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JJ2: Highest Score
After watching someone's JJ2 gameplay on Youtube, I started wondering what's the highest score ever achieved by a person. Does anyone know? Also, is there a maximum score that everyone can achieve with a lot of patience? What is the highest score a player can achieve without killing any enemy? I'd find out that myself but I still don't know all the secrets and I don't have the patience to search them. Sorry if there is a thread about that already made. Waiting for your answers! :)
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The problem is that the highest score is effectively infinite, as there are regenerating items that give you points. You can also find a spot where there's a checkpoint/level start near an extra live and just repeat the get items for points -> die -> get same items for points cycle forever.
Speedrunning would probably be more interesting, e.g. completing levels as fast as possible. |
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There is no one who bothered to actually aim for the highest score in the game, then post it somewhere? |
I'm sure there's at least one spot with regenerating toaster ammo, because else you'd potentially get stuck as there's a frozen spring nearby. One item is all it takes to allow for potentially unlimited score...
There's a high score for you to beat here if you want to. |
Regenerating enemies: many of the bats in Castle.
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Some other enemies that in the main campaign you can kill multiple times for infinite score are crabs, Bubba, Tuf Boss and - in TSF - skeletons. The maximum score you can reach in the main campaign is 2'147'483'646, which is simply the maximum number the score variable can hold, except minus one, because there's nothing that could make it an odd number. To reach this value, you effectively have to score at least 105'226'698'750 points, because all objects present in the main campaign are worth some multiple of 50 points. Killing crabs is probably the fastest way to score unlimited points and yields roughly 100 points per second. This suggests that reaching the maximum score would take approximately 33 years.
And that is why we don't do it. |
Points always come in multiples of 10 though, right? So that would make it 2'147'483'640 ;)
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Multiples of 50, because official levels don't contain butterflies. And I mention that in my post and take it into account, which is where the 105'226'698'750 number comes from, because it's the smallest possible positive value of x that fulfills the following requirements:
x % 50 == 0 (x & 0xFFFFFFFF) == 2147483646 |
The high score system could have some meaning if taking respawning objects/killing respawning enemies didn't count. And automatically disqualifying you from the high scores list if you use cheat codes, of course.
Another thing to fix the point system, is that you should only get the score once, so if you purposely die to collect more points in the same place, you won't get them. Or once you die, you should lose the points you gained, with the start of the level/checkpoints saving the score you had at that point of time. To be a cheap person, you could always look up the levels in JCS to find all the secrets, though. |
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The best thing is I'm absolutely positive all of this could be done with some scripting |
#1 is
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void SelfRemoving1UP(jjOBJ@ obj) { |
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I've never liked the idea of dying to get more points. It's like grinding to an extent. Too bad scripting the way point gaining works would be pretty redundant with a single scoreboard at the moment. When there are scoreboards for individual levels and packs, that's when I think the changes to gaining points and should come into action (and the original one should be phased out because it's a mess). |
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Oh, yeah... Perhaps an extra 10% of your endgame score for every life you have left?
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Do this if you will, and play. 33 years is a mere blink in the existence of a Borgia. I am patient, I can wait.
. . . . . I sincerely hope you all understood the reference. If not, go watch The Hobbit 2, now. Not tomorrow. Now. |
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... Now, you see, Primpy, that is exactly why Stijn deletes your posts; they're offtopic, unnecessary, and don't add anything to anything.
Back on topic, what if remaining health gave a small amount of extra points? |
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Back on topic, I don't understand this thread anymore, uhh... |
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Too bad you can't play the Christmas episodes in the same campaign, so you could add those scores to it as well. Or, you should consider it a seperate category and just add the score to the 'main' campaign. Has anyone ever noticed that gems give an extra life? According to the Trainer, gems should do this if you have enough. I take them for points, but lives? No.... @Primpy: At least I was more ontopic than you :p, I commented on the '33 year'-statement. |
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I'm saying my question is: How many extra lives can you collect in JJ2? |
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yeah, gems don't give lives in the finished game, so the end level screen that's summing them up is kind of pointless, but on the other hand, the official episodes are already abundant in lives and it's not so easy to run out of them, even without the extra lives gems could give. the game's just not hard enough Quote:
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As for non-content, again, it's situational. If you're like Cooba and you make a silly post every now and then, it's quite funny. But the problem is, if you frequently post nonsense, people aren't going to be happy. Quote:
Additionally, I suggest that they are replaced with some kind of points pickup or fastfire or something instead of outright disappearing. Or, if possible, they could be greyed out and just give you the raw points that a 1-Up normally gives you, but without the extra life. |
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As some people say, JJ2 is really designed for children to be beaten. I really hope Violet will make the points collected once again upon death to be remove, so people can really attemp achieving for the highest score possible. |
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1. Check the thread. Well that wasn't so hard, was it? You do know about the edit button, right? Regarding 100 gems giving a life, they don't. Either it's a bug, or an unfinished feature. I have a level where I'm trying to reach the score limit by collecting tonnes of gems, and my life count is still 3. I wish people would test if something was true instead of assuming it is, simply because "It says so in the manual!" and manuals can state features that don't exist. I don't think it'll be fixed since custom levels weren't made with it in mind, but it's very likely possible in AS. I want to make gems useful in a fun way with granting active abilities, so I'll likely not use them the way they were intended. |
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I'm confused. Collecting 100 gems gives you 1 extra life or it doesn't? |
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English is not that clear for me yet. |
Yeah we get it reading is hard and moderation is stupid. Pretty please stop this boring meta-discussion now.
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