Rayman 3 scores

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Maz
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Re: Rayman 3 scores

Post by Maz »

Wow, another extra Hoodlum? How interesting! :P

There's this one idea for the final Combo in CF3. Let me tell you about it (old idea, so the double Hoodlum is not yet included):

4 Preparations have to be made beforehand:
1.) Break the Wooden Door to make the Piggybank accessable.
2.) Pull the Lever to open the gate.
3.) Break the Cage to get the Green Gem.
4.) Make the Hoodblasters stand still. (I don't have access to Rayman 3 at the moment, but if needed, I can make a video on the weekend)

After you've done that, climb up to the platform which the Lever is on, and jump onto the Mushroom to equip the Lockjaw. Then, helicopter through the gate; this is necessary to escape the Hoodblasters' attention. Now climb to the very top floor. Collect the 4 Gems, fall down to the floor below, and break the Piggybank closest to you. Turn to the left, break the lone Pig, and collect the Gems. Now take the 2 Gems from the first Piggybank which are furthest away from the edge. Get close to that last Gem, and take it by rolling off the edge. Run towards the Green Gem, but turn around to break one of the Piggybanks. Collect the Green Gem, roll off the small platform, and quickly break the other Pig (I have succeeded in this, but it requires really good timing; arguably one of the hardest parts of this Combo). Now take the 9 Yellow Gems on the ground, and run towards the Hoodblaster who is stuck on the opened gate. On your way there, you will have to jump up, and break the 2 Piggybanks on the upper floor to keep the Combo going. If you did everything right, you should make it to that Hoodblaster in the nick of time (he has to be weakened beforehand though). Now here's another hard Part of the Combo: Use the Hook to reach the Lockjaw, renew it, roll off the Mushroom, and break the Piggybank. This is most likely THE hardest Part of the Combo. Maybe your double Hoodblaster would come in handy here to gain some extra time? Either way, after breaking the Pig and taking the Gems, kill the remaining Hoodblaster. Finish off the one running on the small bridge as well. Run to where the Green Gem was, and use the platform to get back to the upper floor. Kill the incoming Hoodblaster as late as possible in mid-air. Once you hung onto the edge, immediately jump to the next highest floor (you don't have the time to climb up, you'll have to reach the other edge immediately), and quickly climb up. Get another 2 Yellow Gems, strafe into the Tribelle, fall down, and defeat the last Hoodblaster. After the cutscene, kill the Hoodboom by jumping off the barrel. Take the Matuvu, hit the Slapdash, equip the Vortex, lower the Mushroom, and get everything in the Tribelle's cave into the Combo.

Basic: 6.740 Points
Combo: 25.520 Points
Total: 32.260 Points

The numbers above are, as mentioned, without a double Hoodblaster included. If it were indeed possible to use that, we're talking 33.560 Points here, and the 4 Gems in the Matuvu's cave being the only items in the room not to be taken into the Combo. Needless to say, this way of playing is hella difficult, but there's a potential Maxmium of 125.749/126.749 Points to be reached in this case.
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Re: Rayman 3 scores

Post by MandM81 »

That's pretty much the version I played before other duties put a stop to my R3 time this semester.

The hardest parts are indeed the ones you mentioned. I would also like to add that connecting the last Pig on the upper floor with the Hoodblaster near the gate is pretty hairy.

I wonder how to incorporate the extra Hoodblaster into this combo. Also, I'm interested in seeing what can come out of Cut's version, and if anything can be done regarding the Tribelle in the Cave.
Cut
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Re: Rayman 3 scores

Post by Cut »

MandM81 wrote:What is the nature of this extra Hoodblaster? I mean, exactly what is it that makes him double up, so to speak? Is it due to landing next to him during the cinematic from the Switch?
It's because you killed the Hoodboom which was meant to appear in the cutscene, that messes it up. I assume that this double Hoodlum was intentional for some weird reason, they're two Hoodlums in one. The interesting part is: when you aggro the double Hoodlum by coming too close to him or by only weakening but not killing him upon the first shot, he becomes a single Hoodlum. I assume there are two Hoodlums in here, the one who is meant to appear in the cutscene and the one who is meant to appear ingame. The second one is generated after the cutscene and the first one was meant to be deleted after the cutscene but what actually deletes the first hoodlum is aggroing him. Because you might remember, if you play the Hoodboom-cutscene properly, both Hoodlums are aggroed on you after the cutscene ends which is not the case when you killed the Hoodlboom before. By avoiding the Hoodlums to be aggroed, you keep the Double Hoodlum pretty much alive.

Maz's idea really sounds interesting to me and contains some elements I had in way older versions of this combo. It's hard without a video so it'll take a while for me to get a feeling for this combo but I'm going to try that one.

EDIT:
Ok, I had a few attempts on Maz idea and I'm already pretty convinced that it's possible. The double hoodlum would be worth 1000 additional combo points and I like in general that every hoodlum is worth 1000 combo points, the biggest weakness of my idea was probably the starting area where many points were wasted. And also yeah, the double Hoodlum really should help to make the Lockjaw reload work since he gives you enough time to bring yourself into position before you hook up to the mushroom. It misses out on 6 yellow and 1 red gem but well, you can't have everything. I recalculated CF3 with this combo, you can get 53.210 out of this part which is an improvement of 2.960 points over my old combos. Hell yeah!

BTW guys, since the beginning of my CF-investigations I used to have a txt where all the combos and their values are listed. And I also have a tool to calculate combos and export them into txts. Anyone interested?

EDIT2:
Oh, I just noticed how you guys are playing the piggybanks at the beginning of part 3. This combo is pretty obvious but when you want to do the Double Hoodlum Glitch, you have to kill the Hoodboom before which requires to get the HMF before you get to the second area where the Lockjaw is. That will lose you 1.080 points but instead win you 1.260 on the final combo. Until today I haven't found a way to do enough hits on the Hoodboom to kill him without the HMF, the only way I see would be a really early IPG which would allow us to use the Shock Rocket for that. But I think that's an utopia, IMO there is no cutscene even close to be a possible IPG-trigger in the early level. No big deal though, just hurts to leave 1.080 points behind.
Maz
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Re: Rayman 3 scores

Post by Maz »

First of all, great to see that this project (or whatever you may call it) is progressing so quickly!
Cut wrote: Ok, I had a few attempts on Maz idea and I'm already pretty convinced that it's possible. The double hoodlum would be worth 1000 additional combo points and I like in general that every hoodlum is worth 1000 combo points, the biggest weakness of my idea was probably the starting area where many points were wasted.
So the double Hoodblaster is no problem, that's good news. As I said, I believe that it will make things a lot easier. And yes, the max value for the Hoodblasters is nice, even if it loses the 3 Yellow Gems from the Piggybank. My one concern is whether or not it would be possible to include the 3 Yellow and 1 Red Gems in the cave into the Combo somehow; we may very well need an entirely different approach to succeed in it.

Just for clearification, you don't really lose 1.080 Points, do you? You'll lose 1.000 Points for not getting the Hoodblaster in Combo, but you'll gain 100 Points for one of the Pigs, so it should be "only" 900 Points (unless you lose Points elsewhere). Also, there's an additional 260 Points for the Hoodboom, so in the end, it should be a loss of around 500 Points. And considering that we can get a lot of Extra-Points by doing it this way, I'd say it's worth it.

By the way, my original concern was HH, I take it we can postpone that discussion until CF has been concluded?
Cut
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Re: Rayman 3 scores

Post by Cut »

HH:
https://www.youtube.com/watch?v=aha1U_vgy-o Credits go to DTUCC
That is 99% an IPG. Unfortunately, the only way to crash the Warehouse cutscene to cause an IPG also softlocks the game. I haven't looked into that for a long time so maybe I can make this work. It would give us way more freedom in the Warehouse and would allow us to combo the Green Gem for 9000 points. Also I'm really interested in your idea for the Matuvu Combo in HH3, I have a clear assumption already but I wonder if the Lockjaw lasts long enough

Problem with the Double Hoodlum thing is that the Hoodblaster who runs around the Mushroom will definetly get stuck at the wooden door and I can't estimate if thats a little bit too far away to combo him with the piggybank. But we'll see about that. Yeah, it's not really 1.080 points, but still it's a loss. But not that we can do much about that.
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Re: Rayman 3 scores

Post by RibShark »

Cut wrote:HH:
https://www.youtube.com/watch?v=aha1U_vgy-o Credits go to DTUCC
That is 99% an IPG. Unfortunately, the only way to crash the Warehouse cutscene to cause an IPG also softlocks the game. I haven't looked into that for a long time so maybe I can make this work. It would give us way more freedom in the Warehouse and would allow us to combo the Green Gem for 9000 points. Also I'm really interested in your idea for the Matuvu Combo in HH3, I have a clear assumption already but I wonder if the Lockjaw lasts long enough
That particular area seems to softlock if you skip either lowering the bridge or opening the gate (not sure which). Try doing that first, if it will still allow for more points.
Cut
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Re: Rayman 3 scores

Post by Cut »

Opening the gate? that sounds too simple to make me believe I haven't tried that already but I will do! That sucks a little bit because then we couldn't get the green gem for 9000 but a better warehouse combo including the cage would still be possible. And points are points

EDIT: Ok, opened the gate before. The game doesn't softlock but you don't get an IPG either. When I hold strafe, the camera slowly moves towards Rayman (like it did in the video) but at some points it returns back into the warehouse and plays the cutscene normally (it gets not even close to the corridor where rayman stands in). So much sadness
1234
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Re: Rayman 3 scores

Post by 1234 »

The project is really making rapid progress. You´re nearly posting faster than i´m reading. Thanks to all for sharing this things. :)
Maz wrote:3.) In lights of 1 and 2, a way to reach the secret room in Part 3 (which turned out a lot harder than expected).
I read your suggestion to postpone the discussion about HH, but i´ll try to solve problem 3.) nevertheless:
You can use some SJs to reach the secret room, i´ve made a video of it:
https://www.youtube.com/watch?v=cXUnmQ2H9Hk
In the video i need some tries to make the SJs work, so i couldn´t take the gems with a powerup, but when you play without errors you should be able to make the lockjaw last long enough. Except of that you can also reach the level, where the hoodboom is, much faster. I don´t remember how, but i once i could reach the level (as far as i know) by using a hook.


About CF3: I can tell you an idea i had some time ago to include the gems in the cave, but at first it´s an old idea, so it doesn´t include the double hoodlum and secondly i´m not completely sure, whether it´s possible.
In the next days i´ll think about a better combo.
Maz wrote:After you've done that, climb up to the platform which the Lever is on, and jump onto the Mushroom to equip the Lockjaw. Then, helicopter through the gate; this is necessary to escape the Hoodblasters' attention. Now climb to the very top floor. Collect the 4 Gems, fall down to the floor below, and break the Piggybank closest to you.
Take the gems and fall down. Take the gems on the water.
Maz wrote:Run towards the Green Gem, but turn around to break one of the Piggybanks. Collect the Green Gem, roll off the small platform, and quickly break the other Pig (I have succeeded in this, but it requires really good timing; arguably one of the hardest parts of this Combo). Now take the 9 Yellow Gems on the ground, and run towards the Hoodblaster who is stuck on the opened gate. On your way there, you will have to jump up, and break the 2 Piggybanks on the upper floor to keep the Combo going. If you did everything right, you should make it to that Hoodblaster in the nick of time (he has to be weakened beforehand though). Now here's another hard Part of the Combo: Use the Hook to reach the Lockjaw, renew it, roll off the Mushroom, and break the Piggybank. This is most likely THE hardest Part of the Combo. Maybe your double Hoodblaster would come in handy here to gain some extra time? Either way, after breaking the Pig and taking the Gems, kill the remaining Hoodblaster.
Run towards the cave. On the way kill the hoodblaster on the small bridge. Enter the cave and take the gems. Run out of the cave towards the small platform. Kill one hoodblaster on the way. Jump on the level with the lone pig. Send a curved shot to the pig and jump on the next level.
Maz wrote:Get another 2 Yellow Gems, strafe into the Tribelle, fall down, and defeat the last Hoodblaster. After the cutscene, kill the Hoodboom by jumping off the barrel. Take the Matuvu, hit the Slapdash, equip the Vortex, lower the Mushroom, and get everything in the Tribelle's cave into the Combo.

I haven´t read the whole discussion yet, so maybe i missed it, but could someone explain shortly what a softlock IPG is and how to trigger it? I found a video, where someone shows such an IPG in BOM2, but i don´t completely understand, what he is saying (my "great" english skills... :pfff: )
https://www.youtube.com/watch?v=NVG_zzfRWn4
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Re: Rayman 3 scores

Post by RibShark »

1234 wrote:The project is really making rapid progress. You´re nearly posting faster than i´m reading. Thanks to all for sharing this things. :)
I haven´t read the whole discussion yet, so maybe i missed it, but could someone explain shortly what a softlock IPG is and how to trigger it? I found a video, where someone shows such an IPG in BOM2, but i don´t completely understand, what he is saying (my "great" english skills... :pfff: )
https://www.youtube.com/watch?v=NVG_zzfRWn4
Right. First off, don't trust that guy on YouTube. Second, I believe that a softlock IPG can be done anywhere by getting squashed (by falling maybe) before exiting a level, however I am not sure. The exact quote is " If you splat Rayman upon exiting a level when the game is required to change Rayman's position in a cut-scene by say, having him walk into the Murphy stamp trigger, you can get in this state.". I guess this would be banned if it does work anywhere.
Cut
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Re: Rayman 3 scores

Post by Cut »

@1234: A softlock IPG means that you broke a cutscene in a way that it's cancelled (this is what usually happens when you trigger an IPG) but you don't get the control over the game back and you can't move at all while you're still locked in a cutscene. So pretty much a useless IPG.

That IPG in BOM2 sounds kinda interesting for scientific purposes, how exactly can I trigger that? I haven't fully understood that. I guess it would be "banned" if this was possible everywhere but that would have to be proven first

EDIT
@Maz: since we now have the Double Hoodlum, renewing the Lockjaw is totally not anymore the hardest part of the combo, it will be connecting the piggybank with the Hoodlum. My question is now, do you really need both piggybanks to be even able? Meaning, the first piggybank to bring yourself into position and the second one to time it perfectly? Because I might have found a way to include 2 of the 3 piggybank gems but that would mean that there is only 1 piggybank left. Maybe you're a little more experienced with this technique than I am, otherwise I will have to find out on my own.
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Re: Rayman 3 scores

Post by MandM81 »

1234 wrote:Run towards the cave. On the way kill the hoodblaster on the small bridge. Enter the cave and take the gems. Run out of the cave towards the small platform. Kill one hoodblaster on the way. Jump on the level with the lone pig. Send a curved shot to the pig and jump on the next level.
I'm not sure I quite follow, but it sounds cool. Are you able to make a video of this?
Cut wrote:BTW guys, since the beginning of my CF-investigations I used to have a txt where all the combos and their values are listed. And I also have a tool to calculate combos and export them into txts. Anyone interested?
I have set up a spreadsheet for that purpose. But I would like to see this tool.
Cut
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Re: Rayman 3 scores

Post by Cut »

Have I understood it correctly that you guys are struggling to take the 1st Matuvu in CF1 for 2500 points with the IPG? Because I just noticed that we never even tried to take him for 2500 with the IPG (but I know it's possible without) since we had the IPG in the 2nd area of this part to make up these 500 points.

These "Export" Buttons should be useless for you since you don't use txts, I just implemented those for myself. But the rest should be self-explanatory.

Oh BTW, I just calculated everything we have right now in the DOTK, currently we can get 105.220 points (14.430/29.610/40.240/60.890/63.890/67.470) after the 2-Green-Gems-Combo without any Lums Glitches. I have searched for ways to combo all 3 Matuvus in DOTK part 2 for 500 points each but the camera is just weird (and for the 3rd Matuvu the angle is just too steep. Maybe not but most likely). So a 3000 or even a 6000-combo in DOTK part 3 would be absolutely necessary, PC-players could get 111.220 points and console players up to 114.000 points. These differences suck ass but yeah whatever, improvement is improvement

Another side projects worth mentioning are the LS where we tried a few times to combo the green gem in part 2 for 4500 points (44.780 in total) and the FC, where we are at 49.080 points in theroy without even knowing if our combos are possible.
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1234
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Re: Rayman 3 scores

Post by 1234 »

MandM81 wrote:I'm not sure I quite follow, but it sounds cool. Are you able to make a video of this?
At first i´ve only made the one part of the combo. Here is the video. https://www.youtube.com/watch?v=SyZAJpc ... e=youtu.be
If you want to see the whole combo, it´ll take much more time, since i never played that combo before. I couldn´t also guarantee to succeed in this, but i can try it of course.

(About CF3) Have someone already thought about taking everything in the main room, killing the hoodboom as the last item and then continuing the combo with the next room? I haven´t made any tests yet, but maybe you could, after entering the next room, kill one hoodblaster, break the piggybank, take the gems, jump on the barrels and then on the netting, kill a near hoodlum, run/jump to the last hoodlum on the top (near the HMF), kill him, take the HMF, climb the ladder, follow the gem path, fall down, renew the HMF while breaking the piggybanks, take the gems, kill the hoodlums and take the matuvu.

I haven´t thought much about it and i also haven´t made any calculations, so the idea might be useless, but maybe it´s worth some tests.
Cut wrote:...FC, where we are at 49.080 points in theroy without even knowing if our combos are possible.
Weird, i came exactly at the same number of points. Are following part scores the same as yours?
part 2: 4860 points
part 3: 14150 points
part 4: 13720 points
total: 49080 points

Also, exactly as you, i don´t know, whether those combos are possible. :P
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Re: Rayman 3 scores

Post by Maz »

Interesting way, but I see some problems with it:

First, you somehow have to get at least 10 items before taking the Green Gem. In the current variation, if you were to not include the Piggybank you used to keep the Combo going, you would only get 9 items. That in itself wouldn't be too much of a problem, however, you still have to make it to the first Hoodblaster on time, plus, you've got to get him for 1.000 Points - and that's where I see some major issues.

I have tried connecting the two rooms, but it's possible just one way, namely starting in the final room, and then going back to the stronghold. You can kill a Hoodblaster, and then barely reach the Pig to keep the Combo going, the other way round, there's not enough time. Also, I don't know whether it's possible to get the Hoodboom as the final object without a huge loss of Points.
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Re: Rayman 3 scores

Post by Cut »

Okay, I experimented a little with the Double Hoodlum and I'm a little bit concerned. Because when you do this Glitch, it'll cause the Stronghold's door to be "more open" (the angle is a little different) upon using the lever. That makes the Hoodlum who runs around the mushroom get stuck on the door and thus he stands a little bit farer away than he would without this glitch...

But other than that, there are some things you have to pay attention to when you reload the Lockjaw with the help of the Double Hoodlum but it should work out. Just the connection between piggybank and the Hoodlum will be clutch as hell. The only way i see to integrate more gems into this combo would require to leave only one piggybank left on the upper level and now I'm 99% sure you NEED both to make this connection happen. That stinks...

oh btw, our FC scores are 4.560, 14.150, 13.820, 8.360, 8.190
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Re: Rayman 3 scores

Post by MandM81 »

1234 wrote:Here is the video. If you want to see the whole combo, it´ll take much more time, since i never played that combo before. I couldn´t also guarantee to succeed in this, but i can try it of course.
Thanks for taking the time to making the video. It's rather cool, and amazing to see the Hoodblaster suddenly appear at the entrance to the Cave. I will give this segment some further thought when I open the game again next month. When you have some free time you are most welcome to make a video run through of the entire combo. :P
Cut wrote:Okay, I experimented a little with the Double Hoodlum and I'm a little bit concerned. Because when you do this Glitch, it'll cause the Stronghold's door to be "more open" (the angle is a little different) upon using the lever. That makes the Hoodlum who runs around the mushroom get stuck on the door and thus he stands a little bit farer away than he would without this glitch...
That could be fairly damaging to the strategy. When I stopped playing a few months ago the only thing missing for me to finish part 3 was connecting the Pig on the upper level with the Hoodblaster near the gate. So if this becomes even harder, well, it sucks...

Cool tool! And I notice you (obviously) have taken into account the Green Gem issue with a Powerup.

As for the IPG Look Mode, well, if you have read the previous posts on the subject you'll know it doesn't work for Xbox (and some PCs?). Good men have tried and failed spectacularly in manipulating the IOG Look Mode. We have tried to understand the reason behind this and we have a guess as to what causes it.

It's possible for me to take the second Matuvu in CF1 for a 2.000 points combo by looking straight at it from the platform below the entrance area after hitting the Pig below.

One can say it's a moot point as I don't play with the IPG anyway, but should I or any other Xbox player decide to do it someday we'll have a whopper of a disadvantage wherever a Matuvu can't be caught with a straight look.

I guess you use the combo time after the HMF Hoodblaster to get the first Matuvu for 2.000 points? How much do you get from the second Matuvu?
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Re: Rayman 3 scores

Post by 1234 »

Maz wrote:First, you somehow have to get at least 10 items before taking the Green Gem. In the current variation, if you were to not include the Piggybank you used to keep the Combo going, you would only get 9 items. That in itself wouldn't be too much of a problem, however, you still have to make it to the first Hoodblaster on time, plus, you've got to get him for 1.000 Points - and that's where I see some major issues.
I think, you can get those 10 items, when you take the gems on the water before.
So: You start on the very top floor. Take the 4 gems, fall down and break the left piggybank of the three. Then, instead of breaking the left lone piggybank, take the 3 appeared gems and fall down (8 items). Now take at least one gem on the water, run towards the green gem, break on the way the piggybank in the corner, take the green gem, roll of the edge, break the second piggybank and take all the remaining gems there, run towards the hoodblaster, on the way break two piggybanks above you. (22 items). I´m quite sure, that it´s possible.
I think that should allow you to take the green gem for 9000 combo points and the first hoodblaster for 1000 combo points. :)
Maz wrote:I have tried connecting the two rooms, but it's possible just one way, namely starting in the final room, and then going back to the stronghold. You can kill a Hoodblaster, and then barely reach the Pig to keep the Combo going, the other way round, there's not enough time. Also, I don't know whether it's possible to get the Hoodboom as the final object without a huge loss of Points.
I tried it and i could barely kill a hoodblaster in the next room in time. To do so you have to kill the hoodboom with a curved shot from a great distance (strafe backwards until the red circle turns blue). Then you can be fast enough.
The other problem is, as you said, to get in total more points. The "worst" item would be probably the tribelle in the cave.
Positive is, that in the two last rooms you would get 2500 combo points for the matuvu and 1000 combo points for each hoodlum.
After i´ve finished SBTC, i´ll maybe try to "create" a useful combo based on this idea.
MandM81 wrote:Thanks for taking the time to making the video. It's rather cool, and amazing to see the Hoodblaster suddenly appear at the entrance to the Cave. I will give this segment some further thought when I open the game again next month. When you have some free time you are most welcome to make a video run through of the entire combo. :P
You´re welcome. :)
Maybe i´ll try to record the combo after SBTC (in case the above mentioned idea would be useless)
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Re: Rayman 3 scores

Post by Cut »

MandM, can you record a short video of how the IPG-Look-Mode looks like on Xbox when you have access to the game again? I'm intersted in seeing that. The problems on good computers weren't known to me. Mountain Goat could do this trick without a problem and he as a really good computer afaik. Weird.
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Re: Rayman 3 scores

Post by Maz »

I can't play Rayman 3 during the week. Nevertheless, I've given some thought to 1234's way; Maybe it's possible to do this bit without the Piggybank? Like, wait as long as possible before killing the Hoodblaster, then reaching the edge towards the upper floor, immediately jumping towards the other edge, and quickly getting the first Yellow Gem in front of the Tribelle? That way, we could include the Piggybank in the start, AND get the additional 500 Points for those 4 Gems. For now, it's just hypothetical, but it might be an option.

Edit: I just remembered that, going by DTUCC's video, the Hoodblaster running on the bridge will appear before the double Hoodblaster is killed. That might be a slight issue here.
1234 wrote: I tried it and i could barely kill a hoodblaster in the next room in time. To do so you have to kill the hoodboom with a curved shot from a great distance (strafe backwards until the red circle turns blue). Then you can be fast enough.
The other problem is, as you said, to get in total more points. The "worst" item would be probably the tribelle in the cave.
Positive is, that in the two last rooms you would get 2500 combo points for the matuvu and 1000 combo points for each hoodlum.
After i´ve finished SBTC, i´ll maybe try to "create" a useful combo based on this idea.
Now that you mention it, the reverse version of this required the last Hoodblaster in the room with the crates to be next to the Piggybank, whereas he would usually stand at the entrance when entering this room, so you're most likely right. My bad. :P

As you said, the Tribelle in the cave is a concern in that version. Just like Cut, I've had ideas which included passing the first Gem, taking the second, strafing into the Tribelle, taking the first Gem NOW, then rolling out, and killing the Hoodblaster near the Mushroom. But first of all, said Hoodblaster is being a downright bitch about it, and secondly, it's impossible to play with the way the Combo starts at the moment, because you need this Hoodblaster to keep up the Combo. Maybe further investigations will help, but I just don't see any other way to include the cave's Tribelle into this Combo if you want to go with that. And remember, connecting it with the final room gains you ~1.500 Points at best (let's say 500 for the Matuvu, 400 for 2 Hoodblasters, and around 600 for the Gems), so you're not allowed to lose any more than that with a new Combo. Don't wanna bring down your hopes there, but the chances of succeeding are basically zero there.

Edit 2: Just read Cut's edit; seems like you tested it yourself already, but anyways: going by my experiences, making the Combo work with just one Piggybank is utterly impossible. The break between getting both Piggybanks allows you to move closer to the Hoodblaster, which is crucial.

Edit 3: I've just had an idea to make my whole previous stuff useless; it could potentially be a way to realise 1234's idea:

Preps:

1.) Break the Wooden Door with the Piggybank behind it.
2.) Open the gate.
3.) Have the Green Gem provided.
4.) Stop the Hoodblasters from moving.
5.) Go to the final room. Pull the Lever.
6.) Free all the Teensies (I know the Lockjaw alone wouldn't last long enough, thus, having access to a few HMFs is vital!).

Now for the Combo itself:

Equip the Lockjaw, and climb to the very top floor. Collect the 4 Yellow Gems, fall down, and break the first out of 3 Piggybanks. Collect the Gems, and drop down to the floor. Take one of the Gems on the water, break one of the nearby Piggybanks, and take the Green Gem. Roll off the edge to break the other Pig on time. Collect the remaining Gems, and close in on the Hoodblaster stuck on the gate. Break the remaining 2 Piggybanks on the upper floor before killing him. Now finish off one of the double Hoodblasters to make the one running across the bridge appear. Kill him, and equip the Vortex. Head to the Tribelle's cave. Carefully pass the first Gem for now, and take the second one instead. Strafe into the Tribelle, and collect aforementioned Gem on your way out. Wait as long as possible before lowering the Mushroom, and quickly make your way over to the Pig to keep the Combo going. After getting all the Gems, kill the second Hoodblaster. Renew the Lockjaw. Kill one of the 2 newly summoned Hoodblasters, and quickly climb up towards the Tribelle. As soon as you got it, fall down in order to kill the remaining Hoodblaster. After the cutscene, get to a position from which you could hit the Slapdash (A/N: make sure that you're as far away as possible, though) before activating the Look-Mode and taking the Matuvu. Send a curved shot towards the Slapdash. Jump back to the upper floor, and weaken the Hoodboom a few times. Once you're about to run out of Combo-Time, break the lone Piggybank to the right. Now finish off the Hoodboom from as far a distance as possible with a curved shot. Take the 3 Gems from the Pig, and quickly make your way over to the final room. Kill the Hoodblaster waiting at the entrance. Break the Piggybank, and collect the 3 Yellow Gems, before equipping the HMF (A/N: As I said, I can't play at the moment, but I could imagine that the Lockjaw would be to run out at this point. If it's not, maybe one should try to reach the 2 Yellow and 1 Red Gems on the fabric, and then continue this Combo.). Get the 3 Gems on the barrels, and finish off the Hoodblaster standing nearby before you climb up the boxes. Make sure to wait as long as possible before defeating another Hoodblaster, and equip the next HMF. Quickly climb up the ladder, and take the 3 Yellow Gems. Proceed by getting the Yellow Gems on the netting as well, and fall down. Kill the nearby Hoodblaster, and equip yet another HMF. Break the final Wooden Door, and finish off the remaining Hoodlum. Renew the HMF. Now take the Matuvu, and break the Piggybank afterwards. Finally, after taking all the freshly provided Gems, fall down the small trap door, and collect the remaining 2 Yellow Gems on your way down.

Phew!

As mentioned several times by now, I'm completely unable to test out any of my ideas, so this might be completely impossible; although I hope it's not.

Advantages/disadvantages:

+ getting both rooms connected
+ keeping the start almost the same
+ hopefully taking the cave's Tribelle for 2.500 Points
+ it'd be one hell of a big Combo
- including neither of the Yellow-Red-Yellow-Gem-Groups in the final room into the Combo (Although I pretty much came up with the idea above on the spot, maybe more thourough investigations will open up new ways?)

If I get some time on my hand, I'm gonna test this myself this weekend. Let's see how it turns out! ;)
Cut
Mocking Bird (good)
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Re: Rayman 3 scores

Post by Cut »

Without playtesting it, that idea sounds really awesome. IMO the most important aspect of new combos in CF part 3 is to improve the total outcome of the part. Right now our Maximum Combo is worth 26.7k combo points while we can get almost exactly 127k out of the whole level. On the one hand, your combo drastically improves the final room of CF3 (since f*cking everything in there is taken for x10), on the other hand we lose straight 1260 points by not implementing the fabrics. The final room of CF3 is the weakest part of the Final-Area-Combo since we take two Hoodlums only for 800 and the Matuvu only for 2000. Also taking the yellow gems into account, we can maybe improve this area by ~1.900 points. It's a question of calculating everything well and right now not sure if 500 points improvement would make me play this madness :P
So If there is a chance to make this happen, we should really focus on the fabrics. They are worth more than every cave and every piggybank in the Stronghold.

EDIT: okay, there is definetly no IPG in HH part 1. Every way to break the softlock also breaks the IPG.
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