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  • CPU players in 100% Orange Juice!, when given the choice between moving onto a drop panel and moving onto any other type of panel, will never pick the drop panel. This is almost always a sensible move...except when the CPU player has one HP and the other panel is a boss. A human player can recognize that moving onto the boss panel in this situation is suicide, and no matter what they roll on the drop panel, they'll lose far less to the drop panel than they will to dying at the boss. The AI never realizes this.
  • In Getter Love!!, while you're pitted against three AI players in normal mode, you'll have an advantage of your own in this otherwise difficult game. For one thing, AI-players epically suck at mini-games, letting you win almost every. Single. Time! (Except for the whack-a-nerd game and the quiz game, the former which they're actually somewhat good at, the latter which requires you to understand what anyone says in the game.) Also, instead of using offensive cards strategically (like to ruin someone else's date and possibly prevent them from declaring their love to someone for that turn), they tend to just use them on whoever has the most flourishing relationship with their girl of choice. Sometimes, if they challenge someone to a mini-game and win, one of their options includes changing their name, which has no effect on the gameplay, and they'll actually choose this every now and then. Most egregiously, whenever you talk to one of your opponents, you actually have the option to give them an item card or memory-unlocking topic, for no gain of your own, which they'll do every once in a while. Really, what's the point of doing that, or even such an option being there?
  • In Fortune Street:
    • Any A.I. with an E rank will happily give you their property for what it's roughly worth should you offer. Even if that means increasing the value of your current properties to insane heights, making it possible to pay a lot more back in one turn. Of course, E-rank AI are Easier Than Easy as opponents go.
    • In the game released in the west (Boom Street or Fortune Street depending on your region) Slime has a whole slew of idiotic behaviors, and intentionally so, being the board game equivalent of a punching bag for new players. Apart from taking balanced trades with no eye on the long term, Slime will only ever buy 20 stocks when he visits the bank, and only ever invest 200G into his shops at a time, leading to him swimming in ready cash by game's end. For the uninitiated, these games assess your progress by net worth, and there are very few situations where it's not advantageous to spend all your cash on stocks and sell them piecemeal as required - in fact Slime's failure to do this is why he often ends up lagging behind other training A.I.s.
  • Mario Party:
    • Throughout the entire series, the computer seems to have only two levels of intelligence: "beyond human", or "IQ of negative eight". They will buy items for easy access to the Star, even if the cost of the item puts them below the coins needed for the Star. The computer will also use items to roll multiple dice blocks to get to the star when they don't have enough coins to buy a star. It gets worse on the investment boards like Windmillville in Mario Party 7 and Koopa's Tycoon Town in Mario Party 8. Most of the time, they will invest every single coin they have, even if it's not necessary or if they can't actually become the top investor, doing nothing but helping the other players. It makes it impossible for computers to invest on the building that is right next to it, unless they keep getting low rolls and winning minigames.
    • Mario Party 8 has King Boo's Haunted Hideaway, which is a randomly-generated map that changes each time you play it. The AI seems to not plan ahead at path forks, and it will choose a path even if it knows the next fork on that side has one path leading to a dead end and a Whomp blocking the other, and that it doesn't have enough coins to pay the Whomp's toll.
    • Mario Party 9: If a computer character gets a Spin Space event that lets them swap Dice Blocks with another player, they will sometimes pick Random, even though it will result in nothing happening if the random wheel lands on an opponent with no Dice Blocks.
    • One particular case of the HARD AI in the first game being incompetent is pointed out by The Runaway Guys when Peach, otherwise perceived as a luck-manipulating bastard on Hard, proceeds to get the Ground Pound Coin Minigame and use a total of 9 ground pounds to find the 5 "correct" posts.note 
    • During the "Chilly Waters" video from The Runaway Guys, the AI (Wario in this case) makes even more stupid decisions. He passes by the star multiple times and at one point, he duels Jon for one coin (by using a Dueling Glove he bought for 10 coins). Jon actually questions if the game is broken because of all the dumb decisions. And again, this was on hard mode! While all this insanity is occurring, Tim describes a previous occurrence when he played Mario Party solo and the AI made mistakes as bad as Wario's every single turn.
    • In some games certain characters have "favorite" items they have a greater tendency to use. This leads to such hilarity as Peach buying a Plunder Chest and then wasting it because nobody else has any items; Luigi buying a Skeleton Key, never going near any of the locked gates, and then throwing the key away so he can buy another one; Yoshi using the Warp Block when he's the one closest to the Star; and Donkey Kong setting off a Bowser Bomb when he's right in Bowser's path and thus loses all of his coins. Daisy loves the Cellular Shopper, allowing her to access the shop from anywhere. So she buys a phone, uses the phone to buy another phone, uses that phone to buy another phone, and then uses her last phone and says "no thanks" because she doesn't have any more coins. Good job, Daisy.
    • The Easy AI is this on purpose — as the now-memetic series of videos show, it's possible to win several Mario Party minigames against the Easy AI without doing anything.
    • Mario Party: Star Rush: In Toad Scramble, computer players will always switch their lead character to the most recent ally they have recruited from the board. While most of the characters have Dice Blocks that are balanced enough for such a decision to be reasonable, Daisy and Rosalina have Dice Blocks that are only useful under certain conditions, so the computer could potentially find themselves using worse Dice Blocks if those conditions aren't met.
    • Super Mario Party: If a human player partners up with a CPU partner in Partner Party, they have absolutely no way to influence their partner's actions. The CPU will use the team's items regardless of whether the player wants them to, or sometimes won't use items when it would be helpful to. The player also cannot pick what Dice Block their ally uses, making it impossible to strategize what kind of number combinations they want to aim for.
    • Mario Party Superstars: The AI will make baffling decisions even on Master difficulty. While they may dominate in minigames; on the boards themselves, you'll have characters use the Chain Chomp Call to move Stars even while they're close to them, repeatedly pass up the opportunity to steal Stars from rivals when they have more than enough coins to do so, occasionally not choose the path to a Star despite having a high enough number to reach it (apparently prioritising buying things from a shop) and most bizarrely, use a Custom Dice Block to roll a specific number only to stop right in front of a Star or roll a number that makes them land on a Red Space or even a Bowser Space. A Custom Dice Block lets you choose a number so the AI is doing this deliberately.
    • Computer players on Easy will also often buy more items than they have turns left in which to use them.
  • Certain minigames in the first Wii adaptation of Schlag den Raab. A good example is "Wo liegt was?", where the players have to mark a specific location on a world map. The AI generally knows the location but, to give the human player a chance, is some pixels off – in any direction. So if you're supposed to mark the United Nations headquarters, the AI player might mark a spot that's clearly in the ocean.
  • Sonic Shuffle:
    • One dumb thing the AI players will constantly do is pick Eggman cards at critical moments.
    • If the number the AI chooses is larger than the number of spaces it takes to reach the Precioustone, they will turn around and go the opposite way no matter what.
    • On Hard Mode, the AI will often go to where the Precioustone will appear next rather than where it currently is. This makes them easier to deal with than on Easy Mode, where they go straight for the Precioustone that's out on the field.
  • In SpongeBob SquarePants: Lights, Camera, Pants!:
    • You can choose the intelligence of the A.I.s at the start of the game along with your difficulty; the three options being Silly, Normal, or Smart. When Silly is selected the AI is very easy to beat and poses little challenge to even new players. The ability to choose their intelligence means that you can make your CPU teammate very competent at the Smart setting while making the enemy team stupid, assuring that you'll win most of the minigames. However, if the player is winning by too much of a margin then (depending on the difficulty setting) the enemy A.I.s will act smarter and start getting luckier.
    • The most glaring example of stupid AI is in the minigame "Machine Meltdown". When the AI team's generator breaks down, they'll not put in the effort to fix it entirely, and instead, only partially fix it until the meter hits yellow and leave it there, only for their generator to break down again seconds later. This will happen in a constant loop for the entirety of the minigame, earning you and your partner a very easy win.
    • In the soccer minigame, the goalie of whoever won the first round will become completely useless in the second, being unable to block a single shot. The enemy team, however, will be able to make shots from across the field.
  • Gene is a recurring AI in The Jackbox Party Pack, and his performance in games that allow players to freely write/draw things is predictably poor. His twists in Survive The Internet are randomly selected pre-written phrases that rarely ever make sense. Want pity points? Better hope you're not his victim. Likewise, his inventions in Patently Stupid almost never connect to the prompt. While his bars in Mad Verse City are at least coherent and properly-rhymed, they're still extremely tame.

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