Rayman 3 scores

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1234
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Re: Rayman 3 scores

Post by 1234 »

Maz wrote:Now for the Combo itself:Equip the Lockjaw, and climb to the very top floor. Collect ...
I had a quite similar idea. Until killing the first two hoodlums it was even exactly the same. I only thought to enter at first the tribelles cave and then to kill the vortex-hoodblaster. Then you could lower the mushroom, take the lockjaw, break the piggybank and kill the double hoodlum. This would give you more time to kill the next hoodblaster and to get the next tribelle in time.
But, if your idea worked (and for me it looks possible at first sight), it´d be much better than my idea since you´d renew the lockjaw later and thus you could use this powerup longer.


After killing the hoodboom, maybe the rest of the combo might look like this:
Kill the hoodblaster at the entrance, jump on the barrels (near the piggybank), then jump on the netting and take the gems, fall down.
If you can´t renew the HMF and then reach the gems on the barrels in time, send a curved shot to the piggybank before continuing.
If you can do that, you could break the piggybank after killing the first hoodblaster at the entrance.
After you´ve taken the gems on the barrels, roll off, kill the nearby hoodblaster and climb the boxes. Before killing the third hoodblaster in this room, take the yellow-red-yellow gem group on the nearby netting. Renew the HMF, climb the ladder, take the following 7 gems, fall down, break the wooden door, break the cage, kill the nearby hoodblaster. The rest would be as Maz described.

I haven´t tested it yet, but except of the lockjaw range i don´t see any problems with that combo.
If that worked, it´d mean about 1000 points more, but also double or triple frustration while playing. :P
Maz
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Re: Rayman 3 scores

Post by Maz »

1234 wrote: I had a quite similar idea. Until killing the first two hoodlums it was even exactly the same. I only thought to enter at first the tribelles cave and then to kill the vortex-hoodblaster. Then you could lower the mushroom, take the lockjaw, break the piggybank and kill the double hoodlum. This would give you more time to kill the next hoodblaster and to get the next tribelle in time.
But, if your idea worked (and for me it looks possible at first sight), it´d be much better than my idea since you´d renew the lockjaw later and thus you could use this powerup longer.
The Lockjaw could be renewed in your version, too. However, there's one small flaw: As soon as the Vortex-Hoodblaster jumps down the bridge, you'll get teleported to the Lever... and then, you most likely won't be able to keep up the Combo. The only way I could imagine to make it happen would be to get everything in the cave before you get teleported, then fall down, and kill the double Hoodlum within the 2-Seconds-Timeframe from the Tribelle. It may be worth trying.
1234 wrote: After killing the hoodboom, maybe the rest of the combo might look like this:
Kill the hoodblaster at the entrance, jump on the barrels (near the piggybank), then jump on the netting and take the gems, fall down.
If you can´t renew the HMF and then reach the gems on the barrels in time, send a curved shot to the piggybank before continuing.
If you can do that, you could break the piggybank after killing the first hoodblaster at the entrance.
After you´ve taken the gems on the barrels, roll off, kill the nearby hoodblaster and climb the boxes. Before killing the third hoodblaster in this room, take the yellow-red-yellow gem group on the nearby netting. Renew the HMF, climb the ladder, take the following 7 gems, fall down, break the wooden door, break the cage, kill the nearby hoodblaster. The rest would be as Maz described.
I'll have to test for myself how long I can make the Lockjaw last before jumping to any conclusions. But I can already tell you one thing: If you were to take the 3 Gems on the fabric before killing the third Hoodblaster, there wouldn't be enough time to renew the HMF. I know because this was how MandM and me tried to play the Final-Room-Combo earlier on: Take the 3 Gems on the fabric, kill the Hoodblaster, climb up the ladder, and continue normally (in case you're interested, we abandoned this idea since - while it does win 400 extra Points for the Hoodblasters and 500 for the Matuvu - the Extra-Points could not make up for the loss of Points from that Hoodblaster and the 3 gems in the start), and that, I was barely able to do. Renewing the HMF here is out of the question, and so is including those 3 Gems into the Combo, I'd say.

Other than that, how about this (requires to last the Lockjaw long enough, so it's gotta be tested): Kill the first Hoodblaster, break the Piggybank, and take the 3 Yellow Gems. Jump up the barrels, and take the Gems on the fabric. Roll onto the boxes, and defeat the Hoodblaster below from as far a distance as possible (because if you want to be able to renew the HMF, you gotta delay finishing the third Hoodblaster as much as possible). Now if there's time to do that, quickly take the next group of 3 Gems, jump back on the boxes, and make it to the Hoodblaster on time (The Lockjaw would have to last up to this point). Now renew the HMF, climb up the ladder, and collect the Yellow Gems. Kill the Hoodblaster running around the boxes, and renew the HMF. Take the Matuvu, break the Piggybank, and take the Gems. Now finish off the remaining Hoodlum. Fall down the trap door, and take the 2 Yellow Gems on your way. Renew the HMF, quickly jump on the barrels to the left, and get the 3 Gems on top of it.

I did some quick calculations; if I'm not mistaken, the way which includes this big Combo is worth exactly 500 Points more than our current way if none of the Gems on the fabrics were to be included... which could make all of this useless, because that's the exact same amount of Points we'd get if we were to play the start the same way, but just get the Gems in the Matuvu's cave after killing the Hoodboom - which, to top it off, would be WAY easier of course.

But I'm getting ahead of myself, we should first make sure that everything might work out like that.

P.S.: @ Cut: I forgot to mention it earlier, but I couldn't make the Look-Mode work with an IPG when I tested it, despite using a PC... I kept trying various things, but no matter when or how hard I mashed the Look-Button, it wouldn't work. Not that I'd care anyway, but maybe you should know this.
1234
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Re: Rayman 3 scores

Post by 1234 »

Maz wrote:The Lockjaw could be renewed in your version, too. However, there's one small flaw: As soon as the Vortex-Hoodblaster jumps down the bridge, you'll get teleported to the Lever... and then, you most likely won't be able to keep up the Combo.
Oh, i completely forgot the teleportation. :?
Maz wrote:I'll have to test for myself how long I can make the Lockjaw last before jumping to any conclusions. But I can already tell you one thing: If you were to take the 3 Gems on the fabric before killing the third Hoodblaster, there wouldn't be enough time to renew the HMF. I know because this was how MandM and me tried to play the Final-Room-Combo earlier on: Take the 3 Gems on the fabric, kill the Hoodblaster, climb up the ladder, and continue normally (in case you're interested, we abandoned this idea since - while it does win 400 extra Points for the Hoodblasters and 500 for the Matuvu - the Extra-Points could not make up for the loss of Points from that Hoodblaster and the 3 gems in the start), and that, I was barely able to do. Renewing the HMF here is out of the question, and so is including those 3 Gems into the Combo, I'd say.
Actually you can get the 3 gems on the fabric, kill the hoodblaster, renew the HMF, climb up the ladder and continue with the following gems in one single combo. I tried it about 10 times and twice i could do it. The trick is to kill the hoodblaster quite late and to use the helicopter as less as possible. Also you should hang on the edges quite short.
I think this part of the final combo requires some practise, but it would mean 0,5k points more.

About your idea: If the lockjaw lasted long enough, this might be a nice way. I think, maybe you would get a few points less than in my idea (in case this idea is practicable), but it´d be much easier. So maybe we should test it as well.
Cut
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Re: Rayman 3 scores

Post by Cut »

https://www.youtube.com/watch?v=NWgoo5P ... e=youtu.be fucking christ

Haven't looked into your CF3 stuff yet, maybe tomorrow but since you guys seem to have a plan and I have nothing to add right now, I will look into that IPG-look-mode-thingy and try to do some stuff in CF1 and 2.
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Re: Rayman 3 scores

Post by Maz »

Finally access to Rayman 3; I tested some of the stuff today. Of course, no extensive practising so far, but my first impressions:

First of all, the Combo including the Gems in the cave, without connecting the 2 rooms; it turns out that the idea for the start works really well - I can kill the first 3 Hoodblasters, get the Vortex, skip the first Gem in the Tribelle's cave, lower the Mushroom, break the Piggybank, kill the last Hoodlum, renew the Lockjaw and kill the next Hoodblaster perfectly fine. Afterwards, I can take the Gems in the cave, and reach the second Hoodlum on time no problem. Killing the Slapdash, climbing to the upper floor, and finishing off the Hoodboom is a close call, but I can make it. Afterwards, it's just zooming in on the Matuvu, and strafing into the Tribelle. Combo-Points = 27.120, potential Maximum = 127.369, I don't see any problem with that (except maybe that a few parts of the Combo can be quite tricky).

Now for the other Combo with the 2 rooms: Well, up to killing the Hoodblaster after refreshing the Lockjaw, it's the same. Now things get tricky... it seems like there's not enough time to just jump to the Tribelle, so 1234's technique with the lone Pig would be necessary here. Getting the Matuvu after defeating the second Hoodlum is a bit tricky, because once you're within range of the Slapdash, the rock will block your view, but we could manage. Now here's a little bit of a problem: As stated above, connecting the Hoodboom with the Slapdash is tough; meaning you've got no time to adjust your position whatsoever. You're basically forced to kill the Hoodboom with a straight shot, which might lose a few much needed milliseconds to reach the Hoodblaster in the final room - Testing is still ongoing.
Also, in the final room itself, there's a problem concerning the preparations: I forgot that after equipping the HMF, there's not enough time to skip all 3 Gems on top of the ladder, which means you've got to break the Wooden Door after falling down, then break the Cage, and THEN get the next HMF. Now for the way to play the final room:
After killing the first Hoodblaster, you can indeed break the Piggybank, collect the Gems, and get the Gems on the fabric, but that's a REALLY close call. Getting onto the crates and finishing the next Hoodlum is no problem at all, but I'm still not sure on how to play afterwards. While tricky, 1234's way of getting the Gems next to the Hoodblaster at the top is indeed possible, but my way of getting the Gems on the other fabric works just as well, too. I wonder whether it's possible to combine both by taking the 3 Gems further from the Hoodblaster, then getting back on the boxes, then rolling off and getting the other 3 Gems... Either way, after equipping the HMF and taking the 7 Yellow Gems - as mentioned above - you've got kill the Hoodblaster, break the Door, and then break the Cage (while it may sound ridiculous, the other way round, the HMF will run out). After renewing the HMF, you can break one of the Piggybanks, and quickly get the Matuvu in Combo. Now, break the other Pig with a curved shot, and quickly get the Hoodblaster. Collect the Gems, fall down the trap door, and take the remaining 2 Gems.

That way, we might potentially be able to get 2 or even 3 groups of Gems from the fabrics into the Combo. However, I've yet to find a way to include the 3 Gems on the barrels into the Combo, plus, we'd be losing an additional 3 Yellow Gems from the Piggybank which is used to reach the second Tribelle. And then there's still the issue of me not knowing how long the Lockjaw would actually last in a perfectly executed Combo.

Let's face the facts: The 27.120-Points-Combo may be worth something like 500 Points less than the big version, but still allows for a max of 127.369, which, I think, is pretty much as good as you can get even when using IPGs. In addition to that, the big Combo is so difficult that it's basically unplayable, so in conclusion, the former should work just fine. But that's just my two cents.
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Re: Rayman 3 scores

Post by MandM81 »

I'm still a few weeks away from being able to contribute anything as fra as the finer points of the combos go. So for now just one question for Cut about this Hoodboom.

I used to kill this Hoodboom for fun many years ago and I remember the success rate was very small, perhaps one in twenty. How often are you able to make the jump to skip the cutscene?
Cut
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Re: Rayman 3 scores

Post by Cut »

On some days 1/6, on some others 1/10, it depends. My success rate was high enough to consider making the Hoodboom-kill necessary for the final combo, especially since it's at the very beginning. But I know that Xbox has a slighty higher jump height, you could use that to jump on the box near the Tribelle and kill the Hoodboom by another jump from there. Maybe worth the shot.
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Re: Rayman 3 scores

Post by Maz »

Okay, I might need some help again. :P

Following problem: Because I don't really like this whole "Big Combo"-Thing (since it's just way too hard), I tried to come up with an improvement for the normal way... and there might be something in the final room. I haven't tested my idea a lot yet, so I can't say for sure that it's possible, but in theory, it provides a really sick way to get the Matuvu for 2.500 in Combo.

Preparations:

Pull the Lever in the very last room. Also, break the first Wooden Door in this area, and free the Teensie.

The Combo itself:

With the Lockjaw equipped, climb the ladder. Make sure that you land on top without touching the first Yellow Gem. Collect it afterwards, jump over the second Gem, and get the third one. Fall down, break both of the Piggybanks, and take the Gems. Prepare to fall down the hole, but kill the nearby Hoodblaster beforehand (do so as late as possible). Fall down, and take the 2 Yellow Gems on your way. Equip the HMF, and turn to your right. Jump on the barrels, and break the Piggybank. Now get the Gems on the fabric, roll off, and collect the Gems from the Pig. Run towards the HMF, and finish off the running Hoodblaster on you way. Renew the HMF, take the 3 Gems on the barrels, and climb the boxes. Wait as long as possible before defeating the Hoodblaster on the boxes below. Afterwards, get the 3 Gems on the next fabric. Quickly jump back on the boxes, climb further up, and finish off the remaining Hoodblaster. Refresh the HMF, climb up the ladder, and take the leftover Gem to keep up the Combo. Hang onto the ceiling, and collect the 4 Yellow Gems. Drop down, and kill the final Hoodblaster. Turn left, break both the Wooden Door and the Cage, equip the HMF, and zoom in on the Matuvu. The Combo ends here.

That's what I got so far; I'm stuck on including the third group of Gems into the Combo. So far, the Combo is worth 9.580 Points + 100 Points from combining the Wooden Door with those Gems. Also, you'd gain an additional 60 Points for not having to weaken the Hoodblaster in the very last room as preperation. So, in conclusion, that's 80 Points less than the current version. I've had ideas to fix this, but - in my opinion - those would be ridiculous.

So, any ideas? Maybe a completely different approach even?
Cut
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Re: Rayman 3 scores

Post by Cut »

Okay, I'm in CF3 with 72.722 points now so time to look into all that awesome stuff. Of course I failed to record MandM's Matuvu Combo in CF1 because Fraps sucks but I'll redo that in the next few days.

Just out of interest, what are the level scores of all you guys? Because I doubt that we're on the same level of knowledge in all other levels so I could find out where is still stuff to do.

My scores:
FC 46.397, CF 121.730, BOM 101.299, LOTLD 121.099, DOTK 109.789, LS 43.180, SBTC 111.689, HH 109.009, TOTL 116.333
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Re: Rayman 3 scores

Post by Maz »

Should be pretty much the same level here, except maybe for one or two additional pieces of information concerning HH, which I'm going to reveal some time in the near future:

44.250, 109.789, 99.999, 121.099, 109.789, 42.070, 110.789, 109.009, 104.499

I've also given some thought to LOTLD, since I could in theory finish Part 2 with almost 80k Points even without that IPG, but there's neither enough Points in Part 3, nor is there a Combo big enough to reach a new Maximum for the time being.
Cut
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Re: Rayman 3 scores

Post by Cut »

Yeah, LOTLD2 is a crazy case. Especially when you realize that the IPG just makes things easier but a lot of that is doable even without it. I love how I always had my most problems in this part alhtough it's most likely the one with the most points in it.

Right now I have no ideas to take the 2nd Matuvu in CF3 for 2500, it's a really unfortunate setup here since the yellow gems in the final room really invite you to start the combo there, which is the source of all trouble... I find it really promising that I already have 500 points more than on my last CF-run and I didn't even attempt my Matuvu-2-Tribelle-Combo in CF2 which would be another 500 points but of course even when I included that it wouldn't be enough for a real maximum score
1234
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Re: Rayman 3 scores

Post by 1234 »

In the last days i was quite busy, so i couldn´t really test the new ideas from Maz in CF3, but at first sight they´re looking quite great.
Maz wrote:I forgot that after equipping the HMF, there's not enough time to skip all 3 Gems on top of the ladder, which means you've got to break the Wooden Door after falling down, then break the Cage, and THEN get the next HMF.
I´ve tried that some days ago and it´s possible. I could break the door just in time. But the risk to take one of these three gems might be a little bit high.
Maz wrote:Preparations: Pull the Lever in the very last room. Also, break the first Wooden Door in this area, and free the Teensie.
The Combo itself: With the Lockjaw equipped, climb the ladder...
Sounds interesting. I tried it recently a little bit and for the most part it seems to be possible. I´m only not sure, whether you can take the first and the third gem after climbing the ladder and then continue with the piggybanks below.
The rest of the combo should be possible (but i´m not completely sure), but in my opinion this combo would be extremly hard as well.
Cut wrote:Just out of interest, what are the level scores of all you guys? Because I doubt that we're on the same level of knowledge in all other levels so I could find out where is still stuff to do.
My scores are:
FC: 45.770; CF: 115.741; BOM: 100.899; LOTLD: 121.099; DOTK: 109.789; LS: 41.198; SBTC: 110.209; HH: 109.009; TOTL: 104.499

I think the most work should be done in CF, DOTK, HH and TOTL.
In all the other level i couldn´t really imagine a higher maximum without new tricks or glitches:

In FC i had only some small ideas, but probably they´re not possible.

In BOM you can reach over 98k after part 5, but you´d need further 3k for an improvement and without any new tricks i think you couldn´t get these points.

In LOTLD i think the only way to get a new max would be to find a very big combo in part 3 or to find a trick/glitch in part 5 (e.g. taking a yellow gem behind the grid before killing all 5 hoodblaster or whatever). That might be very hard or even impossible though.

In SBTC you can get ~100k without the lums glitch and without the small jumping height advantage. (In the last week i made some videos of the new combos i´ve found. Maybe this combos are already known or there are better combos, but just in case someone´s interested, here is a small playlist: https://www.youtube.com/watch?v=5aDv6Zf ... v4FGvA5CzX Most of this combos are improvable, but they should just show the basic idea)
To get a new max in SBTC you´d either have to improve this combos in summary by over 10k or improve the green gem combo in part 3.
I remember that several months ago, when i was playing this level, i could do an extra kickflip between the red gem and the hoodlock (where the green gem combo starts). I couldn´t kill the hoodlock in time, but maybe it´s still possible. Have someone tried and succeeded in it?

I might be wrong with all those assumptions, but that´s what i think about these five levels. (No new max without new tricks/glitches in BOM, LOTLD, LS, SBTC. Maximal a small improvement in FC).
On the other hand i think that CF, DOTK, HH and maybe TOTL could be improved.
Would be great to hear some opinions from you about those levels (especially if they´re other than mine)

Let´s see what this whole "project" will change in the end regarding the maximas. :wink:
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Re: Rayman 3 scores

Post by Maz »

1234 wrote: Sounds interesting. I tried it recently a little bit and for the most part it seems to be possible. I´m only not sure, whether you can take the first and the third gem after climbing the ladder and then continue with the piggybanks below.
The rest of the combo should be possible (but i´m not completely sure), but in my opinion this combo would be extremly hard as well.
I think I have already managed to keep the Combo going after taking the third Gem. More like, the Combo is currently useless because it doesn't provide enough Points. :|
1234 wrote: In FC i had only some small ideas, but probably they´re not possible.
I've had ideas to boost the Score to ~51k, but FC was a huge letdown... NONE of my ideas seemed to be doable.
1234 wrote: In BOM you can reach over 98k after part 5, but you´d need further 3k for an improvement and without any new tricks i think you couldn´t get these points.
True, but I'm still not fully convinced about Razoff. Sure enough, the Triple Glitch is crazy, but who knows what else might be possible in the mansion? First tests showed no results for me, but maybe I've overlooked something. Either way, it's a fact that we are currently "pretty close" to a new maximum in BOM (Like what, 3k Points short?).
1234 wrote: To get a new max in SBTC you´d either have to improve this combos in summary by over 10k or improve the green gem combo in part 3.
Agreed. Not trying to jinx it, but I think SBTC is near-exhausted for Points.
1234 wrote: I remember that several months ago, when i was playing this level, i could do an extra kickflip between the red gem and the hoodlock (where the green gem combo starts). I couldn´t kill the hoodlock in time, but maybe it´s still possible. Have someone tried and succeeded in it?
Interesting find! Personally, I wouldn't try it though, as the Combo is hard enough as it is. But if you are determined (or desperate :P ), then why not give it a shot?

Although DOTK was majorly improved by Cut (thanks for that, by the way), it's still not enough... and I could imagine that getting the Green Gem in Combo is not as easy as it my sound, but that's pure speculation on my side.

As I said, HH is beatable for Consolse Players (thanks to the Lum-Glitch), but I don't know yet by how much. IF the PC-Score can be improved at all, we're talking about 500-ish here, while Console-Players might get up to 2k Points more; but I haven't extensively tested my version of the final Combo yet, so I don't know how much we can do.

On the topic of TOTL, DTUCC mentioned his walkthrough for 107k Points even without an IPG, so there's obviously work to be done. MandM and me were/are working on it, but it's not all that easy. Currently, we stand at 70k-71k Points for PC-Players after Part 1, but lack the Points and Combos in Part 2 to do anything about the max.

CF should be almost finished by now. Granted, the double Hoodlum in Part 3 was a gamechanger, but I can't imagine any more significant changes to be found.

On LOTLD and LS I fully agree with you.
1234
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Re: Rayman 3 scores

Post by 1234 »

Thanks for explaining your point of view. I agree to your added points.


I think in the next 3-4 weeks i´ll play R3 only quite rarely, because there is lots of work to do for school. :( So i won´t be able to contribute much in the next time.

About HH: Might i ask, whether someone have found some improvements in part 1 in the first room? Cause i can´t find anything useful there.
Also in the warehouse i can´t find really great improvements too. I only have the idea to include the tribelle into the combo in the end, so:
Hoodboom, lums, door, hoodblaster, lums, 8 yellow gems, elite monger, lums, hoodblaster, lums, matuvu, hoodblaster, mushroom, tribelle, 3 red gems. (Hope it´s understandable). Do someone know a better way?
Except of this improvement i could only imagine some small improvements in the last room, but that´s all.
Cut
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Re: Rayman 3 scores

Post by Cut »

I remember a very old Combo invented by Jona which included the Cage into the Warehouse combo (but therefore plenty of other elements not). ~1 year ago I experimented a little with this cage, main problem is not the implementation itself but the duration of the Powerup, but I'm pretty optimistic that I can make something out of this with some more serious investigation. Also the Tribelle in the Warehouse drives me nuts...

In the first room you cold do a 9000-Combo but that requires an IPG since the HMF is faaaar away from lasting long enough. In the last room you could do some shenanigans with the gems and the Hoodboom, it's hard to hit him from below but a 400-Combo could be possible.
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Re: Rayman 3 scores

Post by Maz »

First of all, nice video about the scaffolding Combo. I've had the same idea back when I was looking for things in SBTC, but quickly discarded it because I thought I'd lose too much Points for not using Powersuits. Guess I was wrong. :P

One thing though, you might win an additional 1.500 Points at this; it's not easy, but after killing the Hoodboom with the Throttle Copter, you can run across the bridge, take the Yellow Gem as late as possible, and then jump up and kill the Hoodblaster with the balloon (succeeded once, then never used it again because I found it too hard at that time), which should allow you to get the Elite Monger with the TC. But as long as there's not thousands of extra Points in SBTC, it probably doesn't matter anyway. ;)

About HH: I couldn't find any improvements in the first room either. I'm working on getting the Tribelle into a Combo, but so far, I'm about 0.5 - 1 second short of making it. I'm currently using these 2 Combos:

1: Kill the Hoodboom, convert the Lum, break the Door, kill the Hoodblaster, convert the Lum, collect the Yellow Gems, defeat the Elite Monger, convert the Lum, finish off the Hoodblaster, convert the Lum, take the 3 Yellow Gems on the boxes, lower the Mushroom, and quickly take the Matuvu for 2.500 Points (which is kinda hard, not only because of the timeframe, but also because you can't see the Matuvu at a certain angle).

2: Use the Vortex, and break the Cage. Collect the 12 Yellow Gems, kill the last Hoodblaster, convert the Lum, and take the 3 Yellow Gems on the small ledge.

Also, I could potentially win an extra 20 Points in the very last room, but I have not tested that yet. My main concern is that Tribelle in the warehouse at the moment, and that's a difficult enough problem as it is.

Edit: I tried to play around with the Hoodboom as well, but to no avail.
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Re: Rayman 3 scores

Post by Cut »

Ok, Good News and Bad News!

Good news is: I got the Warehouse Tribelle in a combo. Bad news is: the circumstances are not the easiest to make a Warehouse Combo with it.
http://youtu.be/Xhqdjkoo0tw As you see I can jump from the edge to the Tribelle and do not have to climb. That only works on the very far right, because this spot is outside of the Tribelle's Radius. Also we HAVE to use exactly this hoodlum, the other one which is next to this Hoodlum on the upper boxes of the right half is too far away to do this. Now we need to make a combo out of this. The cage is also letting me down right now but I haven't invested that much time into it so not that big of a deal.

Oh and BTW:
http://youtu.be/d5ABFnLq15k
This is what an IPG-Green-Gem Combo could look like. Including the door allows PC players to take the Matuvu for 1500 points. I'll edit this post when I have some more stuff about the Warehouse. Now we just need an IPG :P
Maz
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Re: Rayman 3 scores

Post by Maz »

Great stuff! That was exactly the way I was trying it, but I never thought of jumping up instead of climbing.

I've had ideas for when this works:

Combo 1: After killing the Hoodblaster, lower the Mushroo, get the Red Gems, and then the Tribelle (obvious).

Combo 2: Breaking the Cage, killing the Hoodblaster, converting the Lum, taking the Matuvu from on top of the box (you can't see it, but you'll be able to zoom in on a certain spot on the wall), and then quickly get the 3 Gems on the ledge (without a Powersuit, most likely).

I already managed to do the second Combo (I could make a video if you wish), now that the Tribelle can be put to good use, that's a lot of Points in the warehouse!
Cut
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Re: Rayman 3 scores

Post by Cut »

Alright, I had a few shots at your combos at I'm really optimistic that this can work out. I calculated everything and we improved the Warehouse by 2.240 points, compared to MandM's solution (not sure if there were some improvements inbetween). It's important though that we include the Wooden Door, the Hoodboom's Lum, the first Hoodblaster's Lum and the Hoodmonger's Lum into the combo, that's required to get the Tribelle for 2500 points in combo! It stinks a little that the Matuvu is worth "only" 1500 combo points but I guess right now we have the best solution without constructing a completely new and absurd combo in the Warehouse. Awesome!
1234
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Re: Rayman 3 scores

Post by 1234 »

Maz wrote:First of all, nice video about the scaffolding Combo. I've had the same idea back when I was looking for things in SBTC, but quickly discarded it because I thought I'd lose too much Points for not using Powersuits. Guess I was wrong. :P

One thing though, you might win an additional 1.500 Points at this; it's not easy, but after killing the Hoodboom with the Throttle Copter, you can run across the bridge, take the Yellow Gem as late as possible, and then jump up and kill the Hoodblaster with the balloon (succeeded once, then never used it again because I found it too hard at that time), which should allow you to get the Elite Monger with the TC. But as long as there's not thousands of extra Points in SBTC, it probably doesn't matter anyway. ;)
Thanks!
And: Nice idea, this should win indeed some points.
I had an idea for an improvement as well: After killing the hoodblaster and converting the lums, take the throttle copter and fly to the lockjaw, on the way kill quickly the hoodboom. Now continue with the rest.
I don´t know, whether it´s possible, since i´ve never tried it, but, since you probably can´t get a new highscore in this level, it doesn´t really matter.
I think some other SBTC-combos, which i´m showing in some videos, are improvable too, but it would cost much more time to record them.
With the current videos i only wanted to show the basic ideas and to know where we are after part 2 at the moment (whether 95k, 100k or even 105k...).

About HH: Great to see this improvments in the warehouse. Maybe we´ll get a new highscore in the end. :)
One question though: Wouldn´t it be better to take the matuvu in the first combo as i described in my previous post?
So: ...Kill the elite monger (maybe convert the lums), take the vortex and jump the boxes, kill the left hoodblaster (maybe covert the lums). Jump on the box closest to the mushroom, take the matuvu, fall down and send a curved shot to the last hoodblaster. Now lower the mushroom and take the gems and the tribelle.

I think it should be possible. If you couldn´t covert those two lums, then this combo would still mean additional 200 points (i hope so at least).
But there are two problems:
1. The second hoodblaster must stay on the right box
2. the last hoodblaster must hit you short before activating look mode (so that he won´t hit you while beeing in look mode anymore)

Sure, this would make the combo much more annoying, but that are still 200 points (if the combo is doable at all).

So, have someone tried that already?
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