The Computer Is a Cheating Bastard: Difference between revisions

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{{examples|page=the computer not playing by human rules}}
== Generic Examples ==
{{quote|Note: These are ''generic'' examples. They give ways the [[The Computer Is a Cheating Bastard]] trope manifests, not specific instances in specific games. See the "Specific Examples" section further down for case studies.}}
* In [[Real Time Strategy]] and [[Turn-Based Strategy]] games, the computer ...
** ... builds faster, or just has new units magically appear out of nowhere.
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== Specific Examples ==
''Note: Since [[The Computer Is a Cheating Bastard]] is so ''incredibly'' common, only [[Egregious]] examples should be listed here, otherwise this entry would take over the entire wiki. Aversions or subversions should probably be left out as well, since that's (hopefully) the default.''
=== Fighting Games ===
* While the AI in ''[[Super Smash Bros.]] Melee'' and ''Brawl'' isn't of Rubber Band variety, it still can [[The All-Seeing AI|always see everything in the stage]].
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** Sniper Rifles in UFO: Aftershock are strangely inaccurate unless the user is a level 3 sniper, then combat becomes a joke, however hostiles are all able to fire them like normal weapons without any penalties for stance or injuries. On the plus side they don't get any bonuses for these either and Cultist psychics almost never wear Trueshot aura Bracers.
* The old Microprose game ''[[Master of Magic]]'' initially had a shapeshift spell that would disguise one unit as another. The manual noted that this illusion would not affect the computer players. Too bad ''Master Of Magic'' was a one-player game with no network, internet, or even hotseat play capabilities.
** Though, that spell is only mentioned in the manual -- itmanual—it was removed before the game's release for just this reason. A more obvious example is the fact that at higher difficulty levels, NPC wizards start with far, far more books and advantages than you can have yourself, plus more established cities... they cheat on resources and build times too, of course.
* In the ''[[Star Wars]]'' ''[[Dark Forces Saga|Jedi Outcast]]'' and ''[[Dark Forces Saga|Jedi Academy]]'' games, all Force-using characters (enemies and friends) but you possess immense (though not bottomless) Force batteries, have bullshitime perfect reflexes and cannot be surprised. Furthermore, their Force powers don't cool down and can be reused instantly. All this is designed to make them impossible to kill without a lightsaber, since they will deflect blaster bolts and telekinetically redirect missiles and explosives straight back at you. (Theoretically, one could lure them into a heavily-mined area, but that's more trouble than it's worth.) When you have a Jedi NPC, a Dark Jedi NPC and a missile launcher (or better still the concussion rifle) in the same room, it is actually possible to get the two to play an infinite game of Force Push tennis.
** Also, similarly to enforce lightsaber combat, if you do attack them with normal weaponry, their powers and sword strikes are suddenly mega-effective and you will die in five seconds.
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** The British National Lottery online games do exactly the same thing. For instance, there is a game where you can guess whether the next ball from the machine will be higher or lower, giving the illusion that skill is required to win. However, whether you will win or lose the game is decided beforehand. Sometimes it's funny to deliberately choose the least likely answer and then watch as a highly improbable sequence of balls emerge - again and again.
* Coin-operated pub quiz machines were fair for a few years after they first came out, until the makers realised that some [[Renaissance Man]] types were making serious money off them. The response was to introduce gambling elements to the games that reduced them to [[Luck-Based Mission]] even for people who knew all the answers to the questions. Some games even introduce elements ostensibly requiring manual dexterity - for example, on ''Bullseye'' a player must hit a prize segment with a dart, and ''Battleships'' involves hitting it with a revolving turret. However, even when aimed perfectly, the game decides whether or not the shot will hit.
* [[wikipedia:Stacker (game)|Stacker]] machines actually decide -- beforedecide—before the game has even been played -- whetherplayed—whether the player is allowed to win a major prize or not; this means it's possible to "waste" winning games, as well as make your way to the end but never have a chance of winning. If the last square stacks up, it simply moves another step before stopping after you press the button, oops, you missed. Though this is understandable, as the major prizes tend to be expensive things like game consoles or MP3 players, it is cheating nonetheless. The machine doesn't cheat for the minor prizes, but that's because nobody cares about winning hair scrunchies.
** In case you had any doubt, there's no warning of this (at least in Canada).
* Claw Machines. Good lord. It's amazing how many people don't know this, but almost all claw machines are rigged in various ways. For instance, many machines lower the claw slowly and then pull it up quickly, tending to drop the prize with this sudden motion. The most common method of rigging a machine is to rig the claw so that it only actually closes tight enough to grip a prize every so often. If the machine is set to grip a prize, an experienced player will almost always win...but these instances are rare. On some machines, you get a chance to win every X amount of plays. Someone in-the-know could let other people play until the machine is ready to spit out a prize, then swoop in and take it. However, most modern machines use a Random Number Generator.
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