NEW ULTRA UNFAIR SCRIPT | AUTOFARM, GET KING, T...
LINK --->>> https://urllie.com/2tGJL5
Racing Games The Cruis'n USA port on the Nintendo 64 featured drastic Rubber-Band A.I. from the few lead cars that would try to pass you, including "That F**king Blue Car". The top two cars in any race would drive perfectly and always managed to avoid crashing into traffic, even clipping through traffic that was going to wreck them if the player couldn't see it. The only way possible to achieve victory was to force other racers into the oncoming cars. Even then, it wasn't foolproof, as not only did you have to get lucky with the timing (since oncoming traffic is nearly impossible to predict and/or see coming), the AI cars would be back on your tail in less than ten seconds. On the higher difficulties, the only way to win was to knock a car into the opposing lanes towards the end of the race and hope an oncoming car rammed them off the road. Road Rash 3 for the Genesis thoroughly abuses this trope. One racer (Lucky Luc) always manages to stay ahead of you. You can have the same bike as him, and he still manages to get ahead of you so he can spam his oilcans. If you decide to grab the next higher bike, or two after that, he STILL is usually a bit faster than you, or can at least catch up to you with no problem. The game also has some serious Rubber-Band A.I.. The super secret bike tops out (when not using the nitro) at around 215 MPH. You get this bike (with the proper code) on the first races (if you decided to cheat back). You can speed past every other racer and take first place within the first 11 seconds of the race, but if you crash any time after that (most noticeable when you're at the end of the race), at least five other racers will pass you before you can get back onto the bike, even if you don't get flung too far away from it. RC Pro-Am: In certain races, the yellow car will suddenly move twice as fast as all of the other cars on the track (including your own, even a fully-upgraded car). If you hear a high-pitched squeal and see the yellow car slingshot ahead of the pack, you'd better take it out quickly or forget about a first-place finish. You can be a cheating bastard too. You have Secret Player Moves: Weapons. Even at super turbo speeds, if the yellow car eats a missile or bomb, it goes boom and loses its super turbo for a bit. Actually, the yellow car's cheating is in response to your blasting the other cars, so the safest rule is to minimize your use of weapons unless you're forced and resort to other techniques like ramming while protected by Roll Cages. What's worse is the late game tracks where EVERY car does this the instant they pass you up. If you don't blast them out of the starting gate, you can't win! In The Simpsons Hit & Run, each level has a series of races to win a car. Almost every race will feature the next level's starter car as the lead opposing car, and it is always superior to any car you can access in the current level. This is especially bad in the second level, where Lisa's level 3 Malibu Stacy car is insanely better than anything Bart can access in his level 2 arsenal, making the races a nightmare to win. Special mention also must go to Marge having to solo-race Frink's Hover Car in one of her races, which is the most nimble car in the game. Her starter car, by comparison, is an SUV that will tip over at the slightest provocation (if you know Simpsons Lore, you'll totally get the joke though - Canyonero!). In addition, the AI cars are nigh-impossible to push off the road and are generally perfect drivers except on really sharp turns. Of course, you can always come back to the early levels with a better car, making it a cakewalk, but that means you're prize is a car with worse stats than the ones you already have your hands on. Furthermore, oftentimes the cars you can just buy from Gil tend to have better stats than the cars you win in races anyways. Burnout: This is enforced in order to encourage you the player to find shortcuts on a route to get quarter mile leads. Burnout 3: Takedown features broken one-way Rubberband AI in many of its events. When you're in the lead, driving perfectly and constantly boosting, the AI will be, as a helpful yellow pop-up caption exclaims, "right on your tail!" no matter how many times you wreck them. The moment you crash, they start to take an insurmountable 30-second lead that is nearly impossible to overcome. In Burnout Paradise, the computer drivers will always get a head start in race events, allowing them to boost past you before you even get control of your car. Marked Man, on the other hand, is a bitch on Class A and Elite levels. There are way more parked cars, gridlocked traffic and they throw the best aggression cars in the game at you regardless of what you are driving. Sometimes you will be lucky to make it a mile in a four mile Marked Man. In Crash Team Racing for the PS1, Nitrous Oxide literally starts the race before the green light that signals the race's start. That isn't all. All the bosses would have an unlimited amount of weapons after passing through the first crate. (Or "Passing by" the first crate area, if you jump ahead and take the crate they would, they would still get the items even if they didn't break a weapon crate.) The only advantage is that they would only use one weapon type and would always fire behind them. The Final Boss uses weapon types of every other boss in the game! Also, all racers crash and stop to recover whenever you hit them with missiles, bombs, or TNT/Nitro crates. N.Oxide spins a few times but is otherwise unhindered by any weapon you throw at him. The trend of cheating AI would continue even in the latest remake, Crash Team Racing Nitro-Fueled. The computer, even on easy mode, can be seen rubber-banding with constant speeds. Even if you hit them with a weapon like a missile or a bomb, they get up and their speeds are unhindered. Not helping is the fact that some of these computers can get powerful game-changing power-ups at second place, while you are stuck with TNT/Nitro Crates and potions as low as 8th place. On top of that, the slower-speed characters, if chosen by the computer, would be given a massive speed boost that can outpace even an Advanced-level racer. At this point, it's all a matter of luck if you can beat the computer. Crash Nitro Kart's final boss Emperor Velo puts Oxide's cheating to pure shame. Not only is Velo substantially faster than you, he races with two companions that drop extra power-ups for you to dodge and act as a shield to him from your projectiles. He drops static orbs like mad and can roll bombs backwards at you with pinpoint accuracy, to the point that there is no way a human player could pull off the stunts he uses with those bombs. Now, other bosses in the series, their challenge is to get in front then stay in front as they cannot hit you while you're in front of them; but if you're in front of Velo not only does he speed up immensely, but he starts spamming homing missiles on you! Better pray to the RNG gods you get in front of him early and stay ahead or he'll get so far ahead, you'll never even see him during the race. Abused to a bizarre end in the Super Nintendo game Super Off-Road: The Baja. Each and every one of your competitors had their own preferred place in the lineup, and Heaven forbid you should attempt to take that place from them. For example: Should you take third place from the AI driver who typically came in third, he would become a super driver fueled by rage; he would gain speed, cut corners, ram your truck mercilessly, and pretty much suddenly become the Uberdriver in his efforts to dislodge you from third place. Once you dropped back to fourth place, though, that driver would return to normal, and never challenge Mr. Number Two for HIS place. (Of course, then Mr. Fourth Place would have his turn at harassing you.) Coupled with the tendency for the AI in first place to absolutely obliterate you should you dare violate his sacred position AND stage last-minute comebacks at speeds approaching those of a low-flying jet fighter, winning any race at any difficulty level became far more based on luck (and your ability to keep from being rammed into oblivion) than skill. Classic F1 racing game Super Monaco Grand Prix featured a version of this that kicked in only after you'd become World Champion. In order to speed up the process by which a driver rose in the ranks, the game featured a system of "challenging" whereby if you beat someone in a better team twice in a row, you'd be offered their place (and thus, a better car). Once you'd won the championship, you were automatically placed in the best team (McLaren ersatz "Madonna") and then promptly challenged by some unknown newcomer in a team halfway down the rankings. Scoffing as the first race of the new season begins, you can only watch in horror as his blatantly inferior vehicle accelerates past you and proceeds to completely destroy you. Two races later, he's driving your supposedly top car (even though he shouldn't need it...) and you're stinking up the field in the crappy blue and turquoise thing he started in. G.Ceara is the driver in question, and bears a resemblance to a certain Ayrton Senna. He is beatable, however - there are videos showing him being beaten in San Marino and Brazil, but you can be sneaky enough to prevent his Brazil challenge in the first place. He literally gives up once you pass, and after Brazil, he's no longer a threat. In Ridge Racer 6 for the Xbox 360 (and perhaps other Ridge Racer games), the computer cheats so often it's almost pointless to even try the harder difficulty levels and race types. Special races, for example, pit you against a car that you can win if you beat it. This car is always better than any car you have available at the time. Also, the "Reverse Nitro" races are well known for rampant cheating. In a Reverse Nitro race, your car cannot gain nitro from drifting like it can normally, so you are given an extra two tanks to work with and the only way to get them back is to go into what the game calls "Ultimate Charge" (coming out of a nitro blast while drifting). Somehow, all computer-controlled cars in these races can gain nitro simply by driving in a straight line for a couple of seconds, completely ignoring all the rules for nitro boosts set out for you. This means they can, suddenly, blow past you with a fully charged 3-tank nitro boost just after they finished another 3-tank nitro boost. In Ridge Racer 64, not only did the rival car have ridiculously effective Rubber-Band A.I. but if you crashed into it, you stopped dead while the rival wobbled a bit but basically carried on unaffected. This was the case even if the rival crashed into you from behind, in which case it would drive right through your motionless car. Every Tokyo Xtreme Racer series game has nearly invulnerable AI, with impossible handling abilities. "Boss" racers will always catch up with and pass you, regardless of your cars' relative stats. If a race starts with you slightly in front of another car, there's a chance you will accelerate faster. If you start a race behind the exact same opponent, they accelerate into the distance and are never seen again. Also, another game in which the traffic is actively trying to destroy your car, changing lanes to block you in and adjusting the timing of their lane changes to hit your car at any speed. In Midtown Madness, some racing modes involve competing against computer-controlled cars, and since you are always in danger of smashing into vehicles or obstacles, it helps greatly that they are too (not to mention that it's gratifying to see them smash head-on into oncoming traffic or miss a critical turn). Except that if they ever leave your immediate surroundings and end up in a part of the city of Chicago that isn't currently being "simulated," they go into cruise mode and move quickly and safely wherever they are meant to go next. In one of the races, a single computer car takes a very different route than the rest, meaning that in order to win you must be very lucky to have it crash during the parts of the race when it ends up being near you. The game based on the Dragon Booster television show is guilty of this. While you only ever have five energy points, and have to recharge by getting powerups, the AI racers have unlimited energy, ignore obstacles (offscreen, at least; onscreen, they just charge into nearly all of them), and even have equipment that is unable to be obtained by the player. It's made up for in that the AI is dumb as a post. In Red Baron Arcade (as with many, many flight/driving/racing type games), if there is any penalty to being rammed, you can bet that the computer has any number of planes or cars (or whatever) cheerfully lining up to ram the absolute crap out of you as soon as you start targeting the thing that will let you win that level. Need for Speed is basically built on this as its norm: Underground combined Rubber-Band A.I. with your opponents always having just slightly better cars than you. Because of that, it was easier to deliberately downgrade your car in the endgame by using a weak engine and so on. The AI would be downgraded as well so that relatively everything stayed the same, but the race would be a lot slower and therefore more forgiving. Your top speed for the race could be reported as x MPH, with your opponents given as x-n. Even if, at that top speed, the opponents had passed you. The AI actually deliberately steers traffic so they'll cross paths with you. Cars come out out of an intersection with precise timing so that you'll hit them. If you're in the lead on the last lap, this becomes even more likely. The best tactic is to swerve wildly just before every intersection so you won't be where the computer thought you were going to be. Furthermore, Underground 2 and Most Wanted also had an egregious feature whereby even if you managed to build up a decent lead in spite of the Rubber-Band A.I., in the last lap of the race one of the opponents would make a miraculous comeback and pass you unless you managed to block him or had a lot of nitro to burn. This was presumably done to make the races more dramatic, but of course the end result was just more frustration. In Most Wanted: Car damage initially seems inverted, since police vehicles suffer from damage - both mechanical and visual - and can be destroyed, while your own car is indestructible.note This is outweighed by the fact that the computer has an infinite supply of them, though. But it's actually subverted, because your car has an Achilles' Heel in the form of Spike Strips, which will almost always result in you getting immediately busted without getting extremely lucky and being extremely skilled. Police cars can drive through spike strips with impunity. It is possible to drag a car with it facing the opposite direction, because it got its rear wheel caught on your front end, and then not only free itself, but proceed to gain magical turning abilities where it obtains a zero-degree radius turn, and speed off. Past you. The cops also rarely go after the computer players. There may be one or two occasions where if you deliberately slow down and give up your position so the other can get the cop first, they will actually go after the more egregious speeder. Otherwise, the cop will usually go after you, and completely ignore everyone else. Most Wanted even goes so far as to actively lie to the player. One of the loading screen tips tells you that with a well-executed pursuit breaker it's possible to take out all your pursuers at once and get away easily. But doing that just causes a new police car to instantly spawn nearby. Following the advice and slowing down to allow cops to catch up and get them all can then easily have the opposite result than the tip claims, since even though the car is invulnerable, it can still get caught in the pursuit breaker and immobilized just long enough for that new cop car to bust you.note However, this can be considered Anti-Frustration Features if you're trying to accomplish pursuit milestones like, say, Bounty and Cost to State, as destroying police cars counts for both. Cop cars in Most Wanted can also travel sideways across the road in a controlled fashion (not power-sliding) to get in your way, as though they have 4-wheel steer with a 90-degree capability. Every PSP version of Need for Speed seems to put a lot of effort in ensuring that its AI has a new annoying trick at its disposal. By the time of NFS Undercover, the CPU cars could drive faster than you, no matter what was your car and how well it was upgraded, were not affected by crashes (they were back on your tail in just few seconds), could TELEPORT if you somehow managed to make them stay really behind, or TURN MID-AIR! In one of the urban stages, there is a 90-degree turn just after a really long straight that ends with a significant bump. To drive past it you simply have to slow down, but the CPU cars can drive into it at full speed, jump and turn in the air. Funny sight when you are looking behind at that time. Your opponents in Need for Speed Shift 2: Unleashed are rather fond of the Reverse PIT manoeuvre. It's performed in exactly the same way but it's the guy pushing that spins out. It's incredibly annoying when you've got a fast car and it gets congested. Generally, your opponent's cars weigh twice as much as yours according to the physics engine. In Need for Speed: Undercover (non PSP), even if you have the pedal thoroughly buried in a Mclaren F1, police SUVs will still lazily pull in front of you as though you were parked. For those still confused; this is a scenario in which a Cadillac Escalade is represented as faster than one of the fastest production cars ever produced.note The F1 remains as of 2011 one of the fastest production cars ever made; as of July 2010 it is succeeded by very few cars including the Koenigsegg CCR, the Bugatti Veyron, the SSC Ultimate Aero TT, and the Bugatti Veyron Super Sport. In Need For Speed: Hot Pursuit (2010) you can pass a parked police car, at top speed, in the fastest car in the game (Veyron) and it will be on your tail in just a couple of seconds, even if you didn't slow down at all. While most people point Underground as the debut of rubber-banding AI in the franchise, it is Older Than They Think - Hot Pursuit 1 had opponents that would quite literally cheat in many ways: Their cars could zigzag around the course very quickly without losing any speed, so they could block you from overtaking them. Even if you were able to zig-zag as fast as they can, you'd lose a lot of speed and fall behind. They're able to negotiate extremely tight corners without losing a sliver of speed. All of your cars understeer and need to slow down a lot to make the many 90-degree turns without crashing. They can easily ram you off the road and continue like nothing happened. Try to do that against them, and it will feel like trying to shove a brick - you'll lose a ton of speed and likely even lose control of your car and fall behind, while your supposed victim continues like nothing happened. They do not lose speed or traction when driving through dirt, mud or snow. You do. Even if your car is much faster than theirs - say, a Spectre R42 against its C-Class peersnote The Spectre R42 is a C-Class car whose performance matches that of a B-Class car - even surpassing them in a few aspects - outclassing pretty much everything in its tier - they will catch up to you and easily overtake you. And if they're more than 7 seconds ahead of you, might as well restart the race. In Star Wars Episode I: Racer, the AI racers never crash, never run into walls, always hit turns perfectly, and never have to use the boost. And they know pretty much every shortcut; if you miss one, they'll take it and get way ahead, such as the upper route on Abyss. A good example is in one of the earlier tracks - a fairly simple track with multiple alternate paths that shave small amounts of time off your run and are generally ignored by AI racers, it is pretty easy to get a decent lead. Then, coming round the second last corner is a short run up to a huge jump. Boost as much as you can and pull back for maximum airtime - in a decent podracer (and that early in the game you do not have one) and you might just make it. Finally, the jump, which you just hit at maximum velocity, is followed by a hairpin turn to the finish line. In keeping with the film, Sebulba's racer is equipped with flame vents which can fry your engines if you sit there too long. To be fair, you can play as Sebulba and do it too... except the AI racers are totally immune. Cel Damage's AI players can make sharper turns than the human player. This can be seen when the player is killed, and for the brief seconds until the respawn, the computer player (most likely the assassin) can make some incredible curves, even while standing on the same place. Test Drive for PS2, Xbox and GC. This game exhibits extreme Rubber-Band A.I.. No matter how skilled you are or how powerful your car is, the AI will always gain a ridiculous speed boost and catch up, sometimes "teleporting", making races a Luck-Based Mission. And they almost never crash or make other mistakes. Try this (At least on the PC version): Play Test Drive 5 and use the "nitro boost" cheat, race on a track with a lot of straight roads so you can boost your top speed way past logical top speed like on the Sydney track, and take a look at the racer stats at the end of the race. If you've logged a top speed of around 400mph, then the AI will log a top speed of around 800mph just to keep up with you. Granted you would be cheating yourself in the first place, this is still an amusing way to prove the audacity of the rubber band AI under magnified proportions. And also shows you can't cheat a cheating opponent since it will just cheat more anyway. Additionally, Test Drive 4 and 5 are some of the hardest entries of the series because of this. Not only the AI in these games are completely stupid, such as ramming into traffic, but they're also being much faster than the player. Most of the games in the Midnight Club series suffer from this. Midnight Club II has two literal examples: in one of the Career races, Angel gives himself a head start. It doesn't help, though, as he's almost deliberately one of the worst AI opponents you'll ever face, and that happens early in the game, in Los Angeles. Later on, in Tokyo, Ricky also pulls the same stunt in his second race, and is also lampshaded by Gina before the race begins. Midnight Club 3: DUB Edition seems to be malevolent and benevolent at the exact same time. In races, your opponents are always in better cars unless you have an A tier car (to the point that races can play out with you in a D tier and your opponent in a B tier BEFORE you've completely upgraded it), your opponents always have more nitrous shots than you (or in the case of bikes, HAVE nitrous shots), and, somehow, obey the Copenhagen interpretation, because even if you overlapped a car, if you are not watching him on the minimap, he will warp right behind you and be able to put you back into second place. However, you can outrun them on straightaways, they cannot use slipstream turbo, and cannot use any special abilities. Midnight Club: Los Angeles was criticized in an IGN review because of its rubberband techniques making the game often harder than it needed to be. Not only can they rocket off the line faster, but they have NOS by the bucketload, often blowing right past you. Another gripe by that same review was for markers being in places that are hard to spot, such as on corners you will often blow past. A patch eased some of the Rubberband problem for the first third of the game. Forza: Forza Motorsport 2 exhibits several of the stated examples (not to extreme levels, but they appear). But the worst offense is when you end up with the car in 2nd place pulling a PIT Maneuver on you, giving them and their 6 other AI buddies a chance to speed off as you are forced to get back to the track while the penalty meter is growing. The worst part is that you can have this happen with the AI set on Easy. Forza Motorsport 3 is a little different.: Even on Medium difficulty, they'll bump you to-and-fro in a pack-like manner, cars in front of you will seemingly drive in a tandem formation to block you from overtaking, and they're not afraid to ram you off on their way to first place. Combine this with Realistic-level damage modelling, and you can kiss your credits goodbye. When you hit an opponent, you spin out, but they remain unfazed. They can also brake later and take turns faster than you. If you're on the inside lane during a turn with an A.I. car next to you on the outside lane, you can't push it off the track. Instead it will push you to the inside. If you do that to a human player in a multiplayer race, however, you can easily push him off the track. A.I. cars also aren't slowed down much by the grass/dirt/sand/gravel in chicanes and tight corners that slow you down to a crawl to prevent you from taking shortcuts. Any car in the same class as you can and WILL outperform your car if driven by the #1 or #2 AI. Have the fastest car model in that class, fully upgraded and tuned to be literally a millimetre away from being the next class up? Too bad. #1 AI is going to fly past you as soon as you hit the straights. The starting grid is sorted (or at least supposed to be sorted) according to the cars' performance index, or PI for short; the higher a car's PI, the better the starting position. And while A.I. cars will always be positioned according to their respective PIs, you are almost always positioned behind A.I. cars if their PI is only a few points lower than yours. This can be especially aggravating in races where the PIs of all cars - including yours - are very close together; even though your car has the best PI, you're placed at the end of the grid. In Forza Motorsport 6, there is often one Drivatar that is nigh-uncatchable and will always pull away from you and the rest of the pack. On lower difficulties, he's not the best at cornering, but that doesn't make a difference as he will accelerate to full power instantly and fly down the straights. Oftentimes, the only way to even compete with him is to resort to dirty tactics like ramming or corner cutting. Even if you manage to ram the current cheating bastard off the track, he will either catch up to you in no time, or the game will designate another Drivatar to be the new cheating AI that will make your race miserable. To add insult to injury, this can even happen on "New Racer" difficulty. The opponent Drivitar cars in Forza Horizon 2 blatantly skip checkpoints to no penalty. Additionally, the AI in Horizon games have perfect traction and minimal speed loss in off-road races, even when driving RWD supercars. Forza Horizon 5, and most likely earlier games, have other cars spawn around the player regularly, most often on street races. They do not spawn around Drivatars outside of a certain range, so any opponents which are far enough ahead of or behind the player can proceed unfettered. All the Horizon games after 2 let you put this on yourself by enabling "Damage & Tire Wear" in the difficulty settings, which adds the simulated engine damage, tire wearing, and fuel consumption from the Motorsport games. None of these apply to enemy racers, and many races in the Horizon series aren't designed with it in mind, meaning any race with huge jumps or lots of smashing through obstacles will damage your engine and slow you down while the AI zooms past you unfazed. Gran Turismo: In Gran Turismo 4: In the rally races, if you hit the wall, you get a 5 second penalty. If you run into the computer opponent, you get a 5 second penalty. If the computer runs into you, you get a 5 second penalty. And of course, the computer can pinball down the track without so much as applying the brakes, let alone catching a penalty for tapping the (occasionally invisible) track barrier. The computer will also use cars that it specifically disallows you the use of. (Cadillac Cien and VW Nardo W12 Concept in a race specifically limited to Production Vehicles Only, for example.) Back in GT2: Due to an oversight with the Global Car list in v1.0 for the NTSC region, all but one of the endurance races have car lists whereupon 1 car from each list is actually a car for another race. This resulted in the AI using cars that exceeded the HP regulations for the races, eg the Vector M12 LM on the Trial Mountain Endurance Race (It's supposed to be on the car list for the Special Stage Route 5 All-Night race, where it is actually legal, and it is so for the NTSC-J and PAL copies, while the Citreon Xantia appearing in that race actually belongs in the Trial Mountain enduro), making it almost impossible for you to win. A special example goes to Rome Circuit on the Historical Car event. horsepower limit? 295hp. One of the opponents has a Ford GT 40, which happens to have the maximum allowed Horsepower (Except when you buy the car. It shows at the dealership it has 295hp but it actually has 305hp! Which means you can't use the car on the race). But it's horsepower isn't the problem. Ford GT 40 is a road version of a LE-MANS RACING CAR! So you're facing a road-going version of the legendary car that won 3 consecutive Le-mans in the 60s. HAVE FUN! Want a tip to win this? Buy the Mini that costs half a million credits. It doesn't have 74hp, it actually has 200hp and it's nimble enough to face the GT 40. Full Auto for the Xbox 360 suffers from this a bit. Rubber-Band A.I., while prevalent, is not the biggest problem - enemy cars in Career mode are also equipped with what appears to be much, MUCH stronger armor than the player's vehicle, making blowing them out of the way a time-consuming task. For example, it takes an enemy vehicle approximately 3 rough hits with the hood-mounted shotgun to completely annihilate the player (the same number it takes a player to destroy another player in Multiplayer mode), but it takes the player 5 precise hits to a single side of an AI car at minimum to take them down. Also, the player's car can completely lose its front armor after hitting only 2 mines dropped by an enemy and explode when hitting the third, but enemy cars can run over multiple mines and suffer no visible damage. They also may or may not be subject to the "Weapon Overheat" period resulting from firing a weapon too rapidly without a break. Factor in the AI cars' exclusive ability to destroy the player simply by ramming them and their unannounced ability to change their driving pattern while the Unwreck function is used (designed for the player to undo mistakes by rewinding time), and it's quite a bit to handle. Fortunately, the AI cars are also busy blasting away at each other, often leaving them damaged enough for the player to swoop in and finish them off. The cheating AI seems to be exclusive to Career mode. Multiplayer and Arcade modes appear to give the AI cars the same speed, abilities, and armor as the player (only 3 shots from the shotgun before exploding, 3 mines = death, etc.), but Career mode steps it up with the cheating elements. Very odd... Motorm4x is one of the few games that feature Rubber-Band A.I. in time trial mode, whereby at the end of each trial you're treated to a results table with the other drivers' times, some of which are likely better than yours. Beating those times, however, you find out that the other drivers have improved as well and you still didn't win. A particularly ridiculous example exists in one of the last races, where the developers even make a big point in the race description of how the best time so far of just over 6 minutes is extraordinary for this trial, the average being around 11. Finishing at just under 6 minutes, you find out that you've didn't even make the upper half of the results table, nobody posted a time over 8 minutes, and the time you really need is 5:30. The AI opponents in Sonic Riders have been known to literally vanish from their previous position on the track in order to go zinging past you when you least expect it. Since aside from breaking the laws of physics the computer races flawlessly without outside interference, this makes the game particularly frustrating, as even without the cheating, there's pretty much no way to win if you don't take the lead in the first lap and race flawlessly from there on out. TrackMania DS has you playing the same circuit multiple times in an attempt to earn bronze, silver, and gold medals. While the bronze and silver ghost racers generally play fair, the gold ghost racer is blatantly faster despite driving the exact same car as the player, forcing the player to use unconventional tactics and shortcuts in order to win. The A.I. in Diddy Kong Racing will go through all oil slicks, mines and bubbles as long as they aren't on the screen and extremely close to you, making the green balloon power-ups nearly worthless. Also, possible example: it is damned hard to make any useful gain on Tricky the Triceratops when using the volcano track's tunnel "shortcut". Even though Sleeping Dogs isn't primarily a racing game, the underground racing circuit the player can optionally join and the friggin cops employ rubber-band tactics, so much that it's much easier to just to slow down, wait for the cops to catch up to you, then ram them off the road rather then simply outrun them. In the racing side missions, you'll notice that you always start last and they always accelerate faster then you (no matter if you are using the best motorcycle in the game). On straight-ways, you could be going at the max possible speed and be using the same vehicle, except they'll still overtake you, then slow down right in front of you. Incredibly infuriating if this happens near the end of the race. Hellooooooooo Split/Second (2010), whose idea of Rubber-Band A.I. is to give opponents virtually limitless Power Play ability, the wicked sense to wait til the final stretch of the last lap to use it on you and only you, and to make Elite Races impossible for anyone who isn't a robot. In Twisted Metal 2, the player's use of certain special moves is governed by a meter which slowly regenerates, to prevent you from spamming them. The AI is under no such limitation, leading to situations like being stun-locked to death by an infinite stream of ice blasts. Twisted Metal 3: In addition to pulling the same infinite energy meter bullshit as the previous game, this game is where it becomes very blatant that the enemy vehicles have unlimited specials. Get anywhere near Axle or Club Kid and they'll fire off 3 or 4 of their specials in quick succession, effectively causing unavoidable damage. The final level has a trick module installed that resurrects any killed driver with full health unless you go around the area and destroy a number of panels. It's not immediately clear the drivers are even resurrecting or that the panels are what is at fault, so prepare to waste a few lives fruitlessly combating immortal opponents until you figure it out. Oh, and when we say "resurrects any killed driver", naturally that means "any killed driver except the player". In Wacky Races Starring Dick Dastardly & Muttley for Dreamcast and Playstation 2 has Dick Dastardly in his boss levels starting the race during the countdown, while you have to wait until the narrator says "Go", Justified since it's Dick Dastardly, he has to cheat somehow. It can also be apparent in normal races (Specially Wacky Cups) that a COM Controlled Creepy Coupe will almost always have a (Mostly) unfair lead on the race, since it possess the best Top Speed in the game, and the A.I. seems to ignore its crappy Acceleration and Grip stats. In Project Cars, the AI drivers don't slow down or lose traction when they hit the dirt or rumble strips, can out-accelerate the player on straightaways even on the default difficulty, and are exempt from the penalties incurred by the player for corner-cutting. In Downtown Run, there are the usual tactics - the computer can always drive faster than you (in the same or even inferior cars) and will corner near-perfectly every time. It doesn't abuse power-ups either, but is prone to miraculous bursts of speed or precision cornering if you start to actually get good at playing the game. If you're even better at racing than that, the computer will sometimes even teleport; it's marker on the lap counter will jump forward sporadically until it catches up to you. It will also be less effected by power-down items, and recover from their effects much faster than a human player possibly can. (The nails will seriously affect a player's driving and the spike trap will always cause a player to spin out and stop. But a computer driver may swerve very slightly and then continue on at high speed). Then, in Chase-style races, it dives outright into Your Rules Are Not My Rules - if the player is controlling the Hunter (a Police Car), they need to get in front of the computer car and bring the computer car's speed down below 70mph in order to increase the "danger" meter (maxing out the meter causes the player to win). Admittedly, it's fairly easy if you can get ahead of it to just trap it against a wall and park at right angles across its front. However, when the player is playing as the Hunted, the computer will operate not 1, not 2, but three police cars together, and to cause danger to your car it doesn't need to slow you down, it just needs to get in front of you; which can be extremely easy for it as the police car also has a higher top speed than any other car in the game! In Daytona USA 2, if you play on Endurance or Grand Prix mode, you have to deal with a draining fuel supply and tire erosion. These will force you to make a pit stop sometime during the race. But the computer racers don't have to worry about fuel or tires, so they never have to pit. Wacky Wheels: On harder difficulty settings, the AI-controlled vehicles will constantly get ahead of you. If they get behind you, they will accelerate until they've passed you. Even if the player cheats to get a string of jumps and turbos to get far ahead, they can then watch the minimap and see the computer-controlled cars rush forward at ludicrous speed until they've caught up and taken the lead again. Only well-timed sniping can make a first-place finish possible. 781b155fdc