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Mount Wario different lap count system? (Read 726 times)
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Mount Wario different lap count system?
06/15/14 at 07:44:58
 
Alright so I've noticed that all laps on Mount Wario are based on only the frame you hit it, it doesn't matter about the units.

[11:37:22 AM | Edited 11:37:27 AM] ★Insane: you can't get any lap that isn't a multiple of 1/6 of a second

This is what I've noticed over multiple attempts, I doubt this is a coincidence. Maybe Nintendo fucked up the algorithm on this tack?
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Re: Mount Wario different lap count system?
Reply #1 - 06/15/14 at 07:51:28
 
I guess it's the same system of WL, MW and RR on MK7.
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Re: Mount Wario different lap count system?
Reply #2 - 06/15/14 at 07:52:31
 
Yeah it seems so according to http://www.mkwrs.com/mk8/display.php?track=Mount+Wario

Laps:
.X00
.X16/.X17
.X33/.X34
.X50
.X66/.X67
.X83/.X84

3-lap:
.X00
.X16
.X33
.X50
.X66
.X83
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Re: Mount Wario different lap count system?
Reply #3 - 06/15/14 at 07:55:24
 
The same applies for the first 2 sections of rRRd, I think.
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Re: Mount Wario different lap count system?
Reply #4 - 06/15/14 at 10:12:52
 
The weird thing is that it applies to the total time in Mount Wario, but NOT on N64 RR. Looks like an unintentional fuck up.
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Re: Mount Wario different lap count system?
Reply #5 - 06/15/14 at 11:29:43
 
That's the kind of glitch you might expect in a game from the SMK era  Shocked
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Re: Mount Wario different lap count system?
Reply #6 - 06/15/14 at 13:52:07
 
Mick wrote on 06/15/14 at 10:12:52:
The weird thing is that it applies to the total time in Mount Wario, but NOT on N64 RR. Looks like an unintentional fuck up.


Probably due to the finish line also being the start line, as with regular courses.


Does this mean that when players get better and times get more optimized we'll see ties more than usual on this level?

EDIT: You said 1/6. Should be 1/60.
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Re: Mount Wario different lap count system?
Reply #7 - 06/15/14 at 14:06:48
 
Suuper wrote on 06/15/14 at 13:52:07:
Mick wrote on 06/15/14 at 10:12:52:
The weird thing is that it applies to the total time in Mount Wario, but NOT on N64 RR. Looks like an unintentional fuck up.


Probably due to the finish line also being the start line, as with regular courses.


Does this mean that when players get better and times get more optimized we'll see ties more than usual on this level?

EDIT: You said 1/6. Should be 1/60.

Probably. There was a 3 way tie at 1:48.050 for a little while yesterday between Dunx, JaK, and Ebil. Though Dunx and Ebil have improved since.
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Re: Mount Wario different lap count system?
Reply #8 - 06/15/14 at 17:02:44
 
Suuper wrote on 06/15/14 at 13:52:07:
Mick wrote on 06/15/14 at 10:12:52:
The weird thing is that it applies to the total time in Mount Wario, but NOT on N64 RR. Looks like an unintentional fuck up.


Probably due to the finish line also being the start line, as with regular courses.


Does this mean that when players get better and times get more optimized we'll see ties more than usual on this level?

EDIT: You said 1/6. Should be 1/60.


Yeah I know i just was looking at the 2 end digits
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Re: Mount Wario different lap count system?
Reply #9 - 06/15/14 at 18:10:49
 
Wow, so you could theoretically be half (or anything less than a whole) a frame ahead of your ghost when you finish, but get a tie... Epic fail on Nintendo's part.
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Re: Mount Wario different lap count system?
Reply #10 - 06/16/14 at 02:40:16
 
That's even less accurate than an old-school two-digit timer  Grin
We are going to see a lot of ties on this course for sure.
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Re: Mount Wario different lap count system?
Reply #11 - 07/02/14 at 10:58:00
 
Congrats on screwing up MW but not rRRd with this glitch, Nintendo :\ (and I personally love Mount Wario)
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Re: Mount Wario different lap count system?
Reply #12 - 07/25/14 at 07:16:17
 
...never knew this! That explains my PRs on MW: 1:54.450, 1:52.950, 1:51.966, and Currently, 1:51.000
  This is my favorite track too. Weird
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Re: Mount Wario different lap count system?
Reply #13 - 07/26/14 at 05:15:05
 
Suuper wrote on 06/15/14 at 13:52:07:
Mick wrote on 06/15/14 at 10:12:52:
The weird thing is that it applies to the total time in Mount Wario, but NOT on N64 RR. Looks like an unintentional fuck up.


Probably due to the finish line also being the start line, as with regular courses.


Does this mean that when players get better and times get more optimized we'll see ties more than usual on this level?

EDIT: You said 1/6. Should be 1/60.


I don't think Maka Wuhu in MK7 had that time glitch however... (Proof: My best is 1:06.657 glitch. and to be a time glitch on that track, it'd have to be .666/.667) And it's basically the same as Mount Wario... How did they do that??? If they can repair that, it should be on a patch... Fail.

On "sectional tracks (in MK7, "lap" on the bottom screen turned into "sections", that's why I use that name)", those that have the starting line at the same place as the finish line (closed courses, as I call them): (MK7): Wuhu Loop, Rainbow Road and (MK8) 64 Rainbow Road. The others: (MK7)Maka Wuhu and (MK8) Mount Wario (both MW *gasp*)... So I don't think that the fact it's a closed course was the reason why it works by the frame you hit it...
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Re: Mount Wario different lap count system?
Reply #14 - 07/26/14 at 05:33:32
 
At the end of Mount Wario the racers stop at the bottom of the mountain, whereas on Maka Wuhu the racers go around after the finish but then continue to do the loop again. That might be recognised as an actual loop by the programming, which is why you can still get any millisecond split on Maka Wuhu's S3. Due to the fact that on Mount Wario it is impossible to loop it (unless at the end you put all the racers onto a cable car and then onto the beginning platform) then that could be why it ends with a set millisecond split.
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Re: Mount Wario different lap count system?
Reply #15 - 07/26/14 at 05:47:52
 
L wrote on 07/26/14 at 05:33:32:
At the end of Mount Wario the racers stop at the bottom of the mountain, whereas on Maka Wuhu the racers go around after the finish but then continue to do the loop again. That might be recognised as an actual loop by the programming, which is why you can still get any millisecond split on Maka Wuhu's S3. Due to the fact that on Mount Wario it is impossible to loop it (unless at the end you put all the racers onto a cable car and then onto the beginning platform) then that could be why it ends with a set millisecond split.


A set millisecond split??? But that system makes it less precise than a 64 style 2-digit timer... 64 timer: 1/100 while here: 1/60... Are all S1s on sectional tracks ALWAYS at a set millisecond split or not (and maybe S2s too)??? That comment makes me wonder... I wonder what would snowboarding games do with that timer on timed runs... Would they even do that??? I don't think so... They're even more precise too: 1/100. That timer here is just messed up compared to the others...
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Re: Mount Wario different lap count system?
Reply #16 - 07/26/14 at 08:46:15
 
2-digits timers suffer from the exact same issue most of the time, it’s not 1/100

the issue is just bad programming anyway, loops or not they should act the same
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Re: Mount Wario different lap count system?
Reply #17 - 07/26/14 at 10:48:05
 
But if Nintendo could manage to end other loop tracks with any set milliseconds then why didn't they for Mount Wario? There are 4 other loop tracks that they've managed to at least do that.
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Re: Mount Wario different lap count system?
Reply #18 - 05/06/15 at 12:22:52
 
ShwaMalleoMK's video overview of the timer oddity:




Below is a list of possible splits on the 6 tracks affected. By looking at the splits on mkwrs.com's track pages you'll eventually find out how the game deals with rounding; I will not detail it here.

Section 1: (* = MK7 Rainbow Road only)
  • 99*/00
  • 16
  • 33
  • 49*/50
  • 66
  • 83



Section 2:
Also applies to section 3 of MK8 Mount Wario & MK8 Big Blue.
(* = MK7 Rainbow Road only)
(w = MK7 Maka Wuhu & MK7 Wuhu Loop only)
(^ = NOT possible on MK7 Maka Wuhu & MK7 Wuhu Loop)
  • 99w/00/01*
  • 16/17
  • 33/34^
  • 49w/50/51*
  • 66/67
  • 83/84^



Total time: The timer oddity applies to the total time only on point-to-point tracks i.e. tracks that aren't loops (MK8 Mount Wario & MK8 Big Blue).
MK7 Maka Wuhu loops back to the beginning but the starting and finish lines are separate. For some reason, timer oddity doesn't apply to it.
  • 00
  • 16
  • 33
  • 50
  • 66
  • 83





Table summary:





Table summary by track type:






This information was compiled using data from Cole's MK7/MK8 WR history website as well as the videos below. If you have proof of a split that I believe to be impossible, please let me know.
- mkwrs.com: MK7 Wuhu Loop, MK7 Maka Wuhu, MK7 Rainbow Road, MK8 N64 Rainbow Road, MK8 Mount Wario, MK8 Big Blue
- MK7 Rainbow Road: section 2 .X01 (following a section 1 .X49 or .X99) possible as seen on gogoku7's video
- MK7 Rainbow Road: section 2 .X16 (following a section 1 .X00 or .X50) youtube.com/watch?v=4NQLdrJmgp8
- MK8 N64 Rainbow Road: section 2 .X16 (following a section 1 .X00 or .X50) youtube.com/watch?v=KSuQIghiykM


Timer oddity seems to be linked to track sections physically, i.e. they're not caused by specific section numbers. For example, on this video the player manages to make Mario Kart 8 believe he starts the second section of the run when in reality he physically enters N64 Rainbow Road's section 3. The game displays a section 2 time that is impossible to get physically on section 2 (.828).
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« Last Edit: 05/06/15 at 16:27:56 by RRD »  

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Re: Mount Wario different lap count system?
Reply #19 - 05/06/15 at 15:46:44
 
Those colors are hard to see on the default skin, RRD. Light colors are usually a bad idea. Normally text is in black/grey, so everyone’s background will be somewhat light for the black to be readable; using light colors makes it hard to see them.

Edit: By the way, it’s highly likely that even in normal tracks there are some times that are impossible. I’m not sure how many were found for MKDS, but I know of at least 1: 8″765 (not sure if x″765 also works).
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Re: Mount Wario different lap count system?
Reply #20 - 05/08/15 at 09:02:46
 
Yes indeed this race is such that some of MK7
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Re: Mount Wario different lap count system?
Reply #21 - 05/09/15 at 00:38:10
 
Mick wrote on 06/15/14 at 10:12:52:
The weird thing is that it applies to the total time in Mount Wario, but NOT on N64 RR. Looks like an unintentional fuck up.


It's because it only occures in checkpoint counts and not finish counts (N64 RR is basically 1 lap so you have a start/finish line which works normally and 2 checkpoints counts which work frame based)
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Re: Mount Wario different lap count system?
Reply #22 - 05/09/15 at 03:08:28
 
That's pretty weird though as MW in mk7 had two different start/finish spots but still had lap 3 as any digits
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Re: Mount Wario different lap count system?
Reply #23 - 05/09/15 at 05:39:42
 
Darren wrote on 05/09/15 at 03:08:28:
That's pretty weird though as MW in mk7 had two different start/finish spots but still had lap 3 as any digits


yep I thought the same since if you take anything but MW in MK7 into account it works perfectly fine just as I said, but maybe MK7 sector system is just a bit different than MK8 and that makes the difference for final times in sector only and 3 sector (which form 1 lap) tracks.
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ALAKTORN wrote on 04/27/13 at 08:29:36:
it’s funny to see that Walter is always right in the end

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Re: Mount Wario different lap count system?
Reply #24 - 05/25/15 at 22:32:53
 
ALAKTORN wrote on 05/06/15 at 15:46:44:
Those colors are hard to see on the default skin, RRD. Light colors are usually a bad idea. Normally text is in black/grey, so everyone’s background will be somewhat light for the black to be readable; using light colors makes it hard to see them.

http://prntscr.com/79hkqe  Smiley
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