aka theenglishman
SalekTesrel and I (well, mostly Salek, I'm no good at calculating time optimization) are attempting to research an optimal any% route for Rayman Origins. It appears that every version of the game is the same in terms of gameplay, although possible load time differences have not been tested. Salek is playing on Wii, and I am playing on Xbox 360.
From what I've been able to test, you need a minimum of 130 Electoons to access the hardest King world, Angsty Abyss, and there do not appear to be any Electoon requirements for entering Moody Clouds.
131 Electoons are required to beat the game, and the requirement chart reads thusly:
Jibberish Jungle 10
Desert of Dijiridoos 20
Gourmand Land 30
Sea of Serendipity 40
Mystical Pique 50
Moody Clouds NO ELECTOON REQUIREMENT, RESCUE THE FOUR KINGS
Ticklish Temples 90
Grumbling Grottos 110
Luscious Lakes 120
Angsty Abyss 130 (+1 from defeating Murray)
Return to Moody Clouds, finish endgame.
The main issue is level skips. With the exception of levels that give you a new power (such as It's a Jungle Out There, Port O' Panic or Polar Pursuit), every level gives you the option to skip it (with no Electoons collected) after dying eight times in a row. It would be prudent to determine which levels are most beneficial to skip, and where, and which extra electoons one would need to collect in order to compensate for level skips. Additionally, depending on how long a particular level is, it may end up being faster to play it properly than try to skip it, as most levels can be quite short when done quickly.
As for Moody Clouds, I know that Riding the Storm and Mecha No Mistake can be skipped on the way to The Reveal, Get Away! and The Final Showdown, which are played in succession and cannot be skipped.
I'm no good at this kind of thing, and I would appreciate all the help I can get from any interested parties regarding route planning. I'll be fine with actually playing the game once we settle on a route, but until then I'll take any help I can get.
From what I've been able to test, you need a minimum of 130 Electoons to access the hardest King world, Angsty Abyss, and there do not appear to be any Electoon requirements for entering Moody Clouds.
131 Electoons are required to beat the game, and the requirement chart reads thusly:
Jibberish Jungle 10
Desert of Dijiridoos 20
Gourmand Land 30
Sea of Serendipity 40
Mystical Pique 50
Moody Clouds NO ELECTOON REQUIREMENT, RESCUE THE FOUR KINGS
Ticklish Temples 90
Grumbling Grottos 110
Luscious Lakes 120
Angsty Abyss 130 (+1 from defeating Murray)
Return to Moody Clouds, finish endgame.
The main issue is level skips. With the exception of levels that give you a new power (such as It's a Jungle Out There, Port O' Panic or Polar Pursuit), every level gives you the option to skip it (with no Electoons collected) after dying eight times in a row. It would be prudent to determine which levels are most beneficial to skip, and where, and which extra electoons one would need to collect in order to compensate for level skips. Additionally, depending on how long a particular level is, it may end up being faster to play it properly than try to skip it, as most levels can be quite short when done quickly.
As for Moody Clouds, I know that Riding the Storm and Mecha No Mistake can be skipped on the way to The Reveal, Get Away! and The Final Showdown, which are played in succession and cannot be skipped.
I'm no good at this kind of thing, and I would appreciate all the help I can get from any interested parties regarding route planning. I'll be fine with actually playing the game once we settle on a route, but until then I'll take any help I can get.
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