∙100 + 5∙10∙100 = 7760

The total score will be: 99.999 + 7760 + 30 = 107.789 points.

The green gem issue.
This section deals with another maximum score situation, this time in TLOTLD.

It turns out that there is an unexpected issue when passing the scoring limit of 100.000 points when the green gem is taken with a Powerup. This issue can be illustrated by using the well-known example:

yyyyy | rrrrr | g

This time we play the combo with a Powerup. We use the previous calculations concerning this combo to get

The sum of points: 2∙1700 = 3400 points

The combo points: 2∙4840 = 9680 points

Using the original rules, we would get:

Points needed before the combo: 99.999 – 3400 = 96.599 points

Total score: 99.999 + 9680 = 109.679 points.

However, it turns out that the green gem ONLY counts for 1500 points in relation to the scoring limit, even though it is taken with a Powerup. The remaining 1500 points are carried over the limit in much the same way as the bonus points in the previous section. Therefore the following corrections to the above calculations are necessary:

Points needed before the combo: 99.999 – 3400 + 1500 = 98.099 points

Total score: 99.999 + 9680 + 1500 = 111.179 points.

Note: This is the only level where the maximum scored is reached through gems taken with a Powerup. So these special calculations are not needed elsewhere.

I will finish this section by doing the actual calculations for part 5 in TLOTLD.

The combo used is the following and the Powerup is the Shock Rocket:

HHHHH | yyrrr | rgrg

The sum of the points: 5∙260 + 2∙20 + 5∙60 + 2∙3000 = 7640 points

The value of the combo: 4∙200 + 2∙(2∙20 + 3∙60) + 3∙(2∙60 + 2∙3000) = 19.600 points

Now we can finally do the calculations keeping in mind we must add 1500 points as above:

Points needed before the combo: 99.999 – 7640 + 1500 = 93.859 points

Total score: 99.999 + 19.600 + 1500 = 121.099 points

This is the maximum score for TLOTLD.

Tricks and glitches.
When playing the game there are certain tricks or glitches that can be used to increase the score. Here follows a list of tricks and glitches. Details and videos are found in the walkthroughs.

The Fairy Council.

Part 2. The Turtle Trick allows you to return to the first area with hands available.
Part 3. The Lift Trick allows you to use the lift and jump/helicopter to the Hoodblaster platform.

Clearleaf Forest.

Part 2. The Piggybank Trick allows you to either jump from one Piggybank directly to the upper level, or to roll from one Piggybank into another to be launched high enough to reach the upper level.

The Bog of Murk.

Part 3. Wait until the Hoodblaster survives and play the part from there.
Part 5. The Razoff Glitch. This glitch allows you to hit Razoff two or three times for up to 9000 extra points.
Part 6. It is possible to make Razoff stay on the ball while hitting him up to five times. This strategy allows an extra 10.000 points in this part.

The Land of the Livid Dead.

The Desert of the Knaaren.

Part 1. Passing the Knaaren with the Lockjaw. This little trick gives an extra 4500 – 5000 points.
Part 7. The Black Lums Glitch is a great help in the Stumbleboom – Hoodstormer Combo. The glitch works like this: When Black Lums fly away high in the air, usually from Hoodstormers; they can be converted into many Lums and thus increase the score. This glitch doesn’t work for pc-players.
Part 7. After hitting the Hoodoo three times, one can quickly hit the Hoodlock and penetrate his Shield with the Lockjaw. Push him back in order to pass him for a big combo.

The Longest Shortcut.

The Summit Beyond the Clouds.

Part 1. It is possible to enter the upper deck with the Lockjaw by using the Launching Glitch. This helps out getting the green gem for 9000 combo points.
Part 3. The Launching Glitch for Snowboard allows the green gem to be taken for 7500 combo points.

Hoodlum Headquarters.

Part 2. The Lums Glitch can be used in the first room to get a good score. Make sure the Hoodblasters are high in the air when you kill them. This doesn’t work for pc-players.

The Tower of the Leptys.

Part 1. Go to the room with the yellow gems and collect at least twenty before re-entering the area with the Hoodlums. This allows for one of the biggest combos in the game.
Of course, all this information will be split in different articles (the main one about score, those about the levels, the enemies and various items, etc.).
spiraldoor
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Re: R3 scoring system article?

Post by spiraldoor »

All instances of the word ‘you’ should be replaced with ‘Rayman’ or ‘the player’, as is the standard for wikis.
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