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THE DOG Island
THE DOG Island (2007)
PS2, Wii
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THE DOG Island Forum  /  Minecart Minigame

Phantom5800Phantom5800

(He/Him)

Washington, USA

  Phantom5800Phantom5800
10 Jul 2021, 03:10

One of my viewers compared the two runs I did today and noticed the minecart minigame path was identical (until a point where I made a different choice and ended up being 30 seconds faster). I looked at all of my runs so far, as well as petriform's WR and Winter_Doggo's most recent run and have what is ... mostly a map of the mine, and yes, some paths lead to less decisions than others. Hadn't seen anyone mention this anywhere so here it is: https://imgur.com/7QOq1BL

petriformpetriform likes this. 

kyrawr83kyrawr83

(She/Her)

Georgia, USA

  kyrawr83kyrawr83
10 Jul 2021, 03:43

This is really cool!! I feel like this could be fleshed out to help out people like me with bad reaction times for this minigame, to include the paths that happen if you choose the bats. It shouldn't be that important now though, since it looks like we can just follow the optimal path (RLLLRLMLLM)!

 

Winter_DoggoWinter_Doggo

(He/Him)

England

  Winter_DoggoWinter_Doggo
10 Jul 2021, 13:00

Oh this is interesting! I've always wondered a bit about if the minecart could be mapped out (and doing that would certainly give a lot of practice for the boss fight in the process), but I never actually got around to doing it. If at some point we could figure out an optimal path that would be pretty neat.

I might maybe look into this sometime

 

Phantom5800Phantom5800

(He/Him)

Washington, USA

  Phantom5800Phantom5800
10 Jul 2021, 16:06 (edited: 11 Jul 2021, 04:25)

I'm actually going to map out more today (including some bat paths) and I'll update later. I've already found a faster path than the optimal one from the first image.

Edit: Most recent map based on some more testing https://i.imgur.com/mFEoBKl.png

Once you get deep enough, it seems like it almost doesn't matter what choice is made. Because of how short the current optimal path is, I tried to focus on the early decisions and I don't think it can get much better if at all.

petriformpetriform likes this. 

kyrawr83kyrawr83

(She/Her)

Georgia, USA

  kyrawr83kyrawr83
10 Jul 2021, 16:46

I noticed some of the options have missing/the wrong names, you can find what each fruit is called here https://strategywiki.org/wiki/The_Dog_Island/Scent_List

Phantom5800Phantom5800 likes this. 

AuaoraAuaora

New South Wales, Australia

  AuaoraAuaora
11 Jul 2021, 04:08

;O Real Cool Development! Thanks for laying the info out all good :>

 

petriformpetriform

(He/Him, They/Them)

California, USA

  petriformpetriform
19 Jul 2021, 03:43 (edited: 19 Jul 2021, 03:45)

This is an awesome optimization! But it's got me thinking - can we go even deeper? Some of the branching path animations are significantly shorter than others - the longest I've seen is almost three times as long as the shortest. I wonder if it's possible (or worth it) to optimize considering fewest choices AND shortest animations?

I recorded a playthrough of Phantom5800's fewest-choices route and stacked up the animations I encountered side-by-side. It may not be an exhaustive list of animations that can happen in the mines, but it's a start?

Phantom5800Phantom5800 likes this. 

Phantom5800Phantom5800

(He/Him)

Washington, USA

  Phantom5800Phantom5800
21 Jul 2021, 05:08

That's actually really interesting, there is one route that has the same number of choices, and a couple that are pretty close, so it could be worth checking out.

 
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