The Computer Is a Cheating Bastard: Difference between revisions

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'''[[Sub-Trope]]s:'''
* [[The All-Seeing AI]] <br />Where the computer's AI has information that the player is denied.
* [[Contractual Boss Immunity]] <br />Any overpowered or instant-death skill will be useless on big bosses.
* [[My Rules Are Not Your Rules]] <br />Where the AI players break the explicitly laid-out rules of the game.
* [[Not Playing Fair with Resources]] <br />In strategy games, the game compensates for the player's intelligence by giving enemies unfair abilities to gain or gather resources.
* [[Rules Are for Humans]] <br />In a computer adaptation of an existing game (e.g. chess), the AI may have the ability to pull off moves which are against the rules of the game.
* [[Secret AI Moves]] <br />Where a character (generally in a [[Fighting Game]]) has some crazy move when played by the computer which human players can't do.
* [[SNK Boss]] <br />A [[Nintendo Hard]] boss in a [[Fighting Game]]. Known side effects include [[Rage Quit|thrown controllers]], [[Blood From the Mouth|frothing at the mouth]], [[Atomic F-Bomb|F-]][[Cluster F-Bomb|Bombs]], and the worst case scenario: Explaining to your parents [[Critical Existence Failure|just why their new television is pulverised]].
 
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=== Mario Kart ===
* [[Mario Kart]] 7 is the biggest offender yet (Which is saying a lot honestly). There was an exploit that has been discovered in the Maka Wuhu track that allows you to skip one section of the track. Pull it off, and the CPU pack is no less than 5 seconds behind you when you are ferried onto the upper section of the course, rendering the entire exploit moot in 1-player mode.
* In ''[[Super Mario Kart]]'', the AI opponents didn't just have [[Rubber Band AI]], but had infinite stores of super-special weapons and items that in several cases the player was never able to use—namely, the poisoned mushrooms, dinosaur eggs, and meandering fireballs. Then there's the Mario brothers, who could activate Stars at will, making them nigh-impossible to beat if they were in the lead. For the items the player ''could'' launch, the AI opponent also had the ability to dodge by ''jumping'' the kart its own height above the track. <br />They also out right clip through course obstacles like Thwomps and pipes while you need a Star to smash through the same things yourself. The only thing they they ''can'' bump into that slows them down are the walls, and that's if you push them hard enough into a wall. <br />Furthermore, the Grand Prix mode would select an order of skill for each of the computer-controlled players, based on your own character selection. If one of the Mario Bros. were picked as the "champion" racer (which happened if you chose Bowser or Koopa Troopa), you could expect perfect racing lines and cornering coupled with infinite and arbitrary use of the Super Star, allowing them to go at increased speed with no slowing down, plus invincibility. Having one of the plumbers trigger this on the final stretch, powering either past or ''through'' the player and being unable to stop regardless of what's fired at them (or even more annoyingly, just as that red shell was about to knock them out of first place) meant that it was often easier just to start a new game and hope you didn't get one of them as the top racer again.
* In Mario Kart: Super Circuit, whichever AI racer has the most cup points at the time will get their special powerups more often. Luigi and Bowser will always start with "champion" level skills, but if you attack them and cause them to lose to other AI racers, the new points leader among AI will take up the "champion" mantle instead. If Yoshi or Mario get this points lead, they'll start to spam consecutive Super Stars from nowhere and finish races 5 seconds ahead of the rest of the pack. Conversely, since poor AI Wario always starts in the back of the pack, he's rarely seen using items at all and is doomed to finish last every race.
* Another ability the computers have in ''[[Super Mario Kart]]'' and ''[[Mario Kart 64]]'' is the ability to instantly recover from items as long as they weren't on screen when the item hit. The best items would simply stop computers for a moment if you couldn't see them, while the same items used on you would make you fly through the air.
* Choco Mountain. The final part of the track involves a few item crates, a 90 degree turn, and then three "hills". You better be lucky and get a mushroom from those crates, else once you jump from the first hill, you'll collide with the second and third ones, while the CPUs that are right behind you (thank you rubber-band AI) magically have enough speed to jump both. Not getting a mushroom in those crates indeed makes the difference between being first or fifth in this race.
* Apparently, the computer player chosen to be the first-placer in Mario Kart DS always has a maxed-out speed stat, regardless of what the kart they're driving should have. This makes characters that drive karts with already high acceleration {{spoiler|(Dry Bones)}} nearly impossible to beat. This may be because the designated top 3 are given boosts in top speed with the first placer given the biggest boost. If it happens to be a kart with high acceleration, your only chance of winning is to snake, simply put. <br />CPUs in Mario Kart DS will also move back into place if another kart knocks them away in midair.
* ''Double Dash!!'s'' AI seems to entirely ignore the weight system and kart stats—heavy karts (the only ones available to large characters such as Bowser) all have crappy acceleration but high top speeds. Go ahead, knock Bowser off the track. Invariably, he'll be right on your ass in no time flat—despite the nice long stall that getting put back on the track gives you, and the fact that his crappy acceleration should leave him far behind a cart that's already running at top speed with no slowdowns. In fact, most of the karts in ''Double Dash!!'' can reach ridiculous speeds trying to keep up with a human player in first, which can give a second human player further down the pack an extremely hard time when it comes to clawing their way back to the front.
* Ditto Petey Piranha, often a thorn in the side in two-player GP races at 150cc due to his ''ludicrous'' bursts of speed and acceleration.