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*** Super Turbo is the ''SFII'' CPU at its absolute cheapest, especially in the American arcade release where someone at Capcom USA decided that the AI had somehow become too easy over the years so they decided to raise the difficulty by about 2 or 3 levels compared to the original Japanese release. It utilizes all of the above mentioned shortcuts, plus a brand-new cheat that is physically impossible for a human to replicate even with the likes of autofire[=/=]turbo enabled: inescapable mash throws that are mashed out so inhumanly fast that a single one of them can either kill you outright or take off '''95%''' of your lifebar in one go. ''Pray'' you don't get hit with one of these, otherwise you'll be treated to your character helplessly getting their faces devoured by Blanka, the life squeezed out of them by E. Honda, or their skull bashed into a bloody pulp by Balrog headbutting them to death.
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* In ''VideoGame/MarioGolf'', Bowser will always get a hole in one on the second course during the Mario Open. How he was able pull this off on a 383-yard par 4 hole is never explained, nor is it possible to replicate yourself.
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** Any level Ward spell, even the weakest, will completely block any Dragon Shout. That works for you as well as for NPCs. What they can do that you can't is know ''instantly'' when a Shout is coming their way. So any enemy magic-user can see you start a Shout and create a Ward to block it before you finish the Shout.

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** Any level Ward spell, even the weakest, will completely block any Dragon Shout. That works for you as well as for NPCs.[=NPCs=]. What they can do that you can't is know ''instantly'' when a Shout is coming their way. So any enemy magic-user can see you start a Shout and create a Ward to block it before you finish the Shout.
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* In ''VideoGame/AlienIsolation'', hostile humans can shoot you from over 100 feet away in dark areas, but unless you're a master at the game, you'll likely have a hard time shooting back at said hostile humans from far distances in the dark. Also {{justified}} in-universe due to anyone left alive aboard Sevastopol having to be an exceptionally great shot if he/she wants to escape the station with his/her life.


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* ''VideoGame/{{Minecraft}}'':
** Skeletons will spin and shoot you with pin-point accuracy and a reaction time no human could ever achieve.
** Even if a monster isn't looking at you, it'll still lock-on to you if you get close enough.
** Piglins can detect broken and trapped chests, shulker boxes, barrels, and chest minecarts, even with solid walls standing in between said Piglins and said storage containers.

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** [=NPCs=] also have an amazing ability to dodge arrows. Not dodge as in "step out of the way", dodge as in "slide a few feet over without physically moving as if someone was moving them around in a Photoshop project".

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** [=NPCs=] also have an amazing ability to dodge arrows. Not dodge as in "step out of the way", dodge as in "slide a few "jump several feet over without physically moving to one side, like a sideways FlashStep".
** Any level Ward spell, even the weakest, will completely block any Dragon Shout. That works for you
as if someone was moving them around in well as for NPCs. What they can do that you can't is know ''instantly'' when a Photoshop project".Shout is coming their way. So any enemy magic-user can see you start a Shout and create a Ward to block it before you finish the Shout.

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* In ''VideoGame/Uncharted2AmongThieves'', the crossbow is a powerful weapon that can kill most enemies in one hit. In the player's hands, it needs to be reloaded after every shot and reloading takes some time. Guardians wielding crossbows are capable of [[AutomaticCrossbows firing several shots in quick succession]], easily killing the player if they're not careful.

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* VideoGame/{{Uncharted}}
**
In ''VideoGame/Uncharted2AmongThieves'', the crossbow is a powerful weapon that can kill most enemies in one hit. In the player's hands, it needs to be reloaded after every shot and reloading takes some time. Guardians wielding crossbows are capable of [[AutomaticCrossbows firing several shots in quick succession]], easily killing the player if they're not careful.
** VideoGame/Uncharted3DrakesDeception has a level set during [[DeadlyDustStorm a sandstorm]] that greatly limits your visibility and only yours. Enemies can still track you as usual and as the level is also full of snipers there are multiple times where your only hint to an enemy's location is the fact that bullets are coming from that direction.
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* In the first two ''[[VideoGame/NintendoWars Advance Wars]]'' games, the AI flagrantly ignores the rules of FogOfWar. In such maps, you can neither see nor attack enemy units unless they're in your visual range. The AI, however, does not have this restriction, and will thus snipe you with impunity from halfway across the map even when your troops are well out of its vision. The only saving grace is that it ''does'' follow the rule of being unable to see or attack any units in cover, such as forests and reefs, unless it has a unit parked directly adjacent to it, so hiding your valuable units in these spots is crucial just to level the playing field. ''Dual Strike'' at least toned it back somewhat: the enemy AI still knows exactly where your non-hidden troops are, but it can no longer attack them if they're not in visual range, making parking your units out of cover much less suicidal. It wouldn't be until ''Days of Ruin'', however, that the AI finally started following all of the rules.

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* ''VideoGame/AdvanceWars'': In the first two ''[[VideoGame/NintendoWars Advance Wars]]'' games, the AI flagrantly ignores the rules of FogOfWar. In such maps, you can neither see nor attack enemy units unless they're in your visual range. The AI, however, does not have this restriction, and will thus snipe you with impunity from halfway across the map even when your troops are well out of its vision. The only saving grace is that it ''does'' follow the rule of being unable to see or attack any units in cover, such as forests and reefs, unless it has a unit parked directly adjacent to it, so hiding your valuable units in these spots is crucial just to level the playing field. ''Dual Strike'' at least toned it back somewhat: the enemy AI still knows exactly where your non-hidden troops are, but it can no longer attack them if they're not in visual range, making parking your units out of cover much less suicidal. It wouldn't be until ''Days of Ruin'', however, that the AI finally started following all of the rules.
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*** Certain BonusBoss monsters can ignore status defenses, guaranteeing a successful [[TakenForGranite petrification]] or [[OneHitKill instant death]], even if the target is supposed to be immune. Deathproof armor will not save you from the BonusBoss Fenrir.

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*** Certain BonusBoss {{Superboss}} monsters can ignore status defenses, guaranteeing a successful [[TakenForGranite petrification]] or [[OneHitKill instant death]], even if the target is supposed to be immune. Deathproof armor will not save you from the BonusBoss superboss Fenrir.



* ''VideoGame/MagicalDrop'', especially ''Magical Drop II'' and ''Magical Drop III'', are prone to cheating AI. The original game is fair, outside of [[FinalBoss World]] having an exclusive Special Balloon that eliminates the most numerous color in her field. ''Magical Drop II'', however, introduces AI that goes from playing fair, to moving their clown at speeds well beyond what movement lag allows the player, to flat-out ''teleporting'' when facing TrueFinalBoss Black Pierrot. ''Magical Drop III'' then takes it up another notch in a bid to make it nearly impossible to put together a NoDeathRun[[note]]Amusingly, a NoDeathRun is the requirement to face Black Pierrot in ''II''[[/note]]: not only is teleportation given to mandatory final opponents Tower and Fortune (who are blatantly overpowered even without cheating AI), but the game throws Empress and demoted-to-BonusBoss Black Pierrot at the player if they are doing too well for the game's liking, who likewise show little regard for the game's movement rules.

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* ''VideoGame/MagicalDrop'', especially ''Magical Drop II'' and ''Magical Drop III'', are prone to cheating AI. The original game is fair, outside of [[FinalBoss World]] having an exclusive Special Balloon that eliminates the most numerous color in her field. ''Magical Drop II'', however, introduces AI that goes from playing fair, to moving their clown at speeds well beyond what movement lag allows the player, to flat-out ''teleporting'' when facing TrueFinalBoss Black Pierrot. ''Magical Drop III'' then takes it up another notch in a bid to make it nearly impossible to put together a NoDeathRun[[note]]Amusingly, a NoDeathRun is the requirement to face Black Pierrot in ''II''[[/note]]: not only is teleportation given to mandatory final opponents Tower and Fortune (who are blatantly overpowered even without cheating AI), but the game throws Empress and demoted-to-BonusBoss demoted-to-OptionalBoss Black Pierrot at the player if they are doing too well for the game's liking, who likewise show little regard for the game's movement rules.
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* In ''VideoGame/DyingLight'', Virals are sound sensitive and will react to explosions, but will be alerted to ''you'' rather than the source of the explosion. ThrowingTheDistraction with explosives does not work, even if you are ''very'' far from the explosion: throw a gas bottle from the roof of a building down into the street, and all the Virals will spontaneously and ''immediately'' know exactly where you are and begin climbing to reach you.
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** Pazaak in ''VideoGame/StarWarsKnightsOfTheOldRepublic'' is ridiculously biased toward the computer. It's played similar to blackjack, but with a side deck to modify the total value and the top is 20. The computer always goes second, so you're more likely to bust than it is. If you go bust, the computer wins without having to take its next turn, but then this applies to you, too, so it's more than likely a rule than cheating. It counts cards, so it knows when it will get a 20. Finally, it gets 20 more often than you do. The only advantage you have is that your side deck is better by the time you leave Dantooine. There's also a guy in the first game who actually does cheat... more than the computer usually cheats, that is. Fortunately the player can cheat by [[SaveScumming saving before each game]].

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** ''VideoGame/StarWarsKnightsOfTheOldRepublic''_ Pazaak in ''VideoGame/StarWarsKnightsOfTheOldRepublic'' is ridiculously biased toward the computer. It's played similar to blackjack, TabletopGame/{{blackjack}}, but with a side deck to modify the total value and the top is 20. The computer always goes second, so you're more likely to bust than it is. If you go bust, the computer wins without having to take its next turn, but then this applies to you, too, so it's more than likely a rule than cheating. It counts cards, so it knows when it will get a 20. Finally, it gets 20 more often than you do. The only advantage you have is that your side deck is better by the time you leave Dantooine. There's also a guy in the first game who actually does cheat... more than the computer usually cheats, that is. Fortunately the player can cheat by [[SaveScumming saving before each game]].



* In ''VideoGame/AWitchsTale'', the CPU always knows exactly what your total is in the Blackjack game.

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* In ''VideoGame/AWitchsTale'', the CPU always knows exactly what your total is in the Blackjack TabletopGame/{{blackjack}} game.



* [[http://online_casino_news.hundredpercentgambling.com/2011/02/rigged-blackjack-vip-golden-club-sets.html This report]] is on what just might be the most hilariously badly-programmed rigging in the history of Blackjack. Evidently, the dealer has an ace up its sleeve - or rather, about four of the Ace of Diamonds.

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* [[http://online_casino_news.hundredpercentgambling.com/2011/02/rigged-blackjack-vip-golden-club-sets.html This report]] is on what just might be the most hilariously badly-programmed rigging in the history of Blackjack.TabletopGame/{{blackjack}}. Evidently, the dealer has an ace up its sleeve - or rather, about four of the Ace of Diamonds.
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** Back in GT2:

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** Back in GT2:[=GT2=]:
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* In the NES game ''VideoGame/{{Anticipation}}'', which is basically ''Pictionary'', computer controlled opponents can guess the subject's entire character length and can screw up as many times as there are letters in the word(s) while humans only get two chances to guess a letter before their turn is over.[[note]]This can actually be somewhat beneficial; wrong AI inputs will be marked with asterisks, while correct ones will be left as is.[[/note]] On the hardest difficulty, the opponents buzz in the instant the die shows the number of spaces they want to move and can give the answer correctly without even knowing what the category is, how many letters are in the answer, or even before anything is actually drawn.

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* In the NES game ''VideoGame/{{Anticipation}}'', which is basically ''Pictionary'', ''TabletopGame/{{Pictionary}}'', computer controlled opponents can guess the subject's entire character length and can screw up as many times as there are letters in the word(s) while humans only get two chances to guess a letter before their turn is over.[[note]]This can actually be somewhat beneficial; wrong AI inputs will be marked with asterisks, while correct ones will be left as is.[[/note]] On the hardest difficulty, the opponents buzz in the instant the die shows the number of spaces they want to move and can give the answer correctly without even knowing what the category is, how many letters are in the answer, or even before anything is actually drawn.
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* ''VideoGame/PlantsVsZombies2ItsAboutTime'': Many players have noticed that the AI enemy score in Battlez is rigged. When you're at lower league and have lower win streak, the AI often score barely anything while you rack up a lot of points. As your streak grows, the AI starts to reliably score higher than you, or worse, trail behind you throughout the match before suddenly gaining a score spike to overtake you at the very last second, and worst of all, all these can happen when the AI clearly has inferior plants than you (as in, you have your high-leveled GameBreaker plants and the AI has level 1 or 2 early-game plants).
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* In ''VideoGame/PaxImperiaEminentDomain'' don't be surprised to see the AI opponents early spamming colonizing ships and cruisers at a pace you can't equal even if your net income is way greater than theirs. At least they can't upgrade them with the finesse a human player can, resulting in late game in subpar modules combinations.
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* In ''VideoGame/TheSimpsonsHitAndRun'', 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.

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* In ''VideoGame/TheSimpsonsHitAndRun'', 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.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.
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** In the original, Cervantes and Souledge have an attack called 'Self-Destruction' (renamed Geo De Rey in later installments); when the player uses it, it eats up 1/3 of their weapon gauge. The computer can decide arbitrarily if this applies to it or not; occasonally for Cervantes, hardly ever for Souledge. Souledge's version also has the advantage of controlling exactly when he launches, thus making it a nightmare when he starts spamming it, which is often, but you can control that too, so that's ok. It doesn't help that they (especially the latter) often get unbreakable weapons too while they suffer as much as everyone else when you control them, so good luck trying to disarm them. As the weapon gauge is never used again in such a fashion, it is no longer an issue from Soul Calibur Onwards.
** Go ahead and attempt to use the extraordinarily rare ranged attacks like Cervantes' gunshots. The AI will perfectly duck the bullets every time rather than risk guarding or side-stepping it, and be able to instantly attack out of the guard while you're still recovering from the shot. It's entirely possible to fire it repeatedly while the AI is too far to counter, and see them perfectly dodge each time yet not bother advancing since the script tells them to always prioritize ducking over anything else.

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** In the original, Cervantes and Souledge have an attack called 'Self-Destruction' (renamed Geo De Rey in later installments); when the player uses it, it eats up 1/3 of their weapon gauge. The computer can decide arbitrarily if this applies to it or not; occasonally for Cervantes, hardly ever for Souledge. Souledge's version also has the advantage of controlling exactly when he launches, thus making it a nightmare when he starts spamming it, which is often, but you can control that too, so that's ok. It doesn't help that they (especially the latter) often get unbreakable weapons too while they suffer as much as everyone else when you control them, so good luck trying to disarm them. As the weapon gauge is never used again in such a fashion, it is no longer an issue from Soul Calibur Onwards.
onwards.
** Go ahead and attempt to use the extraordinarily rare ranged attacks like Cervantes' gunshots. The AI will perfectly duck the bullets every time rather than risk guarding or side-stepping it, and be able to instantly attack out of the guard it while you're still recovering from the shot. It's entirely possible to fire it repeatedly while the AI is too far to counter, and see them perfectly dodge do frame perfect dodges each time yet not bother advancing since the script tells them to always prioritize ducking over anything else.else; it's predictable for players, but you won't see anyone pulling that stunt consistently.
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** Go ahead and attempt to use the extraordinarily rare ranged attacks like Cervantes' gunshots. The AI will perfectly duck the bullets every time rather than risk guarding or side-stepping it, and be able to instantly attack out of the guard while you're still recovering from the shot. It's entirely possible to fire it repeatedly while the AI is too far to counter, and see them perfectly dodge each time yet not bother advancing since the script tells them to always prioritize ducking over anything else.
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** In ''Tag Force 3'', F.G.D. and all other dragons on its side of the field deal piercing damage (Their Atk - the target's Def) when they destroy a defense position monster, and no trap or spell cards can be activated when F.G.D. attacks, unless you're the one controlling it...

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** In ''Tag Force 3'', F.the monster card "F.G.D. "[[note]]"Five God Dragon", known in the English TCG as "Five-Headed Dragon"[[/note]] had two abilities that are unmentioned on its card, and only apply when the computer controls it - it allows all other dragons Dragon-type monsters on its controller's side of the field deal to inflict piercing damage[[note]]If a monster in Defense Position is destroyed, its controller normally doesn't take any damage; piercing damage (Their Atk - the target's Def) when makes you take damage anyways.[[/note]], unless they destroy attacked a defense position Token monster, and no trap or spell cards can Spell and Trap Cards cannot be activated when F.G.D. attacks, unless you're it attacks. It might be a strange bug due to how oddly specific the one controlling it...effects are, but it still gives the computer an advantage when using it.
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** Before that you have to fight The Ogre. The first match against them was already a ludicrous DifficultySpike, now imagine doing that again; except now they have infinite TP to spam moves such as Killer Fields (strongest grass-type dribble), Ground Quake (one of the strongest shot blockers, comparable to Kabeyama's The Mountain), and High Voltage (strongest wind-type save hissatsu).

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** Before that you have to fight The Ogre. The first match against them was already a ludicrous DifficultySpike, difficult, now imagine doing that again; except now they have infinite TP to spam moves such as Killer Fields (strongest grass-type dribble), Ground Quake (one of the strongest shot blockers, comparable to Kabeyama's The Mountain), and High Voltage (strongest wind-type save hissatsu).
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* This is the bane of many a [[LetsPlay Let's Player]]. Among others, LetsPlay/TheRunawayGuys made a running gag out of them being "the Anti-Peach Brigade" (as the AI controlling Peach in ''VideoGame/MarioParty'' is perceived as having a serious tendency to do this).
** They also brought up in their ''VideoGame/MarioParty2'' LP that the computer player is able to 'button-mash' buttons not only faster than a normal human, but faster even than an N64 controller is capable of registering.
* ''[[VideoGame/OneHundredPercentOrangeJuice 100% Orange Juice]]'': While the game's heavy reliance on dice rolls means you might always think the computer is cheating, the final boss, Tomomo, explicitly rigs her dice so she rolls high, making it very difficult to directly attack her. There is also an [[HarderThanHard Extreme difficulty]] that gives this benefit to ''all'' of your AI opponents.

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* This is the bane of many a [[LetsPlay Let's Player]]. Among others, LetsPlay/TheRunawayGuys made a running gag out of them being "the Anti-Peach Brigade" (as the AI controlling Peach in ''VideoGame/MarioParty'' is perceived as having a serious tendency to do this).
**
this). They also brought up in their ''VideoGame/MarioParty2'' LP that the computer player is able to 'button-mash' buttons not only faster than a normal human, but faster even than an N64 controller is capable of registering.
* ''[[VideoGame/OneHundredPercentOrangeJuice 100% Orange Juice]]'': Juice]]'':
**
While the game's heavy reliance on dice rolls means you might always think the computer is cheating, the final boss, Tomomo, explicitly rigs her dice so she rolls high, making it very difficult to directly attack her. There is also an [[HarderThanHard Extreme difficulty]] that gives this benefit to ''all'' of your AI opponents.
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I tried tweaking this entry.


* ''VideoGame/SouthParkPhoneDestroyer'': You can't play a version of someone if that character has already been played on the field by anyone (So you can't play Super Craig if you or the AI has played any variant of Craig). The AI doesn't follow this rule whatsoever.

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* ''VideoGame/SouthParkPhoneDestroyer'': You can't play a version of someone if that character has already been played on the field by anyone (So (e.g. you can't play Super Craig if you or the AI has played any variant of Craig). The AI doesn't follow this rule whatsoever.
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* ''VideoGame/SouthParkPhoneDestroyer'': You can't play a version of someone if that character has already been played on the field by anyone (So you can't play Super Craig if you or the AI has played any variant of Craig). The AI doesn't follow this rule whatsoever.
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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* Invoked in the [[KillEmAll No Mercy]] route of ''VideoGame/{{Undertale}}''. The final boss of the route [[spoiler:(Sans)]] knows about your ability to reset, and therefore knows that they can only hold you off until you get past them. That doesn't mean they're going to make it easy for you. They screw with the game's mechanics to make the battle [[SNKBoss as frustrating as possible]] in the hopes of making you either RageQuit or reset. He breaks the rules by:

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* Invoked in the [[KillEmAll No Mercy]] Mercy route of ''VideoGame/{{Undertale}}''. The final boss of the route [[spoiler:(Sans)]] knows about your ability to reset, and therefore knows that they can only hold you off until you get past them. That doesn't mean they're going to make it easy for you. They screw with the game's mechanics to make the battle [[SNKBoss as frustrating as possible]] in the hopes of making you either RageQuit or reset. He breaks the rules by:
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** Eventually he refuses to ever end his turn, thereby preventing the player from taking a turn of their own. Of course, at this point, the player realizes that if the boss isn't playing by the rules, [[HoistByTheirOwnPetard then maybe they don't need to either...]]

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** Eventually he refuses to ever end his turn, thereby preventing the player from taking a turn of their own. Of course, at this point, the player realizes that if the boss isn't playing by the rules, [[HoistByTheirOwnPetard then maybe they don't need to either...]][[spoiler: Wait until he falls asleep, then you can take your turn anyway. He'll dodge like he always does, but then you attack a second time that turn, which he doesn't dodge.]]
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source?


* ''VideoGame/MordheimCityOfTheDamned'' is a game that [[SpitefulAI wants you dead]] and doesn't care what it has to do in order to achieve it. Dataminers have confirmed that the game ''shamelessly'' rigs the dice rolls and lies to you about it, so your party will miss one 80%-accuracy attack after another while the enemy warband will continue to land blows that supposedly had a 50% chance or less of hitting, with a comically high crit chance too. Also, because [[MyRulesAreNotYourRules only your warband is persistant and every opposing warband is generated fresh for every mission]], the AI will go out of its way to screw you over as hard as possible at every turn even with actions that would be self-destructive, because it doesn't have to worry about long-term consequences. The ''Mordheim'' AI's objective isn't to win, it's to ''make you lose.''

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* ''VideoGame/MordheimCityOfTheDamned'' is a game that [[SpitefulAI wants you dead]] and doesn't care what it has to do in order to achieve it. Dataminers have confirmed [[https://www.reddit.com/r/mordheim/comments/j5vh7h/mordheim_cotd_rng_coding_approach/ confirmed]] that the game ''shamelessly'' rigs the dice rolls and lies to you about it, so your party will miss one 80%-accuracy attack after another while the enemy warband will continue to land blows that supposedly had a 50% chance or less of hitting, with a comically high crit chance too. Also, because [[MyRulesAreNotYourRules only your warband is persistant and every opposing warband is generated fresh for every mission]], the AI will go out of its way to screw you over as hard as possible at every turn even with actions that would be self-destructive, because it doesn't have to worry about long-term consequences. The ''Mordheim'' AI's objective isn't to win, it's to ''make you lose.''
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* ''VideoGame/MordheimCityOfTheDamned'' is a game that [[SpitefulAI wants you dead]] and doesn't care what it has to do in order to achieve it. Dataminers have confirmed that the game ''shamelessly'' rigs the dice rolls and lies to you about it, so your party will miss one 80%-accuracy attack after another while the enemy warband will continue to land blows that supposedly had a 50% chance or less of hitting, with a comically high crit chance too. Also, because [[MyRulesAreNotYourRules only your warband is persistant and every opposing warband is generated fresh for every mission]], the AI will go out of its way to screw you over as hard as possible at every turn even with actions that would be self-destructive, because it doesn't have to worry about long-term consequences. The ''Mordheim'' AI's objective isn't to win, it's to ''make you lose.''
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Fixing a typo and Chained Sinkholes


This trope does ''not'' include "fair challenges" of the game (wide pits, [[DemonicSpiders powerful]] / [[GoddamnedBats numerous]] enemies, etc.); those are Real Difficulty. Likewise, one should not accuse the computer of cheating simply because it plays to a computer's natural strengths ([[ComputersAreFast lightning reflexes]], [[LoopholeAbuse omniscient knowledge]] [[RulesLawyer of the game rules]], and so forth), or because you have a single streak of bad luck. Consistent bad luck, however, may be a sign that the computer is using the [[RandomNumberGod RNG]] to cheat. On the other hand, some cheats can actually work to the player's advantage, such as with the RubberbandAI or plain old cheat codes.

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This trope does ''not'' include "fair challenges" of the game (wide pits, [[DemonicSpiders powerful]] / [[GoddamnedBats numerous]] enemies, etc.); those are Real Difficulty. Likewise, one should not accuse the computer of cheating simply because it plays to a computer's natural strengths ([[ComputersAreFast lightning reflexes]], [[LoopholeAbuse omniscient knowledge]] of the [[RulesLawyer of the game rules]], and so forth), or because you have a single streak of bad luck. Consistent bad luck, however, may be a sign that the computer is using the [[RandomNumberGod RNG]] to cheat. On the other hand, some cheats can actually work to the player's advantage, such as with the RubberbandAI or plain old cheat codes.



** In ''VideoGame/StreetFighterTheMovie'' ([[RecursiveAdaptation the game]] [[Film/StreetFighter of the movie]] [[VideoGame/StreetFighterII of the game]]), when fighting M. Bison at the end, there was a fairly high chance that if the player was winning, Bison would stop taking damage from player attacks, or insta-kill the player with a weak attack, or the player would take damage from his own attacks.

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** In ''VideoGame/StreetFighterTheMovie'' ([[RecursiveAdaptation the game]] of [[Film/StreetFighter of the movie]] of [[VideoGame/StreetFighterII of the game]]), when fighting M. Bison at the end, there was a fairly high chance that if the player was winning, Bison would stop taking damage from player attacks, or insta-kill the player with a weak attack, or the player would take damage from his own attacks.



** In ''VideoGame/Tekken7'' Akuma follows the tradition. As a final boss, he can parry your attacks, teleport around the place ''extremely''' fast, use an unblockable Focus Attack that is also twice as fast as that of his normal version, send 3 Shakunetsu Hadoken in a row (which will juggle you for quite some damage, or eat up most of your health if you happen to use an armoured move before being hit), and use an [[ImmuneToFlinching armoured]] [[TheComputerShallTauntYou taunt]] that [[PracticalTaunt instantly fills his entire Super Meter]], not to mention that his [[SignatureMove Raging Demon]] is a OneHitKill. Of course, he also has a utterly obscene damage output.

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** In ''VideoGame/Tekken7'' Akuma follows the tradition. As a final boss, he can parry your attacks, teleport around the place ''extremely''' fast, use an unblockable Focus Attack that is also twice as fast as that of his normal version, send 3 Shakunetsu Hadoken in a row (which will juggle you for quite some damage, or eat up most of your health if you happen to use an armoured move before being hit), and use an [[ImmuneToFlinching armoured]] [[TheComputerShallTauntYou armoured taunt]] that [[PracticalTaunt instantly fills his entire Super Meter]], not to mention that his [[SignatureMove Raging Demon]] is a OneHitKill. Of course, he also has a utterly obscene damage output.



** Under normal circumstances, "facestabbing" as a Spy is a rare, [[GoodBadBugs hilarious glitch]]. Spy-bots in the [[ManVersusMachine Mann vs. Machine]] [[TheWarSequence mode]], however, seem capable of facestabbing players ''whenever the hell they want to.'' This starts making more sense when [[https://www.youtube.com/watch?v=jZpGtx3orK4#t=28s you see how loopy the backstab hitboxes can be]], and take into account the spies know ''exactly'' where these places begin and end. Thankfully averted elsewhere: Just like übered human players, übered bomb carriers (and their medics) aren't immune to the Pyro's airblast. Especially useful if the map has a BottomlessPit, which not even über-bots can be exempted from. And as a nice bonus, that resets the bomb all the way back to the beginning. [[RescuedFromTheScrappyHeap And you thought MvM would turn Pyros useless]]. Spy Robots can also backstab Snipers wearing the Razorback. As in, that piece of equipment whose ''sole purpose'' is to ''protect the Sniper from backstabs''.

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** Under normal circumstances, "facestabbing" as a Spy is a rare, [[GoodBadBugs hilarious glitch]]. Spy-bots in the [[ManVersusMachine Mann vs. Machine]] [[TheWarSequence mode]], mode, however, seem capable of facestabbing players ''whenever the hell they want to.'' This starts making more sense when [[https://www.youtube.com/watch?v=jZpGtx3orK4#t=28s you see how loopy the backstab hitboxes can be]], and take into account the spies know ''exactly'' where these places begin and end. Thankfully averted elsewhere: Just like übered human players, übered bomb carriers (and their medics) aren't immune to the Pyro's airblast. Especially useful if the map has a BottomlessPit, which not even über-bots can be exempted from. And as a nice bonus, that resets the bomb all the way back to the beginning. [[RescuedFromTheScrappyHeap And you thought MvM would turn Pyros useless]]. Spy Robots can also backstab Snipers wearing the Razorback. As in, that piece of equipment whose ''sole purpose'' is to ''protect the Sniper from backstabs''.



* In the ''WesternAnimation/StarTrekLowerDecks'' episode "I, Excretus", the crew of the ''Cerritos'' is tasked with going through training simulators of various popular events in Star Trek canon. Mariner and Captain Freeman initially believe that these are a SecretTestOfCharacter, similarly to the Kobayashi Maru test, however it turns out that the person who put the crew up to this had blatantly rigged it so that the crew would be forced to keep doing this over and over until they ultimately failed, thus allowing her to keep her job. Unfortunantely for the person, [[SpannerInTheWorks she didn't expect]] [[ThePerfectionist Boimler]] to keep trying his test over and over again, giving the others the chance to get one up on the test runner.

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* In the ''WesternAnimation/StarTrekLowerDecks'' episode "I, Excretus", the crew of the ''Cerritos'' is tasked with going through training simulators of various popular events in Star Trek canon. Mariner and Captain Freeman initially believe that these are a SecretTestOfCharacter, similarly to the Kobayashi Maru test, however it turns out that the person who put the crew up to this had blatantly rigged it so that the crew would be forced to keep doing this over and over until they ultimately failed, thus allowing her to keep her job. Unfortunantely Unfortunately for the person, [[SpannerInTheWorks she didn't expect]] [[ThePerfectionist expect Boimler]] to keep trying his test over and over again, giving the others the chance to get one up on the test runner.

Removed: 1040

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not actually about cheating, just about the ai being kind of stupid


** As the page quote suggests, ''VideoGame/DawnOfWarII'' was trying to be a lot better about this, or at least attempting to not get caught doing so. What actually happens in skirmish games is derisively referred to as the "Dawn of Resource". The A.I. is completely and utterly ''obsessed'' with securing all of the resource points on the map. [[https://1d4chan.org/wiki/File:DOW2Guide.jpg It will try to grab all of your points, constantly allowing its units to get killed just so the A.I. can complete the capture.]] It knows how far your units can see to the last pixel, and will make its units perfectly avoid the sight radius of yours. The only time the computer actually starts playing the game is when it finally has all of the resource points, where it suddenly becomes reasonably competent. As soon as you take back a single point, it immediately reverts back to its kleptomania. The worst part is that the AI doesn't need all of them, as it gets a significant income bonus by default and earns 3 to 5 times more than a player can.
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* RulesAreForHumans \\
In a computer adaptation of an existing game (e.g. chess), the AI may have the ability to pull off moves which are against the rules of the game.
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Wick swap


* In the ''Franchise/MortalKombat'' arcade series, the computer player often blatantly cheats. Here are some gems for ''VideoGame/MortalKombat2''.

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* In the ''Franchise/MortalKombat'' arcade series, the computer player often blatantly cheats. Here are some gems for ''VideoGame/MortalKombat2''.''VideoGame/MortalKombatII''.

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