Mario Party N64 dice is predetermined
markentingh.com
markentingh.com
If I flip a coin in a deterministic universe, it's still "random" (air flow, force exerted, etc), but if I "rewind time" and play it back, I'd get the same result.
http://www.newscientist.com/article/mg21428644.500-roulette-...
Unless you're Michael Larson, of course.
A agree, from a game design standpoint, it doesn't make much sense to make it like slots; but that's the way it appears to the user.
> They took the time to display a spinning dice over Mario's head, so why couldn't they just add the random function that determines the dice roll AFTER the player head-butts the dice, and not before? Even though the dice roll IS random, the player cannot alter their fate while watching the dice spin above their head.
This reveals a misunderstanding of how the PRNG would work. Whether you compute the random number before or after is irrelevant, provided that nothing else asks the PRNG for output during that time.
What would change it is reseeding the PRNG based on the amount of time waited, or using the PRNG in displaying the animation. However, while this guarantees a causal effect, it doesn't really change the randomness in any measurable way (that is, to anybody playing the game as intended, not through an emulator) and so it would have no effect. So the designers made the right choice in my eyes.
The argument by the author is that the game implies that this occurs.
Couldn't quantum mechanics mean this is not true?
I view "rewind and play back" essentially as replaying the exact way the quantum states collapsed. Although quantum mechanics are probabilistic (whether you believe in multiverses, Copenhaguen, etc.), the key here is that you're replaying the same probabilistic results and not "throwing the dies" again.
Or maybe I misunderstood your point?
I'd also argue that this is Mario Party using a PRNG. QM do not apply!
But since time travel is impossible then maybe it makes no sense in general to talk about.
Plus as pointed out the OP does say it was a deterministic universe (but I would have thought that is not what we are in due to QM)
Admittingly, since it is Mario Party, the dice definitely aren't fair.
Coincidently, for many Nintendo games, there's usually a way to control randomness by deliberately seeding the RNG in a certain way. (Pokemon in particular has many RNG/memory manipulation tricks).
One my favorite RPGs, Golden Sun, has an RNG flaw that if you perform an exact sequence of attacks in a certain order, you will ALWAYS get a rare item drop.
If there was a way to skillfully roll the dice, it would give a massive advantage to dice-practicers (in this particular game).
The OP really objects to the illusion of agency. If his random number were generated seeded by the number of microseconds since the dice roll animation began, he would have no complaints. Even though the dice roll is just as random one way or the other.
First: the PRNG state is not stored in the game's save file. It's in a "save state", which is an emulation term for an image of the system's RAM etc., which is a far cry from how the games work on a physical console.
That leads to my next point: if you're seeding the PRNG with the current time every time you need a random number, then you're doing it wrong.
Nintendo did this because it's the correct behavior if you want the die to be statistically random in normal play, that is, not hacked up for cheating in a non-Nintendo game emulator. So what this guy is really complaining about is that he cannot influence or bias the roll of the die by hitting the die when it's displaying a certain number on-screen. He somehow thinks this is "determinism".
The "discovery" is that it uses a RNG at all. The player thought that it wasn't a random number at all; it was based on user input, like slots.
I understand that this would be unnecessary, but does it actually affect the desirable properties of randomness?
There was a very interesting hack in World of Warcraft where the server would not show you the stats on an item unless there was one currently "on" the server, and after a server reboot (every tuesday!) if you were one of the first guilds on, you could step into an dungeon instance and check stats on the rare loot you wanted (warglaives were the big deal as I recall) and if you didn't see it, the boss hadn't spawned with them. So you step out, reset your view of instances and step back in, check, rinse and repeat until they show up. Then you go through and collect your prize at the end. Blizzard patched the loophole once it was discovered but for me the interesting thing was that the loot spawned right at instance creation time, not the time the boss 'died'.
This sort of behavior is famous in Fire Emblem.. but there's also a trick due to how some of the games do pathfinding. Some of the games, if the game can't decide which path to take, calls the PRNG to decide. Since you've induced a call to the PRNG, you can redo a specific battle with a different random number generation.
Too bad there's not a simple protocol to transfer hypertext across the Internet.
The sub-sub-genre of luck manipulating tool assisted speedruns are all about this, for example: http://tasvideos.org/1596M.html
I've written similar non-game code where you generate a random seed and every other random value is derived from that. Makes it much easier to reproduce "random" issues because you just need the build + the seed, not luck.
(sorry, couldn't resist)
But until I learned that it was a lot of fun, the AI possibly would have sucked without the cheat.
Edit: Oops, posted before reading other posts - this appears to be the general sentiment.
Strangely familiar as well!