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Kirkq

Day at the Races

Aug 21st, 2015
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  1. What is Day at the Races?
  2.  
  3. Day at the Races is a seemingly random Mario Party 2 coin battle minigame where players bet on racers.
  4.  
  5. Sample Video of mini-game: https://www.youtube.com/watch?v=R6aG__AkaNE
  6.  
  7. Playing this enough times you will quickly learn that Thwomp is terrible. But why?
  8.  
  9. 1: There are 4 signs along the course. Each character will do one of three things at a sign. Speed up, trip, or continue as they were. When a character trips, they will speed up afterwards.
  10. 2: Each character has different movement speeds and movement mechanics.
  11. 3: When using savestates, the entire race progression is determined when the start button is pressed. Therefore who picks which racer has nothing to do with which racer wins.
  12. 4: Each racer has three starting animations you can see prior to choosing them. You can choose the racer after seeing which animation they have.
  13.  
  14. Fast Boo: Flashing twice a second.
  15. Normal Boo: Flashing once per two seconds.
  16. Slow Boo: Not flashing, looking down.
  17.  
  18. Fast Whomp: Wobbling side to side.
  19. Normal Whomp: Standing straight up.
  20. Slow Whomp: Hunched over slightly.
  21.  
  22. Fast Bob-Omb: Bright fuse lit.
  23. Normal Bob-Omb: Average fuse lit.
  24. Slow Bob-Omb: No fuse lit.
  25.  
  26. Fast Thwomp: Rising and pounding quickly.
  27. Normal Thwomp: Rising and pounding slowly.
  28. Slow Thwomp: Sitting on the ground.
  29.  
  30. Note: "Fast" and "Normal" Thwomp often get caught on the starting gate based on what point they are in their animation. It might be possible to manipulate this.
  31.  
  32. Poking around in memory, my perception was that the racer placings are seemingly not determined until they cross the finish line. This would mean that the game only knows the actions each racer takes at each sign.
  33.  
  34. The RNG did not loop within 130,000 iterations, and the high word and the low word both affect the result of the race, so I could not do the complete sample size since it seemed higher than 65536.
  35.  
  36. Given this, I wrote a script to continually delay starting the minigame by one input frame, record animations, and run 12,557 races at about 2000 frames each. (We had more, but I messed up recording an animation value, thanks for the help Zim and Trooble ^_^. Zim was running 4 instances of BizHawk at 200 fps taking up 75% CPU on an i7. Thanks also to Bizhawk devs for the HUD disabling. )
  37.  
  38. The raw data of brute forcing is probably more accurate than a theoretical approach of movement modeling and probability of each individual event at each sign due to possible slight biases in RNG patterns.
  39.  
  40. Results:
  41.  
  42. First places:
  43.  
  44. Fast Boo: 46.4%
  45. Normal Boo: 35.9%
  46. Fast Whomp: 33.5%
  47. Fast Bob-Omb: 28.9%
  48. Slow Boo: 27.3%
  49. Normal Whomp: 25.9%
  50. Slow Whomp: 24.6%
  51. Normal Bob-Omb: 22.7%
  52. Slow Bob-Omb: 19.8%
  53. Slow Thwomp: 14.3%
  54. Fast Thwomp: 13.0%
  55. Normal Thwomp: 11.7%
  56.  
  57. Second or First:
  58.  
  59. Fast Boo: 66.9%
  60. Fast Whomp: 62.7%
  61. Fast Bob-Omb: 60.1%
  62. Normal Boo: 58.2%
  63. Normal Whomp: 55.7%
  64. Normal Bob-Omb: 52.0%
  65. Slow Boo: 51.1%
  66. Slow Whomp: 51.0%
  67. Slow Bob-Omb: 47.4%
  68. Fast Thwomp: 34.5%
  69. Slow Thwomp: 33.2%
  70. Normal Thwomp: 30.4%
  71.  
  72. Fourth Place:
  73.  
  74. Thwomp: 43.6%
  75.  
  76. --
  77.  
  78. Cross-comparisons on the data such as "Does Slow Whomp happen to beat Slow Boo more when they are both in the race?" might be possible.
  79.  
  80. Sum of all animations:
  81.  
  82. Bob Who Boo Thw AvBob AvWho AvBoo AvThw
  83.  
  84. 2956 3585 4440 1576 0.235406546 0.285498129 0.35358764 0.125507685
  85. 3687 3656 2818 2396 0.293621088 0.291152345 0.22441666 0.190809907
  86. 3423 3165 2857 3112 0.272596958 0.252050649 0.227522497 0.247829896
  87. 2491 2151 2442 5473 0.198375408 0.171298877 0.194473202 0.435852513
  88. 12557 12557 12557 12557
  89.  
  90. Fast Animations:
  91.  
  92. FastBob FastWho FastBoo FastThw FastBob FastWho FastBoo FastThw
  93. 928 1540 1450 196 0.289096573 0.335219852 0.464148528 0.130146082
  94. 1001 1341 641 324 0.311838006 0.291902481 0.205185659 0.215139442
  95. 747 1066 542 417 0.23271028 0.232041794 0.173495519 0.27689243
  96. 534 647 491 569 0.16635514 0.140835873 0.157170294 0.377822045
  97. 3210 4594 3124 1506
  98. 0.255634308 0.365851716 0.248785538 0.119933105
  99.  
  100. Normal Animations:
  101.  
  102. NormBob NormWho NormBoo NormThw NormBob NormWho NormBoo NormThw
  103. 1390 1639 1725 916 0.226716686 0.259458604 0.359001041 0.117210493
  104. 1799 1882 1072 1459 0.293426847 0.297926231 0.223100937 0.186692258
  105. 1726 1630 1060 1897 0.281520144 0.258033877 0.220603538 0.242738324
  106. 1216 1166 948 3543 0.198336324 0.184581289 0.197294485 0.453358925
  107. 6131 6317 4805 7815
  108. 0.488253564 0.503066019 0.382655093 0.622362029
  109.  
  110. Slow Animations:
  111.  
  112. SlowBob SlowWho SlowBoo SlowThw SlowBob SlowWho SlowBoo SlowThw
  113. 638 406 1265 464 0.198383085 0.246658566 0.273336214 0.143386897
  114. 887 433 1105 613 0.275808458 0.263061968 0.238764045 0.189431397
  115. 950 469 1255 798 0.29539801 0.284933171 0.271175454 0.246600742
  116. 741 338 1003 1361 0.230410448 0.205346294 0.216724287 0.420580964
  117. 3216 1646 4628 3236
  118. 0.256112129 0.131082265 0.368559369 0.257704866
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