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The in-game stats of Mario Kart 8 Deluxe

Discussion in 'Competitive Discussion' started by Mister Wu, Sep 20, 2017.

  1. Mister Wu

    Mister Wu

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    Here are the in-game statistics of Mario Kart 8 Deluxe, the version of the game they are derived from is not the last one (1.2.1), but they should still be valid, since changing them would lead to Time Trial times invalidation, which so far hasn't happened, as far as I know.

    Important notice: even though 21 different values of some statistics can be obtained - from 0.75 to 5.75, the tables used by the game only have 21 rows, 20 corresponding to what Mario Kart 7 called the levels, i.e. the sums of points, and one corresponding to the Default values. At this point it's unclear if the first level of the table is level 0 (0.75) or level 1 (1), so I won't be reporting the values in bar units.

    WEIGHT

    No surprises here, the table is the same seen in Mario kart 8, with the values associated to the levels coming directly from Mario Kart 7! These six years old values have been used by three consoles at this point!
    By the way, KartBound_MassL is the lowest weight of the vehicle, while KartBound_MassH is the highest weight of the vehicle, the former was seen used when the vehicle is on a standstill and is bumped by a vehicle using a mushroom boost, while the latter was seen used when a vehicle under the effect of a mushroom boost bumps a vehicle on a standstill. I still don't know when KartBound_MassD is used, this stat was already in Mario Kart 7, though.

    LevelKartBound_MassLKartBound_MassHKartBound_MassD
    15520
    255.520
    36620
    466.520
    581040
    681140
    791240
    891340
    9122260
    10132360
    11142460
    12162560
    13224480
    14234680
    15244880
    16255080
    174488100
    184692100
    194896100
    2050100100
    Default81140


    ACCELERATION

    And here comes the first table that was changed: Acceleration! The stats are the same, but the values of Drive_SpdKfFwd now change every time Acceleration changes, thus avoiding the tiering seen before in 150cc!
    But let's see what the stats do: Drive_SpdKfFwd determines the strength of acceleration, how much the relative speed (speed/top speed) increases over time, while Drive_AccLmtFwd is an acceleration limiter, determining the maximum increase of absolute speed (distance units/frame) that can be had each frame.

    LevelDrive_AccLmtFwdDrive_SpdKfFwd
    10.0350.0055
    20.040.006
    30.0450.0065
    40.050.007
    50.0550.0075
    60.060.008
    70.0650.0085
    80.070.009
    90.0750.0095
    100.080.01
    110.0850.0105
    120.090.011
    130.0950.0115
    140.10.012
    150.1050.0125
    160.110.013
    170.1150.0135
    180.120.014
    190.1250.015
    200.130.016
    Default0.080.01


    ON-ROAD TRACTION

    For some resaon, since Mario Kart 8 also normal roads have their own slipperiness, determined by a SlipRt value which is the same in-game stat used to determine slipperiness of off-road sections.
    During the development of Mario Kart 8, said stat was supposed to change and depend on an On-Road Traction stat, with DLC vehicles and characters even having a proper amount of points in said stat, but in the final game SlipRt is set to the same value of 0.75, regardless of the level. This is true also here.
    Funnily enough, in Mario Kart 8 it correlated very well with weight, while here Royweights would have had the highest number of points in this stat (10), while Lemmy would have had 4 points, the highest amount among the lightweights, shared with Toadette. Too bad that even here this stat is unaffected by the points...

    LevelSlipRt
    10.75
    20.75
    30.75
    40.75
    50.75
    60.75
    70.75
    80.75
    90.75
    100.75
    110.75
    120.75
    130.75
    140.75
    150.75
    160.75
    170.75
    180.75
    190.75
    200.75
    Default0.75


    OFF-ROAD TRACTION (a.k.a. TRACTION)

    This is the familiar Traction stat we all know from Mario Kart 8, actually the table here is the very same used by Mario Kart 8!
    Ultimately, there are two stats related to Off-Road Traction, one is BrakeRt, the relative maximum speed in that off-road section (max off-road speed/max normal road speed), the other is SlipRt, the stat which determines the slipperiness of the off-road section. There are three kinds of off-road: DIRT, SAND and ICE, with DIRT being associated generally to all off-road sections. Furthermore, there are three grade of off-road, L, M and H, which stand for Light, Medium, Heavy.

    LevelBrakeRt_DIRT_LBrakeRt_DIRT_MBrakeRt_DIRT_HBrakeRt_SAND_LBrakeRt_SAND_MBrakeRt_SAND_HBrakeRt_ICE_LBrakeRt_ICE_MBrakeRt_ICE_H
    10.70.50.30.9810.9810.9810.9710.9710.971
    20.70.50.30.9820.9820.9820.9720.9720.972
    30.70.50.30.9830.9830.9830.9730.9730.973
    40.70.50.30.9840.9840.9840.9740.9740.974
    50.70.50.30.9850.9850.9850.9750.9750.975
    60.70.50.30.9860.9860.9860.9760.9760.976
    70.70.50.30.9870.9870.9870.9770.9770.977
    80.70.50.30.9880.9880.9880.9780.9780.978
    90.70.50.30.9890.9890.9890.9790.9790.979
    100.70.50.30.990.990.990.980.980.98
    110.70.50.30.9910.9910.9910.9810.9810.981
    120.70.50.30.9920.9920.9920.9820.9820.982
    130.70.50.30.9930.9930.9930.9830.9830.983
    140.70.50.30.9940.9940.9940.9840.9840.984
    150.70.50.30.9950.9950.9950.9850.9850.985
    160.70.50.30.9960.9960.9960.9860.9860.986
    170.70.50.30.9970.9970.9970.9870.9870.987
    180.70.50.30.9980.9980.9980.9880.9880.988
    190.70.50.30.9990.9990.9990.9890.9890.989
    200.70.50.31110.990.990.99
    Default0.70.50.30.9810.9810.9810.9810.9810.981
    LevelSlipRt_DIRT_LSlipRt_DIRT_MSlipRt_DIRT_HSlipRt_SAND_LSlipRt_SAND_MSlipRt_SAND_HSlipRt_ICE_LSlipRt_ICE_MSlipRt_ICE_H
    10.950.950.950.9150.9250.9350.9150.9250.935
    20.950.950.950.9140.9240.9340.9140.9240.934
    30.950.950.950.9130.9230.9330.9130.9230.933
    40.950.950.950.9120.9220.9320.9120.9220.932
    50.950.950.950.9110.9210.9310.9110.9210.931
    60.950.950.950.910.920.930.910.920.93
    70.950.950.950.9090.9190.9290.9090.9190.929
    80.950.950.950.9080.9180.9280.9080.9180.928
    90.950.950.950.9070.9170.9270.9070.9170.927
    100.950.950.950.9060.9160.9260.9060.9160.926
    110.950.950.950.9050.9150.9250.9050.9150.925
    120.950.950.950.9030.9130.9230.9030.9130.923
    130.950.950.950.9010.9110.9210.9010.9110.921
    140.950.950.950.8990.9090.9190.8990.9090.919
    150.950.950.950.8970.9070.9170.8970.9070.917
    160.950.950.950.8950.9050.9150.8950.9050.915
    170.950.950.950.8850.8950.9050.8850.8950.905
    180.950.950.950.8750.8850.8950.8750.8850.895
    190.950.950.950.8650.8750.8850.8650.8750.885
    200.950.950.950.8550.8650.8750.8550.8650.875
    Default0.750.750.750.750.750.750.750.750.75


    MINI-TURBO

    And here things get really juicy: while the two stats from Mario Kart 7, Dash_FrmMiniT_Lv1 and Dash_FrmMiniT_Lv2, are still there, a lot of new stats have been added!
    Keep in mind that apart from the names already in Mario kart 7, all the other stats have made-up names, since the headers aren't included in the tables in both Mario Kart 8 and Mario Kart 8 Deluxe. Their role has been derived by comparing these values to the results obtained by @Luigi_Fan2 when he tested Mini-Turbo.
    Dash_FrmMiniT_Lv1 is just the duration of the MT boost in frames, similarly Dash_FrmMiniT_Lv2 is the duration of the SMT boost in frames. Surprisingly enough, the third duration value is not the duration of the UMT boost in frames, but rather the duration of the Jump Boost in frames! I called it Dash_FrmJumpB for lolconsistency. We also have the values indicating the number of units in the Boost Counter needed to charge a MT, SMT and UMT boost, which I call here MT Threshold, SMT Threshold and UMT Threshold. So far we observed that the units added to the Boost Counter per frame range from 1 to 5, depending on how sharp the drift is. We still don't know if fractional numbers or integers are summed to the counter.
    Three stats are also very intriguing: MT Speed, SMT Speed and JB Speed. They determine the speed during a MT, a SMT and a Jump Boost, coded as (max speed while boosting/normal max speed). So, not only with higher MT stat the boosts last longer and take less time to charge, they are even faster! And by an interesting amount too, up to 9.5% of the normal max speed! By the way, Jump boosts might last less, but they are now very strong, way stronger than MT boosts.
    Finally, there are three unknown values, I really don't know what they might be, an hypothesis might be that these are the angles at which minimum charging time is reached (softdrift angles), measured from the vertical position, but I would like someone to verify this.

    LevelDash_FrmMiniT_Lv1MT SpeedUnknownDash_FrmMiniT_Lv2SMT SpeedUnknownDash_FrmJumpBJB SpeedUnknownMT ThresholdSMT ThresholdUMT Threshold
    1211.0550.1395721.0550.1295161.3050.219280590900
    2221.060.139741.060.129171.310.218278586894
    3231.0650.1385761.0650.1285181.3150.217276582888
    4241.070.138781.070.128191.320.216274578882
    5251.0750.1375801.0750.1275201.3250.215272574876
    6261.080.137821.080.127211.330.214269568867
    7271.0850.1365841.0850.1265221.3350.213266562858
    8281.090.136861.090.126231.340.212263556849
    9291.0950.1355881.0950.1255241.3450.211260550840
    10301.10.135901.10.125251.350.21256542828
    11311.1050.1345921.1050.1245261.3550.209252534816
    12321.110.134941.110.124271.360.208248526804
    13331.1150.1335961.1150.1235281.3650.207244518792
    14341.120.133981.120.123291.370.206240510780
    15351.1250.13251001.1250.1225301.3750.205235500765
    16361.130.1321021.130.122311.380.204230490750
    17371.1350.13151041.1350.1215321.3850.203223476729
    18381.140.1311061.140.121331.390.202216462708
    19391.1450.13051081.1450.1205341.3950.201208446684
    20401.150.131101.150.12351.40.2200430660
    Default301.10.135901.10.125251.350.212506601100


    SPEED

    Well, the stats are those used in Mario Kart 8, but the values have been changed to reduce the difference of top speed between a maximum Speed combination and minimum Speed combination.
    SpdMaxFwd_L is the lowest maximum speed, used when the driver has 0 coins, while SpdMaxFwd_H is the highest maximum speed, used when the driver has 10 coins. Gliding only has a single Wing_SpdMaxFwd_N stat, the maximum speed while gliding in non-cannon section. I added an AG to the Anti-Gravity stats - their full official name is unknown, since the headers of the tables aren't included in the in-game data in Mario Kart 8 and Mario Kart 8 Delxue.

    LevelDrive_SpdMaxFwd_LDrive_SpdMaxFwd_HFloat_SpdMaxFwd_LFloat_SpdMaxFwd_HAG_SpdMaxFwd_LAG_SpdMaxFwd_HWing_SpdMaxFwd_N
    17.4757.9757.4757.9757.4757.9757.595
    27.587.587.587.64
    37.5258.0257.5258.0257.5258.0257.685
    47.558.057.558.057.558.057.73
    57.5758.0757.5758.0757.5758.0757.775
    67.68.17.68.17.68.17.82
    77.6258.1257.6258.1257.6258.1257.865
    87.658.157.658.157.658.157.91
    97.6758.1757.6758.1757.6758.1757.955
    107.78.27.78.27.78.28
    117.7258.2257.7258.2257.7258.2258.045
    127.758.257.758.257.758.258.09
    137.7758.2757.7758.2757.7758.2758.135
    147.88.37.88.37.88.38.18
    157.8258.3257.8258.3257.8258.3258.225
    167.858.357.858.357.858.358.27
    177.8758.3757.8758.3757.8758.3758.315
    187.98.47.98.47.98.48.36
    197.9258.4257.9258.4257.9258.4258.405
    207.958.457.958.457.958.458.45
    Default7.68.17.68.17.68.17.82


    HANDLING

    Well, the last tables are the same seen in Mario Kart 8, so nothing has been changed here.
    Drive_DirRotH determines how fast the vehicle turns while steering and autodrifting (its angular velocity), Drift_DirRotH determines how much a drift can be widened or made sharper, AutoDrift_ChargeRt is the charge rate of the autodrift, how fast is autodrifting reached while steering. When gliding, two different stats are used: Wing_StickLR_Roll determines how much the vehicle rolls (tilts sideways) when turning, Wing_StickLR_Move determines how much the vehicle actually changes direction when turning. Like before, I added an AG to Anti-Gravity stats, since I don't know the full official name.

    LevelDrive_DirRotHDrift_DirRotHAutoDrift_ChargeRtFloat_Drive_DirRotHFloat_Drift_DirRotHFloat_AutoDrift_ChargeRt
    10.00650.01451.50.00850.01251.5
    20.0070.0151.50.0090.0131.5
    30.00750.01551.50.00950.01351.5
    40.0080.0161.50.010.0141.5
    50.00850.01651.50.01050.01451.5
    60.0090.0171.20.0110.0151.2
    70.00950.01751.20.01150.01551.2
    80.010.0181.20.0120.0161.2
    90.01050.01851.20.01250.01651.2
    100.0110.0191.20.0130.0171.2
    110.01140.01930.90.01340.01730.9
    120.01180.01960.90.01380.01760.9
    130.01220.01990.90.01420.01790.9
    140.01260.02020.90.01460.01820.9
    150.0130.02050.90.0150.01850.9
    160.01320.02080.60.01520.01880.6
    170.01340.02110.60.01540.01910.6
    180.01360.02140.60.01560.01940.6
    190.01380.02170.60.01580.01970.6
    200.0140.0220.60.0160.020.6
    Default0.010.01810.0120.0161
    LevelAG_Drive_DirRotHAG_Drift_DirRotHAG_AutoDrift_ChargeRtWing_StickLR_RollWing_StickLR_Move
    10.00650.01451.50.150.4
    20.0070.0151.50.1550.41
    30.00750.01551.50.160.42
    40.0080.0161.50.1650.43
    50.00850.01651.50.170.44
    60.0090.0171.20.1750.45
    70.00950.01751.20.180.46
    80.010.0181.20.1850.47
    90.01050.01851.20.190.48
    100.0110.0191.20.1950.49
    110.01140.01930.90.20.5
    120.01180.01960.90.2050.51
    130.01220.01990.90.210.52
    140.01260.02020.90.2150.53
    150.0130.02050.90.220.54
    160.01320.02080.60.2250.55
    170.01340.02110.60.230.56
    180.01360.02140.60.2350.57
    190.01380.02170.60.240.58
    200.0140.0220.60.2450.59
    Default0.0120.01610.20.5


    VERSION HISTORY

    1.0: Initial version, 20/9/2017
    1.0.1: Better wording on the MT Speed, SMT Speed and JB Speed stats, 20/9/2017
    1.0.2: Better wording on the Boost Counter part, recently discovered.
     
    Last edited: Feb 4, 2018
    Don D and Dragmirejr like this.
  2. Dragmirejr

    Dragmirejr Always keep an open mind!

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    Stay godlike like this forever Wu!
     
  3. JonnyJinx

    JonnyJinx

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    Hi, I'm not a regular to this board, but I just stumbled upon this, and wanted to say, awesome job collecting and posting all this data. :)
     
  4. MarioKartOptim

    MarioKartOptim

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  5. Mister Wu

    Mister Wu

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    Yes, I have a project on the wiki where I'm trying to cover the in-game statistics of the various Mario Kart games. So far Mario Kart 7, 8 and Deluxe are fully covered (except for the unknown stats), Mario Kart: Double Dash!!, Mario Kart DS and Mario Kart Wii are covered as well, although in that case the actually used stats are unknown (some stats seem like padding or are simply unused, since they are set to the same value).

    The earlier games don't have a filesystem, so it will be almost impossible to actually cover the stats, I'll probably rely on the guides and the information from RAM gathered by speedrunners, if I can find the corresponding place on the ROM where the data is stored.
     
  6. Exercitus Vir

    Exercitus Vir

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    First of all, thank you so much for posting this data. That kind of information is really valuable to find out how the game mechanics really work.

    So you say that you got the data from the files on the ROM? But where is the interpretation of that data from? Do you have sources for your interpretation? Because I think that some values may be misinterpreted. I have a few comments regarding your interpretation:

    WEIGHT

    L/H/D in KartBound_MassL, KartBound_MassH, KartBound_MassD may also refer to Length (X-Coordinate), Height (Y-Coordinate) and Depth (Z-Coordinate). Height may be used to determine whether a character can flatten another character by driving over them. What do you think? Is that reasonable?

    ACCELERATION

    Do you know how Drive_AccLmtFwd (the acceleration limiter) is affected by mushrooms? Are mushrooms more useful for characters with higher acceleration because the absolute speed increase is higher? Because I have noticed that in actual game play.

    TRACTION

    BrakeRt probably does not refer to the relative maximum speed in that off-road section, but the rate of braking as a percentage (i.e. 0.7 = 70%) translated to the respective off-road section. The L, M, H in BrakeRt may also refer to the character weight, no the “grade of off-road”.

    MINI-TURBO

    It's really strange that the table includes the UMT Threshold and at the same time does not include the UMT speed, but supposedly includes the jump boost instead. I think the high JB Speed values actually refer to the UMT speed since the specified number of frames is too low with regard to jump boosts. Jump boosts actually last longer than the first MT in actual game play. Also the speed increase during a UMT is huge in actual game play. A medium character with a high mini-turbo stat (e.g. Yoshi) triggering UMT actually quickly overtakes ANY other character that does not also have a UMT in a curve in actual game play, so it is much more likely that the 30% - 40% increase in speed refers to UMT speed instead of JB speed. This is the reason why some characters like Yoshi can catch up to the heaviest and fastest characters on curvy tracks without the help of any items in actual game play. The frame numbers may be additive (UMT total = MT increment + SMT increment + UMT increment), which is why the frame numbers may be so low.

    HANDLING

    What do you mean by ‘autodrifting’?
     
  7. Mister Wu

    Mister Wu

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    I did quite a few tests on the Wii U playing around with those values. The interpretation of the MT stats exclusive to Mario Kart 8 Deluxe come from tests done by members of the 200cc community, namely @Luigi_Fan2 (the results can be seen here, even if the author admits they are a little imprecise and the duration relies on the flames from the exhaust pipes that disappear completely well after the Mini-Turbo boost is finished, they still provide useful guidance) and @Mankalor . More tests are needed, but I can't perform them right now, hence some stats being unknown.

    It would be reasonable, but the data fit the tiering found by Mario Kart 8 player Yamanin who did reproducible tests by bumping vehicles with mushroom boosts. Because of that and since L and H everywhere else mean Low and High, there's little reason to think about other meanings.

    Mushroom boosts work in a very different way from many other types of boosts: their speed is a constant value + current speed multiplied by a very small value. Even with negative speeds you can have almost unaffected mushroom boosts, while Mini-Turbo, coin boosts and anti-gravity boosts do make you go backward, since they are based on max speed multiplied by a factor (those in the Mini-Turbo table below. Acceleration works in a completely different way when using Mushroom Boosts as well, not using Drive_AccLmtFwd - you wouldn't be able to quickly reach full speed from a standstill otherwise!

    Read above. I actually used the BrakeRt values to do some fancy tests, because if you set it to 0.5501 the smoke from the exhaust pipes goes away only when you are pretty much at full speed, allowing to measure how quickly you reach full speed when varying Drive_SpdKfFwd!
    Of course, you can also set it to 0 and see which terrain is flagged as which by looking at the place where your vehicle fully stops!.
    After all, BrakeRt is the reason why Red Monster Tires allow you to charge Mini-Turbo in medium off-road sections in Mario Kart 7!

    Most of these assumptions do not fit what was found in the tests. Frame numbers aren't additive in Mario Kart 8 Deluxe, and the difference in duration of UMT is not so low. The 40% increase matches the observation that Jump Boosts are better than Mini-Turbo boosts - in those few frames you barely reach the huge speed and then immediately go back to the original speed. In Mario Kart 8 the speed increase is more comparable and as a result Jump Boosts are avoided as much as possible in favor of Mini-Turbo boosts.

    EDIT: actually, Nintendo made a video of the Mini-Turbo boosts side-by-side showing that the Ultra Mini-Turbo is in no way that much faster.

    Autodrifting is an undocumented mechanics whose purpose is to help newcomers, in a similar way to the one introduced in Mario Kart Wii: when you continually steer in a direction, the driver starts drifting and in both Mario Kart 8 and Mario Kart 8 Deluxe is even able to charge Mini-Turbo boosts, although the rate is 2.5 time slower (max of 2 units/frame instead of 5 units/frame increase).
     
    Last edited: Mar 11, 2018
  8. Exercitus Vir

    Exercitus Vir

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    Mister Wu,

    thank you very much for the sources and explanations. They are really helpful for understanding the stated interpretation.

    I do remember the jump boost lasting longer than the first mini-turbo boost. I'll need to check this though.

    Thanks again!
     
  9. Mister Wu

    Mister Wu

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    You're welcome, due to forum policy I can't explain exactly how I reached some of these conclusions, in any case the detailed explanations might also be overkill for people who are just looking at the stats and want to know what they do.

    If you can record gameplay footage at 60 fps with a capture device, your help in understanding those stats and a few details I'm still missing would be more than appreciated!
     

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