[[BrawlInTheFamily http://tvtropes.org/pmwiki/pub/images/VonKaiser.jpg]]
[[caption-width:302:[[PunchOut Good luck with that.]] ]]

->''"Cheat wherever you can. A.I.s are handicapped. They need to cheat from time to time if they're going to close the gap... Never get caught cheating. Nothing ruins the illusion of a good A.I. like seeing how they're cheating."''
-->-- [[http://community.dawnofwar2.com/blogs/?p=654 Jonny Ebert]], lead designer of DawnOfWar 2 on video game A.I.

->'''Computer Chess Game:''' Checkmate. Checkmate.
->''[=MacReady=] pours his drink into the computer tower, frying it''
->'''[=MacReady=]:''' Cheating bitch.
-->-- {{The Thing}}

So you're playing a game - say a racing game. You've blown past all of your AI-controlled competition and are ahead by a good minute. You let off the gas for just a second. All of a sudden, formerly distantly AI cars zip past you! Surprise! The AI is a Cheating Bastard!

TheComputerIsACheatingBastard whenever the "game world's rules" are different between you and the AI-controlled opponents. When used as a quick-and-dirty substitute for good game design, this becomes a method of adding FakeDifficulty to a game, sometimes leading to {{Luck Based Mission}}s. On the other hand, until [[RobotWar computers replace humans]], it's unlikely AI will ever be able to challenge players on human terms. Older games fall victim to this trope more often, since hardware and AI capabilities have evolved over the years, but modern games are often [[TheComputerIsACheatingBastard Cheating Bastards]] too.

In Sinclair ZX-Spectrum forums such as news:comp.sys.sinclair, this phenomenon (real or imagined) is known as "cheatingbastness".

Some games have even used the fact that their AI is ''not'' a cheating bastard as a ''selling point''. Conversely, arcade versions of games often cheat ''more'', to increase sales.

Sometimes, the computer only cheats at higher difficulty levels. Particularly conscientious games even tell you so. These are often considered [[JustifiedTrope exceptions to the trope]]: The Computer is still Cheating, but not a Bastard, since you asked for it, the equivalent of differing handicap weights in thoroughbred horse racing.

TheComputerIsACheatingBastard does ''not'' include "fair challenges" of the game (wide pits, powerful/numerous enemies, etc.); those are [[FakeDifficulty Real Difficulty]]. Likewise, one should not accuse the computer of cheating simply because it plays to a computer's natural strengths (lightning reflexes, comprehensive mastery of the game rules, and so forth), or because you have bad luck. Cheats that work to the player's advantage are a {{Rubberband AI}} or [[ClassicCheatCode plain old cheat code]].

Note that this is not a place to bitch about enemies that have skills you don't have, or bosses who have stronger skills than you, or about how unlucky you are and how many times you missed (unless the computer has a different chance of missing with the same skill), or about how hard [[ThatOneBoss a certain boss]] is, or how the computer is actually half decent at some of the game's more advanced maneuvers that you happen to suck at. This is only for scenarios where it would be expected for the player and the AI to be on even footing. For example, in the campaign of a strategy game, it would be natural for the computer to outnumber you and/or have more resources than you - that's part of the challenge of a campaign. However, in free battle or skirmish mode, a computer starting with more resources than you is usually cheating, since you would expect to be on even footing with the computer (unless you can set what everyone starts with).

See also: FakeDifficulty, RubberbandAI, NintendoHard, RandomNumberGod, MagicPriority

Got examples? Take it to [[TroperTales/TheComputerIsACheatingBastard Troper Tales]].
----
{{Subtrope}}s:
[[index]]
* TheAllSeeingAI
* ContractualBossImmunity
* MyRulesAreNotYourRules
* NotPlayingFairWithResources
* RulesAreForHumans
* SecretAIMoves
* SNKBoss
[[/index]]
----
!!Generic Examples:

--> Note: These are ''generic'' examples. They give ways the TheComputerIsACheatingBastard trope manifests, not specific instances in specific games. See the "Specific Examples" section further down for case studies.

* In RealTimeStrategy and TurnBasedStrategy games, the computer ...
** ... builds faster, or just has new units magically appear out of nowhere.
** ... [[NotPlayingFairWithResources acquires resources faster, starts with more, and/or simply doesn't need them.]]
** ... has effectively multiple cursors, and can select multiple subjects at once.
** ... can always see the entire map, and is not affected by the FogOfWar.
*** Ever.
** ... doesn't suffer from the "one unit at a time" build rule, making it more likely for his newly built units to survive.
* In {{RPG}}s,
** ... the UselessUsefulSpell is always useless on AI enemies, but when used against ''you'', it works every time.
* In racing games, the computer ...
** ... has an infinite supply of fuel or NitroBoost.
** ... has a car which has superior performance to anything you can drive.
** ... will apply "realistic damage modeling" to player cars, but not AI cars.
** ... possesses 'rubber band' capabilities, meaning that no matter how fast you go or what obstacles you place in their path, if you are in first place then second place will ''always'' be close enough to catch you if you make even the slightest mistake.
** ... will, especially in pre-4th generation console games, go to their full speed instantly.
** ... will be exempt from rules by which a player is eliminated from a tournament for failing to finish a race in the top four or in a certain time.
** ... will always get all the good positions on the starting grid, while you get stuck all the way in the back.
** The computers have the added advantage of teaming up against the human player. Often they will make no attempts to hinder each other and in some cases, no attempts to overtake each other. Even though the race is supposed to be a competition, the computer's interest is you. Losing.
** ... will get a head start.
** ... never makes a major crash on its own.
** ... can turn on a dime
** ... can brake faster than you can.
* In {{First Person Shooter}}s, the computer ...
** ... doesn't have to reload, or reloads instantly (assuming you do have to reload).
** ... can [[OffhandBackhand aim for and shoot you]] [[BadassBack without actually having to]] ''[[BadassBack face you]]''.
** ... can shoot so far and so accurately that it can kill you before you can even ''see'' it.
** ... starts with equipment you have to go find.
** ... knows where movable objectives like the flags in capture-the-flag are, even if nobody on their team have seen them.
** ... knows the state of weapons and power-ups at all times so it can go for them the instant they respawn.
** ... Unlike you, is immune to the effects of conefire with automatic weapons. What this means is that your bullets will form a pattern around your aiming point, but for the AI all bullets will impact on the aiming point. You'll basically be missing with most of your shots, while most of the AI's shots will hit you.
** ... has infinite ammo.
** ... always knows your exact position, and can hunt you down/avoid you at all costs almost effortlessly.
** ... can see through smoke grenades.
** ... can always see in the dark.
* In FightingGames, the computer ...
** ... has unavoidable/unblockable attacks.
** ... can use moves from impossible positions.
** ... can move/attack faster than you.
** ... can use attacks with magic priority to [[MKWalker knock you out of even your fastest moves]].
** ... does any of this for [[SNKBoss Boss opponents]].
** ... will always know exactly where all invisible characters are - both its and yours.
** ... can use its special attacks more frequently than you, and its DesperationAttack with more health than you.
** ... can deal more damage when using the same character and the same attacks you use under the same circumstances.
** ... can do combos that are impossible for the player.
** ... can dizzy/stun the player more often than he is allowed to do the same.
** ... Uses same character as you but with better moves (CPU versions of characters).
** ... can revive itself after you went through hell to beat it.
** ... beats you with ONE move (usually when it's actually about to lose).
** ... reads your controller inputs and is thus able to counter you on reaction when a human would have to guess, and impossible to fake out.

* In action games in general ...
** ... touching an enemy damages you but does nothing to the enemy.
** ... you've got two sticks and a rock, but the computer has BottomlessMagazines.
* In pretty much any game, the computer ...
** ... isn't limited by the speed at which a joystick/mouse can move, or buttons/keys pressed.
** ... may be favored by the [[RandomNumberGod Random Number Generators]].
** ... is immune to {{Interface Screw}}s.

!!Notable Offenders:
''Note: Since TheComputerIsACheatingBastard is so ''incredibly'' common, only especially [[TvTropesWikiDrinkingGame egregious]] examples should be listed here, otherwise this entry would take over the entire wiki. Aversions or subversions should probably be left out as well, since that's (hopefully) the default.''

[[foldercontrol]]

[[folder: Civilization]]
* The original {{Civilization}} for the PC has a lot of ways for the computer to get a huge advantage over you:
-->1) Improvements in the Emperor Level are about a third of the cost for the computer.
-->2) Technologies are discovered at alarming rates.
-->3) Wonders can be built almost instantly.
-->4) The computer's caravans are transported instantaneously.
-->5) The computer never has production penalties despite city-wide riots.
-->6) Your Triremes sink if they end their turn too far from shore. Computer controlled ones can sail across the Atlantic with no problem.
-->Et cetera.
** In the ''{{Civilization}}'' sequels, the game manual actually details exactly how much the computer cheats and in what areas at various difficulty levels.
** In Civ2, the AI on higher difficulties would have no qualms about commencing construction of a Wonder and completing it right away.
** It also seems that the game tries to force averages to occur. Try using saves to make sure you always win. If your win chance is 50%, your chance of winning the first fight is 50%, right? Right. Second fight (after your unit is healed), displayed chance to win is still 50%--but try saving before it and loading. Your chances are closer to 25%. Winning a third fight in a row is likely to have even worse odds--but the displayed chance to win is still 50%. The question exists, does it work in reverse also? Sacrifice a dozen or so units for a run of good luck?
*** What you're seeing here is a bug in the game due to a programmer who doesn't understand probability theory. The displayed battle odds are calculated by the naive method of multiplying each unit's hitpoints by the odds of winning a single round of combat, and using that ratio as the odds of winning the battle. The actual odds of winning, based on the battle mechanics, are much harder to calculate, and can deviate significantly from the displayed odds: your "95% victory" fight might actually be a "0.1% victory". Once you do them right, though, it becomes clear that the computer isn't cheating in battle, just lying through statistics.
*** For context, units fight multiple rounds within a single combat until one dies. Thus winning one round in actuality only reduces the opponent by a certain amount of HP. So while a unit with low life may have a 50% chance of winning a round, if they can be killed with one hit, the first hit they take in combat (pretty likely at 50%) will kill them.
** You can't see strategic resources on the map in Civ 3 until you have the skills to use them. The AI can see them all right from the start of the game though, and will make an effort to build cities next to them to give itself an advantage later on.
*** Often, the AI will have building towns in the middle of the desert for oil as a very important priority during the expansion phase.
** If you cheat so that you can control the enemies cities, you will see that despite have far inferiorly built cities, they have HUGE commerce and production bonuses, making them far better than yours.
** However, in the interest of fairness, the ''player'' can cheat mechanically too - one of the ways lower difficulty levels are made easier is by giving the player free Happiness and Health.
[[/folder]]

[[folder: Final Fantasy Tactics]]
* ''FinalFantasyTacticsAdvance'' has some boss enemies who are granted immunity from the game's law system, while you're stuck playing by the rules. Ice abilities are illegal for the battle? The boss will laugh while casting Blizzaga every turn and the judge will just yellow cards him repeatedly.
** What's even worse is that in the Judgemaster extra missions, you almost got this yourself. But since GoodIsDumb, Marche and Cid bust the Judge before he could bestow you with it.
*** In fairness, after completing the main storyline of the game and continuing on the bonus missions you have the chance to add Judgemaster Cid to your party. Let's not mince words: Judgemaster Cid isn't just a cheating bastard, he's a cheating bastard who enables the rest of your party to be cheating bastards. Cid's most useful ability is hands down Abate, which skips the Judge's turn, allowing you to break any laws you want without any repercussions until the judge's next turn (given that judges average one turn to three turns for every other unit on the field, this adds up to a sizable chunk of the battle).
*Inverted in FinalFantisyTacticsA2 where ''you're'' the cheating bastard. You start each battle with an advantage of your choice (later ones can be pretty damn powerful with the right team), and the ability to use revival spells and items on fallen allies, two things none of your opponents ever get. You're only on par with your opponents if you brake the law.
*In the PSP remake of ''Final Fantasy Tactics'', the Onion Knight job is marked by being able to use any piece of equipment, being unable to use abilities, yet having ''extremely'' high stats when mastered. However, in one link mission, you and your partner must defeat a team of master Onion Knights who have a full range of powerful abilities equipped.LL hit you back and more than likely screw you over.
*Also, it should be noted that in ''Final Fantasy Tactics'', while the confusion status takes your units out of your control and makes them move and use abilities at random (sometimes ones that benefit your party like injuring an enemy, sometimes ones that hurt your party, and sometimes ones that make no sense, such as using an antidote on a perfectly healthy character), you will find that when an enemy is confused the AI almost always acts just as it would in a normal situation, carrying out attacks with perfect efficiency, and only once in a blue moon actually catering to the status effect by attacking one of its own units.
**I think this just your imagination. I've had confused allies kick some serious ass, before. In fact, as far as cheating goes in the main game, the most notable example is when enemies who aren't equipped with the Maintanence ability still can't have their equipment stolen or broken.
[[/folder]]

[[folder: F-Zero GX]]
* Everything is stacked against you. ''Everything.''
** [[http://forums.somethingawful.com/showthread.php?threadid=711267 I'll let SA speak for me on this one..]]
*** And then you realize that that post refers to the ''easiest difficulty level'', and that there are two more to beat. And those are the ones that net you the unlocks.
**** This Troper has beaten every single Grand Prix in F-Zero GX (including the one unlocked after beating all the rest, and the secret one unlocked after beating that one) on '''master difficulty''', but still, years on, cannot beat the goddamned story mode on the easiest difficulty.
[[/folder]]

[[folder: Mario Kart]]
* In the first ''[[SuperMarioBros Super Mario Kart]]'' game, the AI opponents didn't just have RubberBandAI, but had infinite stores of super-special weapons and items that in several cases the player was never able to use -- namely, the poisoned mushrooms, dinosaur eggs and meandering fireballs. For the items the player ''could'' launch, the AI opponent also had the ability to dodge by ''jumping'' the kart its own height above the track.
** And they're invincible to the Thwomps, including the electric ones on Rainbow Road.
** Furthermore: the Grand Prix mode would select an order of skill for each of the computer-controlled players, based on your own character selection. If one of the Mario brothers were picked as the "champion" racer (which happened if you chose Bowser or Koopa Troopa) you could expect perfect racing lines and cornering coupled with infinite and arbitrary use of the Super Star, allowing them to go at increased speed with no slowing down, plus invincibility. Having one of the plumbers trigger this on the final stretch, powering either past or ''through'' the player and being unable to stop regardless of what's fired at them (or even more annoyingly, just as that red shell was about to knock them out of first place) meant that it was often easier just to start a new game and hope you didn't get one of them as the top racer again.
*** The computer was actually even smarter than simply choosing one "super-racer". I recall working out who the super-racer was in my grand-prix, and deliberately setting out to make sure they came last, and I first. After dozens of attempts, I managed to do this, which would give me enough points to have a bit of lee-way. All it ended up doing was making the character who came second in the first race the NEW super-racer. You just can't win!
**** The game is programmed by rankings. Every racer is designated to finish in a certain position depending on who you choose. When the game starts your natural position is always 8th, and by progressing you screw up the natural order that they try to maintain. You'll notice that if you spin an opponent, they will RUSH back to their natural position at lightning speed, even if that position is something useless like 6th. If the race is influenced so that a racer's place in the rankings shifts, that's the place that they'll fight for. So if your designated 1st is a bastard racer like a Mario brother, you should take advantage of the first race to smash them out of frame at the last second. They'll recover quickly and come 4th, but they'll be less of a threat from then on. The person who starts the first race in 1st is always the 'Super Racer'.
* ''MarioKart Wii'' will ''hate you'' and ''you will hate it'' in the form of item distribution. The AI always gets the most powerful items no matter what, but if you happen to be in the back of the pack, expect nothing but a variety of Mushrooms and occasionally a Spiny Shell or Bullet Bill while other items are much more rare. Further, regardless of difficulty level, the AI will be able to dump that fake item block right in front of you just as you were about to draft through them.
** There is a reason for this. The creators decided that the racers in the back places should get more powerful items to have a chance to catch up. The problem is, with 12 racers instead of 8, the whole track becomes a battlefield with explosions, shells, and stars flung left and right. So yeah, you'll get those more powerful items in Grand Prix...if you were at least in 9th place.
*** In other words, this is not a cheating bastard -- this is the rules of the game.
*** [[ScrappyLevel Mushroom Gorge]]. Imagine this: 30% of the track is nothing but gigantic toadstools you bounce from and to over an abyss. 20% is a different kind of toadstool you drive across, rather than bounce off of. Using Mushroom powerups or Super Stars will give you too much velocity when you move from one toadstool to another, making you overshoot the next one and fall into the gorge. (Wrong! I have managed to deal with high speed in the jumps. It isn't easy, but it is doable). Now imagine yourself getting nothing ''but'' Mushrooms in this track and being unable to force yourself to use them while toadstool-hopping because you know that you will throw yourself into the pit if you try to boost while jumping. (The answer: Use the mushrooms ''AFTER'' going through the mushrooms). To simulate a stroke, just watch the computer drivers use Spiny Blue Shells (items that seek out the first-place driver) and Thunderbolts (shrinkage!) in the middle of a jump so they make you fall down. Get a Bullet Bill (ridiculous speed, invincibility, and guided driving)? Better pray that it will last you over all the mushrooms in the next batch.
**''MarioKart Wii''. 12 Players. 11 AI. 150cc, any cup. Expect a Spiny Blue Shell to hit you on the ''last lap'' when the ''finish line is in spitting distance''. Even better, imagine one hitting you in the middle of a jump. And for more fun, try getting hit a Spiny Blue Shell, followed by a Red Shell, then a Thunderbolt, and for kicks, a [=POW=] Block in the middle of all that action. [[BeyondtheImpossible Item Rape]] doesn't even come close to defining it.
*** It's not much better on the lower levels, where the computer usually lets the effects of one attack (usually a Thunderbolt or Blooper) wear off before ''immediately'' nailing you with a [=POW=] or Red/Blue Shell. One advantage of being hit all at once--you generally only spin out once, no matter how many attacks hit you.
*** Rapid fire attacks following a POW block warning are actually [[JustifiedTrope what you'd see with human opponents]] because POW blocks make you lose your items, so the computer fires them all off to make sure they're used for something instead of lost.
*** The computer drivers are so cheap they will ''always'' manage to strip you of a powerup you're using for defensive purposes with the most lamebrained maneuvers imaginable--maneuvers you can't duplicate for the life of you, such as taking out all three bananas dragged behind a racer by ramming them once.
*** A lesser form of cheating in Mario Kart Wii is that the computer rarely abides by the driving rules you set. Beginners who play with Automatic drifting will find themsleves having to deal with computers who are drifting ''masters'' on top of all the item rape.
**** That's not cheating. You are deciding what type of drift you will use. That is not setting the rules for others. In two player, one person can use manual, and another can use automatic. And, automatic drift has no problem keeping up with manual drift computers at either 50 or 100 cc races.
***And let's not forget the AI's tendency to ram you just as you're recovering from a crash (Super Star optional), along with the aforementioned [[HumiliationConga sequence of homing items]]. For extra fun, you will just happen to be close to a ledge when they hit you...
** Ever notice how the computer cheats with the race times? Usually when you finish a race in 1st place the driver who comes in second will be one to three seconds behind you according to the "score screen" that lists placing and time. Even if they haven't finished the race by in the five seconds it takes to get from FINISH to the score-screen. This doesn't always happen, but it happens a whole lot, and is very annoying when you're trying to get two or three stars in a cup and you need those time margins.
** Another ability the computers have in ''Mario Kart 64'' and earlier is the ability to instantly recover from items as long as they weren't on screen when the item hit. The best items would simply stop computers for a moment if you couldn't see them, while the same items used on you would make you fly through the air. If the computers still do this in more recent versions, it isn't as noticeable.
*** The rubber-band AI in MarioKart 64 is the most [[TVTropesDrinkingGame egregious]] in the series. If you'd like to see for yourself, switch the map view to the lap mode (the whole track is in a square) and watch your hard-earned lead evaporate. This is particularly noticeable if you take one of the massive unintended shortcuts - Rainbow Road or Wario Stadium, for example - and the AI players will suddenly go like the clappers of hell to catch back up in record time.
***[[ScrappyLevel Choco Mountain]]. The final part of the track involves a few item crates, a 90 degree turn, and then three "hills". You better be lucky and get a mushroom from those crates, else once you jump from the first hill, you'll collide with the second and third ones, while the CPUs that are right behind you (thank you rubber-band AI) magically have enough speed to jump both. Not getting a mushroom in those crates indeed makes the difference between being first or fifth in this race.
* As if the RubberbandAI wasn't bad enough, the computer drivers in ''MarioKart'' (all games) have an uncanny timing to hit you right when you are in the air over a BottomlessPit (or an earlier part of the track, which is even ''worse'' as you lost all your velocity and thus can't make the jump, losing even more time), as well as having a noticeably better chance to get the really good items in the lower places than you do. (It should be noted that the physics in MarioKart is greatly simplified--if you're hit with an attack in midair, you simply stop. TakeThat, conservation of momentum!) And then you're hit with Thunderbolt from the last placed AI driver so you lose the item anyway.
* Double Dash's AI seems to entirely ignore the weight system and kart stats - heavy karts (the only ones available to large characters such as Bowser) all have crappy acceleration but high top speeds. Go ahead, knock Bowser off the track. Invariably, he'll be right on your ass in no time flat - despite the nice long stall that getting put back on the track gives you, and the fact that his crappy acceleration should leave him far behind a cart that's already running at top speed with no slowdowns.
** Ditto Piranha Pete, often a thorn in the side in two-player GP races at 150cc due to his ''ludicrous'' bursts of speed and acceleration.
** In fact most of the karts in ''Double Dash'' can reach ridiculous speeds trying to keep up with a human player in first, which can give a second human player further down the pack an extremely hard time when it comes to clawing their way back to the front.
* [[http://xkcd.com/290/ This]] sums all of the above up quite nicely.
* [[http://fanboys-online.com/index.php?comic=300 This]] reveals how much Mario Kart one's played. Just gauge their reaction on the final panel.
* The AI being a cheating bastard makes the bits towards the end of this clip: http://www.youtube.com/watch?v=VEtmhArbXB4 so much more satisfying.
* The AI in ''Mario Kart Wii'' takes less time to go through the item roulette than the player. If you're neck-in-neck with an AI racer and they go through a row of item boxes right after you, don't be surprised if you get nailed with a red shell before you even get your item.
* A recent episode of ''RobotChicken'' had a skit where Toad does a parody of the ''TheTransporter''. His car has a dashboard with buttons for bananas, green shells, mushroom boosts, stars, and blue shells. As one might expect, such a layout allows him to absolutely destroy the police trying to catch him. This troper is convinced that all the AI drivers have dashboards like this, except with even more features that probably work twice as well.
[[/folder]]

[[folder: Pokemon]]
*If a move has an accuracy of less than 100% in ''{{Pokemon}}'', you can guarantee that your likelihood of missing is the listed value, while the computer's likelihood of missing is half that, at best. Further, if there is a positive secondary effect that can kick in with a move, you can practically guarantee the computer will get it twice as often. And to top it off, the three status ailments that have a chance of preventing a Pokemon to act (confusion, paralysis, and attraction) will be much more likely to afflict a human player than a computer player. The frustration with this is so great, human players refer to Pokemon built to take advantage of these as "hax" and most are dismissive of those who try to use such tactics in PvP environments.
**The real reason for this might be more to do with a poorly-seeded random number generator. For instance, when you play Pokemon ROMs at 500% speed on a game boy emulator, catching Pokemon becomes significantly more difficult.
**If your Pokemon is confused then you're in for about a 50% chance of dealing damage to yourself. The computer does not go by this rule - although admittedly, Pokemon does a better job with this than some other {{RPG}}s, most notably ''{{EarthBound}}'', where feeling strange affects your party members nearly 100% but almost never affects your opponents.
*** A nice example is how my level hundred Pokemon almost lost to a level 25 GOLDEEN: Goldeen used Supersonic (Which, by the way, has only a 55% chance of hitting). Not only did the confusion last for five turns, a rare occurance in any case, it took effect ALL FIVE TIMES. That's roughly a 3% chance.
***Coincidentally this troper had a similar experience with a low level goldeen hitting with horn drill about FOUR TIMES. In a row no less.
**It doesn't help that random computer players with no plot significance tend to have Pokemon that learned powerful moves about five levels early, either.
***And let's not forget that Gym Leaders don't seem to be governed by the same rules of evolution as the player.
***In later games, Pokemon learning moves early is actually [[JustifiedTrope justified]] - a skilled breeder can get level-up moves bred into level 1 Pokemon if both of its parents know it, so presumably the computer-controlled trainers bred their own. While the player can't do this at first, many TournamentPlay fans abuse this in the {{Metagame}}.
**The battle tower in the latest two games screws with odds to the point where your low odds of success never work and the AI's always do. This is most notable with any instant-kill effect, which theoretically all have 30% success rates. Experienced Battle Tower players key in on anything that could conceivably learn Sheer Cold, Guillotine, Fissure, or Horn Drill first, or lose their entire team in as many rounds as they have Pokemon.
***One absurdly egregious example occurred once with a Quilava with a Focus Band. The Focus Band gives you a 10% chance of surviving a fatal blow. It happened once...and then again, and again, no less than seven consecutive times, with the offending Quilava being at ONE HP the whole time and bashing away with Flame Wheel and my mons being completely unable to do anything because it kept on hanging on with its absurdly hax Focus Band. I was down to my very last Pokemon when it finally died.
** The ''Stadium'' games deserve special mention, where the most common (read:only in all but a handful) method of loss for someone with a decent team is cheating computers.
*** The Mewtwo that serves as the boss of the first ''Stadium'' ([[NoExportForYou or second, if you're Japanese]]) has infinite PP.
* Lance's Dragonite in the original games has Barrier. Go on. Check. Done? Yep. Dragonite's line has forever been incapable of learning Barrier. Another example of the games LITERALLY cheating.
** And it's not only in Red, Green, and Blue. In Silver/Gold/Crystal, he cheated extensively. Not only did he delevel his entire party from in the 50s-60s to the 40s with a cap of a Lv50 Dragonite, he EVOLVED his two Dragonair from the earlier games into Dragonites, despite the fact that they can't evolve until Lv55. What's more, his Aerodactyl knows Rock Slide, which it couldn't learn until [=FireRed=]/[=LeafGreen=]. So he is forever the cheating bastard.
***Though Nintendo did at one point offer a Lv50 Dragonite at a Nintento event for the Diamond/Pearl generation, which could be a subversion of this for players that obtained said Pokemon.
*In Generation II, when you face the Rival in the Burned Tower, he has a Haunter... ''at level 20''. Gastly is supposed to evolve at level 25. [[StupidJetpackHitler Stupid Cheating Computer Bastard]].
*Pokemon Colosseum has one particularly annoying thing that the opponent gets to decide his moves ''after'' you use any items or send out any Pokemon. It leads to the very annoying thing of not being able to cure a pokemon of confusion as, when you do, the opponent uses Confuse Ray on him again, despite that there's no way he'd use it normally!
**The above is why I will never use a Misdreavus again.
** Some of the Gen IV pokes will do this as well. This can lead to an entire team being put to sleep or poisoned.
*And there's Bertha's Quagsire in Diamond and Pearl. He continuously spams Protect (which never fails, even when abused to bits) and Double Team. It's blockable via Taunt, but taunt wears off pretty quickly for some reason.
*The games even cheat out side of battles. In the casino in the original games, the slot machine is rigged to randomly (frequently) make you lose even if your timing for the slot reels should cause them to line up correctly.
** TruthInTelevision here. Japanese Pachisuro machines can and do slip in real life. The key to winning on them is to know when they aren't making the reels slip, signified by seeing a Winning Sign, which is a combination that, while not winning, will never show unless the computer stops making the reels slip. These Winning Signs are usually easier to hit than true winning combinations, allowing a skilled player to try and create them on the reels. Then once you finally get a Big Bonus, the game starts cheating on your behalf, leading in wins for you.
** A LetsPlay player hacked the game to make for a rather humorous run. At one point, he plays the slots, and after losing quite frequently, he slows the game down, first to about 1/20 speed, then to about 1/500 speed. HE STILL KEPT LOSING. The game would always either stop short or slide down to the next one, even with save states. Eventually he hacked the game out of frustration, to automatically give himself 9999 tokens as a form of payback.
* I swear in Platinum, in a battle tower one of the opponent's pokemon attacked twice in the same turn.
** This is actually a bug that can affect either combatant. Meaning while the AI ''can'' effectively get an extra turn at random, so can you.
* In Generation II, the first Gym Leader Falkner has a Lvl. 9 Pidgeotto. A LEVEL 9 PIDGEOTTO. Pidgey isn't supposed to evolve into Pidgeotto until level 18.
** This is the case for Gold, Silver, and Crystal, but not in Generation I. In the Yellow Version, you could actually catch a wild Pidgeotto in the Viridian Forest as low as Level 9. You could theorize that maybe Falkner got his there.
* This troper was fighting the Gym leader Chuck on SoulSilver earlier today. When his Primeape starting abusing Double Team and my Pigeotto was missing like crazy, I ordered a Whirlwind to get rid of it all. Then he used Focus Punch, which very conveniently for him has a higher priority than Whirlwind. The poor thing went down screaming.
** His Primeape then proceeded to go and sweep my team with solely Focus Punch, with me failing to interrupt the entire time. Where did I go wrong? Every time he used it, he either dodged or my attacks missed. Every. Single. Time.
*** And then, after I'd whited out, healed my Pokemon and raced back to the Gym for some revenge, my DS crashed and sent me all the way back to Ecruteak city. Needless to say, it did very little to cure my temper at the time.
* Ugh. In Platinum's Battle Factory, after each round, you can trade one of your (randomly selected rental) Pokemon for one used by the opponent in the previous round. The more times you trade, the more chances you have to select a more powerful Pokemon at the beginning of each 7-round session, making your going easier. So if you trade after each battle, you can choose two really powerful Pokemon by the time you face the Frontier Brain, Thorton, for the first time. But even if you do, he'll still hand your ass to you despite the fact that his Pokemon are also randomly selected.
[[/folder]]

[[folder: Super Smash Bros.]]
*While the AI in ''SuperSmashBros Melee'' and ''Brawl'' isn't of Rubber Band variety, it still possesses reflexes well beyond any skilled human player, including, but not limited to:
**Being able to parry/reflect any projectile with just the shield, something that requires frame-precision timing, thus rendering projectiles largely useless. Naturally, this is not an issue if the human player is using a character who does not possess a useful projectile. (This has been remedied in ''Brawl'', where the computer AI, even on the hardest difficulty, is not capable of consistently pulling this off.)
** The final match before Master Hand in brawl is a Battle Royal... except for the fact that it's not. CPU characters focus on killing the player, instead of each other. This is even more evident with the Dragoon. It always focuses on ''you''.
*** In fact, this seems to be the case in a regular free for all match. There will always be at least one guy who will stalk you no matter how much you try to distance yourself and when they do, it attracts attention from the other AI players, thus you get caught in the "brawl."
**** Easily confirmed. Hide behind a wall in a custom stage, which the AIs have trouble with, in free-for-all. In all probability, they ''will'' ignore each other and attempt to hit you, even though they ''can't''.
* The computer also knows what effect clocks will have. If you see a clock, and don't see the computer gunning for it, when you pick it up, it will slow you down. It can also tell apart mushrooms, which is difficult but not impossible for the player, as well as pokeballs and assist trophies.
* This troper has lost count of the matches against computer opponents he's lost due to a bomb-omb spawning in the path of his final attack right before it connected.
* This tends to work AGAINST the computer in Brawl. There are times when the computer will use Smash Balls to block attacks. Of course, this leads to them using Diddy's peanut gun to deflect the ball into a fully charged Aura Sphere...breaking it, and changing their problem from "Heavy hit" to "Intensely painful hit that's almost a surefire KO".
* Cruel Brawl is built around this. It's you versus five Alloys (Brawl version of Polygons or Wireframes), all of whom are gunning for you with perfectly coordinated attacks. ThisTroper has only been able to beat it once, by doing Kirby's down-B attack repeatedly at the edge of the stage.
[[/folder]]

!!Specific Examples:

[[folder: Fighting Game]]
* In the ''StreetFighter'' series, there are moves known as "charge moves" which require holding the joystick in a certain direction for a short period. The computer, however, doesn't have to do this and can often perform a charge move in the middle of moving in the ''opposite'' direction, such as using Blanka's charge-back roll attack while ''walking forward''. This also applies to "spin" moves (moves which require a 180 degree, 360, or more cycle of joystick motion). Most obvious the 3,000th time Zangief hits you with a full-strength spinning piledriver (the "air" version, triggered by any upwards joystick click, is approximately 3/4 the damage of the ground version).
*** Zangief in Street Fighter 2, whose Spinning Piledriver had such high priority that, if a character would shoot a projectile a point blank range, it was actually possible to grab the player after the shot got off and still do the attack without the attack doing any effect (the shot would go right through him). At ''point blank range'' (literally directly next to an opponent). This was toned down in later games, but this ability has returned in Street Fighter 4.
**** In all fairness, he doesn't have much else going for him.
**Worse yet was Balrog. He could execute dashing punches faster than the player can recover from a block. He had the option of using them exclusively until the player's life was bled away. Only a perfectly timed Dragon Punch, Flash Kick or Spinning Lariat could stop the nefarious beast. This made him potentially the most difficult boss.
***Fortunately, Balrog was pretty dumb and would rarely do this. You could usually beat him by just crouching and sweeping.
** The charge move behavior has been fixed in later Capcom fighters, such as Vampire Savior. But perhaps as a throwback to the cheating AI in Street Fighter 2, [[strike:Little Red Riding Hood]] Baby Bonnie Hood has a super move that enables her to use her high-damaging charge attack, Smile & Missile, without charging (replacing her normal punch attacks) for a short period of time.
** [[FinalBoss Seth]] [[SNKBoss Seth]] [[BigBad Seth]] [[GiantSpaceFleaFromNowhere Seth]] FUCKING SETH.
*** In Street Fighter IV's defense, you can unlock every character in about an hour (everyone but Seth in about half an hour) by setting the difficulty to "easiest", which is Capcom's way of saying, "We know our AI is ridiculously cheap and not everyone likes being frustrated by that. Just play it on easiest".
** In Street Fighter: The Movie (the game of the movie 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. The game just starts making up rules as it goes along.
** Another from Street Fighter II: AI opponents could deliver a barrage of crouching kicks at lightning speed. Fortunately for the player, the AI will usually only connect once, which sends the player's fighter flying away from the opponent.
* In the ''MortalKombat'' arcade series, the computer player often blatantly cheats. Given that this is the game series that gave the name to MKWalker, you will find a good number of examples here.
** One textbook case vessel of the trope and a bane to most players is Jade in UMK3 who activates her invincibility technique THE INSTANT you throw a projectile at her. It doesn't help that when she activates this, she actually runs at you in the instant she does without any warning whatsoever and devastates you with her uber-long combo with no resistance and does so with impeccable timing.
** In the original Mortal Kombat, computer characters ''ducked and slowly slid across the floor'' to counter a barrage of player fireballs.
** Here are some gems for ''MortalKombat 2''.
*** On ANY match after the first few, you cannot throw the computer unless it's stunned or immobilized. It would ALWAYS throw you instead. In early revisions, it would even throw you when it was incapacitated. You could freeze the cpu solid with your ice ball, but if you tried to throw it, it would throw you back WHILE STILL LOOKING FROZEN. Opponent dazed for "Finish Him!" if you accidentally did a throw, he'd STILL throw you back. And if that took you to no life, you'd lose. Absolutely hilarious, unless you are the one it happened to.
*** Whenever you did Scorpion's screen side shifting teleport, the computer would turn around and send a projectile your way... before you even left your side of the screen. Humans can't do this, but actually have to wait for you to wrap around before they turn around. However, if your screen wrapping teleport failed because you were backed into the corner... it would STILL turn around and fire the other way! Unless you were playing against a character with a really fast projectile recovery, this resulted in you getting a free chance to harpoon the computer. HilarityEnsues.
* ''{{Dynasty Warriors}}'' games have the bad habit of allowing the computer controlled opponent to recover or receive random power-ups in a duel...where there is no feasible manner in which they could have obtained these items, as there are no boxes or dead enemy soldiers in duel mode.
* ''{{Dragonball}}'' {{licensed game}}s have this during story missions. For instance, some characters in later stages are programmed to ''automatically'' dodge most combo attacks (like throwing your enemy in the air and teleporting to hit them up there, more than one energy attack, etc.). This becomes a problem in levels where you can get a RingOut. Because the enemy will doubtless be able to break your guard and counterattack whenever he feels like, you'll be easily knocked out the ring by him, while he can simply decide not to be hurt by your attacks.
* SoulSeries has their moments of blatant cheating, but ''SoulCalibur III'' has the most notorious examples.
**The AI will suddenly block every throw, land their throws on your character despite being theoretically out of range, block or counter every move the player has used so far in the "set" of battles (even if the CPU character's back is turned, and it's ''not Voldo''!). Read: ''The computer opponent will read your controller inputs. Every. Single. Time.''
*** [[MetalGearSolid Did you try changing controller ports?]]
*** Smartass.
**If you get knocked down even once, you'll usually NEVER get a chance to fight back, unless the CPU decides to ease up.
**SNKBoss Night Terror is an especially egregious example, nulling the time-honored Ring-Out defeat by flying back when knocked out of the arena (sure WordOfGod stated they're trying to de-emphasize the use of Ring-Outs...), and a stance that rendered it invincible.
** Setsuka, when controlled by the computer. Just... ''Setsuka''. She is the destroyer of controllers and the crusher of souls. Not only is she incredibly fast, but she's able to land devastating combos while the player character is still in midair even when using air control, giving said character absolutely ''NO CHANCE'' of fighting back! She can also block almost all throws, exploits your weak points without mercy, and almost always makes it impossible to get to Night Terror, since you have to follow a certain path AND not lose a single battle in the process!
** Even when you DO actually have a good chance of winning, the opponent will suddenly go completely batshit insane in terms of speed and power, ''and will demolish your entire life meter in two or three hits.'' Really, really noticeable in Chronicles of the Sword. Chronicle 5 and onward will make you snap your controller in sheer frustration. Even worse is that you ''have'' to beat this mode once in order to unlock some of the custom parts for custom fighters that cannot be unlocked via abuse of versus mode.
*** Thankfully, a handy fix for most of this can be found, [[AIBreaker Anti-Ai moves]]
*** Soul Calibur 3 takes this to a cruel level with a few bosses in Chronicles mode. These bosses take ''ludicrously'' low damage from attacks and ''never flinch''. While this seems like it would lead to a long, hit-and-fade battle, it tends to lead to the computer [[MKWalker MK Walking]] towards you, since you can't push it back, and knocking you off the ledge. Repeat for your whole army. You lose and have wasted the last 30 minutes.
** The AI's blatant cheating is why no one minds spamming the handful of moves (example:Iron Sword A+B/L2) they can't block or dodge. Even when doing this, though, the above stipulation will still give you trouble; same goes for "ice," which tends to send your fighter careening off the edge of the ring at the slightest provocation, instantly taking 50% of your health no matter how high your level.
** At least in SCIV, when your enemy Soul Crushes you, they rarely use Critical Finishes.
* ''GuiltyGear'' is very... well... guilty of this. On top of the usual array of unfair SNKBoss attributes for the "boss" versions of otherwise regular characters--dealing dramatically more and taking dramatically less damage compared to their playable counterparts, doing even the most absurdly impossible-to-input moves ''in the middle of combos'' completely at will, gaining a full bar of tension with a thought, etc.--''all'' AI characters on high enough difficulty settings or close enough to the final match of Arcade mode gain the ability to psychically read controller input. Many characters rely on having a good mix-up game, placing continuous pressure on an opponent until they finally make a mistake in their blocking, and going from there. It works pretty well against humans so long as the attacker doesn't get too predictable. Against the CPU, though, mix-up characters are almost completely useless, as every attack is more or less a polite request for the computer to please consider allowing this next one to actually connect for once. Which is usually denied.
** There is also, notably, Boss I-No from Guilty Gear XX -- she happens to have a boss-only move (which has recently been added to the player moveset, but not in the game she's a boss in) called 'Megalomania' which spams heart-shaped projectiles, and [[OhCrap if you so much as graze one the entire swarm will mug you.]] It has three ranges -- one that's fairly easy to dodge, one that's kind of like a wave and needs to be walked through, and one that [[OhCrap fills the entire screen in front of her.]] The obvious solution to that last one might be to block or to leap over and behind her before she lets it go . . . but tell that to the guy who's freaking out at the sight of innumerable 'warning' signs covering 90% of the screen (the attack, it should be noted, is kind enough to tell you where it's going to hit).
*** Incidentally, the way you beat that last iteration? It doesn't last long, so it's actually easy to, stand right next to I-no and time a double jump. ''Don't'' jump behind her. That's the cue for the projectiles to ''change direction and swarm you''.
** Gold Johnny is also a big offender. For some reason, his Mist Finer attack is a OneHitKill while he's in Gold Mode. For those who haven't played a GG game, Mist Finer is an incredibly fast attack that's almost impossible to see coming, and has a surprisingly good range for a simple sword swing. And unlike the ACTUAL Instant Kill attacks that characters can use normally, he can use it over and over, with no penalty for missing with it. Chances of the player getting beaten before they knew what the HELL just happened: astronomical. Especially vexing in XX, where one of Testament's storyline paths requires him to fight Gold Johnny as his final opponent. This troper lost about 15 times, then finally got lucky by landing Testament's Instant Kill attack.
*** Interestingly, Gold Johnny can also do this when controlled by the PLAYER, which can make him an utter GameBreaker, but don't expect ''anyone'' to play you when you use him, given that only [[PhysicalGod Gold Sol]] can eat a Mist Finer and live.
** AC+ seems to have relaxed the unfairness a good deal. The EX versions are easier to unlock, and gaining a full Tension bar instantly is done with a mechanic that's accessible to the player from the very beginning. The boss AI is still brutal, although it can be beaten when you learn to recognize its quirks.
* Those who played ''[[CapcomVsWhatever SNK vs. Capcom]]'' (also known as "[=SvC=] Chaos") learned to dislike Goenitz, an [[SNKBoss SNK sub-boss]] with an attack targeting one of four areas on the screen (close, close-mid, mid, far) that always knew exactly where you would be, canceled projectiles, and was ''spammed constantly'', making getting close enough to hit an exercise in frustrating patience.
** Even Goenitz's bastardhood paled in the face of Ryu's, whose anti-air Dragon Punch special had easily abusable invincibility frames A player can learn to take advantage of this, but not with the CPU's efficiency. What made Ryu a nightmare was that he used it ''all the time'' and could counter literally ''anything'' but projectiles with it. The only way to win against a late-level Ryu was to wait for him to attack and pray you could counter before his move ended (when he would inevitably Dragon Punch).
*** In a couple of ways, Goenitz was even worse in ''TheKingOFFighters '96'', since he could do desperation moves without restrictions while giving more and receiving less damage to/from the player.
* ''EternalFighterZero'' is full of this. On 3 or 4 difficulty, CPU-controlled characters do things that simply are not possible, such as dodging your attacks the frame they come out. Also, CPU Akane seems to have the ability to combo any attack into any other attack, which never works when you play as her.
** Just as annoying was Ayu, who would parry and counter up to ''80% of all your attacks'' on high difficulty levels.
** Kanna takes the cake and eats it by doing what Ayu does, except that she's got the GameBreaker damage and priority to go with it.
*In ''{{Godzilla}}: Destroy All Monsters Melee'', the AI opponents will often head towards powerups that are offscreen, that the player has no idea that they're there.
* If your attack is blocked by the computer in ''FatalFury 2'', the computer ''will'' throw you. Doesn't matter what difficulty level, or how strong the attack and the subsequent blockstun is - the computer will throw you.
* The nigh-forgotten ''EternalChampions'' games on the SegaGenesis and SegaCD were 2D fighters that took the unusual approach of requiring "inner energy" for all special moves. Theoretically, this forced the player to learn the characters and apply specific strategies in every possible matchup... Except against the AI, which could always execute specials with sheer and utter disregard of its own energy levels.
** Even more, well, insulting, characters have an ability called Insult which allows them to sacrifice one piece of their special gauge to destroy a little more of their opponents. The computer, especially the final boss (''bosses'' in the Sega CD version), is quite fond of repeatedly Insulting you from a distance to render you impotent -- usually shortly before, with a blatantly flashing EMPTY gauge, they execute their ultimate full-gauge-requiring attacks, some of which doing things like rendering the character completely invincible (the final boss(es) have these, naturally). Did we mention if you lose in the final battle, you can't continue?
* The SNES game ''Dragon: the Bruce Lee Story'' probably deserves a mention. Whether or not the Demon with the halberd represents Bruce Lee's historically unalterable death, it is basically invincible, there is no way to avoid it, and it will end up killing you no matter what you do.
**While the Demon's abilities certainly are an example of this trope, it is possible to win that fight. [[spoiler:Have full health and finish its health meter by using the nunchuck choke.]]
*The GameBoyColor fighting game ''PowerQuest'' has one character (known as the "Announcer") who randomly shows up out of nowhere and forces you to fight him. It's possible to run away from him, but he's slightly faster than you, so fighting him is almost inevitable.
*In that same vein, Richard Wong in the ''PsychicForce'' games can become unbeatable in a fight by spamming his magically-appearing sword move.
* ''TheKingOfFighters'' suffered this terribly in the '94 and '95 incarnations. There was an ability called "Evade" that, if timed right, allowed the character to dodge attacks. This translated to "The computer is immune to projectiles". And in a callback to ''FatalFury 2'', getting blocked when you jumped in would lead to an instant throw. '96 pulled Evade completely, replacing it with the trademark "Roll", one of many reasons it's considered the first high point of the series.
** Another nasty SNKBoss advantage is one that the bosses of XI have. In addition to the usual SNK unfairness, the game uses a gauge system that goes up when you hit the opponent and down when they hit you to measure how well you do and decides who wins at time out based on that. The bosses gauge takes an ENORMOUS leap if they so much as brush past you, you however barely make it twitch even if you hit them multiple times. Combined with the fact the timer acts like it is on speed combines to add yet another layer of evil to the mix.
* ''{{Tekken}} 5'''s Jinpachi Mishima was a great example of this trope. He had The Stomp, an auto-stun move that didn't do damage but left your character floating and unable to block for at least seven seconds, an eternity in a fighting game. This was even worse in Dark Resurrection, when the computer learned how to do juggles with three signature uppercuts in a row, which took off about half your health. The version of the character given to the player, of course, did not have nearly as much priority for the stomp, which also had to be timed with the enemy attack (unlike the AI version which could just be done whenever).
** Tekken 6's Azazel wasn't quite as bad, but had one very specific cheap cheat trick: he blocks while attacking. ''While attacking''. Normally, characters are vulnerable when performing an attack, and an opponent can interrupt them by landing the proper hit on them first. The only way to reliably hit Azazel is to get behind him and hit him while his back is turned, where he can't (usually) defend.
* In the Xbox remake of ''[[DeadOrAlive Dead or Alive 2]]'', if you are playing Hayabusa (yes [[NinjaGaiden that one]]), Ein will block and counter pretty much every move that you ever make.
** While we're on the subject of DeadOrAlive, here's a message for whichever [=DOA4=] programmer thought it would be funny to make the CPU opponent immune to throws during stagger animations: I hate you ''so'' much... ''so '''fucking''' much''...
*** And I will ''KILL'' whoever made Alpha-152. 70% of my freaking HP?
* ''{{Virtua Fighter}}'''s Dural will severely punish you for ANY mistakes, though without being an SNKBoss exactly. She's still bound by the game rules (she does have a mix of the best moves available and is terrific at juggling) and won't down attack you.
* In ''{{Castlevania}} Judgement'', Dracula WILL put his back to the screen, and thus you will not see what attack he is going to make.
* In ''{{Naruto}}: The Broken Bond'', not only will the computer use Substitutions with perfect timing, but they are also seemingly able to use the Rage Mode (which speeds them up and makes them take no damage from anything but damage-dealing jutsus) in the middle of a combo. Combine this with the fact that, if they beat on you enough, they CAN have Rage mode at full, or nearly full, health, and the game gets very frustrating.
** Nevermind that if you make one mistake you get totally owned. They'll juggle you, never letting you even block. If the computer makes a mistake it doesn't matter because you have to have pretty much perfect timing to hit them at that moment anyway. Not to mention that they'll almost ALWAYS be able to charge up their jutsu but you'll never get even one chance.
* ''Super StreetFighter 2 Turbo'': It takes tournament level skill to match the AI's comboing ability... on the default difficulty setting ("2: Very Easy"). One hesitates to think what it's like on "8: Hardest."
** Not all that much different, actually. Eventually, as you increase the difficulty, the computer stops getting smarter, instead increasing the damage you take and decreasing the damage you inflict.
* The first ''SamuraiShodown'' game was very guilty of this: The CPU could knock you out in as little as 2 hits/attacks, dizzy you repeatedly, connect more hits with the same attacks you used, stun you for more time than you could, or ''all of the above at the same time''.
* ''Super {{Godzilla}}'' for the Super Nintendo did this against, well, pretty much everyone. Your own fighting spirit (a measure of how strong your techniques are) rises pretty slowly, compared to the UFO which is nearly permanently at maximum, or Mechagodzilla, who can go from nothing to max in a heartbeat, and teleport-body-slam you in the process. He will then use eye lasers just to mess with you.
* {{TNA}} iMPACT! the game. Anyone who is an established wrestler will automatically be twice as good as you, no matter who you choose. Certain matches in story mode can consist of you spending 90% of the match beating the hell out of them, only for them to come out of nowhere with enough counters to use a special move, hit it once, and win.
** {{WWE}} Smackdown Vs Raw 2009's career mode suffers the same issue above when facing the "higher level" wrestlers.
*** Note that it's a JustifiedTrope in ProfessionalWrestling games: in the modern era, most actual wrestling matches have one person kicking ass for most of the match, then suddenly the supposedly beaten opponent busts out with their FinishingMove and wins.
* GOOD LORD, STOP SWEEPING ME EVERY SECOND, [[BigBangBeat SENNA!!!]]
* In ''DissidiaFinalFantasy'', the computer opponents don't have to worry about annoying trifles like "human reaction time" and can quite often display godly levels of blocking and dodging prowess. Especially annoying when you play a projectile specialist, like [[FinalFantasyVI Terra]], because blocking a projectile means reflecting it back at the one who fired it. And if the enemy is higher leveled then you are, the attack will do a crapton more damage to you than you could do with it, usually causing an instant break.
** HOW DID HE GET 9999 BRAVE? WHEN DID THAT HAPPEN?!
** The AI also ignores equipment and accessory rules. Every piece of regular equipment (swords, shields, etc) has a level requirement that your character must meet in order to equip it, but almost every AI opponent will be wearing at least one item above their level. Accessories work somewhat differently. They are ranked from D to Star. The higher the rank, the fewer of that accessory you can use at the same time. Many AI will have three or four of the same Star-ranked accessory.
** Plus the way dodging works, even completely cornering an opponent so they have literally nowhere to move isn't enough to prevent them from dodging everything you throw at them. Add in the fact that computer ''also'' ignores ability equip rules, going up against a computer using the same character you're using at the same level with the same equipment doesn't mean that you'll be able to match the computer at dodging, no matter how good you are.
*** "How the hell did he dodge my attack by dodging THROUGH it?! How the hell did he still hit me when I clearly dodged his attack?! Arrrrrgh!" *ragequit*
** And we won't even mention [[spoiler: Chaos]], who cheats like a cheating cheaty-thing, especially with his Summon. (Every single other Summon in the game can only be used once per fight, except in one specific, rule-based case. He however can use his purely at will, as often as he wants.
**What makes [[spoiler: Chaos]] even worse is that his attacks are extremely wide-ranging, and you have to fight him on an EXTREMELY small stage, making actually dodging said wide-ranging attacks next to impossible. His unique summon can be used as many damn times as he likes, and it can copy the effects of about fifteen other summons, but with more exxagerated effects (ie, his version of the summon that cuts your Brave in half, then raises it by 60 per second for the next 30 seconds raises his Brave by 99 per second instead), essentially allowing him to freely manipulate his Brave stat, allowing him to pull last-minute victories [[{{AssPull}} out of thin air]]. And his Hp attacks can get seriously ridiculous, including one that can only be dodged if you 1.Don't move when he summons a bunch of flame pillars around you and 2. Perform a dodge roll at the EXACT moment after the pillars disappear. That takes a while to get used to. And to top it all off, you have to beat him [[{{SequentialBoss}} THREE TIMES IN A ROW TO WIN]], with him getting a free heal between each fight. Naturally, you're not given this courtesy.
* In ''{{Bleach}}: Blade Of Fate'', the human character can only FlashStep or use RF Special Attacks when they have enough Spiritual Power to do so. The AI opponents have infinite Spiritual Power.
[[/folder]]

[[folder: Puzzle/Board Games]]

* ''PuzzleQuest: Challenge Of The Warlords'': From the item forging mini-game going dozens and dozens of turns before dropping a needed anvil to the same happening with the Learn Spell mini (swapping anvils for scrolls); every player, no matter the platform, has horror stories of the game AI basically flipping them the bird. There's "Random Chance" and then there's "LOL Player". ''Puzzle Quest'' is lousy with the latter.
** And then there's Spell Resistance. An enemy with 10% resistance to a mana type is ''supposed'' to mean "Your spell using that mana has a one-in-ten chance of getting blocked." In practice, it turns into "Your spell using that mana has a one-in-four chance of getting blocked". It ''does not'' work the other way around.
** Interestingly, the programmer for the game was asked about the problem with the CPU getting crazy combos earlier in the game, but it seems it wasn't any sort of malicious programming; the AI simply doesn't make human mistakes (such as not seeing groups of 4) and the random nature of the falling bricks is just as likely to help the player. As a matter of fact, he's stated that he doesn't even know how to rig the game beyond that point.
*** The truth or falsehood of that claim notwithstanding, there is one aspect where the computer demonstrably cheats. Every time either combatant makes a move, there is a small (5% or less) chance that they will get an extra turn. The AI knows when its "random" extra turns are coming and, when they are, it moves gems in ways that would directly conflict with its normal priorities if the player was going to go next. It also seems to know in advance what the "random" gem spawns will be.
*** And anyone who's played the game can tell you firsthand that falling bricks ''aren't'' just as likely to help the player. It has nothing to do with skill - things simply fall into place for the computer opponent five times as often as they do for the player.
** Most of the game's "hints" for the next move are really bad advice that will either harm the player or cause them to make a less than optimum combination.
* A certain {{chess}} program, when it was close to losing, would actually flash the message "The [piece] has escaped!" and that piece would appear back on the board. Obviously, only the computer's pieces ever 'escaped'. One suspects this ''isn't'' how Deep Blue beat Kasparov.
** Watch the chess in Kubrick's ''[[TwoThousandOne 2001]]'' very carefully: HAL declares a checkmate that doesn't actually exist, and his human opponent is either so bored or has so strongly assumed that HAL would win, that he doesn't challenge the mistake.
*** Actually, HAL really did have forced mate. Frank could have delayed it an extra move, but that's just nitpicking. Presumably, HAL was merely referring to the move obviously mating pattern, and didn't feel like listing every possible line.
** THAT'S how Deep Blue beat Kasparov. It at one point made a mistake, Kasparov assumed that there was no way such a machine could make such a stupid mistake, did not exploit it, and lost.
* Even old handheld toys based on game shows like ''WheelOfFortune'' and ''ThePriceIsRight'' had the computer cheat. If the game was based on luck, you would be screwed over quite often. If you went against a computer opponent, they would always know the answer to the questions very early in the rounds or simply be much luckier than you.
* In {{Yakuman}} DS, a {{Mahjong}} game from the same people at Nintendo who make the MarioKart and MarioParty games, the tougher computer opponents have ridiculously good luck. The AI performs Double Reach (only possible when your opening draw is one away from a winning hand) numerous times, often multiple times in a single match, not to mention a suspiciously high rate of Tenhou/Chiihou hands (i.e. when your opening draw ''is'' a winning hand. Tenhou and Chiihou are basically the equivalent of being dealt a Royal Flush in poker). [[http://www.reachmahjong.com/home/index.php?option=com_content=view&id=79&Itemid=48 More details on Double Reach, Tenhou, and Chiihou here.]]
* The Mahjong Fight Club series, on the other hand, completely subverts this trope. Konami's official web site for Mahjong Fight Club actually has an [[http://www.konami.jp/am/mfc/mfc7/game/game_gaiyo_07.html entire page]] dedicated to assuring fans that the random number generator is not rigged or biased, the CPU doesn't cheat, and multiple [=CPUs=] do not collude with each other.
** [[{{kitsunezeta}} This Troper]] can confirm through experimentation that the Mahjong Fight Club DS AI does not cheat or conspire with each other. They only factor in their hand, the discards, and the EXPOSED portions of the other hands when deciding what to discard. This does (rarely) result in three people waiting for one tile that the fourth effectively has all of.
*In ''{{Peggle}}'''s Duel mode, the harder AI difficulties basically get a Zen Ball ''every single turn''. In a game where the slightest adjustment in angle can mean a radically different bounce, this means the AI has a ridiculous rate of accuracy as to where the ball goes after 2-3 bounces.
** This troper has actually seen the computer rotate the ball shooter ''off the top of the screen'' to make shots. No joke.
* This is the whole point of ''Bastet'', a ''{{Tetris}}'' fan clone with a [[strike:random]] piece generator designed to [[strike:not give you pieces you really need]] always give you the worst possible piece for your situation.
* In the NES game ''Anticipation'', computer controlled opponents can guess the string's length of letters 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. On the hardest difficulty, the opponents buzz in the instant the die shows the number of spaces they want to move and can guess the answer correctly without even knowing what the category is, how long the word is, or even before anything is actually drawn.
* In the Dokapon game for DS you can the computer will get the exact role it needs 99% of the time.
[[/folder]]

[[folder: Racing]]
*The yellow car from ''{{RC Pro-Am}}'' exhibited signs of RubberBandAI during certain races. Well, not exactly... the rubber band outright ''snapped'', making that car move nearly twice as fast as all of the other cars on the track (including your own, even if you collected all of the upgrades). When you heard that tell-tale high-pitched squeal around the beginning of the second lap, it was your ''ass''.
* ''{{Burnout}} 3: Takedown'' features broken one-way RubberbandAI in many of its events. When you're in the lead, driving perfectly and constantly boosting, the AI will be, as a helpful yellow pop-up caption exclaims, "right on your tail!" no matter how many times you wreck them. The moment you crash, they start to take an insurmountable 30-second lead that is nearly impossible to catch up to.
** In ''{{Burnout}} Paradise'', the computer drivers will always get a head start in race events, allowing them to boost past you before you even get control of your car.
* Abused to a bizarre end in the Super Nintendo game ''Super Off-Road: The Baja''. Each and every one of your competitors had their own preferred place in the lineup, and Heaven forbid you should attempt to take that place from them. For example: Should you take third place from the AI driver who typically came in third, he would become a super driver fueled by rage; he would gain speed, cut corners, ram your truck mercilessly, and pretty much suddenly become the Uberdriver in his efforts to dislodge you from third place. Once you dropped back to fourth place, though, that driver would return to normal, and never challenge Mr. Number Two for HIS place. (Of course, then Mr. Fourth Place would have ''his'' turn at harassing you.) Coupled with the tendency for the AI in first place to absolutely obliterate you should you dare violate his sacred position AND stage last-minute comebacks at speeds approaching those of a low-flying jet fighter, winning any race at any difficulty level became far more based on luck (and your ability to keep from being rammed into oblivion) than skill.
* The racing game ''WipeoutPure'' is guilty of rubberbanding, starting the player in last place in every race and of unlimited item use - in the first lap of every race, every NPC racer gets unlimited turbo boosts, making a first place after the first lap a matter of pure luck in obtaining a Quake weapon in the first two or three weapon pads. Even if you do, you still have to contend with turbo boost-powered rubberbanding...
** On the other hand, {{Wipeout}} 3 (not sure about the others) is nice enough to prevent the AI from even getting the two most powerful weapons available. Somewhat justified in that said weapons are extremely destructive, one of which is an instant kill. Given some thought, thank everything holy and sacred the AI can't get that. It would be too much, as instead of rubberband AI, they just have god-like skills all the time.
* ''{{Sega GT 2002}}''. While not necessarily rubberbanding, in the later races you can be assured that one tiny crash = no chance of winning. Even if you're driving newly-repaired, mint condition cars that are at the very top of your price range (and thus better).
* Classic F1 racing game ''SuperMonacoGrandPrix'' featured a version of this that kicked in only after you'd become World Champion. In order to speed up the process by which a driver rose in the ranks, the game featured a system of "challenging" whereby if you beat someone in a better team twice in a row, you'd be offered their place (and thus, a better car). Once you'd won the championship, you were automatically placed in the best team ([=McLaren=] [[CaptainErsatz ersatz]] "Madonna") and then promptly challenged by some unknown newcomer in a team halfway down the rankings. Scoffing as the first race of the new season begins, you can only watch in horror as his blatantly inferior vehicle accelerates past you and proceeds to completely destroy you. Two races later, he's driving your supposedly top car (even though he shouldn't need it...) and you're stinking up the field in the crappy blue and turquoise thing he started in.
* In ''RidgeRacer 6'' for the Xbox 360 (and perhaps other RidgeRacer games), the computer cheats so often it's almost pointless to even try the harder difficulty levels and race types. Special races, for example, pit you against a car that you can win if you beat it. This car is always better than any car you have available at the time. Also, the "Reverse Nitro" races are well known for rampant cheating. In a Reverse Nitro race, your car cannot gain nitro from drifting like it can normally, so you are given an extra two tanks to work with and the only way to get them back is to go into what the game calls "Ultimate Charge" (coming out of a nitro blast while drifting). Somehow, all computer-controlled cars in these races can gain nitro simply by driving in a straight line for a couple of seconds, completely ignoring all the rules for nitro boosts set out for you. This means they can, suddenly, blow past you with a fully charged 3-tank nitro boost just after they finished another 3-tank nitro boost.
** In ''RidgeRacer 64'', not only did the rival car have ridiculously effective RubberBandAI but if you crashed into it, you stopped dead while the rival wobbled a bit but basically carried on unaffected. This was the case even if the rival crashed into you ''from behind'', in which case it would drive right through your motionless car.
* In ''MidtownMadness'', some racing modes involve competing against computer-controlled cars, and since you are always in danger of smashing into vehicles or obstacles, it helps greatly that they are too (not to mention that it's gratifying to see them smash head-on into oncoming traffic or miss a critical turn). Except that if they ever leave your immediate surroundings and end up in a part of the city of Chicago that isn't currently being "simulated," they go into cruise mode and move quickly and safely wherever they are meant to go next. In one of the races, a single computer car takes a very different route than the rest, meaning that in order to win you must be very lucky to have it crash during the parts of the race when it ends up being near you.
* The game based on the ''DragonBooster'' television show is guilty of this. While you only ever have five energy points, and have to recharge by getting powerups, the AI racers have unlimited energy, ignore obstacles (offscreen, at least; onscreen, they just charge into nearly all of them), and even have equipment that is unable to be obtained by the player. It's made up for in that the AI is dumb as a post.
* In ''RedBaron Arcade'' (as with many, many flight/driving/racing type games), if there is any penalty to being rammed, you can bet that the computer has any number of planes or cars (or whatever) cheerfully lining up to ram the absolute ''crap'' out of you as soon as you start targeting the thing that will let you win that level.
***[[{{Peanuts}} CURSE YOU RED BARON!!!]]
* ''NeedForSpeed Underground'' combined RubberBandAI with your opponents always having just slightly better cars than you. Because of that it was easier to deliberately ''downgrade'' your car in the endgame by using a weak engine and so on. The AI would be downgraded as well so that relatively everything stayed the same, but the race would be a lot slower and therefore more forgiving.
** Furthermore, ''Underground 2'' and ''Most Wanted'' also had a particularly egregious feature whereby even if you managed to build up a decent lead in spite of the RubberBandAI, in the last lap of the race one of the opponents would make a miraculous comeback and pass you unless you managed to block him or had a lot of nitro to burn. This was presumably done to make the races more dramatic, but of course the end result was just more frustration.
*** Most Wanted was nowhere near as bad as Underground 2, but can be a lesson in frustration if you haven't mastered getting an apex turn or don't abuse speedbreaker.
** In ''Most Wanted'', it is possible to drag a car with it facing the opposite direction, because it got its rear wheel caught on your front end, and then not only free itself, but proceed to gain magical turning abilities where it obtains a zero-degree radius turn, and speed off. Past you.
** The car damage thing is inverted, since cop cars can be taken out fairly easily while your own car is indestructible. This is [[strike:balanced]] outweighed by the fact that the computer has an infinite supply of them, though.
** The cops also rarely go after the computer players. There may be one or two occasions where if you deliberately slow down and give up your position so the other can get the cop first. Otherwise, the cop will usually go after you, and completely ignore everyone else.
* Speaking of ''Most Wanted'', once the backup timer has run out, the cops are free to respawn anywhere they want. Nothing quite beats seeing a cop car flicker into view on the golf course. Of course, if ''you'' try to respawn by using R, it's an instant bust, no matter where the cops are.
** Not to mention the effect in latter tollbooth challenges, where if you take the shortcut through opposing traffic, there always ends up being traffic there. If you take the long way around, surprise, surprise, no traffic!
** ''Need for Speed Most Wanted'' actually cheats in ''multiplayer mode''. You can upgrade every car in the game to 100% on all three stats (acceleration, speed and handling), except for the game's signature car, the BMW M3 GTR which cannot be upgraded at all and is therefore pretty bad in single player. However, as bad as its ingame performance is, its listed stats are worse. And in multiplayer mode, the game attempts to ensure a fair race by equalising the stats of all cars in the race. The result is that your shiny Porsche Carrera GT that ordinarily blows the doors off the M3 GTR is detuned to a limping piece of junk with the same stats as the M3 GTR... at which point the M3 GTR is the better car and will proceed to beat you. This is probably a design flaw, but ironically the M3 GTR is driven in career mode by a cheating bastard who took it from you after rigging a race through sabotage.
*** Also, because of the craptastic way the game measures handling, the M3 GTR is probably one of the best vehicles you get in the late game for turning. The game's handling stat doesn't measure how well it turns, but rather how well your car stays gripped to the road, which can be really bad if your trying to make a tight turn at 140 MPH(~225km/h, for you metric users)
* In ''StarWars Episode I: Racer'', the AI racers never crash, never run into walls, always hit turns perfectly, and never have to use the boost.
* While most of the time, it doesn't really help the AI, computer players on ''{{Carmageddon}} 2'' can sometimes do stuff limited to human players, such as passing through the walls (when the player is far from them, their clipping is off), run past pedestrians without smooshing them, etc. Also, sometimes the AI can recover by themselves (which is normally impossible, except by a glitch of sorts) and can inexplicably change directions in a mere number of frames and speed up from 10 MPH to 250.
** The same is also true in all other games in the Carmageddon series. HOWEVER, the computer cars cannot make use of their "no clipping" cheat-ability when the player has the main map-screen up; their location is always shown and they move much more player-like.
*''Cel Damage'''s AI players can make sharper turns than the human player. This can be seen when the player is killed, and for the brief seconds until the respawn, the computer player (most likely the assassin) can make some incredible curves, even while standing on the same place.
* ''Test Drive'' for PS2, Xbox and GC. This game exhibits extreme RubberBandAI. No matter how skilled you are or how powerful your car is, the AI will always gain a ridiculous speed boost and catch up, sometimes "teleporting", making races a LuckBasedMission. And they almost never crash or make other mistakes.
* Midnight Club 3 seems to be malevolent and benevolent at the exact same time. In races, your opponents are always in better cars unless you have an A tier car(to the point that races can play out with you in a D tier and your opponent in a B tier BEFORE you've completely upgraded it.), you're opponents always have more nitrous shots than you (or in the case of bikes, HAVE nitrous shots.), and, somehow, obey the copenhagen interpretation, because even if you overlapped a car, if you are not watching him on the minimap, he will warp right behind you and be able to put you back into second place. However, you can outrun them on straight-aways, they cannot use slipstream turbo, and cannot use any special abilities.
* WiiSports Resort is a partial subversion. The [[BossBattle Champions]] have ''flaws'' in their techniques, making them realistically beatable, but are still blessed with ridiculous reflexes and reaction times--they're ''Champions'', after all.
* Forza Motorsports 2 exibits several of the stated examples (not to extreme levels, but they appear). But the worse offense is when you end up with the car in 2nd place pulling a PIT Maneuver on you, giving them and their 6 other AI buddies a chance to speed off as you are forced to get back to the track WHILE THE PENALTY METER IS GROWING. The worst part is that you can have this happen with the AI set on Easy.
* Forza Motorsports 3 is a little different. The AI players aren't bastards, they're ''assholes''. Even on Medium difficulty, they'll bump you to-and-fro in a pack-like manner, cars in front of you will seemingly drive in a tandem formation to block you from overtaking, and they're not afraid to ram you off on their way to first place. Combine this with Realistic-level damage modelling, and you can kiss your credits goodbye.
* Gran Turismo 4. In the rally races, if you hit the wall, you get a 5 second penalty. If you run into the computer opponent, you get a 5 second penalty. If the computer runs into you, you get a 5 second penalty. And of course, the computer can pinball down the track without so much as applying the brakes, let alone catching a penalty for tapping the (occasionally invisible) track barrier.
** The computer will also use cars that it specifically disallows you the use of. (Cadillac Cien and VW Nardo W12 Concept in a race specifically limited to Production Vehicles Only, for example.)

[[/folder]]

[[folder: RolePlayingGames]]
* An ancient (well, 8-bit) version of this trope is the way the AI put together bands of random wandering monsters in ''{{Pool of Radiance}}''. If you created characters with maximised stat scores, you often found yourself facing wandering monsters more numerous and more powerful than half the "set" encounters in the game. Battles when simply travelling from place to place therefore often turned out to be epic struggles against 50+ goblins or kobolds compared with the typically 10-15-something encounters which were part of the plot. The reason was that the AI took stat scores heavily into account in generating random monster encounters.
* The Triple Triad card game in ''FinalFantasyVIII'' had another blatant example of cheating. Normally, the human player and the computer can see each other's hands, making the card game fairly easy to win. However, whenever the hands are concealed, the computer's win rate goes up more than tenfold, as it seems perfectly aware what cards you have, and its cards are not so much "hidden" as "the computer's single remaining card has the exact combination of three values, in three specific locations, needed to win." This is especially frustrating as you watch it happen ten times in a row.
** Made even worse when you're on the Lunar Base, where practically ''every'' card rule is in effect.
*** There is a way to limit the ruleset, involving initiating and then canceling card games until your opponent offers to play by a different set of rules. Do it enough, and you'll spread favorable rules from earlier in the game to a new area. However, it took a disassembler to find the mechanics of this, making it something of a GuideDangIt.
** The ever-hated Random rule. ExactlyWhatItSaysOnTheTin, it picks out completely random cards from your collection for the current match. Whereas most players are trying to complete the collection and therefore have a LOT of weak cards and a few strong ones, it's to be expected that you'll end up with 2 or 3 (or more, if you're really unlucky) low-level cards, but you'll almost never see the computer with the same weaklings you just drew. There's a reason everyone loathes this rule, and god help you if you let it spread...
* The big battle at the end of Tales of the Sword Coast (the expansion for the first ''BaldursGate'') had an ability that allowed a save--but blatantly overrode the results of the save to affect the target anyway, ''every single time'' to ''every single party member'' in over a dozen tries. Even when not a ''single'' one of the main character's saves was greater than 1 (and some were ''less'' than one). Without a save penalty on that ability of at least -10, it is...highly improbable at best to miss all the saves. Oddly, though, around the thirteenth try, something weird happened at the ability ended up ''reflected'' at the creature... and it didn't make the save, either. Heh. (The ability in question is a gaze attack, and a ''potion of mirrored eyes'' offers complete and infallible protection from it, but those are rare.)
** In ''BaldursGate'' when you're robbing houses, there's a good chance of you getting that awful "Somebody has spotted you and called the guard" even when there's nobody on the floor. This is because the cats are spies for the Flaming Fist. Yes, that's right, you can be reported to the guard if a ''cat'' can see you.
** From ''Baldur's Gate II'' and onwards, all high-level mages (and there are a lot of these) get something called a 'tattoo of power', which is a spell trigger that can activate any number of defensive spells instantly and without any action from the user and stacks on top of existing spell triggers and contingencies. Oh, wait, did I say 'all mages'? Silly me, I meant 'every mage except you and the ones you can have in your party'.
** Speaking of teleportation, nearly every mage in ''Baldur's Gate II'' can teleport -- except for you. No one in the universe has a dimension door scroll for you to buy, with no explanation given ''at all.''
*** This isn't TheComputerIsACheatingBastard, this is the developers removing the spell and citing 'potential abuse' as the reason. Jerks. Fortunately, there is a downloadable mod (the [=D0Tweaks mod=]) that'll restore dimension door to the game for player use.
*** Nonetheless, Dimension Door only allows you to teleport within a certain short range; how mage after mage uses the spell to teleport seemingly all over the world goes unexplained. (The game actually has them teleport into nearby shadows using the spell; they then dissapear.)
** Teleportation Shmeleportation. Jon Irenicus at the end of ''Baldurs Gate 2'' has INFINITE MAGIC MISSILE SPELLS MEMORISED. Not even the best [[MinMaxing MinMaxed builds]] in the ''tabletop game'' can pull that off.
*** On the other hand, if you've got the one magic item in the game which reflects spells back at their caster, it can make for a hilarious final battle.
*** Oh wow, the archmage who currently is running off of stolen power from ''two gods'' can cast a first level spell at you as much as he likes. [[SarcasmMode How terrifying and unfair]].
*** This is 2.5 DND rules, where Magic Missile scaled to levels bordering on ludicrous and you could sequence a dozen of them together to fire at once if you felt like it, dealing well over 200 points of damage without batting an eye. Combined with all the other lovely spells Jon has in that fight and the Magic Missiles become filler in between his time stops, stuns, fears, and various other shenaningans.
**Also from Baldurs Gate 2, any time you see a Lich (or god help you, a Demi-lich), expect to reload at least four times. The spells these horrible mages open up with is probably dependent on luck.
* For reasons never explained in-game (which is a rare occurrence), the Krogan enemies in ''MassEffect'' can regenerate to full health in two seconds when you destroy their very last HP. Now, Krogans are clearly labelled as "natural super soldiers" by the in-game encyclopedia, but that doesn't explain why ''your Krogan buddy, supposedly a badass among the badasses in his kind'', can't do the same. Basically, it's an auto-regen power that pops out of thin air.
** You can shut this little trick down with Polonium or Sledgehammer Rounds, though. Not only do these ammo mods inflict poison damage, they prevent regeneration. And these mods are fairly easy to get.
* Surprisingly enough, ''ChronoCross'' suffers from this. When in battle, the party can only use their element magic attacks when they have generated enough "Combo" through basic attacks to charge their element grid, and they can only use each slotted element once per battle. ''Your enemies are not limited by this.'' It is especially frustrating when fighting bosses, because they can immediately use high-level elements without generating a single normal attack, and they can use any of their elements, even the unique special-attacks, as many times as they want. The longer the fight goes on, the less you have to work with as your element grid runs out... not so for your opponent!
* In ''FinalFantasyXI'', at least for most jobs, in order to unlock the ability to level from 70 to 75 on a character, you must defeat Maat, a [[OldMaster geriatric yet powerful fighter]], in combat. It normally is somewhat challenging, and for some job classes, an important test of their fighting skills. The cheating comes in the form of [[LimitBreak Asuran Fists]], which has the potential to take a player out in one shot. The problem, however lies in his ability to ''use the attack consecutively, WITHOUT END, until you are a pile of fine paste.'' Horror stories of Paladins using their [[EleventhHourSuperpower Invincible 2-hour]] and getting smacked in the face with Asuran Fists for 0 damage each time repeatedly(Until said Invincible wears off, ''then'' they die) pretty much confirm that no matter how hard you try, [[LuckBasedMission it's the old fart that decides if you win or lose.]]
**That is, unless you play the Thief version of the fight and steal the old fart's Warp Scroll...and WIN INSTANTLY. ''WHAT?!''
*** White Mages can also win by hunkering down and healing enough to outlast him (having to duck Asuran Fists somehow), and Samurais can win by performing a third-level skillchain against him (which involves switching between two weapon types and using many abilities with perfect timing). It's basically him saying, "Wow, you're so good that I'm just going to give up now." Except that outside of these very few jobs, the only way to make him give up is to get him to low enough HP (below 25% or so).
* In ''EveOnline'' NPC ships such as pirates have no capacitor (energy) which means capacitor warfare is useless against them. This means you can't prevent them from firing energy-based weapons and can't stop them from running their shield repairers, armour repairers or afterburners. Additionally, they never have to reload their weapons. It's not THAT irritating because NPCs are pretty stupid, but it is more than a little unfair.
** Then ''Apocrypha'' introduced [[DemonicSpiders The Sleepers]] who have all of the above advantages, much more HP, and much better AI than standard mooks.
* In ''GoldenSun'', some enemies can use Psyenergy, and generally have huge amounts of PP. Now, you have an ability called ''Bind'' that seals it off and a Djinn that can do the same thing, but this only stops attacks that start with the word ''casts'', and not with ones that start with ''used''. Not to mention that attacks that start with ''used'' are more frequent that ones that start with ''casts'' and aren't tied to PP. Did I mention that some enemies can seal off '''your''' PP and you have no abilities that can be used after that?
** This is subverted. The computer may seal off your psynergy... but by the time you got that late into the game already, you would already have enough money or would have found or forged the InfinityPlusOneSword and put a whole load of hurt on them that makes psynergy relatively irrelevant for anything other than healing.
*In ''WorldOfWarcraft'', there's a boss whose story leans toward this. When he was first introduced, one of his actions was to turn the entire raid facing him into sheep and sit down for a drink to restore mana - a parody of the mage class. However, burst damage would break his concentration, so one of the Shaman's newly-introduced Elemental Totems (short-term summons) could keep him from restoring mana. The dev team didn't like that, so if he gets hit while drinking he'll just pop a mana potion instead to get the same effect, and use the time saved to get a head start on blasting everyone.
**On this very same boss you used to be able to use a pvp trinket to break free from his sheep, that suddenly stopped working. Rogues used to be able to use their cloak of shadows ability (a move that gives them a 90% chance to outright ignore harmful magic) to block the move, that too suddenly dropped to a 0% chance to ignore magic. Druids can change shape, removing any other polymorph effect, except his. The AI is a cheating bastard indeed.
** Some bosses can be manadrained but exept for a few where keeping their mana down is part of the fight strategy. They can cast spells even at 0% mana.
* ''BlueDragon'''s Final boss is a God damn cheat. It summons a monster that attacks outside of its own turn, and it can use the same attack twice in one turn. Including full on, unique-to-that-monster attacks.
* The RPG ''MetalHearts: Replicant Rampage'', is just this trope incarnate. First off, the attributes are not explained, and there's 18-20 of them. Each one covers something specific, in fact they're more like the skills in any other conventional RPG. For example Evasion does not affect your ability to dodge attacks, that's covered by luck, and for some reason applied mostly to firearms and only a few melee attacks. When the player gets to the first part of civilisation they will note the following: By moving, the PCs will be penalised and completely lose their dodge bonus to range attacks - yes, BY MOVING THEY LOSE THE ABILITY TO DODGE ATTACKS WHICH WOULD NEVER HIT THEM IF THEY STOOD STILL. The local Stormtrooper knock offs must've have seen StarWars and thought that hitting the enemy is better than flailing about and dying as they will hit the player nearly every time, excluding cases of a massive Luck stat, and when the guards are moving, the player has a better chance of shooting a single atom from the other side of the city with a handgun. The entire stat system and how things are calculated verges on the impossible as even after extensive play the game will throw up weird results like 1 when the observed action is determined by multiple dice... Or getting a 1 when the players bonuses after penalties is +2 or higher. At least, that's how it seems, as the player isn't able to observe any numbers other than their stats. It gets better - small evil scorpions with a "Fuck You For Buying This Game" poison at the start are easier to hit lying down from about 10 metres away with a handgun than point blank with a shotgun, SMG, or Sniper Rifle. Allies with firearms are less likely to hit than the players, but they tend to have weapons and gear that give bonuses to marksmanship, have the weapons strong enough to hurt evil guards. The players can't use those weapons due to stat requirements.
* Whilst technically not an RPG, the ''{{UFO}}'' series use RPG mechanics for pretty much everything in the first 2 games, ''UFO: Aftermath'' and ''UFO: Aftershock''. The computer cheats when it comes to pretty much anything explosive. Grenades in Aftermath are chancy but if the character's Throw skill is high enough it can clear entrenched hostiles, but the character is still going to be using the shotgun as the grenade throws fail in spectacular ways. Most often the player's soldiers will fumble the grenade and drop it under them, throw it behind them into the civilians being evacuated, overshoot the target by half the map, Lob onto a higher floor inside a building behind them, with no windows or doors on their side. This applies to rocket launchers, unless the user is in a heavy exo-skeleton, which is a waste as there are better Machine guns that can only be fired with those suits and don't run the risk of failing the mission by destroying the objective and entire team in one shot. In Aftershock, these effects are applied 2 at a time and also to rocket launchers and grenade launchers (Actually by adding an underbarrel grenadelauncher to any weapon the player will have corrupted the savegame their running, and also result in a more explosive fumble when the character drops it from a fricking launcher). Needless to say the aliens, mutants and cultists from the second are immune to this and can be reliably expected to incapacitate if not kill at least one character a shot.
**Worse still is the Reticulans in the first game have no weight-to-speed penalty with their launchers which are listed as significantly more accurate and faster firing than anything the player can manufacture and just better in all other stats.
**Sniper Rifles in UFO: Aftershock are strangely inaccurate unless the user is a level 3 sniper, then combat becomes a joke, however hostiles are all able to fire them like normal weapons without any penalties for stance or injuries. On the plus side they don't get any bonuses for these either and Cultist psychics almost never wear Trueshot aura Bracers.
** In Aftermath, there is a bug which stops the 'Retrieve a sample of Biomass' mission appearing. Given that without that and some research time, the stuff can infect the entire planet, or just the player's territory, thus ending the game. Even with the sample the player still needs time to discover biomass repulsers and 24 hours to convert bases to repulser bases, which leads to effective failure if its the last base/s the player has, due to the requirement of a single military base needed to launch missions that acquire territory or defend against invasions.
*** There is a way around this though, by initiating a mission over area with biomass by yourself by send a fighter to take on strong UFO so that it will get shot down over that area, initiating rescue mission.
* All Yugioh games have a list of restricted cards, just like the real card game, and usualy matching the official one when said videogame came out. But computer opponents were not bound by it. The computer could have 3 copies of GameBreaker cards that you were only allowed to have one of (many of which would later be outright banned with the introduction of the real-life game's "Advanced" format used in official tournaments). This was probably to make up for AI [[ArtificialStupidity so stupid]] that it often seemed like it was ''trying'' to lose.
**This runs rampant in ''Forbidden Memories'', where the computer not only has better cards than you, but can also play ''fusion monsters as single cards.'' In other words, the CPU can play a powerful fusion monster without fusing other cards like you would normally have to.
** Another universal hax cheat that the CPU abuses is their ''complete and utter disregard for the banned/limited list''. Oh, sure, you ''might'' expect the NCP duelists to use cards on the Banned list (such as Premature Burial), and they generally only use one copy of those cards...but then you duel against Jaden or Aster or someone else with a Hero deck, and they use 3 copies of a Hero card that's limited to 1, and you'd be want to scream at the PSP or DS in outrage. Heck, the only way the ''player'' can do this, is if they ''hack the game themselves and remove the list physically'', which just shows you how bad this is.
** This Troper have used the effect for Twin-Barrel Dragon (flip two heads on a coin and destroy a card) at least twenty times and never got to use the ability. In Stardust Accelerator, I fought a Duelist who had the same monster and got the ability to work three times.
** In WCT 2008, you ca enlist the help of an AI Tag Team Partner. They hurt you when they can, like sacrificing your monster for their Grandmaster when they could play it for free. It often feels like they are trying to help out your opponent.
*The old Microprose game ''MasterOfMagic'' initially had a shapeshift spell that would disguise one unit as another. The manual noted that this illusion would not affect the computer players. Too bad ''Master Of Magic'' was a one-player game with no network or internet play capabilities.
*In the ''StarWars'' ''[[DarkForcesSaga Jedi Outcast]]'' and ''[[DarkForcesSaga Jedi Academy]]'' games, all Force-using characters (enemies and friends) but you possess immense (though not bottomless) Force batteries, have bullshitime perfect reflexes and cannot be surprised. Furthermore, their Force powers don't cool down and can be reused instantly. (Theoretically, this is how a Jedi should be anyway, so it's more that the player's been nerfed than the {{NPC}}s have been buffed. Regardless...) All this is designed to make them impossible to kill without a lightsaber, since they will deflect blaster bolts and telekinetically redirect missiles and explosives straight back at you. (Theoretically, one could lure them into a heavily-mined area, but that's more trouble than it's worth.) When you have a Jedi NPC, a Dark Jedi NPC and a missile launcher (or better still the concussion rifle) in the same room, it is actually possible to get the two to play a deadly game of Force Push tennis.
** With certain tricks, it ''is'' possible to kill a Dark Jedi with a ranged weapon. For example, a moderately-charged blast from the Tenloss Disruptor Rifle (effectively the game's sniper rifle, which wasn't blockable with a sabre) aimed at the targets crotch would cause a force sensitive enemy to leap into the air. If you were quick, or if they had leaped high enough, you could then catch them in midair with a second blast. If you had a way to predict which way they would jump, you could also make them jump into an abyss.
**Another lightsaber alternative: enemy Jedi can't be killed with Force Choke--they break out of it after a couple seconds. They can, however, be moved about while held. Jedi Academy, in particular, has a great many BottomlessPits. . .
*** They also can't dodge the shock gun thingy's secondary blast, as it's an area effect.
***This gamer always used the Force Speed and then Force Choke into death pits method. Even then, you only had a few split seconds before they broke free.
** In the final level of Jedi Academy, where the Jedi and the Reborn are battling, This Troper fired the Concussion Rifle at a Dark Jedi, who used Push to deflect it at another Jedi. The result needs to be seen to be believed.
*''CityOfHeroes'' has a whole slew of difficult enemies, although most of the difficulty comes from what they're supposed to do in the first place -- for example, the Malta group would be a much easier enemy if the DemonicSpider Sapper wasn't included among its ranks. One clear example of the cheating computer, however, is when you face enemies that can teleport. Player characters can teleport too, but only a few hundred yards at a time and only line-of-sight, meaning you can't teleport through walls in mission maps. The computer has no such line-of-sight restriction, however - which leads to teleporting enemies going ''halfway across the mission map'' in order to escape. It's more prudent to sit tight and wait for the computer to decide it's had enough of being cowardly and teleport back to you to continue the fight, rather than run halfway across the mission to chase it down.
**What's especially infuriating is when enemies teleport next to one of their allies the second they're injured, heal them, and then teleport away before you can even target them.
*** And you can't target about 50% of anything that's not basic floorspace for no apparent reason...
**Even the lowest level mook can jump five stories straight up when either coming at or escaping from you.
** Not to mention several enemies have power combinations that are simply impossible for a player to have.
** Ghost Widow cannot be beaten without several Break Free (anti-mez) inspirations or applications of Clear Mind (a defender anti-status power), as she has holds that are several magnitudes above any hold available to the player in a game. (Made up for, slightly, because in the new Mission Architect, you can have her as an ally with the same powers in your mission).
*When a boss, the Devil-Triggered Vergil in ''DevilMayCry 3'' is Implacable, not flinching from the player's best blows and apparently invincible. Not so when playing as Vergil, who flinches much more easily and takes conspicuous damage.
**He goes back into Devil-Triggered mode 5 times faster than you can. And stays there longer.
** Used in a slightly different way during the second Dante boss fight in ''Devil May Cry 4''. The player might figure he'll be as easy as he was during the first encounter as the game's tutorial level, but this Dante is viciously fast and is capable of using every one of Dante's styles to their greatest effect. It's not so much that the computer Dante is more powerful in boss form than the playable Dante that immediately follows the fight; in fact, he is a carbon copy (except for the life bar). No, it's that he can use every one of Dante's moves without the slightest error, especially when it comes to the Royal Guard style, which, when coupled with computer precision, essentially makes him invincible and Nero a dead man. In short, his computerized reflexes are far superior to yours, and there is very little you can do to compensate for this disadvantage. Even Devil Trigger is nearly worthless.
*** If you've ever seen any expert [=DMC4=] videos, you'd realise that if the computer used Dante to his ''greatest'' effect, Nero would last about three seconds. Point stands, though.
* ''TalesOfSymphonia: Dawn of the New World'' has a unique example, in that you can ''beat the computer at its own game''. You see, by Spellbinding multiple {{Mon}}s in battle, you only get the option to attempt to add the weakest to your party... but the mechanics of Spellbind are such that it's easy to ''only bind the one you want''.
** Hell, it isn't even good at rubbing it in your face - by turning down a pact, you'll get a useful item.
*In ''LuminousArc'', one enemy, [[spoiler: Iris, the Steel Witch]], has the ability to dodge attacks that are listed on-screen as being 100% sure hits. That's on top of the fact that said enemy starts with the ability to perform a LimitBreak at the start of battle. Obviously, neither ability is available to your characters.
* ''FireEmblem'' also contains arena opponents that have stats higher than the stat caps their particular class is supposed to have...
** Case in point:Solders (low level enemy only cannon fodder) with enough HP it can't properly be shown.
** ''FireEmblem'' also has numerous stages that are blocked by the FogofWar. You cannot see enemies through this, yet they all know EXACTLY where you are.
** Also inverted, Fire Emblem uses a two-RN calculator for hit percentage, this method ''generally'' favors the player as it means high accuracy attacks hit more.
***Can not count the times that a 90-99% chance to hit MISSED (aka 1-10% chance to miss succeeded). Fire Emblem's RNG is a first class cheating bastard.
**** Well, sucks to be you.
** Additionally, all combat outcomes are determined at the beginning of the turn (At least in the first GBA Fire Emblem). That means that if you load the game to try to save a character from certain death, he'll just repeat his futile action over. And over. And over.
*** Now, hold on. That's not because TheComputerIsACheatingBastard. That's because the game uses an auto-save feature. After EVERY action, the game saves. That's why you can turn the game off at any time and come back to the exact moment in time (or action) that you just entered/made. ''That's'' why you can't save a character from death; ''[[FistOfTheNorthStar you are already dead]]''.
* ''FinalFantasyX'' has this in a few areas, but the most obvious use of this trope would be the Blitzball mini-game. Though at first appearing to be a pure sports-like mini-game, it actually relies quite heavily on numbers. Also, during skirmishes against other players, the numbers aren't always accurate; the actual value in the calculation used is partially random, being anywhere from half the listed value to getting a 50% increase. Naturally, the computer will favor the enemy by lowering your values while giving the opposition favorable boosts. To no one's surprise, it happens far more often in close matches. And if that wasn't enough, one team in particular, the Al Bhed Psyches, are so ungodly powerful that playing against them is just asking to lose unless you're very, VERY good (or several levels higher with cheap techniques).
**The Blitzball game is fairly counter intuitive with what players end up having the best stats, since stat growth always is more important than starting stats (one of the best goalies starts out as one of the best shooters, then becomes one of the better defenders, and then only later becomes a good goalie due to his stat growth). It seems far more likely that most people simply don't get past the early point where the player team is actually the worst in the league (this is a storyline point, after all). Under fairly even conditions a competent player should almost always win because the computer is actually quite reckless about shooting and passing.
**One minor way the computer does cheat is that in computer vs computer matches, goalies tend to get more xp then seems logical compared to what the player goalie tends to get during matches (unless you are getting shot on a whole lot). This isn't too big of a deal since the player can poach goalies from other teams and most goalies can respectably play other positions to earn xp.
**The player also hands down gets the characters with unique shooting abilities that are absurdly powerful, while the computer characters only have the generic abilities. Tidus can eliminate defenders from blocking shots and Wakka can potentially boost his Shot stat to ludicrous levels if the original Aurochs are on his team.
* The ''MonsterRancher'' series suffers from the same cheating as Pokémon, that PC simply ignores the missing rate, and top on this, your monster has far more chance of doing "foolery" instead of attacking, even when both are supposed to be equally unloyal due to master inexperience.
* [[TwoWordsObviousTrope Two Words]]: [[SuperRobotWars Forced Evasion]]. For those who haven't played OG Saga: EndlessFrontier, let me clarify. Forced Evasion is a ScrappyMechanic that kicks in when an enemy either hits or is about to hit the ground, whereupon three things will happen: First, the rest of the damage they receive during that character's turn is reduced to 0. Second, the character's turn ends immediately, ruining any chance of a combo and bringing the otherwise speedy pace of combat to a screeching halt. Finally, it allows the enemy a chance to counterattack, every bit as powerful and unblockable as their normal attack. Meant to be a mechanic that punishes players for not juggling enemies in the air well enough, it's partly-justified that only the enemy gets it - after all, they don't get to use items or Spirit commands to heal, and can't combo with their allies. It becomes ridiculous, however, when enemies ''hit Forced Evasion without ever being knocked up into the air''. How exactly does a juggled enemy hit the ground if they were ''never juggled in the first place''?
** Whether or not they look or feel like juggles, the fact is that every single hit that your characters make bounces the enemy upwards, meaning that every single combo you try to do on them is ultimately a juggle combo and as a result, the enemies can always do a Forced Evasion regardless of how and where you hit them. What's even worse that if the enemy touches the ground during a wallbounce (usually caused by the wallbouncing hit hitting the enemy too close to the ground), they can do a Forced Evasion off THAT as well. They really should've thinked the system through more or at least made it far less severe.
* Several enemies in ''{{Tales of the Abyss}}'' screw the rules on numerous occasions. You have to be in overlimit to use a mystic arte. Several bosses that have them can use it randomly. They may also not only go into overlimit numerous times in a row. The final boss does both - when you take out half his health and get a cutscene mid-way through the boss battle, he may use Celestial Elegy without even going into overlimit or immediately go into overlimit twice in a row.
* Thanks to the UselessUsefulSpell logic, enemies in ''FinalFantasyLegend 2'' cheat when skills like Erase and Chainsaw work on you 100% of the time.
* In the Game Boy advance version of ''KingdomHearts: Chain of Memories'', enemies that shuffle their decks like you do have infinite CP and find numerous ways to cheat.
** In order for the player to use Dark aura on Riku mode, you have to stock three 9s. When you are fighting the Riku Replica, he can use it with ANY combination.
* ''{{Freelancer}}'' is unique as an RPG in that it features a racing cheat used throughout the game. Enemy ships have the rubber-band effect preventing you from outrunning them so long as they are behind you. By hitting the afterburner hard, going into freefall and turning around while adrift, you can watch them quickly revert to their natural speeds and lag behind. This becomes the primary tactic when playing the merchant game, since turrets are comparably ineffective, and one can avoid combats altogether.
* ''{{Fallout}} 3'': Wondering why the Tribals and Swampfolk of the ''Point Lookout'' DLC are kicking your ass despite their ordinary weapons and your fancy armor? Because they get additional 35 points of unresistable damage per hit. Why? Only Bethesda knows.
* ''{{Dokapon Kingdom}}'' is infamous for doing this with it's CPU players. Since the game is meant to be played as a party game with real people, it doesn't affect the fun of the game as much, but when playing a single player campaign, one may be sent into a [[ClusterFBomb tirade of obscenities]]. The computer frequently rolls exact numbers and receives items that perfectly help it in any particular scenario. Of course, since even the "sneaky" CPU is [[ArtificialStupidity really dumb]], this could be seen as an (annoying) balancing factor.
*The somewhat "{{Pokemon}}"-esque Jade Cocoon has a post-game enemy that will eventually appear in threes and does nothing but stand in place and cast the game's Death spell. This spell costs 30 mana in a game with a hard-coded limit of 999, and this troper counted 40 straight Death spells before she got bored and headbutted it to death with a six-foot-tall fire goat. There is an anti-status spell, but it's good for three attacks only.
* The [[EverythingsWorseWithBears Rabid Bear]] from GuildWars : [[ExpansionPack Eye of the North]] has been called a cheating bastard on at least one forum ThisTroper has seen.
** The computer controlled NPC companions, or Heroes, are also outright hated by the PvP community for their inhuman interrupt ability, normally based on twitch reaction.
* The enemies in ''FinalFantasyXII'' will not only get combo hits more than you ever will (even with the appropriate weapon), but they have litterally next to no charge time in points. I had a teammate die because he was bludgeoned to death with a half a dozen attacks with no break. Your party can't even attack that fast if you wanted to.
* In Wizardry VIII the NPC AI can cheat at ludicrous levels at "Expert" difficult. Just to give an idea, the game is virtually impossible if you don't match your party specifically to only do ludicrous amounts of damage without chance of missing, giving preference to spells and skills that damage groups of enemies at once to maximize damage potential, while completely disregarding any skill or spell that do anything other than damage, which in fairer difficulties are key to your tactics. The spell that could give a itch at half the enemies in the cone? Will affect 2, if you're facing 10. The spell that could blind everyone in an area? Will blind 1 or 2. The other that would paralyze half a group? Now you're lucky when it paralyzes one enemy. The best part is that NPC casters now have super reliable spells. The same spell that won't paralyze a single monster of a group after several tries will paralyze your whole party, leaving you completely defenseless, in the first try. Needless to say, the only conceivable strategy here is to power up all of your party's speed and then rain down all the most powerful damaging abilities at NPC casters the second you see them, because they'll only cast a fireball that'll kill your mage and just mostly kill the rest of your party when you're lucky.
* In ''SuikodenIII'', there are quite a few rune spells that, while they may seem like useful area-of-effect spells, are quite hampered by the fact that FriendlyFireProof is ''not'' in effect; if your melee attackers are in the area, they're going down too, meaning that they will rarely see use by you. The computer, however? When the computer uses them, the enemies that would get hit ''run out of the way of the incoming spell.'' Exceptionally annoying in the boss fights against the [[BigBad big bad team]].
** This is actually the effect of a magic skill called "Precision". The higher the skill level, the less likely your own team is to be fried by a spell cast by the possessing character. The bad part? Only THREE characters in your entire army can learn this skill. The three main characters (i.e. the candidates for the True Fire Rune, which would be the biggest offender in the matter of roasting your own team with non-friendly fire) are not included in that list. It's still possible for your allies to run out of the way of your spell without the skill, but the chances are so low that most players plan around half their team dying if they need to cast one of these spells.
* In the {{Mother}} series, it's not uncommon for higher level enemies (particularly bosses) to make two moves per turn, as opposed to the player's one per character. This is taken to [[TvTropesWikiDrinkingGame egregious]] levels in {{Mother 3}}, when the [[ThatOneBoss Miracle Fassad boss]] can performs actions such as PSI Shield >> Luxury Banana >> Foul Smell. The Luxury banana being a healing item, this boss is absurdly hard.
* The Struggle in ''KingdomHearts II''. When you get your opponent down to 0 HP, they are frozen for a few seconds so you can collect more orbs, before reviving with full health. When YOU get knocked down to 0 HP? You lose instantly.
* The wrestling minigame in ''FinalFantasyVII'''s Gold Saucer. It's set up in a rock-paper-scissors style of punch-kick-block, but at stage 4, the AI starts only using the move that will beat yours. It's a wonder why they even bothered saying that it had 5 stages.
* Pretty much every boss in TheLastRemnant. Normally, characters can attack once per turn and engage one enemy group at a time. Bosses can engage three or more groups, can attack all of them (essentially gaining extra turns), ''and'' typically get "in-between turns" where they often attack '''all''' of your squads, often inflicting status ailments in the process, forcing the player to waste their turns. Combined with the more or less randomly available commands (itself an example, since whatever algorithm decides these things clearly hates you personally and ''especially'' loathes the idea of healing your squads), bosses tend to become either protracted wars of attrition or outright curbstomps, irrespective of the player's strength.
[[/folder]]

[[folder: Shooters]]
* In ''Star Wars Battlefront II'' the AI soldiers will almost exclusively target the player should he/she make themselves visible, regardless of how far away they are, and despite there being dozens of more threatening units on the map.
* ''{{Bioshock}}'': In the second level of the game the player is introduced to Spider Splicers. A nigh-unkillable enemy who can climb on the ceilings and throw hooks at you. They also come down to attack with melee on occasion. They're nearly as durable as a Big Daddy(though not as strong), perhaps more so because of their smaller size. This difficulty is put into place to give you a reason to be interested in the research camera found later in the level. After getting only 1 level worth of research on the spider splicers they suddenly have less overall HP than leadhead splicers do, and magically go down in just a couple hits.
** In numerous parts of the game it also has scripting take precedence over the players interaction to the extent that enemies who are needed for dramatic effect may ignore fatal or crippling attacks, or in some circumstances the player is unable to use their weapons while the enemy relocates to a more dramatic location.
** Additionally, enemies with firearms seem unburdened by the need to reload them. This is most notable for enemies with revolvers, who can continue firing way past 6 shots. Enemies do occasionally reload, but this doesn't seem to correlate in any way with their usage of ammo.
* ''SoldierOfFortune 2''. The AI can even cheat grenade timers! A player's experience with speedrunning the game [[http://speeddemosarchive.com/SoldierOfFortune2.html describes the myriad ways they cheat]].
** On Soldier Of Fortune difficulty, the enemies are DemonicSpiders, most notably in Colombia and Kamchatka, due to the jungle underbrush and fog, respectively, which they can apparently see through, while you can't.
** The enemies in the first game can also see you through fog and also cheat somewhat, although not as much.
* ''{{Halo}}'': Enemies with plasma pistols can rapid-fire them faster than a plasma rifle on the higher difficulties, at least in the first game. Enemies can sometimes home in on you and flank you out of your cover before they even see you. Those grunts(particularly Ultras) have deadly accuracy and range with plasma grenades, and of course, if you're stuck, you're fucked (if only there was a grenade warning indicator). In ''Halo 2'' Legendary, Ultra Elite's shields recharge much faster than yours and other Elites, Jackal Snipers can shoot before they aim, and even ricochet their beams off walls(which you can't do), and while both allies and enemies can take multiple Beam Rifle shots, they insta-kill the Master Chief if they so much as graze him. Direct melee hits from Elites and Flood kill the Master Chief and the Arbiter instantly even with full shields, while the enemies themselves can take multiple melees, except if it's an "assassination" while they're not alerted(except Ultra Elites, which will just go berserk). And the Infection Forms kill you instantly if they touch you with your shields down in 2 and 3, with not even a chance to shake them off.
**Don't forget that enemy Fuel Rod Guns home into you slightly in at least Halo 3 when held by an enemy, which you can't replicate with your own Fuel Rod Gun.
***The same can be said about marines with fuel rod guns in Halo 3 and ODST. Giving the marine in the passenger seat a fuel rod gun often gives you homing fuel rods, you just can't control them.
***In fact, most enemy weapons are {{Nerf}}ed when you wield them.
*Enemy Navis in ''MegaMan Battle Chip Challenge'' always have more Program Deck space than you do -- even when you're using that same Navi. [=WoodMan=], for instance, only has room for a couple of the best Wood-type chips when you control him. When Sal is controlling him, expect to be hit with those chips ''every round''.
* In the ''[[{{Freespace}} Descent: Freespace]]'' series, the AI ships (friendly or hostile) can target even in scrambled radar situations that make stuff "untargetable." This means that the AI ships can use their normal aspect-seeking missiles on targets that you wouldn't be able to do the same to. However, this can be exploited with the "Target my target's target" key. When you're in a mission where the enemy has some AppliedPhlebotinum that prevents you from targeting them, you can select a friendly ship that's engaged with an "untargetable," press the "target my target's target" key, and viola! Start firing away those Interceptors. This is highly useful, for example, in the missions when you first encounter the Shivans, the Shivans being untargetable supposedly due to your ship's lack of information on Shivan electronics, or in the Silent Threat missions that feature the stealth Lokis.
**This is a near useless ability, non-targetable ships are only in a couple of missions and usually do not require being shot. Freespace 2 also seems to eliminate this issue because most enemy fighters do seem to have trouble just identifying stealth fighters as targets unless they are severely harassed.
*''[[JamesBond Goldeneye: Rogue Agent]]'' had this in the form of the Omen gun, a weapon that, if it hits, kills anything in one shot. When wielded by the player it has a slow trigger-to-shot time, the glow obscures the aim, and misses 50-90% of the time. When equipped to the faceless, nameless guards, however, it became game-breakingly annoying to the player, as even being winged by it leads to having the restart the section repeatedly. To clarify, by the time it takes for you to shoot one slow projectile, the enemy has already fired three much faster instadeath projectiles and reloaded, ready for another burst of three, oh, and they have infinite ammo.
* The Arena in ''ArmoredCore 2'' features HumongousMecha that fight against you, outfitted with weapons and equipment ''that don't exist''. The real kicker is that even if you could buy said equipment, you couldn't put it all on one AC without that AC being incapable of fighting to begin with.
** The ArmoredCore series, as a whole, is notorious for this, exempting the AI from many restrictions that players have to contend with. Some of the AI's bonuses: Nigh Perfect accuracy, an energy gauge that recharges faster than normal (meaning they can maintain flight for the entire battle), the ability to fire heavy back weapons not only while moving, but in mid-air too(these same weapons require the player to crouch and remain stationary in order to fire), and increased damage output for virtually every weapon. Admittedly, earlier games in the series gave you the Human+ part, which granted the same abilities, but only after you had completed everything else in the game.
*** In ''ArmoredCore 2'' you could get all of the Human Plus enhancements by getting the "too deep in debt" nonstandardgameover repeatedly.
*** In the later games on the PS2 the payer's mech had a much more realistic feel, as in boosting caused heatup just like bullet impacts ect. The AI on the other hand seemed completely exempt from that limitation, boosting all over the place and spamming their heavyest weapons in midair at best, and doing so from low orbit at worst.
* In ''{{Mechwarrior}} 4: Mercenaries'',you can be alpha-striked by an enemy 'Mech while it was still prone. The ''player'' can't shoot anything while their 'Mech has been knocked down, no, but the AI does it all the time. The AI has also occasionally been known to alpha-strike with weapons that are ''no longer physically attached to their mech'' -- i.e., firing its arm-mounted weapons even after you've blown its arms off.
*Dark Sims (a type of multiplayer bot) in the original ''PerfectDark'' were ''meant'' to be cheating bastards: they headshot perfectly ''out of the side of their gun'' from over a hundred yards away, they always know where you are, and they spawn with the best available weapon in the match.
* ''{{Bomberman}} Blast''. Well. ANY ''{{Bomberman}}'' game, to be honest. Why, you ask? You grab power-ups. ''Bomberman Blast'' has many power ups. Many tiny, similar looking power ups that you sometimes can't distinguish from one another. This leads to you running into a power up that increases bomb range...and accidentally killing yourself. The computer, however, even on Normal difficulty, seems to have an omniscient view of the field, how a bomb will explode (timing it within milliseconds to drop a bomb, break through, and move just as their other bomb goes off. This unerring feat allows them to trap you and themselves without ever being in a tough spot. Yeah.
** [=AIs=] do always know exactly where every power-up is; but, since the power-ups are in the same places every playthrough, a player with experience or [[GuideDangIt a guide]] can know this as well.
* In the ''UnrealTournament'' series, bots will always know where the player is if there is a line of sight. Even if they're so far away you can barely see them with the sniper rifle's scope, or if there's vision-obscuring (for you, anyway) non-solid stuff in the way, or if you're directly behind them.
** Not to mention the near-perfect accuracy especially at long ranges, automatic triangulation of projectiles based on distance and your movement, always knowing where and when pickups spawn, a specifically fiendish brand of RubberbandAI that gets better based on team size, your lead, your kills, and so on, and general competance when compared to ''your'' useless AI team. Did I mention that every time you grab an item the AI knows where you are for the next couple seconds? Cheating bastards indeed.
** Also, the bots can see in the dark while you can't. Even if it's pitch black they can still see perfectly.
** This seems to occurs on a high difficulty levels only... CTF-Facing Worlds had a sniper position on the upper tower that allowed you to get Monster Kill combos or an extended killing spree; and it would work on Godlike for a while until a bot finally picks up a sniper rifle and counter attacks.
** A particularly nasty instance of the cheating AI makes itself evident in the higher bot difficulties in Unreal Tournament 2004- the bots can ''track you through walls,'' meaning that the moment you round a corner, there's a high probability that you'll be taking a rocket to the face.
* ''ResidentEvil 5'': I know its to make you treat him more like a puzzle, but how the HELL does Wesker dodge ''buckshot?''
** Try firing a rocket at his feet, go on, just try it...
**...or at his face. [[RuleofCool He catches it]].
** Whoever thought that it would be just awesome to have Wesker's double punch attack a death blow pretty much as soon as your hit on Pro mode, even if your buddy is literally 2 inches away from you with a healing herb out, I have this message for you: I'm going to kill you. I will violently kill you. You do not know how many times I want to hurt you for that bastard. I hate you!
* ''Killzone 2'': The final boss can teleport at will, has a one-shot kill unblockable knife, instantly teleports after being shot or stabbed, and yells constantly with a scary german accent.
* ''Left4Dead'' has mild example in a boss zombie that can throw rocks. Unfortunately, the check that determines whether the rock hits a survivor is determined at the moment the rock is thrown. Thus the rock will always hit a survivor (barring the rock hitting something else, the survivor changing direction, etc) even if the survivor is moving laterally. Of course, when playing as said boss zombie, ones rocks do not track the player, presumably because the player can better aim than the AI.
** In addition to this, AI Hunters and Smokers are not subjected to charge up/cooldown on their respective special attacks. This often isn't a major issue though since AI special infected tend not to attempt to make an attack as often as their player counterparts.
*** And then there's the AI survivors if there any in VS mode. While they do seem to reload, they never seem to run out of ammo ever. In fact, they rarely even use pistols. Of course, if you join a game online and take control away from the computer, you will see that ammo had been used.
***Not to mention that the survivor AI has deadly accuracy as they are able to kill any special infected from many yards away with almost any weapon. While players welcome this in co-op mode, they will shout "How the hell is that even possible!?" when the AI shoots their zombie selves from all the way across the train yard.
**** Don't forget their ability to ''teleport'' when a teammate is in trouble and they can't get there. To their credit, at least they don't do it when they aren't able to move ''at all'' (i.e. when constricted or incapped). They can also be stupid about it; I once saw Louis [[GoodBadBugs hanging on the air for dear life]], and Bill teleported up to save him, [[CrowningMomentOfFunny falling to his death shortly thereafter]].
*** AI Survivors can also see special infected straight through objects that serve as visual (but not physical) obstructions - trees, corn, and so on - for human players.
* A blatant example of this is in the ''CallOfDuty 4'' level "Heat." Midway through the battle, while the SAS are holed up in the farm fighting off the Ultranationalists, the Ultranationalists will drop smoke grenades to cover their advance at about halfway across the field. The player can't see through it. Nor can the player's SAS comrades. The Ultranationalists, however, ''can,'' and their snipers take horrible advantage of it; the only way to get out of the farm is to take a side passage through a pasture, and you'll ''still'' be getting shot at by Ultranationalist soldiers who you can't see.
** Actually, you can get out of the farm by going through the field. It's just more difficult than going cutting through the pasture (which is ''infinitely'' preferable).
* In ''{{Gears of War}}'', this can work in your favor as your squad members can reload ad infinitum without touching the ammo boxes intended for you, as well as survive a massive amount of damage that would otherwise leave you into a pile of bloody kiddle, even a direct torque bow hit that can one-shot a boomer on [[IdiosyncraticDifficultyLevels insane difficulty]].
** This can also come back to bite you in the ass if Dom is standing up right besides you while taking a rocket hit he was [[TooDumbToLive too dumb to dodge]], exploding you in the process.
** And speaking of insane setting... don't touch the [[MoreDakka Troika machine guns]]. Seriously. Avoid them like ebola-flavored plague dipped in swine flu. The locust are so deadly and freakishly accurate with ANY weapon (even their default hammerbursts) that you WILL die in less than three seconds. [[ EVERY. SINGLE. TIME.]] On a related note, whenever Lieutenant Kim screams at you "Flank them Marcus!" he's basically sending you out of cover to face two or three locusts who can gun you down faster than Homer Simpson can eat a donut. Stay behind cover and you'll have a decent chance.
* In ''ResistanceFallofMan'' you can pick up an anything-piercing weapon called the Auger. It's best used when firing against enemies behind cover, though you can't really use anything else to help you see through walls (i.e. the FarSight in ''PerfectDark'' was an anything piercing gun with an X-Ray scope, there is no such thing in ''Resistance''). However, the EliteMooks who have this gun know exactly where you are to take advantage of the anything piercing shots. The Auger also supposedly picks up strength if you use the said piercing ability. So staying behind cover is a very bad idea, and moving around won't even help you because they somehow know where you are.
** That's not fair... the aiming reticle turns red if there's an enemy on the other side of a wall... a fun way to snipe off enemies that haven't been triggered yet, as they won't move no matter how many times you shoot them.
* In ''TimeSplitters 2'' (possibly all TimeSplitters games), the enemy AI (even as human-replacements in Arcade mode) is able to roll around to dodge your line of fire, something human players have no ability to do.
**This is probably because AI characters flinch when shot, and human players do not. It's to make up for their disadvantage with an advantage
* In ''Chronicles of Riddick: Assault on Dark Athena'' and ''Escape From Butcher Bay'', you can't melee-counter boss enemies, but they can melee-counter you. In addition, the first boss of ''Assault on Dark Athena'', Ironlord takes no damage from blocking weapons when bare-handed, can damage you through blocks with any weapon except the club, and automatically blocks and counters any attack except in a very small window while he's attacking or after he's attacked. By way of apology, the next melee boss, Jaylor, lets ''you'' cheat, instead -- after switching to your fists to lure him out, you can switch back over to a gun and kill him that way.
* This Troper never really liked ''RainbowSix Rogue Spear'' because the enemies knew of your position and it would be given away the moment you shot something that wasn't suppressed or they saw you for a split second (even if he was alone). Also the enemy seems to have the ability to shot a BottomlessMagazine pump-action shotgun at inhumane speeds very accurately.
** Ditto for the first game, particularly on Elite difficulty. They can sense your position, have Jedi reflexes, [[SniperPistol can snipe from long distances with almost any weapon]], have near 100% accuracy, don't have to directly aim to hit you, and usually score OneHitKill [[BoomHeadshot headshots]].
** I took a peek at the AIs in full watch mode within the Eagle Watch expansion. Your teammates keep full weapon accuracy even as they run or turn towards a hostile; you do not. It was a problem even in Raven Shield, which was patched only by having the terrorists waiting 1-2 seconds before attacking. Also, if you used software rendering in Eagle Watch, only AIs could see through windows.
[[/folder]]

[[folder: Sports]]
* Anyone who has played an EA Sports football game knows all about cheating Rubber Band AI. ESPN columnist Bill Simmons has named it the "No [[ClusterFBomb F***ing]] Way Game", when the AI decides that you are losing this game, no matter what.
** In the Madden games, this always occurs in the last 2 minutes of each half.
*** On an individual level, computer-controlled characters are aware of everything around them (even if looking the other way), and are much, much less affected by momentum that human controlled players. Anyone who's thrown a perfectly good pass only to have an AI linebacker reverse direction at full speed, jump to their full height despite sprinting, and intercept it one-handed ''despite looking the opposite direction'' knows what I mean. This reaches controller-snapping levels of frustration when the ball actually flies ''through'' your player in order for the AI to do so. Also, AI players with high awareness ratings can predict your route with perfect accuracy, sometimes even turning their back to the receiver and making the cuts before they do.
** In NHL games, this always occurs in the third period, or if your ahead by a large amount in any other period. The computer starts passing at incredible speeds, is uncheckable, and your 90 rated goalie suddenly becomes a 60 rated goalie.
* ''NBA Jam''. Here's an example: You're playing well, you're up by ten. Suddenly, the AI turns into ass-kicking mode and drains every shot, block all your attempts, and makes HALF COURT SHOTS EVERY SINGLE TIME. Midway said they did this purposely to "add more challenge". More like piss the hell off whoever is paying to play.
** Of course you could also be a cheating bastard by forcing a three point shot and blocking it perfectly every single time.
*In the '80s arcade version of ''SuperDodgeBall'', the first match is perfectly fair: each side has one big jock and three little jocks (with small guys on the sidelines). Then as you progress, you have face a four-on-''five'' (with the player outnumbered), then a four-on-six, and the computer has all the big, mean guys on its side. With ''more'' big guys on the sidelines ready to hammer you. Throw in (no pun intended) a bunch of uncatchable shots and power shots that only the computer can throw, and you're in for a hard game. Oh, and there's a time limit. If time runs out, ''you'' lose the match.
* The original ''SnowboardKids'' game for the N64 had no end to this. Unless you wanted to use an Alpine Board and lose all your turning ability, every single race was incredibly difficult due to the AI. The computer-controlled characters perform every turn perfectly and consistently get the item boxes before you (and get better items than you to boot). Tommy and Slash dominated everything, and Shinobin was a complete GameBreaker. Then again, it ''is'' an [[NintendoHard ATLUS game...]]
** The sequel toned things down somewhat, but the [[ThatOneBoss bosses]] were still as ridiculously difficult as ever. It wasn't enough to simply ''beat'' them to the finish line. You also had to manage to collect enough shots, and aim well enough when shooting, to take their HP down.
* The billards-like game ''Lunar Ball'' gives you limited lives, and you lose one each time you scratch or shoot three times without sinking a ball. In the versus computer mode, the computer has unlimited lives.
* In at least one of the WWE Smackdown vs. Raw games, during tag matches the opponent's partner will come in to break up pin attempts ''every single time'' they're attempted, unless the player-controlled character goes outside and knocks them off the apron beforehand.
** Oh, that's nothing. In one of the WWE Smackdown games ''before'' they came up with the Face/Heel alignment bonuses (you know, the one that lets you either have invulnerability or a really powerful move depending on which you've chosen), the AI would occasionally wig out and enter a sort of impossible mode where *EVERYTHING* you did would be reversed, and they would proceed to whoop your ass all over the place. The only way to break it out would be to stay the hell away until whatever demon possessed it decided to leave.
* In ''Mario Strikers Charged Football'' the AI doesnt cheat until you hit the final Tournament of the game. It can then attack every single one of your players at once (Using the "Hit" tackle), can use Powerups whilst charging for a megastrike (Including being invulnerable using a Star whilst doing this, something that wears off as soon as you enter the charge meter as a player) and also can score from ridiculous distances.
* In ''TecmoBowl'' if you got Los Angeles as one of your final two opponents, 99% of all players would simply reset. Bo Jackson's legendary unstoppable nature DOUBLED when controlled by the CPU. If the CPU decided it was time to score, even if you called the correct play Jackson would break every tackle and zoom down the field at speeds downright impossible for human controlled players. Tecmo Super Bowl didn't have any Bo level players, but was just as bad about simply running through you whenever it felt like it.
* In Tecmo Super Bowl, ''ThisTroper'' was playing the AI, and I am up, 2-0. With 21 seconds left, the computer attempts a 70 or so yard field goal. If it was me attempting it, I would guarantee a miss. But Tecmo decided to activate the [[RubberbandAI 10 seconds steroids]], and the computer hits it. Of course, Tecmo. [[http://www.youtube.com/watch?v=X8u7px_GzWQ Of course.]]
[[/folder]]

[[folder: Strategy]]
*Empire Total War has a very complex economy system. Long story short, the human player is lucky to control 3-4 armies without owning the entire continent of Europe to finance them. Comparatively, the AI will often have 4 armies just for city defense! The most ludicrous example has to be late-game England. They have no trading routes not being raided, they've lost their new-world holdings in America, and all of their ports are being blockaded. Does that stop the AI from having, and I am not making this up, 6 full army stacks defending Edinburgh?
* In ''{{StarCraft}}: Brood War'', computer opponents in skirmish mode were apparently able to utilize buildings even while they were under construction. The easiest way to test this is to attempt a Dark Templar rush against a Terran opponent; the Terran will be able to use a half-built Comsat Station to detect your invisible units.
** The AI will also always know exactly where your base is. Even on the largest maps with eight randomly chosen starting positions, the AI opponent has no need to scout and will go right for your base as soon as they have an army ready.
** A look at the Triggers in single-player missions will show the AI is ''literally'' cheating - most of the time the AI has been given a Trigger set up that always keeps their resources above a certain amount. So the AI can basically build whatever it wants, whenever it wants, and as much of it as it wants without ever running out of minerals and gas, while the player has to mine for them or go broke.
* The ''CommandAndConquer'' series:
** The first game had AI that could build anywhere it likes, despite the fact that the player can only build next to his own structures. However, in the campaign, the AI only builds structures in the exact same place. This can be exploited by placing your own unit or structure where the original destroyed structure of the enemy stood, preventing them from rebuilding the structure.
*** Try that in {{Dune}} 2. The AI will build the structure on top of your blocking units, destroying them.
*** As far as ''Tiberian Dawn'' goes, the AI in the campaigns wasn't independent, but entirely scripted; bases were pre-built, unit movements were set by time-based triggers, and units/structures were only built to replace what had been lost - it didn't actually think for itself. This explains the lack of a 'Skirmish' mode.
** The AI in C&C, at least in Red Alert 2 and Yuri's Revenge, also gets a build rate bonus and can built structures much faster than the player.
*** This is probably to compensate for the [[ArtificialStupidity not-all-that-great AI]] featured in that game though.
**In the final mission of the Allied campaign in ''Red Alert 3'', the Soviets have a Vacuum Imploder. As with all superweapons, the game allows you to see its countdown so that you know how much time is left before it can be used. However, the enemy blatantly fires the weapon when there are still 30 seconds left on the countdown.
***Red Alert 3 takes this to unprecedented levels though. The level of multi-management is impossible to even begin to try to pull off with every unit having special abilities which either toggle weapons or activates an ability. Of course these do can not be activated in planning or way point mode and must be activated manually as well. The Defender VX for example, an automated base defense that must be manually switched between anti infantry and anti air, the change takes a few seconds and unless it's already in AA mode that means the damage is already done usually. Unless you have the AI's insight to start the change before the incoming jets even exit the fog of war.
***To add to that there is the 'focus firing' of special abilities like the Weapon Jammer. Having 20 Hydrofoils turning making 1 unit unable to fire x20 does nothing and usually results in the other couple units near by tearing that fleet apart if you aren't babysitting them. The AI of course would use the same 20 Hydrofoils to jam 20 of your units though of course.
*** May I direct your attention to the EvilOverlordList, as they obviously used a variation of No. 15: "I will never employ any device with a digital countdown. If I find that such a device is absolutely unavoidable, I will set it to activate when the counter reaches 117 and the hero is just putting his plan into operation."
**This troper has also observed AI enemies in skirmishes building superweapons without a pre-existing battle lab built. Regular players lose the ability to build superweapons, even if the construction is in progress, if their battle lab is destroyed. No such restriction for the AI.
** How the hell did this C&C discussion go this far without someome pointing out how much the campaign in most C&C games unbalances certain units? It's sometimes in your favor - especially in missions that introduce new units or make you rely on a specific unit, such as the inevitable Commando-only level - and sometimes not. This troper is still wondering how two Black Hand flamethrower units took on two GDI anti-infantry defense towers and destroyed them without too much damage...
***This works against the player when you lay mines with the mine-laying vehicle. A mine laid by the player will barely damage the computer's tanks (maybe 10 percent damage). The same mine deployed by the computer, however, nearly destroys the player's tanks.
* In ''Stronghold: Crusader'', you're not allowed to build ANYTHING when ANY of the enemy's units are near (not just military units). However, when you're sieging the enemy's castle with 15 trebuchets and have 400 swordsmen lined up at his walls, it's very annoying to see the wall instantly rebuild in front of your army.
*In ''RailroadTycoon'' (the first one), the player can only build stations with two entrances, and they must be opposite of each other. The computer gets an eight-way station, with entrances at right angles and diagonals. Combined with the fact that the computer doesn't actually build any trains (or much of anything else), it's very obvious the computer is playing a different game than you.
*In ''EmpireEarth'', the computer is basically just cheating constantly.
** You can watch this happen by gathering the resources to level up an age, instructing your main city to upgrade and then hovering over the AI's city. The moment your civilisation goes up an age so does all of the AI - At The Same Time. Very obvious cheating. On the other hand, the AI is known to specifically not level up through the ages when it very obviously can.
** The AI ''doesn't actually collect resources at all''. The villagers mining? Just there for show. It does this on every single difficulty level, too: the only difference is just how many resources they get.
** Also the AI gets a major boost to build speed (at least at higher difficulty levels). It is not uncommon to demolish some part of the enemy city, move on to finish off the rest only to discover the first part was rebuilt in seconds after your troops have left that area.
**The fog of war doesn't have any effect on it, either. Which doesn't sound so bad in and of itself, until you realize that the AI knows exactly what your army's composition is, meaning that if you try to mass a specific type of unit, the AI will respond by massing the exact unit that counters it. Not only that, but the AI can tell where your defenses are; wherever you have an outpost that's underdefended, the AI's army will go. If you lose a base, reload, and then send the bulk of your troops to that base, the AI will just change targets to whatever place you've just left underdefended.
*''{{Warhammer 40000}}: DawnOfWar: [[ExpansionPack Soulstorm]]'' continues this fine tradition of Cheating [=AI=] Bastardhood, being able to freely and instantly replace its commander's Honour Guard units, and being more than happy to throw those at you at the start of a map; and when controlling the Dark Eldar race, it is able to use offensive Soul Powers on your units no matter where they are on the map, despite the fact that, as Dark Eldar, ''you'' can only cast Soul Powers in visible areas outside the fog of war.
** [=DoW=] had a third expansion? [[DisContinuity I didn't know that...]]
** And let's not forget Dark Crusade, where, as the game goes on, enemies will build more bases in their territories. And they don't just have more bases for you to wipe out, they actually get another unit cap, meaning they can have twice as many units as they normally do.
** The Dark Crusade campaign didn't even try to ''pretend'' it was playing by the rules most of the time. Two Necron bases controlling 3 Necron Lords...which are limit 1 per player. Tau bases where they'd been explicitly ignoring the game's basic mechanics and building listening posts with guns on top where there are no strategic points to put them on, as a substitute for turrets.
*** Was it so surprising that Warhammer 40k took a trope UpToEleven?
* In ''{{Master of Orion}} II'', the AI is able to spend money to "buy" research instantly. The human player can't.
* Leveling terrain in ''TransportTycoon'' is extremely useful, but also extremely expensive. Of course, the AI players don't pay for it. This was not fixed in the Deluxe edition of the game. Other omission: they build roads and railroad ''much'' faster than the mouse interface would allow, often denying the player subsidies, awards for being the first company to perform some transportation.
** Then again, that isn't really much of a help to the AI, as the build stupid routes, mismanage routes, and often in the late game, if a new AI company starts, they run out cash before their first vehicle is built.
** At least you can have [=AIs=] that play more or less on human terms by using [=OpenTTD=]'s [=NoAI=] variant. There has even been tournament among [=AIs=] made by different programmers. Granted, the AI interface still has commands like "put road at coordinate x,y" which permits the construction of functions that build roads near-instantaneously. And then there's Rondje, which is a truly insidious AI that leeches off the routes of others and sells trucks at one end to buy them at the other because it's cheaper than having them go back and forth.
* One of the oldest and most blatant uses of this is in the old NES game ''{{Conflict}}''. The difference in difficulty levels was in how many resource points you and the computer received at the start of the scenario. In EVERY SINGLE DIFFICULTY, the computer started with significantly more points than you, allowing them to build better units much more quickly. Slightly offset by the player being allowed to go first and occupy cities a turn early, which could help a little, but generally not enough. Still a very fun game to play against human opponents, though. The sequel wasn't nearly as good.
** An oddity of the difficulty levels was that on a few maps, level 2 was actually easier than level 1. Map #5 had the AI start with 20000 on level 1 but only 10000 on level 2 (and you started with 5000 on either level).
* A lesser known game ''{{Romance of the Three Kingdoms}}'', particularly VIII, had a system for which tactics of officers had a percent chance of not only hitting but adding status effects based on the experience the officer had in the tactic as well as the surrounding terrain. The computer, on the other hand, seemed to completely ignore these rules and simply chose for itself whether or not the tactic would hit, and the player would be utterly screwed. Arrowstorm is a prime example of this. A bow tactic that the computer can use effectively eliminating a nice chunk of soldiers under your command and throw them into confusion at the tender level of 1 in the worst possible terrain; where as you'd be lucky to deal any damage to them much less confuse them when the terrain favors you and you've maxed the skill out.
* In ''AdvanceWars 1 and 2'', the computer can always see where you are in FogOfWar even if you're out of their vision range. (You can still hide from them by hiding in a forest or reef). This was fixed in later titles.
* In one particular mission of ''FieldCommander'' (which is the PSP version of ''AdvanceWars''), when your units get too close to the enemy HQ, they randomly spawn 3 tanks out of nowhere, and even taunt you about it!
* ''GalacticCivilizations II'': In a rare subversion, the AI actually does ''not'' cheat until above normal difficulty; people have examined the program files to prove this. The problem is, GalCiv2 has an AI that is something like Deep Blue's worst nightmare. It doesn't NEED to cheat to be extremely difficult. =[GalCiv's AI]= is a MagnificentBastard - it doesn't cheat, but it ''still'' kicks your ass repeatedly. It even rubs the fact in your face!
** There is a limited application of this trope in the random events. Some, though not most, of the random events work to "balance" the game, where a race that's behind will get the bonuses if there's a race that's dominating the game. The thing is, this situation is just as likely to help the player as it is to hurt the player.
* 'Swashbucklers: Blue vs Grey' has two examples of computer cheating: in naval battles, it has unlimited ammo for special weapons. You don't. In sword-fighting mini-game both you and computer has access to powerful two-hit combo. If you get hit once, you won't be able to block the second hit. Computer, however, can block it.
*A particularly obvious example is the (otherwise quite playable) flash game [[http://armorgames.com/play/2267/warfare-1917 Warfare 1917]]. While the variety of units with their differing build times camouflage the build rate skulduggery, it becomes painfully obvious that the Computer is a Cheating Bastard when your restrict buildable units to tanks only. Right about the time your and the computer's behemoths meet in the middle (and you're halfway through building your next one), out pops a second tank on the computer's side.
* In ''StarWars: Galactic Battlegrounds'', during campaign scenarios, the computer will give TONS of resources to computer sides to keep them going by paying tribute from nowhere. This is, shall we say, rather frustrating if you're trying to siege someone.
** The AI can have Simon the Killer Ewok, a unit obtainable only by using a cheat code. The AI using cheat codes seems to be the logical extreme of this trope.
* In the WorldWarII grand strategy game ''Hearts of Iron 2'' and its expansions, the AI's ships have unlimited range (leading, for instance, to Brazilian amphibious assaults on Cyprus). Moreover, the AI can see everything, and its forces gain organisation during movement, while the player's forces lose organisation. This to an extent compensates for the AI's ridiculous incompetence otherwise, but is still annoying.
* The final boss of ''{{MechCommander 2}}'' breaks not only the rules of its own game, but the rules of its entire well-established setting. The joker has a hundred-ton Atlas ''equipped with jump jets.'' Granted, there is a canon 100 tonner with jump jets... but it isn't the Atlas.
* In one of many examples from ''StarTrek: Birth of the Federation'', the computer doesn't actually need Food to make its population grow - it's possible to capture one of the computer's planets only to discover that it has no way of producing Food and therefore should have no way to support the population it somehow acheived under computer control.
* In ''CallOfDuty: World At War'' on veteran difficulty causes the enemy to cheat not only like a bastard but mercilessly and without fail.
**Enemies will aim for you and only you
**Enemies can and will throw tens of grenades in perfect throwing arcs at your position
**Enemy weapons can reload instantly if at all
**Enemies can snipe you without the benefit of a scope... perfect aim at 900 yards (naturally)... while reloading... while retreating... facing the other way... using a shotgun.
**The above effect is instantly removed as soon as you get the weapon they were holding.
**All friendly NPC soldiers will completly ignore an enemy and actively refuse to kill him unless the kill is pre-scripted.
**Enemies become incredibly resistant to bullets despite that they are nameless faceless goons and you're "The hero of stalingrad" who has "cheated death time after time"
***During one mission you must kill a sniper who is blocking your route, after sniping him right between the eyes your sergeant will say "Ah you only grazed him" shooting him again he tells you "only wounded him" despite this your target can kill you in one shot seemingly effortlessly.
*''{{Warcraft}} 2'' also did this, and both are likely caused by the fact that the AI is not affected by things that affect how something is displayed on screen, as they resolve the data directly.
** Playing the game at the LOWEST SPEED greatly reduces the computer's ability to think. Most people automatically boost the speed up to max because they think this will help them. It won't. It is probably the biggest factor in the difficulty of Warcraft 2. It may be painful for a twitch player, but it's a lot less painful then dealing with an enemy force that can instantly focus targets to kill all of your guys easily before you can even think, or spam heal themselves to full in seconds.
** A particularly painful memory is of the Human vs Human mission. Even with a whole group of Paladins, you're stuck healing one unit at a time, a click for every cast. Meanwhile the computer pairs its wounded Paladins off so that they're simultaneously healing each other.
** Warcraft 2's skirmish mode also had the annoying tendency for all the AI players to gang up on you and only very occasionally attack each other, in contrast to its contemporary ''CommandAndConquer'' counterparts.
** Last but not least, when the Player Is A Cheating Bastard, TheComputerIsACheatingBastard. That is to say, all cheat codes used by the player also affect the AI (excepting the god-mode cheat for your units).
** The AI in the original ''Warcraft'' cheats as well. It can [[TheAllSeeingAI see the whole map, as well as your invisible units]], [[NotPlayingFairWithResources has infinite gold and wood, and can build more units than their farms can support]]. It's possible that it cheats in other ways as well.
* Pure [[http://www.gamasutra.com/view/feature/3920/the_pure_advantage_advanced_.php subverts]] this. The AI does not need to cheat since the AI is not actually playing the game with the intent of beating the player. Instead, the AI is designed to stay with a certain range of the player, assuming ideal conditions (ie they don't crash or get interfered with). These ranges vary over the course of the race. On the other hand, theoretically given enough time, the player may seem to be cheating.
* I once played Halo Wars unwittingly on Normal difficulty against only AIs. Before I even had enough resources to get to the third Covenant age, one of my enemies (playing the Brutes) had not only a crapload of attacking units, but a shielded main base, and a FREAKING SCARAB! Suffice to say, when I saw that happen, I simply quit the match.
** This means he had to have ammassed at least 5000 resources for the Scarab alone. And I had at least five upgraded Warehouses (could have something to do with the fact that he was using the 125 resource Brutes only while I was using a wide variety of units. Either way, I have no clue how he ammassed so many resources so quickly, or how he trained that many units so fast.)
** I was given the warning that he was creating a Scarab. I naturally charged his base to stop him. However, by the time I arrived, he already had a massive attack planned out with at least twenty Brutes and the aforementioned Scarab. He must've followed how he auto-magically pulls units outta his ass for no real reason.
* Z (Zed) cheats openly; in the later levels, factories under enemy control can produce units at a much faster rate that yours can. The countdown clock at the front of each factory (visible to the player) gives this little chestnut away. Also, the enemy base at the beginning of each level is defended by far more potent weaponry than your own.
* In ''SinsOfASolarEmpire'', you can "anonymously place bounties on anyone that's not your allies" to entice the pirates (if enabled) to go after them. However, if you dare place a bounty on an AI's head, they know immediately who it was and will echo a threat. They will also, with their unlimited credits, place a smidge higher bounty on your head. So you're basically auctioning off to the pirates who gets to be attacked. And you don't want the pirates attacking you.
** I'm not sure the AI actually ''does'' know. Even if they did, I wouldn't be scared of a counterattack; the AI in ''Sins'' is SoBadItsHorrible. If pirates ''do'' come, just get your fleet into position and gobble up the EXP. Finally, to avoid the whole mess, don't place any bounty at all: most of the time, the AI will just squabble amongst themselves and leave you alone. (I'm not saying the computer ''doesn't'' cheat; I'm just saying the game's too easy for that to matter.)
** Or just put 500 bounty on 2 AI factions that are not allies, and watch them keep upping one another until bounty time is over.
*** That works. the AI doesnt know who bountied it, it increases the bounty on whoever has the highest bounty (other than itself) which will probably be you unless you put bounty one two people.
** The pirates have an actual base, and if you get strong enough, you can attack them. While you're in the process of attacking all their forces, if a bounty is placed on your head at the right time, an entire fleet just appears out of nowhere, a good distance AWAY from the pirate's base, and attacks yours.
* The [[AtariTwentySixHundred Atari 2600]] version of Backgammon had a setup mode where you could customize a board layout and play from there. If you put all the computer's pieces on the bar and blocked all six points it could normally move to, it would roll double ''nines''.
** [[TheDevTeamThinksOfEverything That's another trope entirely.]]
* There is a strange but deeply annoying form of this in Rollercoaster Tycoon. Basically, if a giant, loopy rollercoater is pre-set (built by the computer) it will be as popular as it would be in real life, having huge, snaking queues going back as far as is possible. If ''you'' build a giant, loopy rollercoaster- or even just a fairly large rollercoaster with one generous drop, then ''almost every guest in the park'' will run away from it screaming about how it's 'too intense for them', leaving you with a ride that cost a fortune yet never has a queue of more then three people.
** This is not all that bad - some rides just have some "marketing tricks" behind them. You can however easily build giant, loopy rollercoasters, if you know how (most of the "intense" rides I've seen my friends make went far behind what an average human can take. Remember, no matter how cool a ride looks, if you get killed while riding it, it isn't going to attract many paying customers :)). Sometimes this is very easy to overlook - a very well built coaster can be ruined by just one mistake like this - for example, putting the smallest curve in a spot where the train is going faster than almost-halt.
* Abused in Blood Bowl. Which is incredibly annoying, as pretty much every action in the game involves rolling a dice. Don't expect your chaos to fight as well as human (when the choas specilise in it and humans are just TheMario).. And good luck trying to injure them the amount of times they do
** It gets completely hilarious when you play in real time mode, where a single lucky roll on their part won't make you miss a turn, and you easily win the game 10 - 0.
[[/folder]]

[[folder: Other]]
*This is OlderThanTheNES. The famous "hacker epic", [[http://www.pbm.com/~lindahl/mel.html ''The Story of Mel'']], involves an extremely primitive, early computer game being coded to cheat. There is no reason to believe this story is fiction.
**Beyond just that. The titular individual has been identified as one Mel Kaye, who's signature is on several pieces of paperwork for the company in question at that time.
* The 1982 John Carpenter movie ''[[Film/TheThing The Thing]]'' introduces the main character by showing him playing chess against a computer. He makes some snarky comment about how cabin fever is getting to the computer, whose next move results in checkmate. In frustration, he pours his drink into the computer (causing a small sparky explosion) and declares it a "cheating bitch."
*TheKobayashiMaru test from StarTrek pulls this if the cadet attempts to save the ship, spawning multiple enemies who are a lot stronger than they would be in the real world. According to one novel, once Scotty found a way to beat the ships (by exploiting this break between the computer and reality) the test kept spawning ships until Scotty's own finally blew up. Several games allow you to take the test yourself and of course, the computer cheats thoroughly there too unless you use a code to turn your character into [[TheKirk the one man]] who actually beat the test.
*Mr. The Hedgehog seems to have some trouble with this. In ''Sonic Shuffle'', you can steal cards from opponents' hands, though you can't see what cards they are until you take them. Evidently, the computer players ''can'' see them, as they always take the exact card they need. (Though they apparently ''can't'' tell when you've gotten the penalty that turns all your cards into Eggman cards.)
**Not to mention when the AI enters a card battle, not only will it choose exactly the card it needs, but it has the frame-perfect timing to beat the monsters with an exact number, winning not only a Precioustone, but also a Force Jewel. EVERY! SINGLE! TIME! Not to mention the AI players button-tap icredibly fast, and are able to easily escape the crocodiles in the nigh-impossible Croc-Attack minigame.
**In Sonic Rivals, the computer-controlled rival will TELEPORT when it can't be bothered to do a certain part of a level, or if it wants a cheap lead. Also, regardless of who they are, the AI rivals will always be faster than you.
***Luckily, Sonic Rivals 2 does not suffer from this trope.
**In ''Sonic Adventure'', Tails's levels require you to race someone (usually Sonic) to the goal. Because you can fly over almost everything, it is easy to see your opponents' RubberBandAI. It is most evident in Windy Valley, where you can jump down from the start at the top then fly to the finish at the bottom [[http://www.youtube.com/watch?v=B0dvqK9_1Gg&fmt=18 and Sonic will zoom through the stage to keep up with you.]]
*''GrandTheftAuto: Vice City'' suffers from Divine Driving Skills in the Malibu Bank Robbery mission "The Driver," where, barring crashes with police cars, your opponent is an infallible driver, and those crashes have to be engineered by you or unexpectedly from the side. He will always dodge head-on collisions. He also recovers abnormally fast from said crashes too, sometimes being able to turn back onto the road without even coming to a stop.
**That mission also suffers from the 'Race Ringer' in that you are driving a generic family sedan while your opponent is driving a badass souped-up muscle car.
*** The icing on the cake is, however, that you do this mission to recruit this guy to be your getaway driver, since he's allegedly the best (already a lapse in logic, since if you could beat him in a race you've proven that you're a better driver than him anyway), and, five seconds before he would have become necessary, he [[ShootTheShaggyDog gets shot]]. Making the entire mission '''a complete waste'''
*** AND this mission suffered from a glitch where occasionally you would ''fall through a bridge'' as you were just about to win. On the other hand, this glitch can affect the AI opponent as well, causing him to fall through the bridge and make the mission laughably easy.
** One time this troper managed to trap the getaway driver and shoot the rocket launcher at him. It exploded. The car, which should have been totaled, was in mint condition.
*** Oddly, the tyres can be successfully shot out.
** Racing missions in all the ''GrandTheftAuto'' games also suffer from the fact that traffic exists only around the player character. If you let the opponents out of your sight you'll never catch them again because they won't have to avoid traffic anymore.
* ''GuitarHero III'' has become very well known for this trope. This editor has experienced it himself when battling Tom Morello on Medium mode. Slash and [[spoiler: Lou]] are very easy because they have more than enough notes to screw up on if you hit them with a power-up. Tom Morello, however, has just enough notes that, no matter how much he screws up, he will never lose.
**If you don't use a power-up, they will NEVER miss a single note.
* Flash Game Example, but [[JustifiedTrope slightly explainable]]: In ''ThingThing 3'' and onward, the enemies can shoot ''through walls and platforms'' if the gun is long enough. But shooting through the platforms could be passed off as the shooter peeking the gun over the edge.
** But it's played straight when the enemies never seem to miss much at all.
* ''{{Etherlords}} II'' is more-or-less a knockoff of Magic: The Gathering. This means that the player has a "deck" of spells to play; you'd think the computer functions the same way, but, no. Every computer player has a preset response to the possible threats you throw at them. If you don't, they simply spam an attack combo over and over and over, regardless of resources and never running out of cards. Take one fight: On Turn one, each player has one resource. On it's first turn, the computer summons a creature costing two. It then casts a spell that costs another two, and a third for another two. So the computer has spent six in one turn, roughly 8 turns before you will be able to do the same. The computer will proceed to do this every round, for the rest of the fight.
*In ''FeedingFrenzy 2'', there are poisonous millows that will reverse your controls when eaten, and a meter will have to fill up before you can spit it out and go back to normal. The other fish? They just spit out the poisoned millows as soon as they eat them.
* The Wii game ''Family Party: 30 Great Games'' has this in extremely high amounts early on, where the computers are occaisionally ([[LuckBasedMission and purely by chance]])able to do events such as '''The 15-Tier Jump''' ([[GuideDangIt which has the most vague instructions]]) and '''The Cushion''' (a balancing act - yes, the computer gets THIS one easy as well) with no issues at all. combine this with the fact that if there's a tie for first place at the end of a set of games, you lose automatically, and you've got an irritated Wii owner wanting to chuck his wiimote at the TV. Thankfully, this is much less prevailant in the Shooting and Variety Areas, which have to be unlocked by WINNING ONCE IN ALL OF THE AREAS BEFORE THEM.
* Referenced in ''StarWars: The Essential Guide to Droids'', when explaining the dealer droid. These are programmed to deal for sabacc, and are occasionally told to ensure a house victory by, you guessed it, cheating like a bastard. This is usually reserved to gambling establishments that routinely frisk their guests, because droids are expensive and cheated customers are prone to using their weapons, [[EightBitTheatre which are designed to inflict damage]].
** Similarly, cut content in ''[[KnightsOfTheOldRepublic Knights of the Old Republic II]]'' has Atton accuse T3-M4 of counting cards and forcing him to go first in pazaak (meaning he's more likely to bust early and the NPC knows where he will have to stand). The latter was done away with in the sequel, but the former is universally true. 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 saving before each game!
* In a season 3 episode of ''{{Lost}}'', Mikhail says that the computer cheats at chess.
** That doesn't stop Locke from beating it anyway (and [[http://gallery.lost-media.com/albums/ep-caps/season3/3x11-77/3/enter77-604.jpg if you notice]], he didn't ''actually'' have a checkmate, it could have been blocked with two pieces, but if you follow White's best-case scenario, he'd have lost in two of Black's moves, anyway)
***Maybe the computer resigned, though this would be unusual for a computer. A checkmate would have been notated as Re1# (or maybe Re1++) instead of Re1+.
* This is part of the premise of Extra Mode in ''Phantasmagoria of Flower View'', the 9th game in the ''{{Touhou}}'' series. In Extra Mode, the AI opponent is invulnerable at the start of each stage, until a timer runs down to zero, with the timer getting longer in each successive stage. To compensate, it is also on an AIRoulette and extremely weak, so it will usually die within seconds of the timer running out.
** A common flaw in the ''Phantasmagoria'' installments is that the AI can literally dodge like the machine it is, meaning that barring the use of an AIBreaker, a computer opponent can ''choose when to eat a bullet''.
* In ''Spyro 3'', you have to race a gang of rhynocs to get a dragon egg. The good news is that you get a special skateboard that can do turbo boosts. The bad news is that they have this too. It's even more frusterating when you find out at the start of the race that they can ''automatically'' use the boosts whenever they want while ''you'' need to use tricks in order to fill up the turbo meter at the start and whenever it gets empty.
* In every SplinterCell game, enemies alerted to your presence will ''never'' miss when firing at you with a pistol, even if the enemy in question is outside the range of the player's scoped rifle... Even if the enemy is far outside the range of the game's ''draw distance''. Oddly, they will occasionally miss if shooting with a rifle.
* The flight sim IL-2 Sturmovik cheats a lot (even discounting nasty surprises from the random mission generator, like being strafed on the airfield, before you can even get off the ground). CPU planes ignore much of the hardcore similationist aspects of flight, no matter what settings you use: they never fall into spin (which allows CPU to pull fairly ridiculous aerobatics even on planes unsuited for that); their pilots do not suffer from blackout/redout and have 360-degree field of vision, allowing them to unerringly foil surprise attacks and notice you even in heavy clouds; they pretty much ignore the severe winds and other adverse effects of the weather; they also can fly at maximum engine power as much as they want, while human-controlled planes, on the other hand, risk overheating and damaging your engine on realistic settings.
* ''{{ReBoot}}'' is a show about the inhabitants of a computer, where a lost game results in damage to the system. As you can imagine, they will pull every trick possible to keep the user from winning games. This includes things that are so unfair that it's surprising the User even keeps on playing on that computer, like moving ammo and extra lives from where they're normally situated.
** ... leading to Bob encouraging Matrix to break the game rules when caught in a game parody of Pokemon/Dragonballs and the user is clearly going to win. "You're a renegade! CHEAT!!!"
* In the {{Infocom}} ''[=~The Hitchhiker's Guide to the Galaxy~=]'' game, there are ten tools scattered at various locations throughout, and one of them will be needed at the end. If you forgot to collect one or more of them, so that they become LostForever, the game will select one of those.
* The "enhancements" to the Sentinel remake ''Zenith'' include fog, which can be so thick as to make it difficult or impossible for the player to see what's happening; the game can be totally unplayable because of this. Of course, the Sentinel and any Sentries are totally unaffected by even the densest fog...
*Hearts (the card game) for Windows is an excessive cheater. Realistically, in a Hearts game you can expect to end up with the Queen of Spades 25% of the time, whether initially or by having it passed to you. When playing against three computer-controlled opponents, you will receive the Queen 75% of the time, generally when she is passed to you. The only times when you do not see her in your hand are when you will also have the King and Ace of Spades. The Jack, Queen, king and Ace of Hearts also seem locked to the player's position.
** Are you talking about an earlier version of Hearts? The Windows Vista version doesn't seem that unfair.
* Cartoons often have games cheating to exaggerate how hard they are. Especially if they're coin-guzzling arcade machines.
** One example is in The Simpsons, when Milhouse is playing a Waterworld arcade game. He gets a game over after just taking one step, cries "What a gyp!" and just puts more quarters in the machine.
* Teal'c encounters this trope in a season 8 episode of StargateSG1. He says a computer simulation is too easy and the computer takes him at his word. Hijinks ensue.
[[/folder]]

[[folder: RealLife]]
*On British pub fruit machines, when a player spins a winning combination he is given the option to go higher/lower for the chance to win the next biggest payout. The machine decides in advance how far the player will be allowed to go, and there will come a point where a player who chooses to go higher/lower is guaranteed to lose regardless of the option taken. This has been proven by the Fairplay campaign, who ran the fruit machine software on a PC emulator, saving the game state before the choice is made. The machine cabinets are now required to display the message "This machine may occasionally offer a choice where the player has no chance of success".
*Similarly, with many games on pub quiz machines, when a player gets to the prize board the game ostensibly requires manual dexterity - for example, on ''Bullseye'' a player must hit a prize segment with a dart, and ''Battleships'' involves hitting it with a revolving turret. However, even when aimed perfectly, the game decides whether or not the shot will hit.
** This is because there are laws in the UK against making machines that are are based on skill. Trivia and random chance are ok, but not skill.
***Then why give the game the illusion of requiring skill?
**** MoneyDearBoy. If they think they're good at it, then they'll play and expect to win.
***Why in the name of God would you make it illegal to win via skill?
***Indeed, if a game can be won on skill, someone skilled will clean it out, so why bother with a law?
****Exactly there isn't any such law that I'm aware of. they are just designed to not be cleaned out. If they didn't self percent, they wouldn't make any money.
* [[http://en.wikipedia.org/wiki/Stacker_(game) Stacker]] machines actually decide--before the game has even been played--whether the player is allowed to win a major prize or not; this means it's possible to "waste" winning games, as well as make your way to the end but never have a chance of winning. Though this is understandable, as the major prizes tend to be expensive things like game consoles or MP3 players, it is cheating nonetheless. The machine doesn't cheat for the minor prizes, but that's because nobody cares about winning hair scrunchies.
** In case you had any doubt, there's no warning of this (at least in Canada).
*** Or in the USA. I'm also sure pretty much any "stop the light" game jumps if they decide you aren't gonna hit the jackpot. But I can't prove it.
*Claw Machines. Good lord. It's amazing how many people don't know this, but almost all claw machines are rigged in various ways. For instance, many machines lower the claw slowly and then pull it up quickly, tending to drop the prize with this sudden motion. The most common method of rigging a machine is to rig the claw so that it only actually closes tight enough to grip a prize every so often. If the machine is set to grip a prize, an experienced player will almost always win...but these instances are rare. On some machines, you get a chance to win every X amount of plays. Someone in-the-know could let other people play until the machine is ready to spit out a prize, then swoop in and take it. However, most modern machines use a Random Number Generator.
** This troper once went to Friendly's and the thing had been badly programed to where it gave wins every time. We cleaned it out.
** Compulsive gamblers often believe that slot machines will eventually get "hot" and start dispensing wins. Needless to say this isn't true, but Claw Machines are prone to malfunction. I know from experience that if you hang around watching other people play long enough, you will eventually spot one that consistently grips harder, or jerks up slower than it should. Then you can win with regularity.
*** Some claw machine setups cheat more than others. I saw one where the prises were sunglasses. BARE SUNGLASSES. Even if you did pick one up, it was guaranteed to fall back down during the motion of the claw, which would first move to the wall, THEN to the drop of point, always dropping the sunglasses when it hit the wall, bouncing it off said wall an back far away.
*** In fact the rigged claw bit is so prevalent lately that many games have a notice saying that "the strength of the claw is set at the factory and not adjustable." This of course means that it's barely strong enough to win, in theory.
*** Usually the schtick is to drop too far and or close while rising up, thus ensuring it can never get a good grip. certain very early claw games would let you stop the descent when you want, then close before lifting.
* According to Wikipedia, the standard percentage of winnable games for Klondike Solitaire (The one on your computer) is 82-91.5% winnable, 8.5-18% unwinnable, 0.0025% unplayable (no cards can be moved anywhere.) Check the statistics on your personal games of solitaire, win to loss ratios (easier on Windows 7). This Troper's stands at 9% won out of nearly 300 games of solitaire. The statistics have actually been reversed. And the unwinnables that I counted came out to about twenty games, significantly more than 0.0025%.
[[/folder]]
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