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I did a double-check, and it turned out that Gran Turismo 7 had also been in development problems for 5 years, as what GT 5 had been in before.


* The AI cars in many racing games, especially the ''VideoGame/GranTurismo'' series, tend to follow a set pattern. Even in ''Gran Turismo 5'' that was in DevelopmentHell for five years. Also, in [[AntiPoopSocking the B-Spec game mode]], you take a role as an AI's director on a race. The problem is, your AI can't pull off the car's full potential. Even if you do well on directing the driver, the result of the race can still be bad because the AI is terrible at pressure control, slipstream, and passing, resulting in a Lamborghini having problems bypassing a Mini Cooper on a twisty track like Autumn Ring Mini.

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* The AI cars in many racing games, especially the ''VideoGame/GranTurismo'' series, tend to follow a set pattern. Even in ''Gran Turismo 5'' 7'' that was in DevelopmentHell for five years. Also, in [[AntiPoopSocking the B-Spec game mode]], you take a role as an AI's director on a race. The problem is, your AI can't pull off the car's full potential. Even if you do well on directing the driver, the result of the race can still be bad because the AI is terrible at pressure control, slipstream, and passing, resulting in a Lamborghini having problems bypassing a Mini Cooper on a twisty track like Autumn Ring Mini.

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Added info on Gran Turismo pitstop strategies + updated the time scale somewhat.


* The AI cars in many racing games, especially the ''VideoGame/GranTurismo'' series, tend to follow a set pattern. Even in the most recent installment that was in DevelopmentHell for five years. Also, in [[AntiPoopSocking the B-Spec game mode]], you take a role as an AI's director on a race. The problem is, your AI can't pull off the car's full potential. Even if you do well on directing the driver, the result of the race can still be bad because the AI is terrible at pressure control and slipstream.

to:

* The AI cars in many racing games, especially the ''VideoGame/GranTurismo'' series, tend to follow a set pattern. Even in the most recent installment ''Gran Turismo 5'' that was in DevelopmentHell for five years. Also, in [[AntiPoopSocking the B-Spec game mode]], you take a role as an AI's director on a race. The problem is, your AI can't pull off the car's full potential. Even if you do well on directing the driver, the result of the race can still be bad because the AI is terrible at pressure control control, slipstream, and slipstream.passing, resulting in a Lamborghini having problems bypassing a Mini Cooper on a twisty track like Autumn Ring Mini.
** In ''Gran Turismo 2'' through ''4'', AI opponents in longer races would pit after a set number of laps, depending on how long distance the AI was coded to pit after, based on tire wear. This very often led them to pit unusually late into races, sometimes even when heading into the last lap, making races easier for the player car to win.
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* The original ''Formula One'' on Sony UsefulNotes/PlayStation featured a glorious AI error where the AI cars would pit on every single lap following their first pitstop in longer races. Additionally, the sequel ''Formula One '97'' had a glitch on one of the Bonus Circuits where Jean Alesi and Gerhard Berger were faster than anyone else. This would normally be a bad thing, but they also stuck to the racing line like glue which meant that they would constantly damage their front wing by hitting every car they came up against. Cue tons of AI cars (and yourself) pitting every other lap for repairs should a Bennetton catch up with them.

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* The original ''Formula One'' on Sony UsefulNotes/PlayStation Platform/PlayStation featured a glorious AI error where the AI cars would pit on every single lap following their first pitstop in longer races. Additionally, the sequel ''Formula One '97'' had a glitch on one of the Bonus Circuits where Jean Alesi and Gerhard Berger were faster than anyone else. This would normally be a bad thing, but they also stuck to the racing line like glue which meant that they would constantly damage their front wing by hitting every car they came up against. Cue tons of AI cars (and yourself) pitting every other lap for repairs should a Bennetton catch up with them.



* ''VideoGame/PacManWorldRally'' seems to go with the rule "the further their starting points are, the dumber they are". This is very noticeable at the higher difficulty settings, where you can see characters like Blinky, Erwin and Pac-Devil (starting points at 7th, 6th, and 5th respectively, if you're not using Blinky, no extra characters are unlocked and the game is the UsefulNotes/Playstation2 version) putting up a good challenge against you, followed by Inky and Clyde (4th and 3rd) being not as good but still can be quite a challenge, then you see characters like Pinky and Ms. Pac-Man (2nd and 1st) severely lagging behind, even ''taking twice the average time to complete a lap''. The easier difficulties aren't much better (keep in mind that there's no mention of "further forward" or "further back" in that "rule"), where the inverse happens. In fact, when you finally pass the lagging opponents and hear their engines closely, it's implied that ''they deliberately race very, very slowly''. It's just hilarious to see the more speedy characters suffering from this issue. Amusingly enough, if you play a Quick Race in one such high difficult setting (preferably [[HarderThanHard Nightmare]] mode) where you decided to restart mid-race, ALL opponents will become competent after the restart (though this only applies in that race only, so you have to pretty much start a new race twice just to get the competent opponents). In fact, it's the only way for you to make the CPU racers go all out and fulfill your need of more challenging opponents. In regards to racing rules, the easier difficulties have the opponents never attempting to use the fruit-locked shortcuts. Also, opponents (regardless of difficulty) are never seen powersliding, preferring to hop around the corners, which can often lead them falling off the track if said track has no boundaries in that instance.[[note]]The closest to a "powersliding opponent" instance is the one in [[EternalEngine Toc-Man's Factory]] track, where the opponents seem to be powersliding... but they're powersliding ''forwards'' instead of in an arc, something that the players can't do. Even then, their AI is glitched enough that they can end up powersliding ''back and forth'' on a straight line before fixing themselves.[[/note]] As a result, no CPU opponent can get an advantage of using the racer-protecting Guardian, which can only be obtained from powersliding, thus leaving such power-up as a PlayerExclusiveMechanic.

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* ''VideoGame/PacManWorldRally'' seems to go with the rule "the further their starting points are, the dumber they are". This is very noticeable at the higher difficulty settings, where you can see characters like Blinky, Erwin and Pac-Devil (starting points at 7th, 6th, and 5th respectively, if you're not using Blinky, no extra characters are unlocked and the game is the UsefulNotes/Playstation2 Platform/Playstation2 version) putting up a good challenge against you, followed by Inky and Clyde (4th and 3rd) being not as good but still can be quite a challenge, then you see characters like Pinky and Ms. Pac-Man (2nd and 1st) severely lagging behind, even ''taking twice the average time to complete a lap''. The easier difficulties aren't much better (keep in mind that there's no mention of "further forward" or "further back" in that "rule"), where the inverse happens. In fact, when you finally pass the lagging opponents and hear their engines closely, it's implied that ''they deliberately race very, very slowly''. It's just hilarious to see the more speedy characters suffering from this issue. Amusingly enough, if you play a Quick Race in one such high difficult setting (preferably [[HarderThanHard Nightmare]] mode) where you decided to restart mid-race, ALL opponents will become competent after the restart (though this only applies in that race only, so you have to pretty much start a new race twice just to get the competent opponents). In fact, it's the only way for you to make the CPU racers go all out and fulfill your need of more challenging opponents. In regards to racing rules, the easier difficulties have the opponents never attempting to use the fruit-locked shortcuts. Also, opponents (regardless of difficulty) are never seen powersliding, preferring to hop around the corners, which can often lead them falling off the track if said track has no boundaries in that instance.[[note]]The closest to a "powersliding opponent" instance is the one in [[EternalEngine Toc-Man's Factory]] track, where the opponents seem to be powersliding... but they're powersliding ''forwards'' instead of in an arc, something that the players can't do. Even then, their AI is glitched enough that they can end up powersliding ''back and forth'' on a straight line before fixing themselves.[[/note]] As a result, no CPU opponent can get an advantage of using the racer-protecting Guardian, which can only be obtained from powersliding, thus leaving such power-up as a PlayerExclusiveMechanic.
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* ''VideoGame/NeedForSpeedProStreet has the "Street Kings" that are actually a '''lot''' worse than the AI-driven cars leading up to their levels. Some notable examples are: Nate Denver's car being too slow, Karol Monroe jumping the start, Ray Kreiger being lapped easily or even the Showdown King himself, Ryo Watanabe, wrecking his car.

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* ''VideoGame/NeedForSpeedProStreet ''VideoGame/NeedForSpeedProStreet'' has the "Street Kings" that are actually a '''lot''' worse than the AI-driven cars leading up to their levels. Some notable examples are: Nate Denver's car being too slow, Karol Monroe jumping the start, Ray Kreiger being lapped easily or even the Showdown King himself, Ryo Watanabe, wrecking his car.

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* In ''[[VideoGame/NeedForSpeed Shift 2: Unleashed]]'', your opponents make no attempt to avoid you if you make a mistake and get in their way. This almost always results in you facing the wrong way and watching everyone pass you or worse, wrecking your car.

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* ''VideoGame/NeedForSpeedProStreet has the "Street Kings" that are actually a '''lot''' worse than the AI-driven cars leading up to their levels. Some notable examples are: Nate Denver's car being too slow, Karol Monroe jumping the start, Ray Kreiger being lapped easily or even the Showdown King himself, Ryo Watanabe, wrecking his car.
* In ''[[VideoGame/NeedForSpeed ''[[VideoGame/NeedForSpeedShift Shift 2: Unleashed]]'', your opponents make no attempt to avoid you if you make a mistake and get in their way. This almost always results in you facing the wrong way and watching everyone pass you or worse, wrecking your car.
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** ''Mario Kart 8'' got an update that added a brand new 200cc speed class to the game - unfortunately, the AI was not capable of handling this at all, leading to them constantly bumping into walls or falling off of the map constantly. This was fixed in ''[[UpdatedRerelease Deluxe]]''.

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* Artifical Stupidity in ''VideoGame/BigRigsOverTheRoadRacing''? That would imply the opponent ''has an AI to begin with.'' The opponent just sits there; you can't even push it to its victory since you'll just clip through. An official patch adds an actual AI, but it ''stops short of the finish line because no win scenario was ever programmed in for them.'' You literally [[UnintentionallyUnwinnable cannot]] [[InvertedTrope lose]].

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* Artifical Artificial Stupidity in ''VideoGame/BigRigsOverTheRoadRacing''? That would imply the opponent ''has an AI to begin with.'' The opponent just sits there; you can't even push it to its victory since you'll just clip through. An official patch adds an actual AI, but it ''stops short of the finish line because no win scenario was ever programmed in for them.'' You literally [[UnintentionallyUnwinnable cannot]] [[InvertedTrope lose]].



* The same can be said about ''VideoGame/CrashTeamRacing''. The AI cars rigidly follow a set path ''like trains'', allowing you to win every race with ease. It can actually be pretty funny watching the same car get eaten by the same monster plant EVERY SINGLE LAP it takes in the Papu's Pyramid stage. The bosses take it a step further, and roar down ''the dead center of the racetrack''. Knowing this, the boss battles become unbelievably easy even though they have all-around better stats and can spam weapons infinitely. Papu Papu cranks this UpToEleven. The stage you race him in conveniently has a line going down the dead center of the track which he [[TooDumbToLive follows religiously for the entire race]]. By placing every potion and nitro crate you get on the line, ''he'll never pass you once''.

to:

* The same can be said about ''VideoGame/CrashTeamRacing''. The AI cars rigidly follow a set path ''like trains'', allowing you to win every race with ease. It can actually be pretty funny watching the same car get eaten by the same monster plant EVERY SINGLE LAP it takes in the Papu's Pyramid stage. The bosses take it a step further, and roar down ''the dead center of the racetrack''. Knowing this, the boss battles become unbelievably easy even though they have all-around better stats and can spam weapons infinitely. Papu Papu cranks this UpToEleven. The has it the worst; the stage you race him in conveniently has a line going down the dead center of the track which he [[TooDumbToLive follows religiously for the entire race]]. By placing every potion and nitro Nitro crate you get on the line, ''he'll never pass you once''.
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None


* The AI cars in many racing games, especially the ''VideoGame/GranTurismo'' series, tend to follow a set pattern. Even in the most recent installment that was in DevelopmentHell for five years. Also, in the B-Spec game mode, you take a role as an AI's director on a race. The problem is, your AI can't pull off the car's full potential. Even if you do well on directing the driver, the result of the race can still be bad because the AI is terrible at pressure control and slipstream.

to:

* The AI cars in many racing games, especially the ''VideoGame/GranTurismo'' series, tend to follow a set pattern. Even in the most recent installment that was in DevelopmentHell for five years. Also, in [[AntiPoopSocking the B-Spec game mode, mode]], you take a role as an AI's director on a race. The problem is, your AI can't pull off the car's full potential. Even if you do well on directing the driver, the result of the race can still be bad because the AI is terrible at pressure control and slipstream.
Is there an issue? Send a MessageReason:
None


* Artifical Stupidity in ''VideoGame/BigRigsOverTheRoadRacing''? That would imply the opponent ''has an AI to begin with.'' The opponent just sits there; you can't even push it to its victory since you'll just clip through. An official patch adds an actual AI, but it ''stops short of the finish line because no win scenario was ever programmed in for them.'' You literally [[UnwinnableByMistake cannot]] [[InvertedTrope lose]].

to:

* Artifical Stupidity in ''VideoGame/BigRigsOverTheRoadRacing''? That would imply the opponent ''has an AI to begin with.'' The opponent just sits there; you can't even push it to its victory since you'll just clip through. An official patch adds an actual AI, but it ''stops short of the finish line because no win scenario was ever programmed in for them.'' You literally [[UnwinnableByMistake [[UnintentionallyUnwinnable cannot]] [[InvertedTrope lose]].
Is there an issue? Send a MessageReason:
None


* Artifical Stupidity in ''VideoGame/BigRigsOverTheRoadRacing''? That would imply the opponent ''has an AI to begin with.'' The opponent just sits there; you can't even push it to its victory since you'll just clip through. An official patch adds an actual AI, but it ''stops short of the finish line.'' You literally [[UnwinnableByMistake cannot]] [[InvertedTrope lose]].

to:

* Artifical Stupidity in ''VideoGame/BigRigsOverTheRoadRacing''? That would imply the opponent ''has an AI to begin with.'' The opponent just sits there; you can't even push it to its victory since you'll just clip through. An official patch adds an actual AI, but it ''stops short of the finish line.line because no win scenario was ever programmed in for them.'' You literally [[UnwinnableByMistake cannot]] [[InvertedTrope lose]].
Is there an issue? Send a MessageReason:
None


* Some of the first attempts to make smarter, more realistic AI drivers in games such as ProjectCars and AssettoCorsa, especially the latter, can cause trouble. In real life, racing drivers will give one another space and concede racing lines if they can't defend them. In Assetto Corsa, opponents are as likely to dive out of your way when you approach with just short of a panicked scream.

to:

* Some of the first attempts to make smarter, more realistic AI drivers in games such as ProjectCars ''VideoGame/ProjectCars'' and AssettoCorsa, ''VideoGame/AssettoCorsa'', especially the latter, can cause trouble. In real life, racing drivers will give one another space and concede racing lines if they can't defend them. In Assetto Corsa, opponents are as likely to dive out of your way when you approach with just short of a panicked scream.
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Some of the first attempts to make smarter, more realistic AI drivers in games such as ProjectCars and AssettoCorsa, especially the latter, can cause trouble. In real life, racing drivers will give one another space and concede racing lines if they can't defend them. In Assetto Corsa, opponents are as likely to dive out of your way when you approach with just short of a panicked scream.

to:

* Some of the first attempts to make smarter, more realistic AI drivers in games such as ProjectCars and AssettoCorsa, especially the latter, can cause trouble. In real life, racing drivers will give one another space and concede racing lines if they can't defend them. In Assetto Corsa, opponents are as likely to dive out of your way when you approach with just short of a panicked scream.
scream.
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* ''VideoGame/MidtownMadness 3'' has some the dumbest cops ever. Drive into a body of water while the cop cars are chasing you in cruise, the cops will follow you. Then, they will respawn right near the water and drive into it again and again and again, even when you drive away from the water when you respawn.

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* ''VideoGame/MidtownMadness 3'' has some of [[LemmingCops the dumbest cops ever.ever]]. Drive into a body of water while the cop cars are chasing you in cruise, the cops will follow you. Then, they will respawn right near the water and drive into it again and again and again, even when you drive away from the water when you respawn.

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Alphabetisation


Some of the first attempts to make smarter, more realistic AI drivers in games such as ProjectCars and AssettoCorsa, especially the latter, can cause trouble. In real life, racing drivers will give one another space and concede racing lines if they can't defend them. In Assetto Corsa, opponents are as likely to dive out of your way when you approach with just short of a panicked scream.



* ''VideoGame/{{Carmageddon}}''. The battles took place on a number of large maps with easily avoidable barriers placed depending on which race you picked for the few people who actually wanted to drive laps instead of going into the city and killing everyone. The problem: the AI didn't get the memo about those barriers. Only OffscreenTeleportation saved the AI from inevitably getting stuck on them and never moving again for the entire fight.
* The same can be said about ''VideoGame/CrashTeamRacing''. The AI cars rigidly follow a set path ''like trains'', allowing you to win every race with ease. It can actually be pretty funny watching the same car get eaten by the same monster plant EVERY SINGLE LAP it takes in the Papu's Pyramid stage. The bosses take it a step further, and roar down ''the dead center of the racetrack''. Knowing this, the boss battles become unbelievably easy even though they have all-around better stats and can spam weapons infinitely. Papu Papu cranks this UpToEleven. The stage you race him in conveniently has a line going down the dead center of the track which he [[TooDumbToLive follows religiously for the entire race]]. By placing every potion and nitro crate you get on the line, ''he'll never pass you once''.
* In ''VideoGame/DestructionDerby 2'', there was a track where the road narrows just after the start. Stop here, or spin out an opponent, and everyone would jam in there and get stuck, leaving you free to cruise away. Even if they finally got out, you were almost a lap ahead at that point.
* In the battle mode in ''VideoGame/DiddyKongRacing'', AI characters have set move patterns, making them easy to defeat once you've figured out the direction in which they'll go.
* The original ''Formula One'' on Sony UsefulNotes/PlayStation featured a glorious AI error where the AI cars would pit on every single lap following their first pitstop in longer races. Additionally, the sequel ''Formula One '97'' had a glitch on one of the Bonus Circuits where Jean Alesi and Gerhard Berger were faster than anyone else. This would normally be a bad thing, but they also stuck to the racing line like glue which meant that they would constantly damage their front wing by hitting every car they came up against. Cue tons of AI cars (and yourself) pitting every other lap for repairs should a Bennetton catch up with them.



* When presented with a y-junction or off-ramp, the civilian cars in ''VideoGame/TestDrive 6'' will indecisively swerve left and right until they ultimately crash into the divider. Every car. Every time. If you don't pass civilian cars consistently and efficiently, you'll get caught behind [[GiantSpaceFleaFromNowhere an unprovoked 30+ car pileup]].



* Some of the first attempts to make smarter, more realistic AI drivers in games such as ProjectCars and AssettoCorsa, especially the latter, can cause trouble. In real life, racing drivers will give one another space and concede racing lines if they can't defend them. In Assetto Corsa, opponents are as likely to dive out of your way when you approach with just short of a panicked scream.

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* Some of the first attempts ''VideoGame/IggysReckinBalls'': The AI can occasionally get stuck in a loop trying to make smarter, a jump that it cannot make, or repeatedly missing the timing on a moving platform. It also tends to have problems making consecutive Drop-Swing Jumps, which paradoxically make some of the more realistic advanced courses easier to win (as the Drop-Swing is a tricky maneuver that mostly shows up in advanced races).
* The CPU characters in ''VideoGame/MarioKart'' are pretty stupid, [[RubberBandAI except when you're in first place]] and they suddenly decide to make all the perfect moves (and one of them always has a blue shell). An example is ''Mario Kart 64'', where the computers will often throw banana peels hoping for you to go on them, only to later slip on them themselves, though they will still be able to catch up with you, thanks to the RubberBandAI. Playing Team VS or Team Battle with the
AI drivers in games is an aneurysm waiting to happen. When the AI is on your side, they actively work to make you lose, such as ProjectCars and AssettoCorsa, especially not being aggressive against the latter, can cause trouble. In real life, racing drivers enemy AI or dropping their defenses to let themselves be hit by attacks. When the AI is against you, they are the classic [[TheComputerIsACheatingBastard Mario Kart AI]].
* ''VideoGame/MidtownMadness 3'' has some the dumbest cops ever. Drive into a body of water while the cop cars are chasing you in cruise, the cops
will give one another space and concede racing lines if follow you. Then, they can't defend them. In Assetto Corsa, opponents are as likely to dive out of your way will respawn right near the water and drive into it again and again and again, even when you approach with just short of a panicked scream.drive away from the water when you respawn.



* In ''VideoGame/DestructionDerby 2'', there was a track where the road narrows just after the start. Stop here, or spin out an opponent, and everyone would jam in there and get stuck, leaving you free to cruise away. Even if they finally got out, you were almost a lap ahead at that point.
* ''VideoGame/{{Carmageddon}}''. The battles took place on a number of large maps with easily avoidable barriers placed depending on which race you picked for the few people who actually wanted to drive laps instead of going into the city and killing everyone. The problem: the AI didn't get the memo about those barriers. Only OffscreenTeleportation saved the AI from inevitably getting stuck on them and never moving again for the entire fight.
* The CPU characters in ''VideoGame/MarioKart'' are pretty stupid, [[RubberBandAI except when you're in first place]] and they suddenly decide to make all the perfect moves (and one of them always has a blue shell). An example is ''Mario Kart 64'', where the computers will often throw banana peels hoping for you to go on them, only to later slip on them themselves, though they will still be able to catch up with you, thanks to the RubberBandAI. Playing Team VS or Team Battle with the AI is an aneurysm waiting to happen. When the AI is on your side, they actively work to make you lose, such as not being aggressive against the enemy AI or dropping their defenses to let themselves be hit by attacks. When the AI is against you, they are the classic [[TheComputerIsACheatingBastard Mario Kart AI]].
* ''VideoGame/{{Wipeout}}''. Autopilot power-up. Ranges from magically good (XL, Wip3out where it would fly through the track boundary walls to keep you on course) to virtually useless (Fusion, where using it in any slightly difficult turn would cause it to plow repeatedly into things and finally turn around and leave you going the wrong way and headed at top speed for a ravine). Pulse was halfway between the two, usually managing to find its way around the course but at such an incredibly ''slow'' speed that it was virtually useless[[note]]That said, it's still useful on the ludicrously fast [[HarderThanHard Phantom]] class, especially when going through twisty-turny parts of the track[[/note]]. One constant, though, has been the fact that if there are mines in your way, it will ''always'' go right through them, because it follows the same path as the AI ships that dropped the mines[[note]]Although some games like ''2048'' mitigate this by automatically deploying a shield to protect you from the mines when active[[/note]].
* ''VideoGame/MidtownMadness 3'' has some the dumbest cops ever. Drive into a body of water while the cop cars are chasing you in cruise, the cops will follow you. Then, they will respawn right near the water and drive into it again and again and again, even when you drive away from the water when you respawn.
* In the battle mode in ''VideoGame/DiddyKongRacing'', AI characters have set move patterns, making them easy to defeat once you've figured out the direction in which they'll go.
* The same can be said about ''VideoGame/CrashTeamRacing''. The AI cars rigidly follow a set path ''like trains'', allowing you to win every race with ease. It can actually be pretty funny watching the same car get eaten by the same monster plant EVERY SINGLE LAP it takes in the Papu's Pyramid stage. The bosses take it a step further, and roar down ''the dead center of the racetrack''. Knowing this, the boss battles become unbelievably easy even though they have all-around better stats and can spam weapons infinitely. Papu Papu cranks this UpToEleven. The stage you race him in conveniently has a line going down the dead center of the track which he [[TooDumbToLive follows religiously for the entire race]]. By placing every potion and nitro crate you get on the line, ''he'll never pass you once''.

to:

* In ''VideoGame/DestructionDerby 2'', there was a track ''VideoGame/PacManWorldRally'' seems to go with the rule "the further their starting points are, the dumber they are". This is very noticeable at the higher difficulty settings, where the road narrows just after the start. Stop here, or spin out an opponent, and everyone would jam in there and get stuck, leaving you free to cruise away. Even if they finally got out, you were almost a lap ahead at that point.
* ''VideoGame/{{Carmageddon}}''. The battles took place on a number of large maps with easily avoidable barriers placed depending on which race you picked for the few people who actually wanted to drive laps instead of going into the city and killing everyone. The problem: the AI didn't get the memo about those barriers. Only OffscreenTeleportation saved the AI from inevitably getting stuck on them and never moving again for the entire fight.
* The CPU
can see characters in ''VideoGame/MarioKart'' are pretty stupid, [[RubberBandAI except when like Blinky, Erwin and Pac-Devil (starting points at 7th, 6th, and 5th respectively, if you're in first place]] not using Blinky, no extra characters are unlocked and they suddenly decide to make all the perfect moves (and one of them always has a blue shell). An example game is ''Mario Kart 64'', where the computers will often throw banana peels hoping for you to go on them, only to later slip on them themselves, though they will still be able to catch UsefulNotes/Playstation2 version) putting up with you, thanks to the RubberBandAI. Playing Team VS or Team Battle with the AI is an aneurysm waiting to happen. When the AI is on your side, they actively work to make you lose, such as not being aggressive against the enemy AI or dropping their defenses to let themselves be hit by attacks. When the AI is a good challenge against you, they are the classic [[TheComputerIsACheatingBastard Mario Kart AI]].
* ''VideoGame/{{Wipeout}}''. Autopilot power-up. Ranges from magically
followed by Inky and Clyde (4th and 3rd) being not as good (XL, Wip3out but still can be quite a challenge, then you see characters like Pinky and Ms. Pac-Man (2nd and 1st) severely lagging behind, even ''taking twice the average time to complete a lap''. The easier difficulties aren't much better (keep in mind that there's no mention of "further forward" or "further back" in that "rule"), where it would fly through the track boundary walls to keep inverse happens. In fact, when you on course) finally pass the lagging opponents and hear their engines closely, it's implied that ''they deliberately race very, very slowly''. It's just hilarious to virtually useless (Fusion, where using it see the more speedy characters suffering from this issue. Amusingly enough, if you play a Quick Race in any slightly one such high difficult turn would cause it to plow repeatedly into things and finally turn around and leave you going the wrong way and headed at top speed for a ravine). Pulse was halfway between the two, usually managing to find its way around the course but at such an incredibly ''slow'' speed that it was virtually useless[[note]]That said, it's still useful on the ludicrously fast setting (preferably [[HarderThanHard Phantom]] class, especially when going through twisty-turny parts of Nightmare]] mode) where you decided to restart mid-race, ALL opponents will become competent after the track[[/note]]. One constant, though, has been the fact restart (though this only applies in that if there are mines in your way, it will ''always'' go right through them, because it follows the same path as the AI ships that dropped the mines[[note]]Although some games like ''2048'' mitigate this by automatically deploying a shield to protect race only, so you from the mines when active[[/note]].
* ''VideoGame/MidtownMadness 3'' has some the dumbest cops ever. Drive into a body of water while the cop cars are chasing you in cruise, the cops will follow you. Then, they will respawn right near the water and drive into it again and again and again, even when you drive away from the water when you respawn.
* In the battle mode in ''VideoGame/DiddyKongRacing'', AI characters
have set move patterns, making them easy to defeat once you've figured out pretty much start a new race twice just to get the direction in which they'll go.
* The same can be said about ''VideoGame/CrashTeamRacing''. The AI cars rigidly follow a set path ''like trains'', allowing
competent opponents). In fact, it's the only way for you to win every race with ease. It can actually be pretty funny watching make the same car get eaten by CPU racers go all out and fulfill your need of more challenging opponents. In regards to racing rules, the same monster plant EVERY SINGLE LAP it takes in the Papu's Pyramid stage. The bosses take it a step further, and roar down ''the dead center of the racetrack''. Knowing this, the boss battles become unbelievably easy even though they easier difficulties have all-around better stats and the opponents never attempting to use the fruit-locked shortcuts. Also, opponents (regardless of difficulty) are never seen powersliding, preferring to hop around the corners, which can spam weapons infinitely. Papu Papu cranks this UpToEleven. The stage you race him in conveniently has a line going down the dead center of often lead them falling off the track if said track has no boundaries in that instance.[[note]]The closest to a "powersliding opponent" instance is the one in [[EternalEngine Toc-Man's Factory]] track, where the opponents seem to be powersliding... but they're powersliding ''forwards'' instead of in an arc, something that the players can't do. Even then, their AI is glitched enough that they can end up powersliding ''back and forth'' on a straight line before fixing themselves.[[/note]] As a result, no CPU opponent can get an advantage of using the racer-protecting Guardian, which he [[TooDumbToLive follows religiously can only be obtained from powersliding, thus leaving such power-up as a PlayerExclusiveMechanic.
* At low levels, the CPU in ''VideoGame/SupraMayroKratt'' will race at the very slowest
for the entire race]]. By placing every potion and nitro crate you get no reason. Intentional on the line, ''he'll never pass you once''.part of the developers, as this game is StylisticSuck incarnate.



* ''VideoGame/IggysReckinBalls'': The AI can occasionally get stuck in a loop trying to make a jump that it cannot make, or repeatedly missing the timing on a moving platform. It also tends to have problems making consecutive Drop-Swing Jumps, which paradoxically make some of the more advanced courses easier to win (as the Drop-Swing is a tricky maneuver that mostly shows up in advanced races).
* At low levels, the CPU in ''VideoGame/SupraMayroKratt'' will race at the very slowest for no reason. Intentional on the part of the developers, as this game is StylisticSuck incarnate.
* The original ''Formula One'' on Sony UsefulNotes/PlayStation featured a glorious AI error where the AI cars would pit on every single lap following their first pitstop in longer races. Additionally, the sequel ''Formula One '97'' had a glitch on one of the Bonus Circuits where Jean Alesi and Gerhard Berger were faster than anyone else. This would normally be a bad thing, but they also stuck to the racing line like glue which meant that they would constantly damage their front wing by hitting every car they came up against. Cue tons of AI cars (and yourself) pitting every other lap for repairs should a Bennetton catch up with them.
* ''VideoGame/PacManWorldRally'' seems to go with the rule "the further their starting points are, the dumber they are". This is very noticeable at the higher difficulty settings, where you can see characters like Blinky, Erwin and Pac-Devil (starting points at 7th, 6th, and 5th respectively, if you're not using Blinky, no extra characters are unlocked and the game is the UsefulNotes/Playstation2 version) putting up a good challenge against you, followed by Inky and Clyde (4th and 3rd) being not as good but still can be quite a challenge, then you see characters like Pinky and Ms. Pac-Man (2nd and 1st) severely lagging behind, even ''taking twice the average time to complete a lap''. The easier difficulties aren't much better (keep in mind that there's no mention of "further forward" or "further back" in that "rule"), where the inverse happens. In fact, when you finally pass the lagging opponents and hear their engines closely, it's implied that ''they deliberately race very, very slowly''. It's just hilarious to see the more speedy characters suffering from this issue. Amusingly enough, if you play a Quick Race in one such high difficult setting (preferably [[HarderThanHard Nightmare]] mode) where you decided to restart mid-race, ALL opponents will become competent after the restart (though this only applies in that race only, so you have to pretty much start a new race twice just to get the competent opponents). In fact, it's the only way for you to make the CPU racers go all out and fulfill your need of more challenging opponents. In regards to racing rules, the easier difficulties have the opponents never attempting to use the fruit-locked shortcuts. Also, opponents (regardless of difficulty) are never seen powersliding, preferring to hop around the corners, which can often lead them falling off the track if said track has no boundaries in that instance.[[note]]The closest to a "powersliding opponent" instance is the one in [[EternalEngine Toc-Man's Factory]] track, where the opponents seem to be powersliding... but they're powersliding ''forwards'' instead of in an arc, something that the players can't do. Even then, their AI is glitched enough that they can end up powersliding ''back and forth'' on a straight line before fixing themselves.[[/note]] As a result, no CPU opponent can get an advantage of using the racer-protecting Guardian, which can only be obtained from powersliding, thus leaving such power-up as a PlayerExclusiveMechanic.

to:

* ''VideoGame/IggysReckinBalls'': The AI can occasionally When presented with a y-junction or off-ramp, the civilian cars in ''VideoGame/TestDrive 6'' will indecisively swerve left and right until they ultimately crash into the divider. Every car. Every time. If you don't pass civilian cars consistently and efficiently, you'll get stuck caught behind [[GiantSpaceFleaFromNowhere an unprovoked 30+ car pileup]].
* ''VideoGame/{{Wipeout}}''. Autopilot power-up. Ranges from magically good (XL, Wip3out where it would fly through the track boundary walls to keep you on course) to virtually useless (Fusion, where using it
in a loop trying any slightly difficult turn would cause it to make a jump that it cannot make, or plow repeatedly missing the timing on a moving platform. It also tends to have problems making consecutive Drop-Swing Jumps, which paradoxically make some of the more advanced courses easier to win (as the Drop-Swing is a tricky maneuver that mostly shows up in advanced races).
* At low levels, the CPU in ''VideoGame/SupraMayroKratt'' will race at the very slowest for no reason. Intentional on the part of the developers, as this game is StylisticSuck incarnate.
* The original ''Formula One'' on Sony UsefulNotes/PlayStation featured a glorious AI error where the AI cars would pit on every single lap following their first pitstop in longer races. Additionally, the sequel ''Formula One '97'' had a glitch on one of the Bonus Circuits where Jean Alesi
into things and Gerhard Berger were faster than anyone else. This would normally be a bad thing, but they also stuck to the racing line like glue which meant that they would constantly damage their front wing by hitting every car they came up against. Cue tons of AI cars (and yourself) pitting every other lap for repairs should a Bennetton catch up with them.
* ''VideoGame/PacManWorldRally'' seems to go with the rule "the further their starting points are, the dumber they are". This is very noticeable at the higher difficulty settings, where you can see characters like Blinky, Erwin and Pac-Devil (starting points at 7th, 6th, and 5th respectively, if you're not using Blinky, no extra characters are unlocked and the game is the UsefulNotes/Playstation2 version) putting up a good challenge against you, followed by Inky and Clyde (4th and 3rd) being not as good but still can be quite a challenge, then you see characters like Pinky and Ms. Pac-Man (2nd and 1st) severely lagging behind, even ''taking twice the average time to complete a lap''. The easier difficulties aren't much better (keep in mind that there's no mention of "further forward" or "further back" in that "rule"), where the inverse happens. In fact, when you
finally pass turn around and leave you going the lagging opponents wrong way and hear their engines closely, headed at top speed for a ravine). Pulse was halfway between the two, usually managing to find its way around the course but at such an incredibly ''slow'' speed that it was virtually useless[[note]]That said, it's implied that ''they deliberately race very, very slowly''. It's just hilarious to see still useful on the more speedy characters suffering from this issue. Amusingly enough, if you play a Quick Race in one such high difficult setting (preferably ludicrously fast [[HarderThanHard Nightmare]] mode) where you decided to restart mid-race, ALL opponents Phantom]] class, especially when going through twisty-turny parts of the track[[/note]]. One constant, though, has been the fact that if there are mines in your way, it will become competent after ''always'' go right through them, because it follows the restart (though same path as the AI ships that dropped the mines[[note]]Although some games like ''2048'' mitigate this only applies in that race only, so by automatically deploying a shield to protect you have to pretty much start a new race twice just to get the competent opponents). In fact, it's the only way for you to make the CPU racers go all out and fulfill your need of more challenging opponents. In regards to racing rules, the easier difficulties have the opponents never attempting to use the fruit-locked shortcuts. Also, opponents (regardless of difficulty) are never seen powersliding, preferring to hop around the corners, which can often lead them falling off the track if said track has no boundaries in that instance.[[note]]The closest to a "powersliding opponent" instance is the one in [[EternalEngine Toc-Man's Factory]] track, where the opponents seem to be powersliding... but they're powersliding ''forwards'' instead of in an arc, something that the players can't do. Even then, their AI is glitched enough that they can end up powersliding ''back and forth'' on a straight line before fixing themselves.[[/note]] As a result, no CPU opponent can get an advantage of using the racer-protecting Guardian, which can only be obtained from powersliding, thus leaving such power-up as a PlayerExclusiveMechanic.the mines when active[[/note]].
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Wipeout}}''. Autopilot power-up. Ranges from magically good (XL, Wip3out where it would fly through the track boundary walls to keep you on course) to virtually useless (Fusion, where using it in any slightly difficult turn would cause it to plow repeatedly into things and finally turn around and leave you going the wrong way and headed at top speed for a ravine). Pulse was halfway between the two, usually managing to find its way around the course but at such an incredibly ''slow'' speed that it was virtually useless. One constant, though, has been the fact that if there are mines in your way, it will ''always'' go right through them, because it follows the same path as the AI ships that dropped the mines.

to:

* ''VideoGame/{{Wipeout}}''. Autopilot power-up. Ranges from magically good (XL, Wip3out where it would fly through the track boundary walls to keep you on course) to virtually useless (Fusion, where using it in any slightly difficult turn would cause it to plow repeatedly into things and finally turn around and leave you going the wrong way and headed at top speed for a ravine). Pulse was halfway between the two, usually managing to find its way around the course but at such an incredibly ''slow'' speed that it was virtually useless. useless[[note]]That said, it's still useful on the ludicrously fast [[HarderThanHard Phantom]] class, especially when going through twisty-turny parts of the track[[/note]]. One constant, though, has been the fact that if there are mines in your way, it will ''always'' go right through them, because it follows the same path as the AI ships that dropped the mines.mines[[note]]Although some games like ''2048'' mitigate this by automatically deploying a shield to protect you from the mines when active[[/note]].
Is there an issue? Send a MessageReason:
None


* ''Pac-Man World Rally'' seems to go with the rule "the further their starting points are, the dumber they are". This is very noticeable at the higher difficulty settings, where you can see characters like Blinky, Erwin and Pac-Devil (starting points at 7th, 6th, and 5th respectively, if you're not using Blinky, no extra characters are unlocked and the game is the UsefulNotes/Playstation2 version) putting up a good challenge against you, followed by Inky and Clyde (4th and 3rd) being not as good but still can be quite a challenge, then you see characters like Pinky and Ms. Pac-Man (2nd and 1st) severely lagging behind, even ''taking twice the average time to complete a lap''. The easier difficulties aren't much better (keep in mind that there's no mention of "further forward" or "further back" in that "rule"), where the inverse happens. In fact, when you finally pass the lagging opponents and hear their engines closely, it's implied that ''they deliberately race very, very slowly''. It's just hilarious to see the more speedy characters suffering from this issue. Amusingly enough, if you play a Quick Race in one such high difficult setting (preferably [[HarderThanHard Nightmare]] mode) where you decided to restart mid-race, ALL opponents will become competent after the restart (though this only applies in that race only, so you have to pretty much start a new race twice just to get the competent opponents). In fact, it's the only way for you to make the CPU racers go all out and fulfill your need of more challenging opponents. In regards to racing rules, the easier difficulties have the opponents never attempting to use the fruit-locked shortcuts. Also, opponents (regardless of difficulty) are never seen powersliding, preferring to hop around the corners, which can often lead them falling off the track if said track has no boundaries in that instance.[[note]]The closest to a "powersliding opponent" instance is the one in [[EternalEngine Toc-Man's Factory]] track, where the opponents seem to be powersliding... but they're powersliding ''forwards'' instead of in an arc, something that the players can't do. Even then, their AI is glitched enough that they can end up powersliding ''back and forth'' on a straight line before fixing themselves.[[/note]] As a result, no CPU opponent can get an advantage of using the racer-protecting Guardian, which can only be obtained from powersliding, thus leaving such power-up as a PlayerExclusiveMechanic.

to:

* ''Pac-Man World Rally'' ''VideoGame/PacManWorldRally'' seems to go with the rule "the further their starting points are, the dumber they are". This is very noticeable at the higher difficulty settings, where you can see characters like Blinky, Erwin and Pac-Devil (starting points at 7th, 6th, and 5th respectively, if you're not using Blinky, no extra characters are unlocked and the game is the UsefulNotes/Playstation2 version) putting up a good challenge against you, followed by Inky and Clyde (4th and 3rd) being not as good but still can be quite a challenge, then you see characters like Pinky and Ms. Pac-Man (2nd and 1st) severely lagging behind, even ''taking twice the average time to complete a lap''. The easier difficulties aren't much better (keep in mind that there's no mention of "further forward" or "further back" in that "rule"), where the inverse happens. In fact, when you finally pass the lagging opponents and hear their engines closely, it's implied that ''they deliberately race very, very slowly''. It's just hilarious to see the more speedy characters suffering from this issue. Amusingly enough, if you play a Quick Race in one such high difficult setting (preferably [[HarderThanHard Nightmare]] mode) where you decided to restart mid-race, ALL opponents will become competent after the restart (though this only applies in that race only, so you have to pretty much start a new race twice just to get the competent opponents). In fact, it's the only way for you to make the CPU racers go all out and fulfill your need of more challenging opponents. In regards to racing rules, the easier difficulties have the opponents never attempting to use the fruit-locked shortcuts. Also, opponents (regardless of difficulty) are never seen powersliding, preferring to hop around the corners, which can often lead them falling off the track if said track has no boundaries in that instance.[[note]]The closest to a "powersliding opponent" instance is the one in [[EternalEngine Toc-Man's Factory]] track, where the opponents seem to be powersliding... but they're powersliding ''forwards'' instead of in an arc, something that the players can't do. Even then, their AI is glitched enough that they can end up powersliding ''back and forth'' on a straight line before fixing themselves.[[/note]] As a result, no CPU opponent can get an advantage of using the racer-protecting Guardian, which can only be obtained from powersliding, thus leaving such power-up as a PlayerExclusiveMechanic.
Is there an issue? Send a MessageReason:
None


* The original ''Formula One'' on Sony PlayStation featured a glorious AI error where the AI cars would pit on every single lap following their first pitstop in longer races. Additionally, the sequel ''Formula One '97'' had a glitch on one of the Bonus Circuits where Jean Alesi and Gerhard Berger were faster than anyone else. This would normally be a bad thing, but they also stuck to the racing line like glue which meant that they would constantly damage their front wing by hitting every car they came up against. Cue tons of AI cars (and yourself) pitting every other lap for repairs should a Bennetton catch up with them.

to:

* The original ''Formula One'' on Sony PlayStation UsefulNotes/PlayStation featured a glorious AI error where the AI cars would pit on every single lap following their first pitstop in longer races. Additionally, the sequel ''Formula One '97'' had a glitch on one of the Bonus Circuits where Jean Alesi and Gerhard Berger were faster than anyone else. This would normally be a bad thing, but they also stuck to the racing line like glue which meant that they would constantly damage their front wing by hitting every car they came up against. Cue tons of AI cars (and yourself) pitting every other lap for repairs should a Bennetton catch up with them.
Is there an issue? Send a MessageReason:
Minor edits.


* ''VideoGame/ForzaMotorsport'':
** In ''3'', AI drivers will occasionally spontaneously swerve all over the road and mash into each other, and it's easy for them [[http://www.youtube.com/watch?v=HZQtLAHNs3I to get stuck on each other]]. They also did not have upgraded cars, turning single player "races" into glorified hotlapping. ''Forza 4'' improves the AI greatly and makes the AI drive upgraded cars, but the AI will ''still'' abruptly swerve for the racing line when the player leaves Rewind.
** In ''Forza 4'', Track Day (hotlapping while AI cars simulate slower traffic) events in Rivals. Tha AI are painfully slow, reaching single digits in some corners, and they will regularly pull out into your path, sometimes ''for no reason at all''. This turns the longer events into [[ThatOneLevel Those Two Levels]].
** Sometimes, when AI are in use in online races on ''Forza 4'', an AI car will lose a lot of speed due to leaving the track or being involved in a crash and go into ghost mode. Another AI car will then slow down behind it, driving inside the ghosted AI car and causing them to both come to a stop to try to avoid crashing into each other, effectively indefinitely removing them from the race.

to:

* ''VideoGame/ForzaMotorsport'':
''VideoGame/{{Forza}}'':
** In ''3'', ''Forza Motorsport 3'', AI drivers will occasionally spontaneously swerve all over the road and mash into each other, and it's easy for them [[http://www.youtube.com/watch?v=HZQtLAHNs3I to get stuck on each other]]. They also did not have upgraded cars, turning single player "races" into glorified hotlapping. ''Forza Motorsport 4'' improves the AI greatly and makes the AI drive upgraded cars, but the AI will ''still'' abruptly swerve for the racing line when the player leaves Rewind.
** In ''Forza Motorsport 4'', Track Day (hotlapping while AI cars simulate slower traffic) events in Rivals. Tha The AI are painfully slow, reaching single digits in some corners, and they will regularly pull out into your path, sometimes ''for no reason at all''. This turns the longer events into [[ThatOneLevel Those Two Levels]].
** Sometimes, when AI are in use in online races on ''Forza Motorsport 4'', an AI car will lose a lot of speed due to leaving the track or being involved in a crash and go into ghost mode. Another AI car will then slow down behind it, driving inside the ghosted AI car and causing them to both come to a stop to try to avoid crashing into each other, effectively indefinitely removing them from the race.



** In ''Forza 5'', the AI has no concept of re-entering the track safely after shooting wide on a corner or an incident and will happily swerve right into a fresh incident.
* When presented with a y-junction or off-ramp, the civilian cars in TestDrive 6 will indecisively swerve left and right until they ultimately crash into the divider. Every car. Every time. If you don't pass civilian cars consistently and efficiently, you'll get caught behind [[GiantSpaceFleaFromNowhere an unprovoked 30+ car pileup]].

to:

** In ''Forza Motorsport 5'', the AI has no concept of re-entering the track safely after shooting wide on a corner or an incident and will happily swerve right into a fresh incident.
* When presented with a y-junction or off-ramp, the civilian cars in TestDrive 6 ''VideoGame/TestDrive 6'' will indecisively swerve left and right until they ultimately crash into the divider. Every car. Every time. If you don't pass civilian cars consistently and efficiently, you'll get caught behind [[GiantSpaceFleaFromNowhere an unprovoked 30+ car pileup]].



* In ''VideoGame/NeedForSpeed Shift 2: Unleashed'', your opponents make no attempt to avoid you if you make a mistake and get in their way. This almost always results in you facing the wrong way and watching everyone pass you or worse, wrecking your car.

to:

* In ''VideoGame/NeedForSpeed ''[[VideoGame/NeedForSpeed Shift 2: Unleashed'', Unleashed]]'', your opponents make no attempt to avoid you if you make a mistake and get in their way. This almost always results in you facing the wrong way and watching everyone pass you or worse, wrecking your car.
Is there an issue? Send a MessageReason:
None


* ''Pac-Man World Rally'' seems to go with the rule "the further their starting points are, the dumber they are". This is very noticeable at the higher difficulty settings, where you can see characters like Blinky, Erwin and Pac-Devil (starting points at 7th, 6th, and 5th respectively, if you're not using Blinky, no extra characters are unlocked and the game is the UsefulNotes/Playstation2 version) putting up a good challenge against you, followed by Inky and Clyde (4th and 3rd) being not as good but still can be quite a challenge, then you see characters like Pinky and Ms. Pac-Man (2nd and 1st) severely lagging behind, even ''taking twice the average time to complete a lap''. The easier difficulties aren't much better (keep in mind that there's no mention of "further forward" or "further back" in that "rule"), where the inverse happens. In fact, when you finally pass the lagging opponents and hear their engines closely, it's implied that ''they deliberately race very, very slowly''. It's just hilarious to see the more speedy characters suffering from this issue. In regards to racing rules, the easier difficulties have the opponents never attempting to use the fruit-locked shortcuts. Also, opponents (regardless of difficulty) are never seen powersliding, preferring to hop around the corners, which can often lead them falling off the track if said track has no boundaries in that instance.[[note]]The closest to a "powersliding opponent" instance is the one in [[EternalEngine Toc-Man's Factory]] track, where the opponents seem to be powersliding... but they're powersliding ''forwards'' instead of in an arc, something that the players can't do. Even then, their AI is glitched enough that they can end up powersliding ''back and forth'' on a straight line before fixing themselves.[[/note]] As a result, no CPU opponent can get an advantage of using the racer-protecting Guardian, which can only be obtained from powersliding, thus leaving such power-up as a PlayerExclusiveMechanic.

to:

* ''Pac-Man World Rally'' seems to go with the rule "the further their starting points are, the dumber they are". This is very noticeable at the higher difficulty settings, where you can see characters like Blinky, Erwin and Pac-Devil (starting points at 7th, 6th, and 5th respectively, if you're not using Blinky, no extra characters are unlocked and the game is the UsefulNotes/Playstation2 version) putting up a good challenge against you, followed by Inky and Clyde (4th and 3rd) being not as good but still can be quite a challenge, then you see characters like Pinky and Ms. Pac-Man (2nd and 1st) severely lagging behind, even ''taking twice the average time to complete a lap''. The easier difficulties aren't much better (keep in mind that there's no mention of "further forward" or "further back" in that "rule"), where the inverse happens. In fact, when you finally pass the lagging opponents and hear their engines closely, it's implied that ''they deliberately race very, very slowly''. It's just hilarious to see the more speedy characters suffering from this issue. Amusingly enough, if you play a Quick Race in one such high difficult setting (preferably [[HarderThanHard Nightmare]] mode) where you decided to restart mid-race, ALL opponents will become competent after the restart (though this only applies in that race only, so you have to pretty much start a new race twice just to get the competent opponents). In fact, it's the only way for you to make the CPU racers go all out and fulfill your need of more challenging opponents. In regards to racing rules, the easier difficulties have the opponents never attempting to use the fruit-locked shortcuts. Also, opponents (regardless of difficulty) are never seen powersliding, preferring to hop around the corners, which can often lead them falling off the track if said track has no boundaries in that instance.[[note]]The closest to a "powersliding opponent" instance is the one in [[EternalEngine Toc-Man's Factory]] track, where the opponents seem to be powersliding... but they're powersliding ''forwards'' instead of in an arc, something that the players can't do. Even then, their AI is glitched enough that they can end up powersliding ''back and forth'' on a straight line before fixing themselves.[[/note]] As a result, no CPU opponent can get an advantage of using the racer-protecting Guardian, which can only be obtained from powersliding, thus leaving such power-up as a PlayerExclusiveMechanic.
Is there an issue? Send a MessageReason:
None


* ''Pac-Man World Rally'' seems to go with the rule "the further their starting point are, the dumber they are". This is very noticeable at the higher difficulty settings, where you can see characters like Blinky, Erwin and Pac-Devil (starting points at 7th, 6th, and 5th respectively, if you're not using Blinky, no extra characters are unlocked and the game is the UsefulNotes/Playstation2 version) putting up a good challenge against you, followed by Inky and Clyde (4th and 3rd) being not as good but still can be quite a challenge, then you see characters like Pinky and Ms. Pac-Man (2nd and 1st) severely lagging behind, even ''taking twice the average time to complete a lap''. The easier difficulties aren't much better (keep in mind that there's no mention of "further forward" or "further back" in that "rule"), where the inverse happens. In fact, when you finally pass the lagging opponents and hear their engines closely, it's implied that ''they deliberately race very, very slowly''. It's just hilarious to see the more speedy characters suffering from this issue. In regards to racing rules, the easier difficulties have the opponents never attempting to use the fruit-locked shortcuts. Also, opponents (regardless of difficulty) are never seen powersliding, preferring to hop around the corners, which can often lead them falling off the track if said track has no boundaries in that instance.[[note]]The closest to a "powersliding opponent" instance is the one in [[EternalEngine Toc-Man's Factory]] track, where the opponents seem to be powersliding... but they're powersliding ''forwards'' instead of in an arc, something that the players can't do. Even then, their AI is glitched enough that they can end up powersliding ''back and forth'' on a straight line before fixing themselves.[[/note]] As a result, no CPU opponent can get an advantage of using the racer-protecting Guardian, which can only be obtained from powersliding, thus leaving such power-up as a PlayerExclusiveMechanic.

to:

* ''Pac-Man World Rally'' seems to go with the rule "the further their starting point points are, the dumber they are". This is very noticeable at the higher difficulty settings, where you can see characters like Blinky, Erwin and Pac-Devil (starting points at 7th, 6th, and 5th respectively, if you're not using Blinky, no extra characters are unlocked and the game is the UsefulNotes/Playstation2 version) putting up a good challenge against you, followed by Inky and Clyde (4th and 3rd) being not as good but still can be quite a challenge, then you see characters like Pinky and Ms. Pac-Man (2nd and 1st) severely lagging behind, even ''taking twice the average time to complete a lap''. The easier difficulties aren't much better (keep in mind that there's no mention of "further forward" or "further back" in that "rule"), where the inverse happens. In fact, when you finally pass the lagging opponents and hear their engines closely, it's implied that ''they deliberately race very, very slowly''. It's just hilarious to see the more speedy characters suffering from this issue. In regards to racing rules, the easier difficulties have the opponents never attempting to use the fruit-locked shortcuts. Also, opponents (regardless of difficulty) are never seen powersliding, preferring to hop around the corners, which can often lead them falling off the track if said track has no boundaries in that instance.[[note]]The closest to a "powersliding opponent" instance is the one in [[EternalEngine Toc-Man's Factory]] track, where the opponents seem to be powersliding... but they're powersliding ''forwards'' instead of in an arc, something that the players can't do. Even then, their AI is glitched enough that they can end up powersliding ''back and forth'' on a straight line before fixing themselves.[[/note]] As a result, no CPU opponent can get an advantage of using the racer-protecting Guardian, which can only be obtained from powersliding, thus leaving such power-up as a PlayerExclusiveMechanic.

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