Merry Christmas to all, and have some nice free days!
The LOTLD-project is actually still going on, it's just progressing very slowly for various reasons. Anyway, that's the current status:
Since ~last december investigations in part 1 are finished; we can get 45990 points there, I think.
In part 2 I have to test one idea yet, find out at what point the lockjaw will run out in the last combo and record a video with all combos in this part (or at least some attempts).
In part 3, investigations should be pretty much finished already, i guess. So it's just necessary to record a video with all the critical parts (which should all work btw.). If everything in part 2 works out too, I think the maximum will be 124559 points. Also, the ending of the final combo for this maximum actually isn't such a great problem, since for this score you don't need the SJ at the end; and killing the hoodblaster on top of the scaffolding isn't too hard either once you get the hang of it (at least for me there are some other parts of the combo which are much harder). However if you want to use a SJ at the end of the combo to get the gems behind the gate, then this would be extremely difficult indeed; but it'd also lead to ~126k, so it might be worth to put some effort in it.
Anyway, I guess that the new maximum in LOTLD, even though it could be most likely achieved, will remain a "theoretical" maximum, since most of the combos, especially the final one, are just horrible, so noone will play them.
Maz wrote:Oh yeah, I also managed to get the Green Gem in TOTL2 in Combo for 9.000 Points without an IPG. If the Lum-Glitch is exploited well enough, console players should (?) be able to beat the current maximum with that. I don't know if that would be worth it, but let me know in case you're interested, I'd be happy to run some calculations.
Well done! Actually I was never really concerned with TOTL, so I have no idea what's the current status in this level, but I'm still interested in the combo and your calculations, so don't hesitate to post it here!
Also, I thought about FC once again in the last days, but this time maybe more structured. In case you're interested, I'll post the idea which has the highest chance to be possible (compared with my other ideas in FC), below:
In part 4, in the fairy room, after finding André, you can still move for 1-2 seconds before the cutscene will start (which is why the combo-time will run out pretty much immediately after the cutscene). You can use this time e.g. to lower the mushroom beside the hole. That way you'll have optimally 2 seconds left after the cutscene, so that you can renew the vortex and get the yellow gem on the next platform. Then you can kill the last podocrock and finish the combo with the 4 yellow gems between the walls. All this is definitely possible (I succeeded in it).
I also have an idea how the combo might look like, but there's one thing I have to succeed in yet: After activating the hole above the spiral stairs, you can send a curved shot towards the first mushroom in the back, but I'm not sure whether you can use the travel-time of the fist and the two seconds of the mushroom to jump to the next fairy hole and activate it in time (btw., you can't use the last podocrock for that purpose, since you'll need it later on).
If that worked, the combo scheme might look like this (assuming that we'd use the vortex from the last room for the beginning and that it'd last long enough):
Y Y Pc Pc Pc | Fh Y Sd Pc Pc | Y Y Fh Mr Fh | Ah Mr Y Pc Y | Y Y Y *Points: 800-2400-3200
If Cuts idea of connecting the tribelle combo and the fairy combo worked, we could possibly still use my idea, but we'd have to alter the combo a little bit.