Zeokage
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I'd volunteer if I wasn't so rubbish at it in GTB...
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Only 7 entries this time, but I might try to find a way to boost that using some Hoshitori/UDH/Juryo Game dummy entries if I can find them.
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I've redone the W-L table using the "Max = Maximum Achievable, and Min = Median - (MaxAch - Median) = 2*Median - MaxAch" formula, and it looks a bit better now.
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I agree with you there, I tried to use one of the formulae suggested in this thread but on closer inspection I suspect I used the incorrect one in my haste looking at the results. I'll give it another go when I get some free time.
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The deadline for this game is 2pm JST on the first day of the basho, the same as most of the other games based on the sekitori. Sansho: These are just an idea for the sansho. If anyone has any other ideas please feel free to post them. I tried to make them in a way that would represent the meaning of the real prizes... To get a prize, you must have a KK, and a quartet that have fought on all 15 days. Outstanding Performance Award (Shukun-sho): Rikishi who gets more separate wins/losses than the rikishi who wins the basho. Technique Award (Gino-sho): Get the best choice in 3 of the 4 groups, or the best sole options for the same division. Fighting Spirit Award (Kanto-sho): Take the numerical rank of the real rikishi on the banzuke, and compare with the numerical rank from their records after the basho. (Banzuke rank
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Prizes would be thus: Shukun-sho: No prize given as no-one could beat Sakaritoba's 22-22 set of results. Gusoyama and Zenjimoto also had 22 wins. Gino-sho: Gusoyama for getting the perfect Makuuchi set of rikishi. Feginowaka 1 also got 2 out of 4 possible maximums (Makuuchi wins and Juryo losses). Kanto-sho: Feginowaka 3
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Here they are! I did them manually on Excel so I hope I didn't miss anything. Sakaritoba 44 (12-3) Gusoyama 42 (12-3) Feginowaka 3 42 (12-3) Feginowaka 1 41 (11-4) Zenjimoto: 40 (11-4) Vikanohara 36 (10-5) Chikenshitenku: 35 (9-6) Vikanosato 32 (8-7) Youchiken: 32 (8-7) Feginowaka 2 29 (7-8) Sakarizakura 28 (7-8) Vikanoyama 26 (6-9) Sakarikaze 25 (6-9) Mean Score: 34.76923077
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He chose Kotomitsuki (9-6), I chose Kaio (8-7) so I'm simply a jun-yusho. No idea what'll happen when it comes to the W-L records though.
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As Kinta said though, the idea is just to survive through all 15 days. When Asashoryu was going on his zensho tears the option to choose Yokozuna was taken away to avoid people just choosing the top guys. At the same time, if someone wants to survive, and win Chaingang, they have to take that risk every so often in case a tie-breaker comes up. At least that's how I've always seen the game. That said, if the game was to have a special prize, I'd say it would be a great candidate for one of them.
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Bumpage as I'm sure it got lost in the flow of active game threads...
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I get the feeling that the dismissing rather than retiring is the key factor here.
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The deadline for this game is 2pm JST on the first day of the basho, the same as most of the other games based on the sekitori. Sansho: These are just an idea for the sansho. If anyone has any other ideas please feel free to post them. I tried to make them in a way that would represent the meaning of the real prizes... To get a prize, you must have a KK, and a quartet that have fought on all 15 days. Outstanding Performance Award (Shukun-sho): Rikishi who gets more separate wins/losses than the rikishi who wins the basho. Technique Award (Gino-sho): Get the best choice in 3 of the 4 groups, or the best sole options for the same division. Fighting Spirit Award (Kanto-sho): Take the numerical rank of the real rikishi on the banzuke, and compare with the numerical rank from their records after the basho. (Banzuke rank – Basho rank) for Winners... for example last basho, Goeido (banzuke rank #32 - basho rank #2) = 30 elevator points. (Basho rank – Banzuke rank) for Losers... for example last basho Shunketsu (basho rank joint #15 - banzuke rank #9) = 6 elevator points. Highest total for all 4 rikishi gets the prize. Original Discussion (March 2007) Attempt 1 (May 2007) Attempt 2 (November 2007) I've had this game on my mind for a long while and would like to try and get it running again. But as Asashosakari said back then, more sample basho are needed to handle the number of entries we might have. Rules might just have to be changed completely, maybe even adding a rikishi to the W and L columns for each entry for a wider spread of entries. There's a risk of it becoming too similar to the Hoshitori and UDH games if there we have to select too many rikishi. I guess the question is: Is AFY still a game worth playing? If so, would any changes need to be made from the beta tests we did back then?
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There aren't any on my current game list that aren't on this set of games (the only games besides the forum ones I haven't tried yet are Bookmaker, FAWL and Guess the Result... TipSpiel and Banzai I've left because I'm so bad at them), so I think we have all of them... As for Aim For Yokozuna, I've been considering ways to bring the game back for another tryout as it was a fun one when it was run in Japanese, but with the extra people it might house the format it used might not be as plausible. Plus it's pretty much a condensed version of both Hoshitori games in one, so it's not going to win any originality stakes.
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I like that concept, take your time with it. :-(
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2 questions: 1. Is this the same e-mail Maegashira game that I was so bad at I ended up retiring from? 2. When it says to create a SumoGames profile, is it just one for this game or are they eventually going to be linked through all the games on the server?