Rubber Band AI: Difference between revisions

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** ''Initial D Arcade Stage 4'' caps the opponent's disadvantage to about 190 meters.
** ''Initial D Arcade Stage 6'' has a strange way of applying this in Legend of the Streets mode: while the difficulty of your next opponent depended on what chapter you were, it was also controlled by how far ahead or behind you ended up at the end of the race. It is quite possible to beat Takumi with an aura with a one kilometer (!) advantage, only to get smoked by [[You Suck|Itsuki]] of all people in the next race on the same course.
* The first ''[[Wangan Midnight]]'' arcade game (and its revision ''Wangan Midnight R'', which was eventually ported to [[Play StationPlayStation 2]]) has rubber band AI that's especially present during the final battle against Akio. If you get ahead of him you better be good at blocking because the Devil Z will be on your ass the whole time.
** All the ''Wangan Midnight Maximum Tune'' games have rubberbanding which gets more severe the farther behind or ahead the computer gets. This is often counteracted by the individual stage quirks (slippery course, opponent will try to block you, opponent can't catch you on straightaway, etc.), but not always. It was by far the most blatant in the third cycle of the first game, to the point where ''everything'' before about the last 3km was completely irrelevant.
* ''[[Burnout]]''. At least in ''Burnout 3'' you can ram the caught-up cars, steal their boost, and regain your lead....