This is from the DK Forum...I do not recall seeing this particular tactic( (top girder) pre-2007 while at TG so it must be relatively new. And it is very impressive !!
https://www.youtube.com/watch?v=IBghKqp9Kck
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This is from the DK Forum...I do not recall seeing this particular tactic( (top girder) pre-2007 while at TG so it must be relatively new. And it is very impressive !!
https://www.youtube.com/watch?v=IBghKqp9Kck
Mr. Lakeman is responsible for this :)
It is rare when I see a new trick on DK so this one really caught my attention !!
lol nwr ...lit sir ..Robbie is extraordinary like me lol
Leeching the top fireball gets done every so often. It's a technique not used often as there is a little risk involved and everything needs to work out right for it to happen. Still if you are going for the huge scores that Robbie and Wes are trying to get (1.2 million) than this becomes something you want to try and execute when you get the opportunity. Jeff Willms did this more than once at the Kong-Offs - As you can see if it works the points are massive as basically each barrel jump can become a hammer smash equivalent! :D
Dan
Now that Wes smashed the world record on Donkey Kong, I imagine we will see this really being put into play more often simply because it's got to be pushed to the max now if the score is ever going to be beat again.
17,400 Massive Score on DK Stage 4-1 Barrel Stage 4-1
Barrel Stage 4-1 Beginning Score 81,800 Starts at :04 & Ends Final Score 99,200 pts at 2:45 of the video
With a Eye Popping Awesome Barrel Stage 4-1 Score of 17,400 pts. WOW
This serves to illustrate that, while the recent WR score by Wes is amazing, it is neither "perfect" nor unbeatable.
With no disrespect to the gamer, there can never truly be a "perfect" score in terms of points. That's never going to happen, and not because it is a pie-in-the-sky score waiting for someone to lay claim to one day. It simply cannot happen...period.
Rather, a perfectly executed game with optimal opportunities for point scoring is what every champion player strives for, and this is far beyond simply reaching the kill screen.
In "Ms Pacman" the sheer notion of "perfection" in a kill screen game is statistically not possible. Someone on the forum many years back said that they would never accept any world record on the game as "perfect" unless they got all bananas. Anyone who is familiar with mathematical probability calculation knows how difficult it is to get just a banana as the first random fruit...1 in 7...assuming no other stacked odds (and there are, based on the program)...but for sake of simplicity, with 127 random stages of 2 fruits each, that's 1-in-49 to get the first two random fruits as both bananas, then close to 1-in-2500 for the next 2 as well, and it gets exponentially worse.
So high is that number that if a billion players each played 6 kill screens a day...that's 24 billion kill screens per day...even after 1000 years of doing so, no one would ever accomplish this. The odds are just THAT HIGH.
Now back to DK.
There is no finite calculation for how many points you WILL earn per stage...just how many has been recorded as the highest possible earned per stage.
The formulae for this is one that I created on my own way back in the 2004 and prior days when the first new DK world records were reported to TG. In short, treat stages 1-1 thru 4-5 apart from all others, then for levels 5 thru 21 take the best barrel score ever multiplied by 51, and the best elevator, conveyor and rivet scores ever and multiply by 17...add all of the above to point-pressing 3 lives in either stage 21-5 or 21-6 depending on your choice (although 21-5 is optimal) and finally add in the maximum value possible from stage 22-1. It was a seemingly simple formulae and to this day it still does the trick.
The absolute best that a "Ms Pacman" player can hope for...get all the fruits, all the blue-time ghost points, and if possible all 8 kill screens and associated points. That is as "perfect" of a game as it gets, and at that point it becomes a matter of who, statistically, accomplished same albeit with a higher average fruit value all throughout.
In comparison, getting an "optimally perfect" (or whatever it can or should be called) game on DK includes many more variables...
-> highest possible score reasonably attainable through the early stages (thru 4-5)
-> using all hammers whenever possible and never missing a barrel/fireball/pie cart opportunity
-> maximizing proximity jumps in each of the elevator stages
-> maximizing DK foot jumps in each of the rivet stages
-> optimal multiple barrel jump opportunities in each of the barrel stages
-> optimal strategic pressing of 3 lives prior to end of game
-> reaching the "kill screen" and attaining all points possible there
There is no predicting this...everything varies per stage, per level, per game. So "perfection" is less about the theoretical maximum as it is about being presented the maximum number of point scoring opportunities at key junctions in every level (rivet foot jumps as early as possible per stage, never being forced to end a stage early by a stray fireball, for example).
That stated, I believe that my initial conclusions still hold up...while 1.3M and higher is "theoretically possible", a much more realistic 1.250M is possible with a lot going right throughout the entire game.
Wes' score is incredible...a veritable quantum leap in scoring for this title all things considered. But higher is yet possible. Whether it happens, who knows...but it is surely possible.
Hi Robert Funny how it seems a coincidence, I also did calc a score a week ago and did get close to 1.250M as the maximum possible given pressing points were taken as the maximum scores achieved over a couple of games from Wes, Robbie and Dean. So then for each board add up the totals one by one.
Glad you came up with the same threshold assessment, Francois...that's a good sign that this is the likely ceiling, barring a statistically high percentage of maximum values assigned to blue barrels and the like across an entire game.
Many years back one premiere gamer on the title told me that the values of the blue barrels, which are programmed into the game not unlike how the seven random fruit values are programmed into "Ms Pacman" across stages 8 and beyond, is somewhat controllable...something about the count of hit with the hammer.
Long and short, even if, say, every 3rd or 5th barrel hit was predictable, who could possibly intentionally control how many barrels are hit prior to hitting a blue one ? Not practical under normal game conditions, I feel.