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Forum > Tuber's secrets > thread

Small Discoveries

Le Panthéon ! 1
Wednesday 11 Nov 2009 08:23
Oooh. That 94 discovery had me all excited, but it seems that it doesn't necessarily work that way. Perhaps it's very likely, though? The items do usually seem to be the same coefficient, and even the exact same object surprisingly often.

I wonder how the RNG works for that. Some random number generation functions are better than others, and with some it's common to see repeating results. JavaScript's Math.random() does that all the time, and so does PHP's rand() (mt_rand() is better).

It could be coincidence, but I do often see the same relatively uncommon item appear multiple times in a game, often only a few levels apart, and usually after I haven't seen it at all for a while. I kicked myself for missing an Armor of the Night one time, then got another one two levels later, for example. Just in the last few days, I've had games where I picked up two Red Delight Mushrooms, two Stuffed Olives on a Stick, two or three 96, five 36, four 1053, two 1072, two 1054, two 1193, four 1066...

And didn't someone recently say that he found two Aces of Hearts in the same game?

I also wonder if it's possible that the repetition affects multiple games. Again, I've found things like four 1054 in three consecutive games (after seeing none for over a month, and finding four Tuber's Bags in the meantime), two Diamond Aces in two consecutive games (having never seen one in the several months since unlocking the card family), and so on.

If the Hammerfest RNG algorithm is a bit quirky, that could explain the "lucky streaks" that we seem to have now and then. :)
Le Panthéon ! 1
Wednesday 11 Nov 2009 08:38
The Math.random() method in ActionScript (the language of Flash) is described as follows:
Returns a pseudo-random number n, where 0 <= n < 1. The number returned is calculated in an undisclosed manner, and pseudo-random because the calculation inevitably contains some element of non-randomness.
The key here is "in an undisclosed manner." This means that we cannot know how Flash's RNG works, let alone how MT has utilized the method in the HF engine. :( But it also makes Flash games a whole lot harder to hack. :) :lol:

Source: livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/Math.html#random()
Pyramid level: 2 476
Wednesday 11 Nov 2009 08:50
From what i got MT coded it as

first work out rarity of co's.

Then work out what item in that co. Based on what you have unlocked. I say this:
1. because it hasn't been said that the chances of getting a co. changes on how many of that co. you have unblocked and
2. The game would be a lot laggier if it had to create a random number between 1 and 1bill twice every level.
Le Panthéon ! 1
Wednesday 11 Nov 2009 09:22
it hasn't been said that the chances of getting a co. changes on how many of that co. you have unblocked
This has been said, actually. 30191 and I discussed this on the DV thread a while back. Based on the evidence, we are of the opinion that the number you have unlocked does make a difference on your chances. I won't try to explain it here, because I'll probably fudge something up; but here's a link: :!: (pp. 117-119).
Pyramid level: 3 150
Wednesday 11 Nov 2009 09:43
After you make a post, the "Back to Thread" link doesn't work (it takes you to the topic list instead), but the "Thread" link at the top does. :lol:
But, the "Thread" link takes you to the first page of the thread, not--as I'd prefer--the last page. :(
Le Panthéon ! 1
Wednesday 11 Nov 2009 11:29
I'm fairly sure that the extra item 94 gives you is NOT necessarily the same coef, because a while back the extra item for me was a coef 5 (Manda) but the normal one wasn't. I can't remember what it was, but I am certain it wasn't coef 5.
Pyramid level: 2 476
Wednesday 11 Nov 2009 12:09
Oooh. That 94 discovery had me all excited, but it seems that it doesn't necessarily work that way. Perhaps it's very likely, though?
Doesn't really seem to be the case. My games with 94 this month:

third:

2+1: 1020, 1104
2+2: 1095, 1091
1+2: 1014, 1010
3+2: Sticky Notes, 1113
1+3: 1027, Artichoke

second:

1+2: 1107, 1035
1:1: 1004, 1151
2+4: 1115, Big Unemployment
1+1: 1030, 1027
3+1: 1148, 1151
1+1: 1041, 1041
2+2: 1020, Magic Katana
2+1: 1112, 1081

first:

1+1: 1055, 1142
3+2: 1130, 1138
1+3: 1030, 1171
2+4: 1080, Yellow Pepper
3+2: Fūma Shuriken, 1210
1+1: 1118, 1043
1+2: 1027, 1110
1+1: 1151, 1097
1+1: 1052, 1031
1+3: 1027, 1060
1+3: 1025, 1130
1+1: 1012, 1149
2+1: 1006, 1104
1+1: 1104, 1096
1+2: 1081, 1154
1+1: 1118, 1214
1+1: 1014, 1127
2+1: 1023, 1027
1+1: 1021, 1097
1+2: 1057, 1095
1+2: 1119, 1102
1+1: 1094, 1003
1+2: 1057, 1108
2+2: 1137, 1034
2+1: 1018, 1106
2+2: 1116, 1095
1+1: 1014, 1097
1+1: 1030, 1052
1+2: 1009, 1082
Pyramid level: 2 476
Wednesday 11 Nov 2009 12:41
So i guess i'm exceedingly lucky...
Pyramid level: 3 150
Thursday 12 Nov 2009 00:29
in one game i had 94 i got 2 1025 on level 10 and then 2 1055 on level 11 :huh:
Le Panthéon ! 1
Thursday 12 Nov 2009 08:04
Discoveries:

Remember how, when the fireball detonates your bomb, it also explodes again (invisibly) at the normal time ? Well, if you happen to have a 15 when this happens, you will get two 1048 's, one for each explosion :) (you can tell from the flash they make when they appear).

On 96, it doesn't matter which side you are on when you are luring them to the middle. Both sides will follow (which is annoying when the peaches on the other side are facing the wrong way).

1017 's appear wherever the ledges were at the start of the level, which means that on levels with disappearing platforms, such as 12 and 86, a few extras will fall through the bottom and land up top. And on 86, none of the platforms that appear get filled, leaving the level disappointingly barren (especially disappointing because of the two unreachable spaces at the bottom :( ).

Remarks:

In N-Mode, 69 80 almost always last until the fireball creeps out. :lol:

Don't grab 13 in N-Mode, regardless of whether you normally do. I've gotten into the habit of automatically grabbing it, but in N-Mode it always ruins me.

I love taunting the 1181 's when I have 2 , by letting their balls fly straight through me. :keepcool:

I finished 83 (and got order) without dying, without using the effect item, and without using the second 28 . 8)

Questions:

Is there any foolproof way to enter the "secret passage" from 81 to 82, when the fireball is out ? :wink:

I am beginning to think it is impossible not to die at least once from the fireball on N-Mode 95, at least not from skill alone.
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