Rumble sprinkle data

Purpose
The purpose of this page is to collect experimental data to help develop theories about the sprinkle mechanics in Rumble. Anyone is welcome to submit their data; ideally all data would be backed up with video evidence because it is very easy to make a counting error. Especially welcome are repeatable events that completely break the theory.

Notation

 * A plain number such as 3 or 9 indicates that number of balls being popped, including the breaker ball.
 * A number like "4d6" indicates 4 balls were popped, with 6 additional dropoff.


 * A number like "3c5" indicates 3 balls were popped, with an additional 5 charged balls popped. (It is unknown if charged extraballs are treated any differently than regular extraballs, so we record it just in case.)

Simple Examples

 * 3 3 3 3 3 3 3 3 3 causes 9 sprinkles.


 * 6 3 3 3 3 3 3 causes 9 sprinkles.


 * 5 5 5 5 3 causes 9 sprinkles.

The next few cases are probably multirow, but it is ambiguous from the video.


 * 4 4 4 4 4 causes 10 sprinkles.


 * 3 3 3 3 3 3 3 3 4 causes 10 sprinkles.


 * 3 3 3 3 3 3 3 3 5 causes 10 sprinkles.


 * 3 3 3 3 3 3 3 3 6 causes 11 sprinkles.


 * 3 3 3 3 3 3 3 3 7 causes 11 sprinkles.


 * 3 3 3 3 3 3 3 3 8 causes 12 sprinkles.


 * 3 3 3 3 3 3 3 3 10 causes 13 sprinkles.


 * 3 3 3 3 3 3 3 3 3c7 causes 13 sprinkles (definitely multirow).


 * 3 3 3 3 3 3 3 3 11 causes 13 sprinkles.

Multi-row Examples

 * 3 3 3 3 3 3 3 3 9 causes 13 multirow sprinkles in two trials, and 12 multirow in another two trials.
 * This is significant because it shows that dropoff is not needed for multirow sprinkles. It is also weird because I got the expected result of 12 twice, and also an extra one twice. This indicates that either there are random factors involved, or that more factors are involved than the number of pops.


 * 3d30 causes 11 multirow sprinkles.
 * This shows multirows being created in a single pop.


 * 3c1d30 causes 12 multirow sprinkles.
 * Another single pop, slightly larger.


 * 3 3 3 3 3 3 3d29c1 causes 17 multirow sprinkles.


 * 3 3 3 3d22 causes 11 multirow sprinkles.


 * 4 4 4 3 3 10d1 causes 13 multirow sprinkles.

Squishing Examples

 * 3 3 4 4 4 7c13d3 causes 9 sprinkles.
 * 8 sprinkles were stored in the queue, and then a large pop added 11 for 19 sprinkles, which was then squished down to a single row.


 * 3 3 3 3 3 3 3 3 3d28 causes 9 sprinkles.
 * 8 sprinkles and then 10 more brings it to 18 sprinkles, which squishes as well rather than create two full rows.


 * 3 3 4 4 3 3 4d25 causes 9 sprinkles.
 * Same effect as the previous result.


 * 3 3 3 3 3 7d42 causes 9 sprinkles.
 * 5 sprinkles stored, and then adding 17 gives 22, squished to a single row.


 * 3 3 3 3 3 3 3 3 17 causes 9 sprinkles.
 * 8 + 8 would be 16, but 17 actually must create more sprinkles.

Charged Examples

 * 3 3 14c7 causes 14 (expected 12)


 * 3 3 3 3 3 4 3 8c5 causes 15 (expected 14)


 * 5c9 3 causes 9 (expected none)


 * 3 3 3 3 3 3 3 3 3c7 causes 13


 * 3 3 3 3 3 3 3 3 8c7 causes 16 (expected 15)

Sprinkle Scaling Examples
Note: attacks in this section are in response to receiving sprinkles, in the style of the rumble hint videos 2 and 3. This is under the belief that the calculations are different if the attacking player has already received sprinkles.


 * 4 6 4 15 causes 16 (expected 14)


 * 8d1 3 3 10 causes 13 (expected 11)


 * 3 3 3 3d2 12 causes 11 (expected 10)


 * 3 3 9d5 causes 9 (expected 7)


 * 9 9d2 3 causes 13 (expected 11)


 * 18 21 causes 13 13 (both multirow, expected 9 10)


 * 17d15 causes 15 (multirow, expected 13)


 * 37 causes 9 (squished)


 * 9 7d18 causes 16 (expected 13)


 * 17d5 causes 14


 * 20d3 causes 17


 * 9d1 causes 9


 * 18d1 causes 16


 * 10d4 causes 11


 * 6d8 3d1 causes 9


 * 4d8 3 3 causes 9


 * 7 3d3 causes 9


 * 15d1 causes 10

Sprinkle Scaling on 3 and 4d8
On a suggestion from Boothook this section lists the conditions under which 4d8 3 3 causes 9 sprinkles, and when it causes fewer. In the list below each sprinkle attack is marked A (for the first player) and B (for the second). The final A or B is the listed attack:

3

 * A: 3 causes 1
 * A A B: 3 causes 1
 * A B A: 3 causes 1
 * A B B: 3 causes 1
 * A A A B: 3 causes 1
 * A A B A: 3 causes 1
 * A A B B: 3 causes 1
 * A B A A: 3 causes 2
 * A B A B: 3 causes 2
 * A B B A: 3 causes 1
 * A B B B: 3 causes 2

4d8 +3s

 * A: 4d8 3 3 3 3 3 causes 9
 * A A B: 4d8 3 3 3 3 3 causes 9
 * A B A: 4d8 3 3 3 3 3 causes 9
 * A B B: 4d8 ?? causes 9
 * A A A B: 4d8 3 3 3 3 3 causes 9
 * A A B A: 4d8 ?? causes 9
 * A A B B: 4d8 3 3 3 3 3 causes 9
 * A B A A: 4d8 3 3 causes 9
 * A B A B: 4d8 ?? causes 9
 * A B B A: 4d8 3 3 3 3 3 causes 9
 * A B B B: 4d8 ?? causes 9

TODO: determine whether multirows count as one or two attacks.

Queued amounts
Here we assume that each "pop" adds to the same queue, and that charged balls have no effect. In all cases only the attacking player has popped any balls. The following is a table of known sizes:

If the number of balls sent due to popping and due to dropoff are independent then this gives the following table (when only the attacking side has popped balls):

... and the corresponding table after both sides have sent a number of sprinkles. These results are more prone to errors though: