Rayman 3 scoring system: Difference between revisions
m →Development: Updated the highest known score |
Hunchman801 (talk | contribs) Manual of style |
||
| (4 intermediate revisions by 2 users not shown) | |||
| Line 1: | Line 1: | ||
''[[Rayman 3]]'' is the first game in [[Rayman (series)|the series]] to introduce a score system in an arcade-style format. Until the reformat of [[RaymanZone]], players were able to enter the key code | ''[[Rayman 3]]'' is the first game in [[Rayman (series)|the series]] to introduce a score system in an arcade-style format. Until the reformat of [[RaymanZone]], players were able to enter the key code provided at the end of the game in order to participate in a worldwide score ranking. A new Hall of Fame was created on [[Rayman Pirate-Community]] in 2009. The score system notably increased the replay value of the game. | ||
==The combo mode== | ==The combo mode== | ||
===Basic mechanics=== | ===Basic mechanics=== | ||
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. | 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: | First is a list of how long the various objects will keep the combo mode activated: | ||
| Line 11: | Line 11: | ||
[[Hoodlum]]s, [[Muddibog]]s, [[Ninja Crab]]s and the last [[Podocrock]] in the group: 6 seconds. | [[Hoodlum]]s, [[Muddibog]]s, [[Ninja Crab]]s and the last [[Podocrock]] in the group: 6 seconds. | ||
In order to keep the combo mode activated after an object from first group, it is necessary to | In order to keep the combo mode activated after an object from the first group, it is necessary to 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 this 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: | 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: | ||
| Line 21: | Line 21: | ||
*Objects: 21 – : These objects will have their points quintupled 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 [[Jewel|yellow gems]] for example. | In order to maximize the score under these rules, it is a good strategy to save objects with high points for as late in the combo as possible and start the combo with low-points objects, like [[Jewel|yellow gems]], for example. | ||
As an example consider a combo with five [[Jewel|yellow gems]], five [[Jewel|red gems]] and one [[Jewel|green gem]]. These objects can be combined in many ways | As an example, consider a combo with five [[Jewel|yellow gems]], five [[Jewel|red gems]] and one [[Jewel|green gem]]. These objects can be combined in many ways; consider a few variations. Let y denote a [[Jewel|yellow gem]], r a [[Jewel|red gem]] and g a [[Jewel|green gem]]. One combo could look like this: | ||
*gyyyy | yrrrr | r | *gyyyy | yrrrr | r | ||
| Line 47: | Line 47: | ||
This combo is worth: 4·10 + 2·5·30 + 3·1500 = 4840 points | 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. | 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. If the combo were played with a [[Laser-Washing Powder|Power-up]], the difference would have been 8900 points. | ||
===The [[Jewel|green gem]] problem=== | ===The [[Jewel|green gem]] problem=== | ||
There is quirk in the game concerning the [[Jewel|green gem]] taken in combo with a [[Laser-Washing Powder|Power-up]]. If the [[Jewel|green gem]] is object number 16 or higher it | There is a quirk in the game concerning the [[Jewel|green gem]] taken in combo with a [[Laser-Washing Powder|Power-up]]. If the [[Jewel|green gem]] is object number 16 or higher, it will not 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 [[Jewel|green gem]] is likely that it 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 [[The Summit Beyond the Clouds|SBTC]] part 2. | However, there are at most three places where this is a problem. One place is famously the secret room in [[The Summit Beyond the Clouds|SBTC]] part 2. It is important to include the [[Jewel|green gem]] in this combo as object number 11 – 15; otherwise, it will not count. | ||
The other two places are in [[The Longest Shortcut|LS]] part 1, the secret room combo and in [[The Desert of the Knaaren|DOTK]] part 7 the [[Jewel|green gems]] combo. | The other two places are in [[The Longest Shortcut|LS]] part 1, the secret room combo and in [[The Desert of the Knaaren|DOTK]] part 7 the [[Jewel|green gems]] combo. | ||
Note: The problem | Note: The problem does not arise when not using a [[Laser-Washing Powder|Power-up]]. | ||
===How to pass 100.000 points=== | ===How to pass 100.000 points=== | ||
It is not possible to keep scoring when | It is not possible to keep scoring when reaching 100.000 points; the counter simply stops and no more points are added. 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 | 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 that the player has stopped scoring before reaching 100.000 points. The way to get the most out of 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. | Here is an example that shows how to use this. Consider the previous example with five [[Jewel|yellow gems]], five [[Jewel|red gems]] and one [[Jewel|green gem]]. Using the following combo, which is worth 4840 points: | ||
*yyyyy | rrrrr | g | *yyyyy | rrrrr | g | ||
The sum of the points from the [[Jewel|gems]] is: 5·10 + 5·30 + 1500 = 1700 points. | |||
To find the required points before playing this combo, one must subtract the points from the desired limit. In order to get the most out of this combo, it is necessary to have this amount of points before starting the combo: | |||
99.999 – 1700 = 98.299 points | 99.999 – 1700 = 98.299 points | ||
When | When the combo is finished, the counter will show 99.999 points. This allows the combo points of 4840 to be added to the counter, and the final score will be: | ||
99.999 + 4840 = 104.839 points | 99.999 + 4840 = 104.839 points | ||
| Line 80: | Line 80: | ||
This section deals with the situation where bonus points can be used to pass the scoring limit. It is only relevant in [[Clearleaf Forest|CF]] part 4, but the calculations will nevertheless be done in full here. | This section deals with the situation where bonus points can be used to pass the scoring limit. It is only relevant in [[Clearleaf Forest|CF]] part 4, but the calculations will nevertheless be done in full here. | ||
It turns out that bonus points that | It turns out that bonus points that come from defeating a [[Hoodmonger|Hoodblaster]] with one hit are added to the counter regardless of the score. To clarify, if the player has 99.899 points and defeats a [[Hoodmonger|Hoodblaster]] with one hit, a 30-point bonus is added on top of the 100 points from the [[Hoodmonger|Hoodblaster]] itself. The score would therefore be: 99.899 + 100 + 30 = 100.029 points. If one has more than 99.899 points when defeating the [[Hoodmonger|Hoodblaster]], no points will be awarded because the scoring limit of 99.999 points has been passed. | ||
Now for the calculations of the maximum score [[Clearleaf Forest|CF]]. The maximum score in this level is achieved through the combo where [[Rayman]], wearing the [[Master Kaag|Hoodstomper]] (boss) outfit, steps on three [[Slapdash]]es and 27 [[Hoodmonger Soldier]]s. Each [[Hoodmonger Soldier]] is worth 100 points plus 30 bonus points. Again scoring must stop on 99.999 points before combo points are added. | Now for the calculations of the maximum score in [[Clearleaf Forest|CF]]. The maximum score in this level is achieved through the combo where [[Rayman]], wearing the [[Master Kaag|Hoodstomper]] (boss) outfit, steps on three [[Slapdash]]es and 27 [[Hoodmonger Soldier]]s. Each [[Hoodmonger Soldier]] is worth 100 points plus 30 bonus points. Again, scoring must stop on 99.999 points before combo points are added. First, calculate the sum of the points from each of the [[Slapdash]]es and [[Hoodmonger Soldier]]s: 3·30 + 27·130 = 3600 points. | ||
Now | Now calculate: 99.999 – 3600 = 96.399 points. | ||
But since the 30 bonus points from the last [[Hoodmonger Soldier]] (no. 27) are added to the counter, the actual score before | But since the 30 bonus points from the last [[Hoodmonger Soldier]] (no. 27) are added to the counter, the actual score before playing this combo should be: | ||
96.399 + 30 = 96.429 points. | 96.399 + 30 = 96.429 points. | ||
| Line 105: | Line 105: | ||
*yyyyy | rrrrr | g | *yyyyy | rrrrr | g | ||
This time | This time, the combo is played with a [[Laser-Washing Powder|Power-up]]. Using the previous calculations concerning this combo: | ||
The sum of points: 2·1700 = 3400 points | The sum of points: 2·1700 = 3400 points | ||
| Line 111: | Line 111: | ||
The combo points: 2·4840 = 9680 points | The combo points: 2·4840 = 9680 points | ||
Using the original rules, | Using the original rules, the result would be: | ||
Points needed before the combo: 99.999 – 3400 = 96.599 points | Points needed before the combo: 99.999 – 3400 = 96.599 points | ||
| Line 123: | Line 123: | ||
Total score: 99.999 + 9680 + 1500 = 111.179 points. | Total score: 99.999 + 9680 + 1500 = 111.179 points. | ||
Note: This is the only level where the maximum | Note: This is the only level where the maximum score is reached through [[Jewel|gems]] taken with a [[Laser-Washing Powder|Power-up]]. So these special calculations are not needed elsewhere. | ||
This section concludes with the actual calculations for part 5 in [[The Land of the Livid Dead (Rayman 3)|TLOTLD]]. | |||
The combo used is the following and the [[Laser-Washing Powder|Power-up]] is the [[Shock Rocket]]: | The combo used is the following and the [[Laser-Washing Powder|Power-up]] is the [[Shock Rocket]]: | ||
| Line 135: | Line 135: | ||
The value of the combo: 4·200 + 2·(2·20 + 3·60) + 3·(2·60 + 2·3000) = 19.600 points | The value of the combo: 4·200 + 2·(2·20 + 3·60) + 3·(2·60 + 2·3000) = 19.600 points | ||
Now | Now the final calculations can be made, keeping in mind that 1500 points must be added as above: | ||
Points needed before the combo: 99.999 – 7640 + 1500 = 93.859 points | Points needed before the combo: 99.999 – 7640 + 1500 = 93.859 points | ||
| Line 147: | Line 147: | ||
==Solutions== | ==Solutions== | ||
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. | 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]]=== | ===[[The Fairy Council]]=== | ||
{{Main|Solution of the Fairy Council}} | |||
*Part 2. The Turtle Trick allows | *Part 2. The Turtle Trick allows the player to return to the first area with hands available. | ||
*Part 3. The Lift Trick allows | *Part 3. The Lift Trick allows the player to use the lift and jump/helicopter to the [[Hoodmonger|Hoodblaster]] platform. | ||
===[[Clearleaf Forest]]=== | ===[[Clearleaf Forest]]=== | ||
{{Main|Solution of Clearleaf Forest}} | |||
*Part 2. The [[Pigpot|Piggybank]] Trick allows | *Part 2. The [[Pigpot|Piggybank]] Trick allows the player to either jump from one [[Pigpot|Piggybank]] directly to the upper level, or to roll from one [[Pigpot|Piggybank]] into another to be launched high enough to reach the upper level. | ||
===[[The Bog of Murk]]=== | ===[[The Bog of Murk]]=== | ||
{{Main|Solution of the Bog of Murk}} | |||
*Part 3. Wait until the [[Hoodmonger|Hoodblaster]] survives and play the part from there. | *Part 3. Wait until the [[Hoodmonger|Hoodblaster]] survives and play the part from there. | ||
*Part 5. The [[ | *Part 5. The [[Razoff]] Glitch. This glitch allows the player to hit [[Razoff]] two or three times for up to 9000 extra points. | ||
*Part 6. It is possible to make [[ | *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 (Rayman 3)|The Land of the Livid Dead]]=== | ===[[The Land of the Livid Dead (Rayman 3)|The Land of the Livid Dead]]=== | ||
{{Main|Solution of the Land of the Livid Dead}} | |||
* Part 2: In the Xbox version, [[Rayman]] can jump the [[balloon]]s and get the [[Vortex]]. | * Part 2: In the Xbox version, [[Rayman]] can jump the [[balloon]]s and get the [[Vortex]]. | ||
| Line 178: | Line 178: | ||
===[[The Desert of the Knaaren]]=== | ===[[The Desert of the Knaaren]]=== | ||
{{Main|Solution of the Desert of the Knaaren}} | |||
*Part 1. Passing the [[Knaaren]] with the [[ | *Part 1. Passing the [[Knaaren]] with the [[Lockjaw]]. This trick gives an extra 4500 – 5000 points. | ||
*Part 7. The [[Black Lum]]s Glitch is a great help in the [[Stumbleboom]] – [[Hoodstormer]] Combo. The glitch works like this: When [[Black Lum]]s fly away high in the air, usually from [[Hoodstormer]]s | *Part 7. The [[Black Lum]]s Glitch is a great help in the [[Stumbleboom]] – [[Hoodstormer]] Combo. The glitch works like this: When [[Black Lum]]s fly away high in the air, usually from [[Hoodstormer]]s, they can be converted into many [[Red Lum]]s and thus increase the score. This glitch does not work for PC players. | ||
*Part 7. After hitting the [[Hoodoo]] three times, | *Part 7. After hitting the [[Hoodoo]] three times, the player can quickly hit the [[Spinneroo|Hoodlock]] and penetrate his shield with the [[Lockjaw]]. Push him back in order to pass him for a big combo. | ||
===[[The Longest Shortcut]]=== | ===[[The Longest Shortcut]]=== | ||
{{Main|Solution of the Longest Shortcut}} | |||
===[[The Summit Beyond the Clouds]]=== | ===[[The Summit Beyond the Clouds]]=== | ||
{{Main|Solution of the Summit Beyond the Clouds}} | |||
*Part 1. It is possible to enter the upper deck with the [[ | *Part 1. It is possible to enter the upper deck with the [[Lockjaw]] by using the Launching Glitch. This helps in getting the green gem for 9000 combo points. | ||
*Part 2: The beginning trick | *Part 2: The beginning trick helps the player to get the second [[Spinneroo|Hoodlock]] with the [[Lockjaw]]. | ||
*Part 3. The Launching Glitch for the [[Funkyboard|Snowboard]] allows the [[Jewel|green gem]] to be taken for 7500 combo points. | *Part 3. The Launching Glitch for the [[Funkyboard|Snowboard]] allows the [[Jewel|green gem]] to be taken for 7500 combo points. | ||
===[[Hoodlum Headquarters]]=== | ===[[Hoodlum Headquarters]]=== | ||
{{Main|Solution of the Hoodlum Headquarters}} | |||
*Part 2. The [[Black Lum|Lums]] Glitch can be used in the first room to get a good score. Make sure the [[Hoodmonger|Hoodblasters]] are high in the air when | *Part 2. The [[Black Lum|Lums]] Glitch can be used in the first room to get a good score. Make sure the [[Hoodmonger|Hoodblasters]] are high in the air when defeated. This does not work for PC players. | ||
===[[The Tower of the Leptys]]=== | ===[[The Tower of the Leptys]]=== | ||
{{Main|Solution of the Tower of the Leptys}} | |||
*Part 1. Go to the room with the [[Jewel|yellow gems]] and collect at least twenty before re-entering the area with the [[Hoodlum]]s. This allows for one of the biggest combos in the game. | *Part 1. Go to the room with the [[Jewel|yellow gems]] and collect at least twenty before re-entering the area with the [[Hoodlum]]s. This allows for one of the biggest combos in the game. | ||
| Line 215: | Line 215: | ||
==External links== | ==External links== | ||
*[ | *[https://raymanpc.com/forum/viewtopic.php?f=13&t=4986 ''Rayman 3'' scores topic at Pirate-Community] | ||
==References== | ==References== | ||
| Line 221: | Line 221: | ||
{{Rayman 3}} | {{Rayman 3}} | ||
[[fr:Système de score de Rayman 3]] | |||
[[Category:Other]] | [[Category:Other]] | ||