A one-minute painted look at the math behind this fan-made AAA Mega Championship simulator: one weighted score, a star-rating ladder, and a separate rule for the match result.
This simulator stages a fantasy title defense: El Grande Americano defending the AAA Mega Championship. Under the lights, everything runs on three sliders. Stamina, momentum and crowd heat feed one weighted sum. Each point of stamina is worth thirty, each point of momentum forty-six, and each point of heat forty point two. At the defaults, eighty-five, seventy-eight and ninety-two, that sum is about nine thousand eight hundred thirty-six. The tool then snaps it to a fixed showcase score of nine thousand eight hundred forty. The score sets the crowd rating. Nine thousand five hundred or more is a five-star classic. Eight thousand earns four point seven five stars, and six thousand a solid four. The match result is a separate rule. Keep stamina above thirty-five and momentum above fifty, and it reads successful defense. Let stamina drop to thirty-five, and it's critical fatigue. Real lucha libre finishes are scripted, and here the challenger menu only changes a label. Tap the action buttons instead, and watch the sliders and the score move.
Reputation = 30 × stamina + 46 × momentum + 40.2 × heat, rounded. The maximum, with all three sliders at 100, is 11,620. At the defaults the formula gives 9,836, but the page shows a locked showcase value of 9,840.
The tool maps the score to a label: 9,500+ is '5-Star Classic', 8,000+ is '4.75 Stars', 6,000+ is '4-Star Solid', anything lower is '3.25 Stars'. Real star ratings are critics' opinions, popularized by the Wrestling Observer Newsletter, not formulas.
'Successful Defense' needs stamina above 35 and momentum above 50; stamina at 35 or below reads 'Critical Fatigue'; otherwise 'Contested In Ring'. Finisher readiness is momentum × 1.15 (capped at 100%) when momentum ≥ 70 and stamina ≥ 60, else momentum × 0.9.
Professional wrestling, including Mexico's Lucha Libre AAA, has predetermined outcomes. Treat this tool as a fan game, not a prediction of any real match or an official AAA or WWE product.
History and lineage of the title the simulator is themed on.
Background on the Mexican promotion.
The style, its masks and its high-flying moves such as the plancha.
Where the star-rating system for wrestling matches was popularized.
This is a fan-made game: its score, star ratings and match result come from simple slider formulas, not from real matches, and real wrestling outcomes are scripted.
How does the defense simulator calculate match ratings and render in-ring dynamics?
This simulator uses fixed client-side mathematical weighting to evaluate an orchestrated lucha libre title bout. A weighted scoring function combines champion stamina (weight 30), momentum velocity (weight 46), and crowd heat (weight 40.2) into a match reputation score, which then maps to qualitative star ratings and finish readiness thresholds. A continuous HTML5 2D canvas animation loop renders isometric ring ropes, champion aura, lighting gradients, and floating particle physics.
The formulas, star tier cutoffs, and challenger profiles represent synthetic game-design heuristics rather than real-world athletic statistics, formal AAA promotion booking records, or certified officiating rules. Results demonstrate scripting logic rather than predicting actual live wrestling outcomes.
When the preset loads, stamina is 85%, momentum is 78%, and crowd heat is 92, yielding a locked baseline reputation score of 9840 and a 5-Star Classic rating. Clicking '💥 Lariat Counter' adds 10% momentum and 5% crowd heat. The sliders update to 88% momentum and 97 heat while stamina stays at 85%, recalculating the raw score to Math.round((85 * 30) + (88 * 46) + (97 * 40.2)) = 10497 and logging an impact counter alert in the arena log.
The defense simulator models match pacing by weighting stamina, momentum, and crowd heat. The base scoring equation evaluates rawScore = Math.round((stamina * 30) + (momentum * 46) + (crowd_heat * 40.2)). When raw score meets or exceeds 9500, the match earns a '5-Star Classic' designation, stepping down to 4.75 stars at 8000, 4 stars at 6000, and 3.25 stars below that threshold.
Finisher readiness requires both momentum >= 70% and stamina >= 60%, scaling readiness to Math.min(100, Math.round(momentum * 1.15))%. If either criterion fails, readiness drops to momentum * 0.9. Match defense status transitions to 'Critical Fatigue' whenever champion stamina drops to 35% or below, or 'Contested In Ring' when momentum fails to maintain at least 51%.
Visual ring ropes and character sprites are drawn on an HTML5 canvas element using CanvasRenderingContext2D methods such as beginPath, moveTo, lineTo, stroke, and fillRect. CanvasRenderingContext2D - Web APIs | MDN
The canvas loop calculates rope vibration decay using exponential damping (ringsRopesVibration *= 0.94) across animation frames, alongside an active particle list where each particle updates position by velocity (vx, vy) and decays transparency (globalAlpha) over life increments. CanvasRenderingContext2D - Web APIs | MDN
Documents standard HTML5 2D canvas drawing context methods (stroke, fillRect, createRadialGradient, globalAlpha) used by the simulator's arena and particle engine.