Minigame Mechanics

## Bob-Omb Derby

### Hit power

The power uses the same batting algorithm as a match of baseball, but the final power is multiplied by 1.5x. If the hit isn't fully charged, then the power is multiplied by 0.7x.

### Hit angle

The horizontal angle seems to follow the same as the baseball match angles. It's unclear if the stick direction input matters.

The vertical angle is based off of the power of the hit. Below are the ranges for the angles. The value used in game is chosen randomly from the selected range.

### Gravity

The gravity factor is 0.001, as compared to 0.00275 for a normal game.

### Points

The points are based off of the hit power, so getting an ideal hit translates to more points. For example, push-style hitters hit the ball harder to the opposite field, so those kind of hits would result in more points.

A streak bonus is awarded if home runs are hit back-to-back. The bonus starts at 30 points for a streak of 2, and rises by 15 each time.

Hitting a King Bob-Omb ball will give a bonus of 200 points.

## Wall Ball

### Breaking walls

Each wall has a hit point value. For Brick and Note Walls, their starting HP is 17, while Bowser Walls have an HP of 22.

Each pitch has a total damage value. For curve balls, the damage value is 10. For charge pitches, the value is between 30 and 123, which is linearly extrapolated from how much the power bar has been filled. Perfect pitches have a damage value of 150.

When a pitch hits a wall, it will break if the damage value is more than the wall's HP, and it will lower the remaining damage value by the HP of the wall. If the remaining damage value is less than the HP of the wall, the wall HP will be decreased by the damage amount but it won't break. The wall will remain on screen with the lower HP for the next pitch.

Some conclusions of this system:

* If the 7 walls were all Bowser Walls except for a single Note Wall, then the total HP would be 155, which isn't able to be broken by a perfect pitch. However, this situation doesn't seem to be possible.
* Because of the jump in damage value between the pitch types, there are situations where it will be impossible to break specific walls occasionally. For example, if the combined HP of the first 6 walls is 125, then it will be impossible to throw a pitch that stops after breaking the 6th wall. This is because a maximized charge pitch can only break the first 5 walls, but a perfect pitch will break all 7 walls (125 + bowser 7th wall HP = 148 < 150 damage value for perfect pitch).
* **Breaking the 1st wall**: If the previous pitch didn't break all of the walls, the first wall will usually have an unknown amount of HP left, so it's difficult to tell if a curve ball will break it, or if a minimum charge pitch is needed. Similar to the previous point, there are situations where it'll be impossible to only break the 1st block (eg. if the 1st block has 11 HP remaining).
	+ There are two situations where 1st wall randomness is lowered. First, when the previous pitch broke all 7 walls, then a low charge pitch is necessary to break the first wall. Second, when the last pitch was a curve ball that didn't break a note- or brick-type 1st wall, then it's guaranteed that another curve ball will break the 1st wall (since the damage values of the two curve balls is 20 while the HP is 17).