Does Penaltys 50% really filter half the calls?
Yes: 241 of 468 natural candidates admitted (51.5%); 227 suppressed. The 100% arm admitted all 442 of its candidates. No native game fix or changed ROM was needed.
Exact released ROM 20793fce15e640bf60d31c48e95bd0d284105fc07f8ae01ed08b1a579b37e99f.24 comparable controller-driven simulation cohorts per setting,180000 frames each; six mode profiles and four timing variations. Matches and RNG evolve naturally. These are not 24 identical regulation matches.
| Setting | Candidates | Filtered | Admitted | Committed penalties |
|---|
| 100% | 442 | 0 | 442 | 432 |
| 50% | 468 | 227 | 241 | 236 |
50% cohort fractions varied 39.1–71.4%, from 7–33 candidates each. A short match cannot establish an exact half-rate. Native delayed decisions can be cancelled or remain pending, so commitments differ from admissions. Icing stayed almost identical: 662 versus 664 admitted events. Other stoppages are independent; stopped-clock transitions are not an audio-whistle counter.
What the percentage controls
One real native RNG draw per eligible new ordinary foul, both teams and CPU/human players. Injury-associated elbowing can become an injury-only report, so its stoppage remains. A new fight is filtered as one whole incident when Fighting is enabled. Already queued calls, penalty-shot variants, goals, icing, offside under Rules, goalkeeper/faceoff events and period/game endings retain their separate native paths.100% retains the original foul frequency; it does not penalize every hit.
Real menus and actual played-save reboots
Fresh default 50%; valid older saved 100% choices stay 100%. Full/Light/Mini locks survive actual completed matches and reboot. The three copied private saves below had four naturally completed matches each, then rejected real Left/Right attempts to change the locked 50% choice. No user save was read or altered. Still images show the selected value, not statistical behavior.
Fresh main menu: Penaltys 50% selected, with framed centred native controls.
Full season private save after four naturally completed matches: 50% remains selected after a cold reboot and rejected Left/Right changes.
Light season private save after four naturally completed matches: 50% remains selected after a cold reboot and rejected Left/Right changes.
Mini season private save after four naturally completed matches: 50% remains selected after a cold reboot and rejected Left/Right changes.Results by mode
| Mode profile | Setting | Candidates | Filtered | Admitted | Committed |
|---|
| Full-solo | 100% | 80 | 0 | 80 | 76 |
| Light-coop | 100% | 62 | 0 | 62 | 62 |
| Mini-coop | 100% | 87 | 0 | 87 | 87 |
| Quickgame-1v1 | 100% | 81 | 0 | 81 | 79 |
| Quickgame-2v2 | 100% | 62 | 0 | 62 | 58 |
| Allstar-CPU | 100% | 70 | 0 | 70 | 70 |
| Full-solo | 50% | 77 | 39 | 38 | 36 |
| Light-coop | 50% | 93 | 49 | 44 | 42 |
| Mini-coop | 50% | 90 | 51 | 39 | 39 |
| Quickgame-1v1 | 50% | 75 | 34 | 41 | 41 |
| Quickgame-2v2 | 50% | 62 | 26 | 36 | 35 |
| Allstar-CPU | 50% | 71 | 28 | 43 | 43 |
Measurement correction and limits
The older test observer used an E900 ring that overlaps the current HUD. Its live counts and the enlarged patched-ROM trial were withdrawn. Final measurements use read-only host CPU observation with the released ROM completely unchanged.72 emulated-state controls match with tracing on/off; only compiler-typed host ASLR addresses are rebased, preserving pointer targets. No emulated RAM/cycles/RNG are changed. The official GenesisPlusGX source commit, frozen test hashes, raw-result hashes, uncertainty and controlled-test limitations are documented below. This is not a human hardware or multiplayer acceptance test.
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