The WORST Zelda Sidequest is Even WORSE Than We Thought...

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  • čas přidán 5. 05. 2023
  • The Legend of Zelda: The Minish Cap features an infamous sidequest with tons of RNG... but how does that RNG actually work? Well, I figured it out... and it's not at all what the game leads you to believe!
    Thumbnail art by ‪@TheOtakuArtist‬
    Check out the original video by ‪@MrDrBoi‬ here:
    • The WORST Heart Piece ...
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Komentáře • 353

  • @MrDrBoi
    @MrDrBoi Před rokem +334

    Wow, I honestly can't believe this quest is even worse than I thought it was! I guess it really is best to just bet one shell until the last few figurines, but holy crap is that tedious lol
    Great video, really enjoyed the editing and appreciate the shoutout as well!

    • @ThePlantCommander
      @ThePlantCommander  Před rokem +31

      Thank you, and no problem! Yeah, the one shell strat really is the only way to go. At the end of the day it's just a weighted coin flip, so even with the superpower that is cheating and rewinding time, it's not even worth bumping up your threshold when you can literally walk away and come back, and the game might just tell you you'll win by default, lol.
      Glad you enjoyed the editing, animating all of those charts took a ton of time and effort so it feels awesome when somebody appreciates it who knows how tedious the process can be haha

    • @erlendvageskar3356
      @erlendvageskar3356 Před rokem +4

      Both of your videos were excellent! I had a fun time and now I know what to expect if I ever ATTEMPT this.

    • @HamsterBaddy
      @HamsterBaddy Před 7 měsíci +2

      I still think the record player in the house makes the rewards better than only a single heart piece - yes, today it really doesn't matter, but when the gane came out, especially as a kid, it did - still not great tho

    • @RobertJW
      @RobertJW Před 25 dny +1

      I watched the original video a while ago but I had to re-watch it just now for the full context!

  • @Bluedanes
    @Bluedanes Před rokem +385

    I used to speedrun this game and I can explain a bit what's going on here. There's a bit more going on behind the scenes, but you are entirely right about how the threshold and the two figurines (new vs repeat) work. However, the game actually does decide those values when you pull the lever. The reason you're seeing the same result in your experiment is because how the game's Random Number Generator (RNG) works.
    Minish Cap, like a lot of old games, uses an RNG algorithm that will take a number as a seed, use that seed to create a number, and then use that result as the seed for the next RNG call. And in the case of Minisj Cap, there's actually not too many things that will call the RNG and therefore change the seed. Examples of things that will call the RNG are item drops, enemy movement, and Link using certain items.
    This means you can get very consistent "random" results if you are careful about your inputs, since Link's actions are the only thing in this room that can change the RNG seed. In your experiment, you just weren't taking any actions that called the RNG other than the other pull. If you open up the same save state from your test, and then swing your sword, roll, or use the Pegasus boots before pulling, you will see a different threshold and awarded figurines.
    Another fun fact is that the game resets the initial RNG seed when the GBA powers on and starts the game. So this means that if you're careful and precise, you could power off and on the game, go to the figurine shop and get the same resukt each time. Speedrunners abuse this as well as how the RNG algorithm works to generate "perfect luck" to collect all the figurines as quickly as possible. Though even with that it still takes them over 30 minutes.
    If you want to know more about this little overlooked Zelda game that I really love, feel free to ask me, or I can direct you to the Minish Cap speedrunning discord where people who know much more about how the game works can give much more in depth answers!

    • @ThePlantCommander
      @ThePlantCommander  Před rokem +36

      I JUST replied to a comment where I mentioned the GBA power cycle, lol. I had a feeling it did something like that, but it's fascinating that you can actually abuse it that way.
      Interestingly, even though I didn't know this at the time, I did try some of those actions (mostly aimlessly rolling around the room, lol) and still got the same result, so it might be possible that either it didn't trigger the RNG at all or, somehow, just happened to roll the same thing.
      I'm definitely not a "dedicated" speedrunner, but I dabble in it here and there and I incorporate speedrunning elements into my let's plays, so always love learning stuff like this. It's incredible how much you can learn about how games work when you just wanna go fast!

    • @Bluedanes
      @Bluedanes Před rokem +36

      @@ThePlantCommander Another quirk about the figurine pull is that the RNG doesn't get a number from 0-100, but actually 0-128, and if the number is greater than 100 it just calls the RNG function one more time. There are some times where it will just happen to get a number over 100 several times in a row, and when that happens it just keeps calling it until it gets a valid number. It's entirely possible that whatever your RNG seed was the game had to call RNG like 6 times when you pulled in order to get a valid number. Almost like a RNG call buffer. So if you, for example, rolled 3 times (each roll calls RNG once) before pulling, the game would still be in that buffer and end up needing to call RNG 3 more times, ending up in the same result.

    • @ThePlantCommander
      @ThePlantCommander  Před rokem +20

      @@Bluedanes Huh, fascinating. Let's just be thankful that it doesn't round higher numbers down to 100, or this would be even more unfair than it already is XD

    • @erlendvageskar3356
      @erlendvageskar3356 Před rokem +2

      I would love to know the exact steps I meed to take, so that I get 100% guarantee everytime by just paying 1 shell every time :).

    • @reynoldskynaston9529
      @reynoldskynaston9529 Před rokem +2

      I was wondering how speedrunners handle the rng. Do you guys have/allow a tool to be used to manipulate the rng?

  • @brandyjohnson9272
    @brandyjohnson9272 Před 26 dny +198

    I mean... Unless you cheat this, in effect, is the EXACT SAME as what it was originally thought to be.

    • @aughlnal7333
      @aughlnal7333 Před 25 dny +35

      yeah, I wonder what he would think if the repeat, new figurine and win chance where calculated when you press a on the shell menu instead of entering the door.
      It might seems more 'honest', but in effect the outcome is identical

    • @nngnnadas
      @nngnnadas Před 25 dny +1

      It probably does that too, since you can bet again witout exiting.

    • @trebmal587
      @trebmal587 Před 24 dny +29

      Yes, if you raised the odds of getting a new figurine to 80%, you have an 80% chance of the number determined by the game to be lower than that, and 20% that it isn't... that is, if any of the individual percent had an equal chance to get picked. So yeah, it doesn't change anything for the player...
      It's an okay way to determine the randomness of the side quest. There is no actual scam.

    • @lukelcs8934
      @lukelcs8934 Před 22 dny +10

      @@trebmal587exactly, this is how ALL rng works lol.
      It’s only more frustrating for save-state users, but it’s still doing exactly what it tells you.
      (Not to downplay how frustrating it is by any means XD)

    • @ThePlantCommander
      @ThePlantCommander  Před 22 dny +6

      @@trebmal587 exactly this. More than anything this was just a fun little thought experiment and the CZcams algorithm loves when videos make claims like this, so I had some fun with it, lmao. The odds are technically accurate, but this does make it even more clear that betting only one is optimal (since a losing bet is still losing, whether that's 1 shell or 30). But that was already the case before knowing this just because of the math.

  • @PringoOrSomething
    @PringoOrSomething Před 4 měsíci +89

    99% of gamblers quit before they make it big

  • @Triforce_of_Doom
    @Triforce_of_Doom Před rokem +200

    Oh gotta love when the "odds" are just a weighted coin flip

    • @tuluflulu
      @tuluflulu Před 2 měsíci +5

      Mario Party DS predetermines your dice roll.

    • @Triforce_of_Doom
      @Triforce_of_Doom Před 2 měsíci +3

      @@tuluflulu there's a good few Mario Parties that do

    • @tuluflulu
      @tuluflulu Před 2 měsíci +1

      @@Triforce_of_Doom I didn't know that. I thought it was just the DS one

    • @jwjeff11
      @jwjeff11 Před 13 dny +1

      ​@@tulufluluevery video game does. The only difference is how complicated they wanted the math to be and what the inputs of the equation are.

    • @emdivine
      @emdivine Před 8 dny

      @@jwjeff11 no, predetermining the rolls means they'd be consistent each time they're done regardless of whatever else happens. Very few games do that, since multiple different things call the RNG.
      But generally there will usually be one single seeded RNG, so the entire list of random numbers can be said to be predetermined. But each user of those numbers is sensitive to the other users.

  • @reneethefox4797
    @reneethefox4797 Před 24 dny +68

    For what it's worth, this is basically how randomness/probability works in every game. Generate a random number from 1 to 100 if it's less than the probability -> success, if it's greater -> failure. The only difference between this method and the standard method is that it generates the number when you enter the room instead of when you pull the thing. Which is only important if you are using cheats to rewind time, or if you're TASing since you can see the exact amount you'd need to bet every time. For a casual player playing on a GBA, it's neither better or worse.

    • @coreyhall5065
      @coreyhall5065 Před 21 dnem +6

      If anything, with save states this games method benefits the player by having a static rng seed you're guaranteed to roll back to rather than have it tied to a certain frame.
      Otherwise like you said for a casual player there really is no difference and it still functions the same as most rng systems in games and I see no real issues with it

    • @Ixmore
      @Ixmore Před 9 dny

      That's most likely the case as my experience with programing. Sometimes you have to create an illusion of what your trying to create. Take Starfield for example, it's likely the main point on how the game was built was to create an illusion that the game is bigger than it actually is

  • @jeremycampbell4939
    @jeremycampbell4939 Před 26 dny +89

    I'm confused.
    You're saying the percentage is a lie, but explaining in great detail how if the game says you have an X% chance to get a new figurine, there is an X% chance you get a new figurine.

    • @Shadowvanify
      @Shadowvanify Před 25 dny +36

      The difference comes down to the resource cost. If the percentages worked as expected, then each shell you spent would go towards increasing your chance of winning some amount, regardless of how many or how few extra shells you spend.
      But with a predetermined threshold, spending more shells does nothing unless you happen to spend enough to hit the unknown threshold. Otherwise those shells are essentially wasted. It’s more cost efficient to spend one shell each time until the threshold is randomly chosen low enough than to spend multiple shells trying to improve your odds.

    • @PS10111
      @PS10111 Před 25 dny +25

      ​@@ShadowvanifyI don't know if this is correct. Intuitively, it doesn't seem that the random number being pre-selected makes a difference. If you were to toss a coin and make a guess before looking, you'd still have a 50/50 chance.
      I wrote a quick simulation in Python and the odds are accurate to the player's input percentage.

    • @Kafaldsbylur
      @Kafaldsbylur Před 25 dny +47

      @@PS10111 It doesn't make a difference unless you have a way of rewinding time. Spending the shells to get that 75% odds *did* give you a 75% chance that the number the RNG had generated was under 75

    • @xerneas0723
      @xerneas0723 Před 25 dny +21

      @@Shadowvanify The fact that the best strategy is to spend one shell has nothing to do with the fact theshold is predetermined. Its is related to the concavity of chance of winning regarding the number of shell. Each shell you add increase the odd of winning but by a smaller and smaller percentage.

    • @sam7559
      @sam7559 Před 24 dny +4

      ​@@Kafaldsbylurbut it does give you a 75% chance that it rolled at or under your number, the computer just did it's RNG before you picked your shells. Yes grand scheme is 100% or 0% binary, you get a new figure or you don't. Saying that it isn't chance like presented is like saying a coin flip isn't 50/50 because it's going to land on heads because you saw the future.

  • @ShyGuyXXL
    @ShyGuyXXL Před 25 dny +34

    If they EVER remake this game, they HAVE to completely overhaul the interface of this machine, so you can just press 1 button to instantly buy another figurine.
    Then it wouldn't be so bad to just spend 1 shell at a time.

    • @Aileil
      @Aileil Před 23 dny

      No kidding. I think the only two things that might take more time are tracking down kinstone fusions and beating Vaati at the end (thought that one is probably just me; my brothers generally aced the combat sections).
      I would also rejoice mightily if I didn't have to leave one of the three multi-colored sisters homeless. There is a perfectly good plot of ground for a third house and everything and this poor gal is left in the hotel reflecting about how it's more lonely with the other two gone. 😥

    • @Knightmessenger
      @Knightmessenger Před 23 dny +2

      Or just let you hold more shells at once so you don't have to keep coming back.

    • @MajoraZero
      @MajoraZero Před 23 dny

      Spending one shell at a time increases your odd, but you're paying with your time!

    • @willverschneider1102
      @willverschneider1102 Před 21 dnem +1

      I have a better idea, change it completely! Make it so that when Link speaks to an NPC or defeats an enemy for the first time, it drops their "shell". Take that specific shell to the figure maker to add it to the collection.

    • @Aileil
      @Aileil Před 21 dnem +1

      @@willverschneider1102 I could live with that arrangement.

  • @emptylog933
    @emptylog933 Před 4 měsíci +34

    Just an implementation detail, the fact that the threshold is determined before you pull doesn't change anything in normal play.

  • @tuckerrouse4850
    @tuckerrouse4850 Před 25 dny +37

    There's actually a much simpler way to explain the cost inefficiency.
    With one seashell, you get the base percent chance, between 1% and 100%. With each additional shell, you get an additional 1%. So, if your base chance is 10%, and you spend 1 shell, you have a 10% chance. If you spend 3 shells, you have a 12% chance. You have *tripled* the amount of shells you've spent for a much smaller increase in chances.
    It only becomes statistically smart to spend more than one shell at the point when you're down to 1% chance. At that point, spending a second shell (doubling the cost) will boost you to 2% (doubling the percentage)
    Does this make sense to everyone?

    • @ThePlantCommander
      @ThePlantCommander  Před 24 dny +4

      This is actually a really good way of putting it

    • @elliotlevy8610
      @elliotlevy8610 Před 18 dny +2

      It is even worse than that though. As you said betting 3 when you start at 10% only gets you to a 12% chance. But now compare that to betting those same 3 shells one at a time. Assuming the base chance remains the same, statistically you have a 27.1% chance of getting at least 1 new figurine!
      You can actually graph this relationship and see just how bad it is. If we let the base percentage (b) be the theoretical value at 0 shells (so adding 1 gives you the starting percentage), the percentage chance of getting 1 new figurine (y) by adding more shells (x) can be expressed as y=100×((b/100)+0.01x). By comparison, betting 1 shell at a time can be expressed as y=100(1-[(1-[(b+1)/100])^x]).
      I know that looks a bit complicated in that format, but when you graph the two the first is just a straight line while the second looks like an inverted exponential decay function (which it is). What you find in these is that, for nearly all values of b, it never pays to bet more than 1 shell as you will have a lower chance of victory unless you bet enough to achieve nearly 100% chance. Even then though, you effectively are giving up the chance of getting 2 or more instead by betting so many. (e.g. Adding 1 to a starting 99% means you have a 100% chance of getting 1 instead of a 98.01% chance of getting 2. Betting 2 one at a time only has a 1.98% chance of getting exactly 1 and a 0.01% chance of getting 0 new figurines.)
      This only changes at very low starting percentages, where the difference in chances shrinks between the two methods. Even then though, it's not until precisely 1% that adding shells gives you better odds than betting the same number one at a time.

  • @ZT1ST
    @ZT1ST Před 4 měsíci +16

    It's not that weird to me that the RNG works that way - with the rewind, you're rewinding the RNG seed itself - and the way most game's RNGs work with their seeds, that means you're going to roll the same number.
    Like if you were annoyed about a 52-card deck draw, so you put the cars you drew on the top of the deck, and then pulled again.
    The percentage chance of it being the trophy you want is going to be tied to what the next number in the RNG is, not what the percentage is.
    If you can find a way to rewind and then burn an RNG (Probably by cutting one piece of grass and then immediately coming back, or finding an NPC/enemy with randomized movement make one turn) then come back...the RNG would've changed, and then the number would've been different.

  • @WalkerSunriseChannel
    @WalkerSunriseChannel Před 3 měsíci +50

    That’s literally how Fire Emblem rolls for whether attacks hit or miss, that’s fucking hilarious

    • @ThePlantCommander
      @ThePlantCommander  Před 3 měsíci +11

      In a game with permadeath that sounds like actual bullshit lmao

    • @WalkerSunriseChannel
      @WalkerSunriseChannel Před 3 měsíci +14

      @@ThePlantCommander I mean, you know what your odds are before committing to an action at least. If you play well you won't have to gamble on low odds often if at all XD

    • @ThePlantCommander
      @ThePlantCommander  Před 3 měsíci +4

      @@WalkerSunriseChannel that's the problem, I'm not that good xD

    • @mauricesteel4995
      @mauricesteel4995 Před měsícem +4

      and that method of calculating RNG isn't going away as now Fire Emblem has limited rewinds incorporated into its gameplay.

    • @sam7559
      @sam7559 Před 24 dny +7

      As a fire emblem player I don't see the issue. If the game says 90% chance to hit, I have a (ignoring the fact that true hit is a thing and isn't something I want to explain right now) 90% chance that the RNG value pulled was under that threshold. It's still a 90% chance, just that I need to move an arrow around if I want a second shot at the RNG working for me.

  • @homestar92
    @homestar92 Před 24 dny +11

    The thing is, the difference as to when it rolls is immaterial when playing without save states. It doesn't change your odds. It is only through emulators that this difference begins to matter or even be observable
    Your analysis is correct though - It is better to bid one shell each time. If you have 20% odds betting one shell, then there's a 90% chance you would get a new figurine after spending 10 shells one by one. Whereas bidding 10 shells on a single roll would result in only 30% odds of a new figurine. The odds don't tilt in favor of betting enough shells to get up to 100% until you're down in the very low single-digits.

  • @octoink145
    @octoink145 Před 6 měsíci +33

    I just got done 100% minish cap on switch, and I betted 1 shell and then abused the rewind feature to see if I got a new figure. Leave the room to get a different figure, then repeated it the whole time

  • @MudakTheMultiplier
    @MudakTheMultiplier Před 25 dny +11

    I think you've confused "%chance to win" with "%chance to pick a winning number". Yes, of the ~80 options you can choose from you get the largest chance to win with the smallest spent by only spending one, but when you spend one for the 20%, you do have a 20% chance to win.

  • @augustday9483
    @augustday9483 Před 3 měsíci +14

    Save states take a snapshot of the game's ram, so of the RNG call happened before you make the save state, the result will be identical every time you reload the save state.
    So in this case you'd need to make your save state before entering the room, since that appears to be when it does the RNG.

  • @KurtisC93
    @KurtisC93 Před 25 dny +8

    Why it is most cost-effective to use a single shell every time, even when the odds are set at 20%:
    • If you use a single shell, and run the machine five times in a row with that singular shell, you are likely to land a new figurine at least once. In essence, you've only spent five shells (or however many shells it took) until you got a new figurine.
    • On the other hand, if you increase your odds by adding more shells to a single spin, you're likely going to need to enter a number that is _multiple times_ what you would have spent if you just kept running it at one shell per spin until you got something new. To make it more likely than not for you to win on that spin (>50%), you'd need to spend tens of shells. To guarantee a win, you'd need to spend tens more.
    Even if the game wasn't "rigged", this logic would still apply.

  • @benjaminhutz2405
    @benjaminhutz2405 Před 3 měsíci +28

    well the thing is it does not matter if its a 1% chance to get a duplicate or if the game rolls a 100. The Math is the same... because the chance for the game to roll the 100 is indeed 1%. The only difference is that you cant abuse savestates to get the figurines, because the number is set from the beginning

    • @rawman44
      @rawman44 Před 20 dny

      You can abuse savestates, you just have to save at the top of the stairs lol

  • @nodrance
    @nodrance Před 22 dny +5

    This isn't a scam, the odds are exactly what they say they are. If you don't cheat, that is. Imagine for a second the game doesn't decide your number until you pull. You picked an 80, now it picks a random number between 1 and 100 and gives it to you if your number is higher. You having an 80 means that 80 numbers will give it to you, and 20 won't. Guess what, that's an 80% chance. And the math doesn't change if you generate the number beforehand and keep it secret. Even though now it looks like you're trying to hit a threshold, from an outside perspective it doesn't matter if the number you're comparing against was generated before or after you chose, it's still a random number and a random chance.
    And it doesn't matter whether it chooses the existing or new figurine before or after you pull the lever, either. You getting a random pre-chosen figurine is the same as getting a random figurine that's not decided until you pull.
    You broke the illusion by trying to figure out exactly when it's decided, but it doesn't matter when it's decided as long as it's random. It's the same as a dice, the second it leaves your hand everything is up to physics, but that doesn't make the roll any less random.

  • @DanielLCarrier
    @DanielLCarrier Před 24 dny +3

    Imagine someone offers to flip a coin and if it lands head, you win. It's a 50% chance of winning. Now imagine that instead of that, they flip the coin first, but keep it covered, and you have to guess what it landed on. What are your chances of getting it right?
    The answer is 50%. Unless you abuse time travel to know ahead of time what it landed on, it's equally likely to be heads or tails, and you have a 50% of guessing right.
    The same applies here. If you don't abuse save states, you'll have no information on what number the computer picked. It's a 1% chance of picking any number, and if you pay enough sells for a 53% chance of winning, that means 53 of those numbers will net you a win and you're 53% likely to win.

  • @kurocat471
    @kurocat471 Před 24 dny +9

    if played the intended way, this makes zero difference. it's not lying on the probabilities, it's the exact odds it says it will be. if you cheat with rewind or savestates, you have to reset the RNG seed by swinging your sword or changing screens to reroll and get the 'intended' effect.

    • @linkdx7079
      @linkdx7079 Před 23 dny +1

      Swinging your sword changes the rng? That's pretty funny lol

    • @simonO712
      @simonO712 Před 23 dny

      ​@@linkdx7079I would guess that it's because Link has multiple "voice lines" to choose from when swinging the sword.

  • @SnowheartKiara
    @SnowheartKiara Před rokem +13

    Ooooh, I actually had seen that video that video you were talking about at the beginning floating around, wondered if that's what inspired this video when I heard you were working on this.
    Anyway, this was great! Would love to see more like this!

    • @ThePlantCommander
      @ThePlantCommander  Před rokem +2

      I had a blast making this so I definitely wanna start making more video essay type stuff! I'm open to any suggestions for ideas ^^

  • @popsiclesshubert9609
    @popsiclesshubert9609 Před rokem +8

    I honestly did not think that quest could be that bad- thank you, this vid was great

  • @charleslee8313
    @charleslee8313 Před 21 dnem +2

    I'm quite surprised that Game Theory never did an episode on this.

  • @ppowersteef
    @ppowersteef Před rokem +27

    Correct me if I'm wrong, but I don't see what makes the difference here.
    Since the treshold will reset each roll. The % is indeed a guaranteed win or loss, but only for the current roll, but the treshold generation is still random.
    Without savestates, you can only make one guess before the treshold resets again
    It's just pre-determined rather than on the fly, and that system only breaks if you cheat.

    • @ThePlantCommander
      @ThePlantCommander  Před rokem +4

      That's true, I tried to make it clear in the video that this is really only relevant if you abuse save/rewind features to try to cheat your way through the quest, but even that is largely pointless so you might as well just do the quest normally. Even trying to cheat the system isn't worth it.
      Interestingly though, I would like to mention that a former speedrunner left in interesting comment on this video mentioning that it's possible to manipulate what the threshold it gives you is, so that's definitely something worth looking into!

    • @ppowersteef
      @ppowersteef Před rokem +7

      @@ThePlantCommander Yeah, I've noticed the speedrunner's take too.
      This video makes for an interesting find and take on a % calculator though.

    • @kabzebrowski
      @kabzebrowski Před 4 měsíci +8

      Save states are what break the system, as you already pointed out, and of course, since you can't do that in the original game, the % is accurate there. You're taking a guess at what number (1-100) the game chose, the higher you bet, the higher your chances of being above the threshold. There's no rigging, it's just a different way of doing RNG.

  • @HelpTheWretched
    @HelpTheWretched Před 25 dny +4

    Even though it's well-known that most "random chances" in gaming are pre-determined at some point, it's always funny (and a bit maddening) to see it laid out so clearly.
    This reminds me of one of the 3DS StreetPass games, Flower Town, where each seed you harvest can have up to 3 possible breeds that it'll produce, each with a percentage "chance". But it's totally pre-determined, and if you're watching closely, there are 3 different ways to narrow down the possibilities, so you can virtually always know what you'll get. I demonstrated this once on Miiverse by posting a screenshot of the three possible breeds, guaranteed that it would be the one with the lowest percentage (11%), then posted the follow-up screenshot where I was correct.

  • @TakumiJoyconBoyz
    @TakumiJoyconBoyz Před rokem +7

    There's honestly a few games I've seen with similar gambling mechanics where they lowest bet is actually the best in the long run because even if you have to do more rolls you save way more resources. The Senran Kagura games come to mind for their outfit roulette.

    • @ThePlantCommander
      @ThePlantCommander  Před rokem

      Which Senran Kagura games, out of curiosity? Coincidentally, I've actually been playing through PBS right now as I worked on this video, lol. I 100% completed Burst Re:Newal a few months ago and I'm working on the same for PBS right now, but I don't remember seeing any gambling mechanics in these games outside of PBS' cards

    • @TakumiJoyconBoyz
      @TakumiJoyconBoyz Před rokem

      @@ThePlantCommander In most of the games there's an underwear lottery.

  • @lyricjam39
    @lyricjam39 Před 23 dny +2

    Maybe it was made to teach kids that gambling is a bad habit.

  • @kooriicolada
    @kooriicolada Před 4 měsíci +2

    I just did this quest and while playing around with the save states I figured out the fact that the figurine seemed to be chosen before the pull. It's interesting to see what was really going on there! Great video :)

  • @lupislord
    @lupislord Před 24 dny +3

    This is pretty standard behavior for a Random Number Generator. Just think of it as savestates rewind your RNG just the same as they do your shell count, for instance.
    Now lets try thinking about how you can exploit the RNG! Here's my idea: its basically a modified "binary search" algorithm
    Step 1 - Try 1 shell (if that works your done)
    Step 2 - cut the odds in half (so if you were at 20% for 1 shell, jump up to 60%)
    If that fails, cut the odds in half again (jump up to 80%)
    If that succeeds, go back halfway from your previous guess (to 40%)
    Repeat step 2 until you find the exact % needed
    process might go something like 20%->60%->80%->70%->75%->77%->78% (end)
    This finds the target % much faster than incrementing 1 shell at a time
    You could also take shortcut and quit as soon as the shell count gets to high for you (and by quit I mean reset the room and try again)
    Not sure if this is actually faster than just doing 1 shell at a time and resetting, probably depends on how bad your luck is

    • @ThePlantCommander
      @ThePlantCommander  Před 24 dny

      Interesting thought experiment, but in reality that's probably gonna take longer. With how many text boxes and animations that play out for every single pull, rewinding that often is probably just a waste of time. Personally what I would do is create a save state every few minutes and if I get, like, 15 repeats in a row? Just reload it and force the game to re-roll to save resources. Your idea is probably really good in terms of resource conservation, but if you're just trying to get the sidequest done faster, it's more effort than it's worth.

  • @xenxander
    @xenxander Před 11 dny +2

    i like when people reveal that there is 'no reason to play' a game.
    The Yugiho card game online.. the AI draws the best card from its deck it needs, on its turn. So the cards 'drawn' in its hand mean nothing.
    It 100% cheats, having 'deck crawl' or whatever you call it,100% of its turns.
    Therefore I realized there is no reason to play because if the right card exists in the computer's deck to counter you, it will play it... guaranteed.
    and if it doesn't, means you got lucky and chose those cards before the match.

  • @AeroDragon2
    @AeroDragon2 Před rokem +2

    This was such a fascinating experiment turned video from you dude

  • @Iamverylazy
    @Iamverylazy Před 14 dny +3

    I'm a little confused as to what you're upset about. The game picks a random number and you set the odds of getting a new figurine. So what if it picks the rng before you set the odds? It doesn't affect the odds themselves. If you set the probability to 75% than you have a 75% chance of meeting/beating the randomly generated number. It seems to me like that's working as advertised.
    That being said, the real issue with this mini-game is that it's mathematically inefficient to bet more than 1 shell at a time, but that's not because of the inner mechanics of the game, it's just due to the fact that betting one or two shells give almost equal odds of getting a new figurine but betting two shells literally cuts your possible number of attempts in half. And this only gets worse the more shells you bet. You have to pay an exorbitant amount of shells to make any meaningful difference in your odds that it's just mathematically better to only bet one shell at a time.

  • @ZaffreRevolution
    @ZaffreRevolution Před rokem +7

    my dude why have you been holding out on us? i haven't even played minish cap but this video was entertaining and clean as hell! great stuff

    • @ThePlantCommander
      @ThePlantCommander  Před rokem +2

      Thanks bro! I kinda decided to do this on a whim, it actually didn't even start as a video essay. Most of the footage of this video is actually from an unscripted live recording I took of the same concept, and after I did that I decided to go all out, so I wrote a script, dubbed over it, recorded some B roll and extra footage, and spent the next two weeks editing like crazy, lol. I had a blast making it though, it was super hard to edit and animate everything correctly but I think the end result was worth it. I definitely wanna start doing more video essays.
      Maybe even... a collab? 👀

  • @Avigorus
    @Avigorus Před 15 hodinami

    The instant I saw the repeats on the rewinds my first thought was that it was set when I entered the room, with the worst case scenario being a need for a full game reset to reset the figure & threshold. Now, I wasn't sure if exiting and reentering the room would reset it, but yeah "rewind to before entering the room" is where my instincts went lol

  • @chaosprime1629
    @chaosprime1629 Před 3 měsíci +2

    to be fair, save states generally have pre-determined results in many games. even a turn based rpg this is frequent where a random battle will occur after moving just one step unless you change the variables such as performing different actions.

  • @ahernplays2239
    @ahernplays2239 Před 9 dny

    All these years, all those attempts, all the times people said I should just bet 1 shell and I ignored them because I thought "But it's percentage based".
    So much pain and it was all for nothing.

  • @TheBreadPirate
    @TheBreadPirate Před 5 měsíci +3

    How on earth did this become worse???

  • @Londobelle
    @Londobelle Před 25 dny +1

    I feel it's a matter of perspective. The way to look at it is to treat it as a betting game.
    You bet every number up to the % that you choose and play that against the target number that the game generated. so if you pick 60%, you bet that any number between 1 and 60 are equal to the target number. In other words, you bet that 60 out of the 100 possible numbers can win, which is 60%.
    The number you start with also seems to be determined based on the percentage of figurines you have, which can increase if you unlock a new set of figurines and lower when you obtain new ones. So while the chances don't directly decide what figurine you get, you still get either a new one or a duplicate at the chances you bet on. At the end of the day, the order you get new ones in or which specific duplicate you get doesn't really matter.
    Basically, the only thing that's rigged is the shell pricing.

  • @TheOtakuArtist
    @TheOtakuArtist Před rokem +7

    This turned out so amazing, it looks so professional!! So proud of you, you should make more essay videos like this!!

  • @dasallmaechtigeJ
    @dasallmaechtigeJ Před 23 dny +1

    That’s not the worst. The worst is planting trees in OoS/OoA randomly hoping for the heart piece.

  • @gneii6456
    @gneii6456 Před rokem +17

    This isn’t actually worse, it’s just the roll happens before you bet. For a real world analogy, imagine some plays a game where if you roll over 1, 2, or 3 you win a prize. The normal sequence would be you pick your threshold and then the roll happens to decide if you win. This is more like the roll happens but is covered up before you select your threshold. The odds don’t change, the two events are independent.

    • @ThePlantCommander
      @ThePlantCommander  Před rokem +1

      That's exactly the problem; the game basically lies to you by showing you a "probability" when that isn't how it works at all. It's entirely possible to walk into the room and get screwed over by the game getting a good roll, making your "bet" almost guaranteed to be wasted, with no way to know if the game screwed you over without cheating. Basically, the game lies to you about how the odds work to hide the fact that it can be (and often is) rigged against you. This encourages players to bet more shells to make them *think* they're getting better chances, but they really aren't; the threshold has already been decided, and you'd be wasting precious resources by trying to figure out what it is. It gives you misleading information to trick the player into betting large amounts on something that, with no way of knowing, could already be a guaranteed win or loss.
      Do they actual ODDS change? Technically, no, but at that point it doesn't actually matter because the result being predetermined means there's no point to wasting your resources. It actively tricks the player into doing something wasteful... which, to be fair, is accurate to how actual gambling is designed, but nobody's playing a Zelda game to get the casino experience, so that's not exactly a good thing.
      The 80% strategy still stands, but only when your base probability is so low that it's unreasonable to try to get a new for 1 shell. I'm talking below 10% here. Above that, spending more shells for higher odds (especially on a platform with save states) is a complete waste.

    • @Monkeyman249
      @Monkeyman249 Před rokem +11

      @@ThePlantCommander I think all of this only matters if you want to use save states to try to get the figurines. You are right about it generally being wasteful to bet more than a single shell, but it doesn't have anything to do with the thresholds being predetermined. The probabilities the game shows are still correct given that you don't know the threshold, which you won't without save states.

    • @javiersaneiro6412
      @javiersaneiro6412 Před rokem +3

      @@ThePlantCommander Is not because the results are predetermined. Computers can't generate true random numbers, and therefore they have algorithms to generate pseudo-random numbers. The problem is that GBA hardware is so primitive it has a very bad pseudo-random algorithm that creates a new "random" number based on the previous "random" numbers and it do not even change based on the clock. That is why when you rewind the savestate before pulling, it will have the same result. You are actually doing the exact same actions, and given that random numbers are determined based on previous random numbers, it is impossible to repeat the same action and have different results. To have different results, you must rewind before pulling and make Link move around the room and do things, just 1 or 2 seconds will be enough that will force the random algorithm states to generate new numbers, and so when you pull the trigger the result will be different. It is a trick that GBA Pokemon players learned years ago.

  • @tjeerdtrekkie1030
    @tjeerdtrekkie1030 Před 19 dny

    You know I'm starting to think that Nintendo made this entire heart piece shell quest to teach Children about the dangers of a gambling addiction

  • @emdal9693
    @emdal9693 Před 5 měsíci +8

    well in fact the game is not lying to us.. it is just showing the chance that we are above the threshold aka the chance that we get a new thing
    in fact that only change when you have any information about the threshold which we don't unless using cheat...
    so no it doesn't really change anything as long as you're not using rewind

  • @reynoldskynaston9529
    @reynoldskynaston9529 Před rokem +8

    I mean the percentage isn’t lying cause the only way you could know that it decides the value before is with save states or by looking at the code. There really is no difference between the number being generated before you roll or after you roll.
    I still liked the video though.

    • @ThePlantCommander
      @ThePlantCommander  Před rokem +2

      It's lying in the sense that by raising your "percentage," shells are being wasted without any way of the player knowing that without cheating. Yes, the odds don't actually change, but anything you bet above or below the threshold is meaningless, and without cheating it's impossible to know what that threshold was. Basically, it encourages being wasteful by giving you misleading information on how it works.

    • @reynoldskynaston9529
      @reynoldskynaston9529 Před rokem +4

      @@ThePlantCommander I’m saying even if the value was determined after you would still be wasting shells. If you pay 50 shells for a 50% chance then the game rolls a 25 then you would still have wasted 25 shells.

  • @YokoX23
    @YokoX23 Před 26 dny +1

    Nintendo odds are either 50% or 0% if it's not 100%
    See Pokemon for the most obvious example.

  • @TyphoonArtifice
    @TyphoonArtifice Před 4 měsíci +1

    This heart piece in question was one of the last things i needed to do i had nothing to lose.

  • @yonatonheit8397
    @yonatonheit8397 Před rokem +8

    I'm not sure i see the problem. If the game selects a random number between 1 and 100, there an 80% chance that its 80 or below. So when you selection 80%, there is in fact an 80% chance that you guess the right threshold. That fact that its a predetermine number doesnt make it not probability because you lack the means of knowing what it is without save states.
    Think of it like this. If I flip a coin, hide the results and ask you to guess. The coin is in fact before you guess 50% change heads and 50% change tails because from your perspective, it is unknown. The fact the true result is predetermined doesnt change that.

    • @ThePlantCommander
      @ThePlantCommander  Před rokem +2

      It doesn't, you are correct in that sense. The difference between this and a coin flip is that there aren't just two possible choices, and the fact that the game hides the fact that this is how it actually works actively tricks the player into wasting shells. If that information was clear, it would be obvious that betting more than one shell unless your odds are unreasonably low is extremely wasteful, but hiding that fact from the player encourages them to do so. For people who DON'T know that this is how it works, they'd think that a higher bet is actually worth it, but with a system like this, it isn't.

    • @kabzebrowski
      @kabzebrowski Před 4 měsíci +2

      @@ThePlantCommander That's.. not true, just like a coin flip, there are only two possibilities: you're either >= the threshold or < on your guess. You don't know the odds before hand unless you cheat, and the threshold rolls reset for each try, so it's working properly. Using two shells still awards you 2/100 chance of getting a new figurine per try, as there is 1/100 for the game to select 1 as the threshold, and 1/100 for it to select 2 as the threshold, and 98/100 for it to chose another value, so in 50 tries it statistically will roll 1 or 2, and each shell you put there ups your chances of being >= above that random number by 1/100, so there is no rigging nor wasting there. You're arguing that you're wasting shells because the RNG is predetermined on top of abusing save/load states, but the game and that style of RNG wasn't designed around save states.

    • @simonO712
      @simonO712 Před 23 dny

      ​@@ThePlantCommanderI still don't get how you mean that the game is tricking you into wasting shells. Assuming no RNG manipulation, the optimal strategy (only spending a single shell each time) is _completely_ independent on whether the RNG rolls its number before or after you pull the lever.

    • @ThePlantCommander
      @ThePlantCommander  Před 22 dny

      @@simonO712 The timing actually doesn't matter, you are correct. It's the threshold concept that makes spending more than one wasteful, but only in hindsight; played as intended, it makes no difference.
      It essentially means there is no difference between betting 1 and betting 50 if the game happened to roll a 90. The only difference in that scenario is that you just threw away 49 shells for no actual gain. You were CLOSER to the threshold, but you lost anyway, so it didn't matter.
      In practice, this isn't actually deceptive, and without cheating since it would be impossible to even know that, but even then it's still beneficial to only bet one from just doing the math. 1 shell for 20% or five times the shells the shells for 25% simply is not worth it regardless of the mechanics behind it. More than anything this video was just an observation and breaking down how it works to those who aren't familiar with RNG mechanics than actually complaining about the mechanics themselves. Just a fun little thought experiment.

  • @psoslash
    @psoslash Před 23 dny +1

    probability is still accurate, it just does the rng calculation beforehand, if we don't take cheating in consideration it has no difference wether is decided earlier or after the bet

  • @meta527II
    @meta527II Před rokem +2

    I haven’t done it, but it sounds like Melee’s trophy lottery except bad.

    • @ThePlantCommander
      @ThePlantCommander  Před rokem

      I actually have no idea how the trophy lottery works but I also completed that long ago as a kid lol

  • @affegpus4195
    @affegpus4195 Před 15 dny +1

    Thats just how Random number generators works.
    Given the same seed(which is likely set when you start the game)
    It will always give the same sequence of numbers.
    I repeat: RNG will ALWAYS give the same number sequence for the same seed.
    In this case it will get 2 numbers from the RNG, one to check if it is a new figurine or repeat and another to check which one it will be.
    So yeah, nothing wrong with that. Thats why is called pseudo random, not random

  • @ThriftyFangirl
    @ThriftyFangirl Před 12 dny +1

    What you're describing doesn't change anything though. When you spend more shells to increase your odds, you're doing so with no knowledge of where that random number landed. It doesn't actually matter when the number was generated as long as you've made your choice without any additional information. You choose how big to make your "basket" and the rng decides where its going to land.
    Now the actual reason it's a scam to increase your odds is because unless you're down to 1% for 1 shell, the amount that you increase your odds is not proportional, and you would net more wins over time by spending only one shell. That's because the first shell is worth however much, say 20%. If you spend an additional shell on the same roll, it's worth 1%, but if you save it to spend on a second roll, then the second shell is worth another independent 20% or 19% if you won previously

  • @unknown000001000
    @unknown000001000 Před 3 měsíci +1

    When I did this on the GBA, I dedicated an entire save file to that point so that on future playthroughs I would never have to endure it ever again. X(

  • @Eddies_Bra-att-ha-grejer

    I remember finishing this quest as a kid and I don't remember it being particularly tedious. I'm pretty sure I collected the shells using a combination of two of the picolytes.

  • @IronMan3582
    @IronMan3582 Před 4 měsíci +2

    If you have an EverDrive, there is a ROM hack that quite literally moves the heart piece to the other side of the room so you can just collect it and skip this whole nightmare and only do it if and only if you want to

    • @ThePlantCommander
      @ThePlantCommander  Před 4 měsíci +1

      why this wasn't how it is in the base game, I will never understand

    • @IronMan3582
      @IronMan3582 Před 4 měsíci

      @@ThePlantCommander It's truly an awful sidequest, and even moreso after seeing your video on how the lottery works against you. I thought getting all the figurines in Wind Waker was bad because of the limited number of pictures you can take, but this collection is way way way worse

    • @ThePlantCommander
      @ThePlantCommander  Před 4 měsíci

      @@IronMan3582 I did it in wind waker once... never again, and that's my second favorite game of all time lmao

    • @IronMan3582
      @IronMan3582 Před 4 měsíci

      @@ThePlantCommander I remember a work buddy of mine who got the Prima guide and I just saw all the color drop from his face when he realized how many hoops he was going to have to jump through to get everything in Wind Waker, and there were I think two or three you couldn't get at the same time, you had to choose one over the other? I dunno if they ever fixed that in the WiiU port

  • @Zolerian
    @Zolerian Před 22 dny

    So this proves that it is even more worth to just use 1 shell each time, because it doesn't really matter if the odds are 1% or 99%, as it is the same as long as they aren't 100%.

  • @EtheRenard
    @EtheRenard Před měsícem +1

    My favorite games are both Wind Waker and Minish Cap, but wow, I hate the figurine minigames so much xD
    The part that I hate the most is that your max is 999 shells, so you have to think about coming back from time to time to avoid wasting treasures

  • @user-kd7he5jw9l
    @user-kd7he5jw9l Před 2 měsíci +2

    I've seen a few of the comments and I wanna throw my own hat into the ring. Firstly, if performing actions in the room didn't affect the RNG, that means the RNG function is most likely called upon room entry and possibly post-figure pull. Room RNG reroll is actually likely, because there may already be RNG seeds to determine NPC and enemy movements in rooms.
    For those saying it technically doesn't change gameplay... They are correct in that the statistics the game gives you do match up. The 1/5 chance to select a number under 20 is equivalent to the 20% chance displayed in the text box. The game is trying to abstract the code running beneath it, an important philosophy in coding and game design. The developers intend for a blind player to be led to assume the game is generating at pull, because it affects their gameplay style and how much time they sink into gathering materials through the shops. It also likely saves resources and clock cycles to only have the data for two figures loaded in the room transition, rather than picking from the whole list upon the pull. The GBA is a solid system, but it has to save RAM when it can.
    However, while playing blind would technically make the chances true, it DOES change how you play if you know the truth behind this mechanic. The developers did not account for people uncovering the actual methods at play. Even without save states, it IS more optimal to just gamble one shell, because knowing that the game picks the number beforehand means that the minute you walk into the room, you may have already been boned with a high number pick. So increasing your "odds" up 10%, 20%, maybe even 50% more won't even matter. It's because if the number is high enough, gambling 2, 5, or 10 has no foreseeable difference. So using the minimum and save scumming is now the best option for your time. This applies regardless if room RNG rerolls on boot, if it doesn't, or if you're using states- no matter what, you can save a shell and hours grinding for them.
    ... But if you still wanna play beat the number with the game, you can play as intended and the probabilities are still correct.

    • @ThePlantCommander
      @ThePlantCommander  Před 2 měsíci +1

      Most well-thought out comment I've gotten so far, this is precisely what I wanted to showcase--that you can essentially get screwed over with no way of knowing until you waste your resources. If you don't know that, it doesn't change much, but knowing that it's possible for the game to screw you over makes it way more efficient to be stingy.

    • @AbruptAvalanche
      @AbruptAvalanche Před 27 dny +3

      I disagree with your conclusion that this knowledge changes the optimal strategy. If your on-screen percentage shows 20%, then what is the probability that 20 is higher than the pre-selected threshold number? It's 20%. It doesn't matter if the threshold number is chosen at room entry or at the time of the pull. As long as it's unknown to the player, it's still effectively random.

    • @user-kd7he5jw9l
      @user-kd7he5jw9l Před 27 dny

      @@AbruptAvalanche The reason why it does matter is because if the number is already generated, it means you adding percentage will only help if you figure out what the number to hit is. If the number generated in the room is 80, then adding 10, 20, or even 50 to your pull is absolutely useless. If you don't know what it is, it's best to spend as few shells as possible, because more chances is better in this case than trying to guess and wasting them all, or spending 100 and having to grind constantly to get the last remaining few.
      If it's generated at pull, you adding percentage before the pull gives you a better chance. In theory, you could save state in front of the machine, put in 50, rinse and repeat until you get it, and you'd eventually get it a lot faster than if you just threw one shell in every time. Of course, you could also just do the same strategy of putting in one, and you'd be playing pretty similarly.
      But the point is that if it's generated before YOU have a say in your bet, then that's a guessing game. The developers were banking on the player thinking that they're increasing their pool of chances, and eventually grinding to get 100s of shells to add more playtime.
      tl;dr, it might seem like throwing in 20 gives you a 20% chance, and it does if the player is going in completely blind. But this knowledge brings to light that if you DO know how the system works, it's better to spend as few shells as possible to get more chances then to blindly guess the number and possibly get fucked over by a high number guess that had already generated without you knowing it.

    • @AbruptAvalanche
      @AbruptAvalanche Před 26 dny +4

      @@user-kd7he5jw9l Just to be clear, I'm ignoring save states entirely here since you said this knowledge changes the strategy even without them.
      "...if the number is already generated, it means you adding percentage will only help if you figure out what the number to hit is."
      This just isn't true. You don't have to figure out the number. It isn't even something the player can ever figure out. And boosting the percentage can absolutely help without knowing this number. If you start at 20% and the pre-selected number is 25, then throwing an extra 10 shells in will 100% guarantee a unique figurine that you wouldn't have gotten otherwise. Sure, that number might be higher than 30 (guaranteeing a loss), but what are the chances of that? 70%. Exactly what you would think without knowing about this mechanic.
      "But the point is that if it's generated before YOU have a say in your bet, then that's a guessing game."
      It's a guessing game either way. You're either guessing what number the RNG has already selected or you're guessing what number the RNG will select. If that's all hidden to the player, it makes no difference in optimal strategy.
      "...and possibly get fucked over by a high number guess that had already generated without you knowing it."
      Again, what are the odds that you've been fucked over by a high generated number? If the game generated the random number at pull, what are the odds that the game will generate a high number? They're exactly the same.

  • @shadeknight6537
    @shadeknight6537 Před 25 dny +1

    The best strategy for getting that Heart Piece is to play the game on emulator, use a walk through walls cheat, and just skip the whole gambling nonsense.

  • @vulpes6144
    @vulpes6144 Před 25 dny +1

    These and the fact that some Kinstones can only be matched at a certain point of the game and then NEVER again is pretty rigged 😂

  • @alexanderspencer4194
    @alexanderspencer4194 Před rokem +1

    That editing timeline would have made my computer start sparking and emitting steam, lol. And here I had no idea it got worse than the “Hit Orca 500 times” heart piece in ww

    • @ThePlantCommander
      @ThePlantCommander  Před rokem

      At least the Orca one is relatively easy, it just takes a while. This one is nearly an hour at minimum, but that's with absolutely perfect luck. It's more likely gonna end up taking nearly 10 hours xD

  • @SporeMystify
    @SporeMystify Před 23 dny

    Okay, this is just normal psudeorandom numbers.
    With the same savestate, you generate the same number. It doesn't even have to have already chosen it, a pseuorandom generator is more like picking from a deck of cards - you don't know what the next sequence is, so every draw is random, but the order was chosen during shuffling, not drawing.
    So when you savestate to repeat the same chance, yeah, the random part is effectively fixed, and you are changing the threshold it's checked against.
    But that's still exactly equivalent to setting the threshold and the. Getting a random number to compare against if you aren't replaying that event.
    It's like if somebody flips a coin, and you can call heads or tails, but afterwards you rewind time and watch that same coin flup over and over

  • @id-f8679
    @id-f8679 Před 10 měsíci

    I am doing this rn and the best way to do this is using one shell and use a save state and do some random things in the room like swinging your sword until you get a different figurine. Each sword swing changes the figurine you will get.

  • @The-Pizza-Zone
    @The-Pizza-Zone Před 22 dny

    I recently replayed this game on GBA 100%, and this quest, as well as being given the mirror shield post-game, knocked the entire thing down a point or two for me.

  • @PixelOverload
    @PixelOverload Před 26 dny +1

    I assume it also rolls a new threshold whenever you pull, not just when you leave and enter, else once you enter and get a number below 20% you can simply keep pulling with the 1 shell for indefinite new figs, no? Unless the game boots you from the room after a pull automatically, I don't recall 🤷

  • @JimiGosu
    @JimiGosu Před 18 dny

    So we are essentially rolling a d100 against the game EVERY TIME WE TRY TO GET A FIGURINE regardless of what the percentage says our chances are.

    • @ThePlantCommander
      @ThePlantCommander  Před 18 dny +1

      Sort of, but not really. Behind the scenes that's what it looks like, but in practice, the percentage is technically accurate. It's only inaccurate if you're abusing save states or rewind features.
      Think of it this way: the game shows you 20%, and you bet one shell. There IS a 20 out of 100 chance that the game will roll lower than you, so that percentage is true.
      However, let's say you somehow are aware of the fact that the game had actually rolled a 50. Everything between your starting bet of 20 and 50 are a loss, so your odds were actually 50/50. BUT, this only applies if you are aware that the game already rolled.
      Imagine someone flips a coin and tells you to pick heads or tails. The coin already landed on tails, meaning you have a zero percent chance to be correct by picking heads. But, since you don't know that yet, from your perspective this is still a 50/50 guess. If playing the game as intended, the odds are accurate to what it shows you, but that falls apart if you look behind the curtain. The strategy remains largely the same either way; betting only one is optimal both because of how the mechanic works and because of the math. Different thought process, same conclusion, so in reality none of this actually matters.

  • @sagacious03
    @sagacious03 Před 24 dny

    In theory, for each number there might be a series of guesses that can tell you what number the game picked in as few guesses as possible. Doing that might be able to lower the time spent exiting & re-entering the room for rerolls.
    Anyway, neat analysis video! Thanks for uploading!

  • @nillanapier1161
    @nillanapier1161 Před 21 dnem

    This isn't a rigged game, this is a perfectly valid way of calculating the odds, and doing all the other stuff, it does get a bit weird when you start doing impossible things, but you are doing impossible things

  • @ridjenite
    @ridjenite Před 22 dny

    One thing we don't see is how that 20% is determined. Sure, it seems like a one in five chance, but it is really 20 in 100, which means more numbers to sift through than five. It isn't lying to you with those odds. It is in fact being dangerously honest.

  • @mage1over137
    @mage1over137 Před 14 dny +1

    Without save states this is functionally the same.

  • @marianokaz1503
    @marianokaz1503 Před 21 dnem

    So this is why Scott the Woz hasn't finished The Minish Cap yet!

  • @iamsheel
    @iamsheel Před 3 měsíci +1

    I use save state and yeah I have to run around a bit to get a new figurine

  • @RPG_Hacker
    @RPG_Hacker Před 22 dny

    I know some people have already pointed this out, but as a programmer, I still wanted to share my perspective on this.
    What you observed here was basically how any randomness in computing works (I'll ignore some exceptions here for simplicity). Computers aren't really able to generate random numbers. They're only able to generate pseudo-random numbers, which really just means they're pulling numbers from a pre-determined sequence of numbers. Simply put: They're using math to calculate a number that "feels" random. Which number from the sequence they're pulling depends soley on the current state of the random number generator. Usually, the state is just a single number (called a seed), and it's initialized once at application start (usually using the current time, but since the GBA can't measure time natively, the game likely uses a different method).
    Now what you're essentially doing by using save states is that you're rigging the test. Save states function by taking a copy of the game's entire memory, and then restoring that memory whenever you load the save state. Since memory is also what contains any seeds used by RNGs, you're essentially using the same seed for every single attempt. This test case doesn't quite replicate how an average player would engage with the feature while not using savestates (aka how players on the original GBA would've played the game). With no knowledge about the RNG seed and no way to roll back state, the percentage numbers are (essentially) representative of what results a player will actually get.
    What's worth noting in this regard is that not every game uses RNGs the same way. This game, as you've determined with your experiments, seems to pull the random number for the lottery every time you enter the room. Other games might do it differently and pull a random number every time you interact with an object. Also other games might share a single RNG between many functions in the game. This could lead to the situation where in those games, you could get seemingly different results despite using save states, because something else advanced the RNG in the meantime (but really, under the hood, the game is still just pulling numbers from a pre-determined sequence). This was actually the case in Final Fantasy XII on the PS2. The game had a very strong weapon that could only spawn in chests in a single room and with a very low chance of 1 in 1000. However, the game only pulled the number for the contents of the chest upon interacting with it, and any combat in the game used the same RNG sequence as chests. With some tables, it was actually possible to find out the current seed of the RNG, and then manipulate it using attacks and magic to end up with exactly a seed so that the next time you'd open the chest, you'd always get the weapon.

    • @ThePlantCommander
      @ThePlantCommander  Před 22 dny

      I really wish that FF12 example was a more common thing. I know a lot of games have stuff like that, but I'm just surprised I don't see it *more* with how crazy speedrunners get with stuff like this.
      Certainly would make getting the Sword of Kings way less of a pain in EarthBound. I *think* that pulls from the seed the moment you enter a battle, not during the battle itself, so I don't know if much could be done in that case.

    • @RPG_Hacker
      @RPG_Hacker Před 21 dnem +1

      @@ThePlantCommander For speedrunning purposes, that'd definitely be practical, yeah. I guess most of the time, programmers don't really think about their game that way when implementing RNgs. They probably don't consider emulation a valid use case, and don't consider speedrunning a priority.
      In some cases, programmers even intentionally try to make RNGs unexploitable. Newer Pokemon games seem to do that. From what I understand, they use a secure RNG from the system to generate what Pokemon appear next. It's an RNG that is not exploitable by simply observing its generated numbers (though because of some programmer oversights in the games, there's still usually one or two areas where RNGs can be exploited).
      Aiming for unexploitable RNGs kinda makes sense when considering what purpose randomness usually serves in games. It would somewhat defeat the purprose to intentionally make one exploitable just for the sake of speedrunning - but of course, since randomness is unpredictable, it always has a chance of making a mechanic more tedious than it was intended to be, like here in the Minish Cap. It's why I generally prefer speedruns that are more skill-based than luck-based.

  • @BASEBALLFURIES.
    @BASEBALLFURIES. Před 6 dny

    i always knew something was screwy when adding shells perfectly incremented the odds by the same number

  • @SorcererLance
    @SorcererLance Před 24 dny

    ...Good lord, guess it's just better to always bet one shell every time and ignoring the lying percentage rate as you pray to the RNG gods

    • @ThePlantCommander
      @ThePlantCommander  Před 24 dny +1

      In all fairness, it's not entirely accurate to say the percentage is wrong. That's something a few comments have pointed out, and I agree--that was just poor wording on my part. What DOES change however is resource management. Knowing how this works proves that if the game rolls a high number, betting one shell or betting 50 shells gives you the same outcome. You'll lose either way, so betting 50 shells would essentially be throwing 49 away for no reason. However, it's impossible to know the game's roll without cheating, so it's not worth wasting your resources on what really comes down to a random guess.

  • @ChaoticTeal
    @ChaoticTeal Před 24 dny

    Thanks for taking the time to dive into this! I *adore* Minish Cap, but would not wish unassisted completion on anyone.
    That said, I do have a couple of notes from my own NSO playthrough last year. While the added information from save states does make it feel weird, you *do* effectively have the odds the game presents. The difference is when the roll takes place; while you'd expect it to occur when you place your bet, it actually occurs based on the game's existing RNG state, which isn't affected by your bet. Because the game runs on a consistent random seed, though, you can alter the result by taking any other action which advances the RNG. The fastest one I found is rolling-the dust particle effect has a slight random variance.
    This doesn't make the quest any less of a pain, but at least it's easier to work with!

  • @firakagegetsu1101
    @firakagegetsu1101 Před 25 dny +1

    You are correct in everything except the abuse of the save State part because it depends upon how far you go back as to whether it chooses a different one for example if you choose to go back to before you talk to the guy in order to pull your stuff and then talk to him that's when it'll change what figurines it pulls but if you always only go back to after you've talked to him then you are correct I just thought you'd find that interesting

    • @ThePlantCommander
      @ThePlantCommander  Před 24 dny

      From what I can gather, it's talking to the guy when the RNG is decided. Actions before that (including doing things in the room like rolling or using an item) will re-roll the RNG, but as far as I can tell it's locked once you interact with the shopkeeper.

  • @karrengoodman7165
    @karrengoodman7165 Před 24 dny +1

    Man I had too much free time as a kid

  • @voltron77
    @voltron77 Před 25 dny +1

    It’s not the worst Zelda side quest, the koroks are worst.

  • @Nate_the_Nobody
    @Nate_the_Nobody Před 23 dny

    I think they were trying to push the idea that "gambling sucks ass" to kids because I can't really understand making such a stupid system for a single heart piece in a kids game

    • @ThePlantCommander
      @ThePlantCommander  Před 22 dny

      I never gamble and maybe this game subconsciously had something to do with that, you might be on to something

  • @LitchiBorrower
    @LitchiBorrower Před 25 dny +2

    The end result is still accurate, unless using save states. You still have the indicated % chance to have picked a number bigger than the threshold. The best strategy of using a single shell would still be true no matter what; You show using 66 shells for a single 85% pull in the vid, for that same cost you could get *66 pulls* at 20%, which have much, *much* higher odds of giving you a new figurine. You don't need deep experimentation using savestates to realize that using more shells is a time-saving feature and not an optimal strategy, just basic probability.

  • @VGamingJunkie
    @VGamingJunkie Před 25 dny +1

    It's not as bad if you think of it as a model viewer with the piece of heart and music player as bonuses. I happen to like model viewers, especially in the Metroid Prime games.

  • @cookshowtrevor
    @cookshowtrevor Před 24 dny

    It’s like it’s simulated probability. I wonder if true probability was a bit too taxing for a GBA game so they used a fake percentage as a threshold marker to make it a simple yes or no equation

    • @ThePlantCommander
      @ThePlantCommander  Před 23 dny +1

      It actually has nothing to do with GBA limitations, this is a very common way for even modern games to handle RNG. A lot of games either decide an arbitrary number on the spot, or it's pulled from the game's current seed, which isn't entirely random but it's remarkably specific enough to make it *effectively* random to the average player. This is what makes things like wrong warp and RNG manipulation possible; if you know how the game's seed can be changed, you can force some things to happen.

  • @Dexuz
    @Dexuz Před 18 dny

    I agree with the math, however it should also be noted that, if you're in the situation where the base 1 shell gives you a 20%, and betting 2 gives you 21%, even assuming the game worked with actual percentages of success, it would still be pointless to bet 2, you're doubling your shells spent for a mere 5% (multiplicative) increase in success.

    • @ThePlantCommander
      @ThePlantCommander  Před 17 dny

      Basically what I'm demonstrating here is that even with the ability to cheat, it's simply not even worth trying. It's more resource-consuming to try to figure out the game's roll, and would take longer anyway.

  • @capitanspoiler7393
    @capitanspoiler7393 Před 25 dny

    so...hypothetically, if i go in the room, use a save state and "figure out" the correct number of shells i need by reloading, say, i find out it's 57%.
    can't i just keep getting in and out until i get that the number is 20 or 30 and THEN do all the pulls knowing where the threshold is?

  • @lemonke8132
    @lemonke8132 Před 21 dnem +1

    My guy... the fact that the roll happens at the moment you enter the room versus when you press "yes" makes no difference.
    If I gave you two copies of the game, one where it rolled on entering the room, the other rolling when you press "yes", it would be LITERALLY impossible for you to distinguish which is which, without cheating with save states.
    If this video was just displaying a cool factoid about how rng works behind the scenes, cool. But the way it's portrayed as a negative thing is weird when it does not affect gameplay in any meaningful capacity.

    • @ThePlantCommander
      @ThePlantCommander  Před 20 dny

      It's essentially just a fun way of demostrating how the RNG mechanics work. The CZcams algorithm just loves claims like that lol

  • @ancel4452
    @ancel4452 Před 19 dny

    Man really just went, "Your game sucks and I can prove it mathematically"

  • @danielalva2
    @danielalva2 Před 24 dny

    Great video! The concept of replying to another vid takes me back to old youtube video responses.
    Nice editing, nice voice and nice script! Haha all great, really pro! Just subd

    • @ThePlantCommander
      @ThePlantCommander  Před 23 dny

      Thank you so much!! Yeah I miss the old school youtube days too lol

  • @MasterHigure
    @MasterHigure Před 5 dny

    Basically, it's the difference between a scratch-off ticket or a lottery ticket. The fact that the numbers are already on the ticket when you decide to buy is not something people hold against scratch-offs. There isn't anyone who uses that reason to call them a scam. The odds work in exactly the same way, regardless of whether you or the vendor chooses first.

    • @ThePlantCommander
      @ThePlantCommander  Před 4 dny

      This is true, but it becomes a little sketchy when the shells you bet aren't always a fixed amount. You're correct about the odds not changing, but think about it this way: if the guy running the store offers to let you pay him $1 or $10 for the scratch-off but doesn't actually change which ticket he hands you, that's a little questionable. That's essentially what's going on here if the game picks an unreasonably high threshold. It's allowing you to pay more resources for the same semi-predetermined result.
      Or at least, that's what I thought when I made this video. A speedrunner commented on here clarifying that the RNG seed actually IS determined when you pull the lever--I just didn't do anything to change the seed between selecting my odds and pulling the lever in any of my tests, so I didn't notice that.

    • @MasterHigure
      @MasterHigure Před 4 dny

      @@ThePlantCommander Even without the correction on when the drawing takes place, it's still entirely on the up-and-up. He doesn't change the ticket he hands you, but as you pay more and more for the ticket up front, he will accept more and more numbers on the ticket as potential winning numbers.
      If you don't trust the guy, it's shady, yeah. But it's entirely possible to implement in a fair way in a game.
      That being said, the minigame as a whole is extremely bad. I hate it.

  • @Aka60thChip
    @Aka60thChip Před 14 dny

    Me as a kid in middle school, no save states, just literal saving and restarting your gameboy advance, no soft reset method like in pokemon, this sucked... this is my favorite Zelda game but this quest just sucked dude

  • @eduardorpg64
    @eduardorpg64 Před 15 dny

    One fo the problems that causes this issue is how the GBA generates random numbers.
    Generating random numbers is in and by itself hard to do for a computer. If you ask a computer to generate a number between 1 and 100, it will always give you a number like, for instance, 3 and 5. It will never give you "1", nor "10", nor "55", etc. In this case, it will be always between 3 and 5.
    So, how do games achieve some level of randomness and generate seemingly random numbers? By using a seed. As seed is a program that adds more randomness to the computer so that it can generate "true" random numbers. That is, if you insert a seed in the previous example for generating a number between 1 and 100, you will get results like "1", nor "10", or "55", or other random numbers, instead of jsut a number between 3 and 5.
    Well, so everything can be fixed with a seed right? So, by adding a seed to Zelda: Minish Cap, I could get random figurines instead of the 2 fixed ones that were shown in this video, right? Unfortunately, it's not that simple.
    The GBA was a really limited console, so it was really hard to create a seed for its games. A common way of creating a seed is by using the computer's clock. A clock can generate 86400 random numbers within a day, which corresponds to every second that there is within a day (24 hours is the same as 86400 seconds.) So, if you have a clock-based seed, you could get generate a different random number depending on the hour of the day.
    In simple terms, if you had a clock-based seed for Zelda: Minish Cap, you could generate a different figurine depending of the time of day in which you bought the figurine. But then, what is the problem?
    That the GBA doesn't have a clock. So, it can't generate a clock-based seed. So, you cannot use the clock-based seed method that i mentioned earlier to generate a random figurine. And just like you can't use a clock-based seed for a GBA game (in general), you cannot use other complex seeds. Why? Because the GBA had quite a lot of limitations. It doesn't have enough power to generate good seeds.

  • @zeddessell
    @zeddessell Před 26 dny

    Fun fact: It's possible (albeit unlikely) to win a new figurine even when the game says you have ZERO percent odds (for the odds to be 0%, you need to win every figurine except for "locked" ones, such as the ones for bosses you haven't beaten yet). Your theory about the mini-game's internal mechanics would also explain why this happens-the game randomly chose the number 0 to be the winning threshold.
    And if you DO happen to win one of these "locked" figurines through this glitch, you get to keep it, but the game does not count as you having won it. This means you can never win it legitimately (as you already have it so now winning it counts as a repeat), which means you can never win all figurines, causing the heart piece to become permanently unobtainable on that save file.

    • @waxwinged_hound
      @waxwinged_hound Před 26 dny

      So if I understand this correctly, even though it's technically possible to win with so called zero percent, you should absolutely NOT try to do that.

    • @zeddessell
      @zeddessell Před 25 dny +1

      @@waxwinged_hound Yes, you should NEVER try to win with 0% odds. Winning like that is a glitch that confuses the game and permanently locks you out of getting any of the rewards for completing the figurine collection, which includes the heart piece. That being said, it's nearly impossible to do this by accident, since there's no reason you should gamble with 0% odds and even if you do it's very unlikely you'll win a glitched figurine anyway.

  • @valcouren
    @valcouren Před 6 dny

    Needs more evidentiary proof, but the precursory evidence is rather astounding.

  • @redfoxoffire
    @redfoxoffire Před 26 dny +1

    If anything I think this actually makes it better. It's manipulable. A lot of games, especially older games, use RNG systems like this (I thought of Fire Emblem very quickly) since computers can't be truly "random." There's always an RNG string in code somewhere. And as far as the player is concerned, this *is* still random. It ultimately works the same as any other % chance for one of two outcomes. Any event that has a % chance of happening is either going to happen or not, and the chance that the game rolls 100 is still 1%.

  • @user-nz8mx9ok9t
    @user-nz8mx9ok9t Před 23 dny +1

    I don't think it matters how "rigged" it is. The game gifts us with more shells than we know what to do with anyhow. I have all figurines and 999 shells. I never feared spending them all.

    • @ThePlantCommander
      @ThePlantCommander  Před 22 dny

      You are the first person I've ever heard claim this, you must have insanely good luck or just be good at RNG manipulation. Spending one at a time will lead to that with how much the game gives you, but... that takes hours, so either way this sidequest is absurdly tedious lol

    • @user-nz8mx9ok9t
      @user-nz8mx9ok9t Před 21 dnem

      @@ThePlantCommander Idk I didn't do it all in one go. I would go in, spend all my shells, leave and play more out in Hyrule, then come back and spend em, etc and so on. You don't have to play it for hours on end if you don't want to. Obviously can leave the mini game any time you want.

  • @shawnbay2211
    @shawnbay2211 Před 24 dny +1

    makes me glad i abandoned trying 2 get all heart pieces !

  • @jeremyabbott4537
    @jeremyabbott4537 Před rokem

    so does the threshold reset upon failing to get/winning a figurine? or do you have to leave and come back to reset it

    • @ThePlantCommander
      @ThePlantCommander  Před rokem +1

      Yes, it does. Each new pull gives you a new threshold, so if you're playing on GBA or 3DS (or any platform without save states) you will get a new threshold for every attempt.
      I have no idea if hard-resetting the game while you're in the room resets it though. From my general knowledge of how games are usually programmed, I would assume it DOES reset, but I'm not sure, I haven't tested that.

  • @Headgamerz
    @Headgamerz Před dnem

    I mean, even if the game did exactly what it said on the tin and you had a 20% chance with 1 shell, and a 21% chance with two… it’s still a rip off to use 2 shells. You have MUCH higher odds with two 20% chances than one 21% chance. So it doesn’t really change anything.

  • @marscaleb
    @marscaleb Před 23 dny

    Technically it's not wrong, people just have a skewed view of "probability" when they start to see what's going on under the hood.
    If you bought a lottery scratcher ticket, they could be set up so that, say, one in every 1000 tickets is a winner. But if you grab one specific ticket, whether that ticket is a winner or loser is already set. If that ticket doesn't have a winning value, then it's odds of winning are not 1 in 1000, but completely zero. That doesn't make the lottery a scam; a random ticket still has the same odds, but the way we are looking at it is confusing odds with results.
    The way the shell odds work is like buying tickets off of a roll. If a roll of tickets has exactly one winner, and you buy the whole roll of tickets, you are guaranteed to get the winning ticket. If you buy 50% of the roll, you have a 50% chance of having the winning ticket. But how much of the roll you buy doesn't change where the winning ticket is.

  • @lazyreaps
    @lazyreaps Před 6 dny

    Ya know, now that we know EXACTLY how this works, people who have save states can just blow through it much easier, and there has to be a way to beat the system other than just bet 1 shell at a time. If we could find an average number select by using the data in this video we could find out the perfect number for % to keep to get through this side quest for 100% completion even faster.
    Obviously this would probably include using save states to find the number it landed on approximately 100 times for data. And then graphing that data to find the median number. If the number was truly random, it should be close to 50%.
    However speedrunners can't cheat and need to prioritize speed and efficiency, which means if they can find this % that gaurantees the better chance on a weighted coin flip, you bet they'd take it.

    • @ThePlantCommander
      @ThePlantCommander  Před 4 dny

      Unfortunately that's not the case, part of why I wanted to make this video was to demonstrate that even save states doesn't really help, especially from a time management standpoint. It's probably a lot faster to just go shell farming than rewind and analyze every loss.