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Mario meets Pareto

mayerowitz.io

51–60 of 184 posts

Re: Mario meets Pareto

#51
post #26

Earlier quoted context omitted.

I distinctly remember that the light characters had the highest top speed in Mario Kart 64. And according to this table, I'm right: https://tasvideos.org/GameResources/N64/MarioKart64#:~:text=...

That'd make the heavy characters completely useless, once you're behind, there's no way to catch up anymore!

It's not a big difference and you can't be at top speed for long.

Re: Mario meets Pareto

#52
post #39
post #34

This is all very webdesign-y and might be good for a less techy audience, but tbh I think the original article with its notebook format provides a lot more useful information https://hinnefe2.github.io/python/tools/2015/09/21/mario-kar...

that one doesn't have mini-turbo, which has largely superseded acceleration as a stat (it correlates but isn't 1:1)

Indeed. MK8 courses are absolutely loaded with mini turbo opportunities— every drift, jump, or bump in the road is a chance to get that little boost. I’m not at all surprised it can make the difference in competitive play.

Re: Mario meets Pareto

#56
post #48

Beautiful presentation. I love when visualizations serve the goal and not the other way around. Tufte would be proud.

Bugs out for me in Firefox at around 2/3. Works fine in Safari. My kid (6) crashes all the time, and she is naturally attracted to picking Peach. I'd say because of that, a character with high acceleration is going to be better. Though she also just likes to push the gas. Though we're playing the one from GBA on Analogue Pocket. Which is probably a lot less advanced as the one in question here (a game for Wii U from…

Gotta teach the kid about using the brake and the "poomp" slide (called boost after N64) on the corner. I race Mario but when she's on, mine (8), can get me on the 150 tracks (switch). I'm still crushing on the 200 tho (for now) ;)

Re: Mario meets Pareto

#57

One thing this should mention is what game version it uses. Updates frequently change the stats and thus what builds are “best”.

Mario Kart 8 is now frozen, no more patches to come.

Re: Mario meets Pareto

#58

Do professionals use different builds per map? For example, a map has long straightaways (favoring top speed) vs a map with more sharp turns (preferring acceleration)?

For time trials, yes that is true. There are also other concerns such as that the speed stat is actually comprised of 4 different stats that have different values depending on the terrain: Ground, Air, Water, and Anti-Gravity. Some tracks that have a lot of water and so for that you would be better going for a kart that has high water speed. There are other less important statistics at play too that aren't mentioned here such as handling, traction, and also the hitbox of the vehicle is also important since it might change how tightly you can hug a turn against a wall or how wide you have to steer to collect coins.

In practice when playing online however, you won't know what track is about to be played, and so the meta right now prioritises mini-turbo stat much higher than speed. Having a high mini-turbo can also overcome the lack of speed by performing additional mini-turbos even on straight sections. Also when playing online you also will be hit by items a lot and need to try dodge other items being thrown at you, and for that having higher acceleration helps too.

Re: Mario meets Pareto

#59
This is so neat! MOO has been a integral part of my work yet it has never occurred to be that Pareto optimization could be applied in kart picking.
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