'Test For The Best' timing changes
5 years ago
England

So it came to my attention that how fast your run is may actually be dependant on what your final minigame is. For example, if your final minigame is 'Settle It In Court', you will be gaining 0 points and if it were anything but last, it wouldn't trigger a cutscene since you don't raise in the balloon so it is essentially like getting the minigame in any other place. But if you get something like 'Kartastrophe' last, you will have to watch a cutscene of the balloon raising normally, however, since timing ends on the final challenge being beaten, if you get that last, you skip that cutscene within the time of the speedrun. And the catch is that your final minigame is total RNG. So I propose to change the timings to when you click 'A' on the Results screen where it says "A End". However the only problem is that runs we have on currently don't always show that final section and therefore, make it increasingly hard to add on that time. Does anybody have any remedies to this problem?

Edited by the author 5 years ago
Kibble likes this
Connecticut, USA

I agree with this, the current end time adds an unnecessary element of RNG with the mini-game order. I'd be more than happy to just perform new runs with the new end time you suggested considering how short the run is.

New York, USA

Yeah I was thinking about that earlier today seeing SirKibble’s run of it. The only logical thing would probably just take down the runs I guess...(as much as that is weird and seemingly unnecessary). I’d love to start being able to run this again without the threat of unnecessary RNG. Or as a bad extra idea- use the ingame timers(?) I know there isn’t a timer for the baseball one but maybe this could work. Also it takes out the score calcs which maybe could be used to, as a far lesser extent as in the 2d Sonics, get the same time as someone if the other was playing better. Idk just suggestions, I hope these can be taken into consideration.

Edited by the author 5 years ago
England

I'm gonna be honest, since IGT is not consistently usable over all 10, I'd rather not use that but maybe removing some of the lower runs is a potential? Really what I wanted to do was to find out an algorithm for the point/balloon rising time ratio so I can just add that time on

New York, USA

I’ve also wondered about the algorithms but that would be a lot of testing for a miscellaneous category. I’ll see what I could do for now, but alas I’m barely gonna be home for the summer.

Massachusetts, USA

Here's my opinion - First off the category shouldn't exist in the first place. When I did my run and it held as WR for a while, I did it with the purpose of showing people why you need to think about how a category would work before making it. Test for the best requires no skill (In fact, its faster to get almost exclusively zeroes!) However, to answer the question, I'd say keep timing as it is. It's not like RNG is an unheard of thing in Mario party speedruns in the first place.

England

Okay that's a fair view. But I'd have to disagree quite heavily on the "no skill" part. 4/10 are much faster to go fast than to get 0 and 3 of the remaining 6 have small timesaves ranging from about a half to a full second to save time. I knew when making this a thing that it wouldn't be very taxing since I put it on the Misc. cats. And showing as your PB is 30 seconds off WR and you both end with the same minigame, I would be remissed to correct you on the "no skill" statement. Now as for keeping timing as is, I can see it happening. RNG is certainly not new to MP but I just didn't like the idea of people having to wait til the 7th or 8th minigame to know if they are gonna save a heap of time. But I guess we can keep it as is for the time being