History Main / RubberbandAI

21st Aug '16 3:59:24 PM KingLyger
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* In ''VideoGame/FinalFantasyX'' there is a blitzball tournament that you play as part of the plot, and the difficulty is extremely unbalanced in that game in order to let the AI win. It is devilishly difficult to get the ball, trivially easy to lose it, and even high percentage shots will fail with a frequency that belies statistical probability. The best way to win is go for an early score then abuse the back of the net glitch to wait out the rest of the match.

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* In ''VideoGame/FinalFantasyX'' there is a ''VideoGame/FinalFantasyX'', there's only one blitzball tournament game that you play as part of the plot, and the difficulty is extremely unbalanced in that game in order to let the AI win. It is devilishly difficult to get the ball, trivially easy to lose it, and even high percentage shots will fail with a frequency that belies statistical probability. Your only hope is to complete the cutscene that lets you get the Jecht Shot (and you might not even know it's there at first). The best way to win is go for an early score score, then abuse [[GoodBadBugs the back of the net glitch glitch]] to wait out the rest of the match.
15th Aug '16 8:13:40 AM Daylight
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* {{SNK}} games were very deceptive about this, especially their fighting games. When you played an SNK arcade game, the screen would always show that the game's difficulty level was 4, which means normal. However, through dipswitch and debug screens, people later discovered that the game's level would shift between 4 and 8, the highest level, depending on the players actions, all while still having the Level 4 display at the bottom middle of the screen. During the final boss fights, the level stayed on 8. This combined with TheComputerIsACheatingBastard, and you understand where the SNKBoss trope comes from. Fortunately, the UsefulNotes/NeoGeo home console let you choose the difficulty settings for most games, and those settings never changed during gameplay.
14th Aug '16 1:31:04 PM htuttle
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* Common in ''{{X-COM}}'' games and its {{Spiritual Successor}}s. The better you are at handling terror sites, shooting down [=UFOs=], putting alien bases out of commission, and keeping your sponsors happy, the angrier the aliens will be. This may range from them sending more ships to annoy your sponsors, sending bigger ships for tasks that they usually do with smaller ships, down to trying to attack your bases.

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* Common in ''{{X-COM}}'' ''[[{{VideoGame/XCOM}} X-COM]]'' games and its their {{Spiritual Successor}}s. The better you are at handling terror sites, shooting down [=UFOs=], putting alien bases out of commission, and keeping your sponsors happy, the angrier the aliens will be. This may range from them sending more ships to annoy your sponsors, sending bigger ships for tasks that they usually do with smaller ships, down to trying to attack your bases.
28th Jun '16 9:53:30 PM foomushroom
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* In stage races in professional road race cycling like the Tour de France, the beginning of each normal (non-time trial) stage is a bunch start. This race structure means that cyclists who are very far behind on elapsed time can (and usually do) strike out ahead of the pack in a "breakaway" to try to not only win the stage (which would be more difficult if their start was delayed by the amount they were behind the leader) but also potentially make up for lost time. The rules effectively "rubber band" the overall race to make later stages more competitive than they would otherwise be.
4th Jun '16 9:38:35 PM nombretomado
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* The first ''VideoGame/WanganMidnight'' arcade game (and its revision ''Wangan Midnight R'', which was eventually ported to PS2) has rubber band AI that's especially present during the final battle against Akio. If you get ahead of him you better be good at blocking because the Devil Z will be on your ass the whole time.

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* The first ''VideoGame/WanganMidnight'' arcade game (and its revision ''Wangan Midnight R'', which was eventually ported to PS2) [=PS2=]) has rubber band AI that's especially present during the final battle against Akio. If you get ahead of him you better be good at blocking because the Devil Z will be on your ass the whole time.
1st Jun '16 9:37:02 AM speedyboris
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* ''Beach Buggy Racing'', an otherwise fun kart racer for UsefulNotes/XBoxOne, is hampered by rubber band AI, especially in the later tournaments. You can never be ahead of the pack for very long, since the AI will suddenly get infinite boosts to catch up and will often hit you with weapons to knock you to last place. A lot of times in the later races, winning feels like complete luck, which isn't how it should be.
24th May '16 2:46:47 PM erforce
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* ''{{Burnout}}''. At least in ''Burnout 3'' you can ram the caught-up cars, steal their boost, and regain your lead....

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* ''{{Burnout}}''. ''VideoGame/{{Burnout}}''.
** A common problem with the early games.
At least in ''Burnout 3'' ''VideoGame/Burnout3Takedown'', you can ram the caught-up cars, steal their boost, and regain your lead....



** ''Burnout Dominator'' has the charming tendency for opposing cars to make up lost distance ''while respawning''. So you can crash, take out two or three trailing cars in the process - meaning as many as half the cars other cars in the race crashed after you did - and then reappear in ''last place''.

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** ''Burnout Dominator'' ''VideoGame/BurnoutDominator'' has the charming tendency for opposing cars to make up lost distance ''while respawning''. So you can crash, take out two or three trailing cars in the process - meaning as many as half the cars other cars in the race crashed after you did - and then reappear in ''last place''.
10th May '16 7:52:02 AM TVT1234
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* ''DigimonRacing'''s rubberbanding becomes noticeable as you progress through the game. When I mean progress, it truly means the game progress, as in how much content you've unlocked in the game. Early on, when you begin playing through the game, opponents seem to hold back and, at best, they appear to be non-threatening at all to the player. If you've unlocked everything in the game, however, expect to lose easily due to how extremely quickly the opponents catch up to you and how [[SpitefulAI spiteful]] they behave against you as they harass you with items and special powers.

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* ''DigimonRacing'''s ''Digimon Racing'''s rubberbanding becomes noticeable as you progress through the game. When I mean progress, it truly means the game progress, as in how much content you've unlocked in the game. Early on, when you begin playing through the game, opponents seem to hold back and, at best, they appear to be non-threatening at all to the player. If you've unlocked everything in the game, however, expect to lose easily due to how extremely quickly the opponents catch up to you and how [[SpitefulAI spiteful]] they behave against you as they harass you with items and special powers.
10th May '16 7:51:39 AM TVT1234
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* ''DigimonRacing'''s rubberbanding becomes noticeable as you progress through the game. When I mean progress, it truly means the game progress, as in how much content you've unlocked in the game. Early on, when you begin playing through the game, opponents seem to hold back and, at best, they appear to be non-threatening at all to the player. If you've unlocked everything in the game, however, expect to lose easily due to how extremely quickly the opponents catch up to you and how [[SpitefulAI spiteful]] they behave against you as they harass you with items and special powers.
2nd May '16 8:45:25 AM Alexia
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* Drastically averted in the original ''TOCA Touring Car Championship'' for the UsefulNotes/PlayStation, in a way that was a revelation for driving games at the time. Sixteen cars on the grid at the start of the race, accurately modelled circuits with few walls and long grass runouts, pretty accurate physics meaning that if you put a couple of wheels on the grass at speed you were definitely going to spin out, and then when you do, the AI opponents give no quarter at all. Spin out at any point early in a race, and you'd do very well to even SEE the rest of the cars again, they'd be so far in front. Equally, on a short track, if you managed to nudge an opponent into a catastrophic spin, you'd have a reasonable chance of lapping him.

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* Drastically averted Averted in the original ''TOCA Touring Car Championship'' for the UsefulNotes/PlayStation, in a way that was a revelation for driving games at the time. Sixteen cars on the grid at the start of the race, accurately modelled circuits with few walls and long grass runouts, pretty accurate physics meaning that if you put a couple of wheels on the grass at speed you were definitely going to spin out, and then when you do, the AI opponents give no quarter at all. Spin out at any point early in a race, and you'd do very well to even SEE the rest of the cars again, they'd be so far in front. Equally, on a short track, if you managed to nudge an opponent into a catastrophic spin, you'd have a reasonable chance of lapping him.
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