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A hypothetical: You're playing John Madden Football. Your team is up by 13, there's three and a half minutes left until the end of the game, and you have the ball. Your victory is assured, right?
Wrong, because suddenly the AI is twice as fast as you, knows what play you're going to do, and shuts down your offense, forcing you to punt. On their drive, the AI marches downfield with no difficulty by completing several consecutive bombs, scoring an easy touchdown. Rinse and repeat, and before you know it you've lost what you thought was a safe lead. The video game has just experienced a Miracle Rally.
Why does this happen? It's a subset of Fake Difficulty, and it's called Rubber Band AI. The further you stretch a rubber band, the harder it pulls. It's the same idea here. Basically, the better you are doing at a game, the harder the game gets in order to continue to present a challenge. This isn't just the idea of making the game harder and harder as you progress farther and farther, this* means that the level you're on right now will, for seemingly no reason, ramp up its difficulty if it thinks you're doing too well. This may, in some cases, be coupled with the computer actually cheating, rather than just getting better.
Of course to be fair this sometimes happens in reverse, the AI easing up when winning to give you a chance to come back, stealing any satisfaction the player might gain from “victory.” The classic example is a racing game in which opponents never gain a substantial lead on slow players but cling to the tails of even superhumanly skilled players, creating the impression of the AI's car being attached to yours by a literal rubber band!
It would be nice to see at least some attempt at including plot-relevant Enemy Chatter to justify this, such as opponent teams speaking overconfidently when the difficulty eases up, or receiving a much-needed pep talk from their NPC coach when they're doing poorly.
Also seen in a few RPGs, where enemies are adjusted according to your character's levels, which can make any non-levelable stuff (like items) useless pretty quick. This is sometimes referred to as “punishing you for your experience.”
Casually, Wikipedia has a comprehensive article about Rubberband AI.
The reverse version of this trope is an Unstable Equilibrium.
Examples:
- Final Fantasy VIII was a recent example. However, since the ability to draw magic and junction it to your stats was technically separate from the Character Levels gained from actual battling, it was very easy to unbalance the game with some ingenuity.
- The combat level of enemies was determined by taking the average of your character's levels. Not your party's levels, your character's levels. This means you can just pick three characters and exclusively use them. If they hit level 100 while the other three stay at level 10 or so, you will face a steady stream of level 55 enemies for the rest of the game. Predictably, the game is not even remotely difficult in this case.
- Of course, the first-time players and people who didn't know how to exploit the system were horrendously screwed. Normal enemies became insanely powerful, and Bonus Boss Omega Weapon was nigh-unstoppable at level 100 (and the game would cheat and punch Omega up ten or so levels if the character average was 90 or so).
- This was also a liability when facing the final boss, Ultimecia - at the beginning of the fight, she would pick three random characters to fight, and if they all dropped, Game Over to you.
- Perhaps the most noticeable example is the John Madden Football games, which are often accused of featuring an "AI catch-up mode", in which opposing teams inexplicably become drastically more potent in the final minutes of a close game, often to the point where preventing them from completing long bombs and scoring touchdowns seems like an impossible task. Some Madden players, however, dispute the existence of Rubberband AI in the game, arguing that this is more likely the perception of players who are unable to adjust to the AI's late-game all-out offensive strategy. It may also be possible that the difficulty level may have something to do with it.
- In most cases, the AI level of rubberbanding is directly related to the difficulty level, particularly in EA Sports games. On the easiest difficulty level, the AI doesn't rubberband at all: the same tactics, the same plays, over and over. As difficulty level goes up, so does the degree of rubberbanding: on the highest difficulty level, as soon as the player reaches anything approaching a lead, the AI responds aggressively to shut down any hope of winning...much like what sports teams do in real life. The rubberbanding does not work in the opposite direction, however. The AI just goes back to the normal difficulty.
- NBA 2k and NBA Live actually have this as a feature, Clutch Factor and CPU Assistance respectively. It does work both ways, though. Doesn't make it any less irritating to see Kobe Bryant missing clutch layup after clutch layup.
- Some Super Robot Wars games use a variant of this — completing optional goals during missions, above and beyond the victory conditions (such as completely destroying an enemy who would usually escape when low on health, or finishing the enemies within a set number of turns) will give you "Battle Mastery" points. The higher your points go, the higher the difficulty gets — but certain special secrets you will need for that Hundred Percent Completion also requires you to have a particular number of Mastery Points by a certain mission, pretty much forcing you to play at max difficulty...
- Similarly, there's a skill that pilots can get called "Prevail", which kicks in when your health is low and as a result boosts up your accuracy and dodge rates. Lots of bosses get it near the end of the game. Somewhat mitigated by the fact that "Strike" and "Alert" Spirits override all other factors with hitting or missing. And plenty of your guys get it too.
- The Elder Scrolls IV: Oblivion is an example of a game where enemies level up along with the player everywhere throughout the world, even in already visited areas. Sentient characters also gain fancier equipment when they level up in this fashion, leading to the absurd situation of having bandits that wear armour and carry weapons that are worth thousands of gold coins demanding you give them the by-this-point-trivial sum of 100 gold. Available loot also levels up.
- This could also be exploited using powerful techniques that low-level characters obtain to get easy victories in ludicrous situations, like becoming the champion of the Monster Arena for the entire game world… at level 1!
- in fact, doing the earlier parts of the main quest at higher levels is insanely hard, because the enemy will be composed nearly entirely of storm atronachs and the like, while your up against stumped scamps if your under level 5
- This troper recalls playing through Oblivion and encountered a badass demon boss in the very pits of hell. Given that I was still only at level one, one can understand the apprehension I felt about such a conflict. Likewise, one can also understand my feelings of shock and disappointment when I killed him in a single hit.
- One of the most popular user-created mods for the game, Oscuro's Oblivion Overhaul, is largely about averting this rule. Enemies and treasure have an objective power level unrelated to yours.
- The Mario Kart series does this to an exceptionally annoying and inconsistent degree. Wipe out at the start of a race and it's a straightforward task to still win. Wipe out near the end of the last lap (having raced a perfect game so far), and there will always be 3 guys right behind you to snatch all the points.
- And if you're good at hitting shortcuts, expect the computer to be able to suddenly hit a top speed well beyond what any human could do. The most blatant instance is Rainbow Road in Mario Kart 64, which has a shortcut that can literally skip 40% of the course (which is, to this date, the longest course in the game's history). Even if you hit said shortcut on all three laps, the computer is still able to catch you on the last lap.
- Mario Kart Wii, unfortunately, takes the rubber-banding to a new low (high?) after the fairly cheating-free DS game. The computer racers change their speed depending on your position in the race, and they also get much better items than you if you're ahead. This is all par for the series, though...until you realize that there are more drivers in Wii—12 instead of 8. The result is that driving too far ahead of the pack results in your getting bombarded with three or four items in a row, which requires impeccable coordination that only a computer could muster and adds at least five seconds to your lap time. This cheating is so blatant that it seems like Nintendo wants to discourage players from being good at the game, and leaves the results of races to nearly random chance. At least there's always online play...but then you encounter the really good players, the ones who have beaten the computer at their own game and then some.
- The rubberbanding effect gets pretty bad in many places on the DS and Wii versions. In those two games, there various stats for all karts and bikes. Now imagine this; you're racing in a kart that has near maxed out top speed and someone behind you is driving a bike that has very low top speed. They are catching up to you and sometimes may pass you. How? They are not using items nor are they drafting, they just slingshot themselves past you. This makes having different top speeds entirely pointless if you're in the lead, though they're useful if you're not and trying to catch up.
- When This Troper started playing the game, he ended up thinking that the POW Block and the Blooper were two effects of the same item, after being hit with both of them at the same time, but never separately, for roughly a dozen times in a row.
- One of Mario Kart Wii's recent tournaments had players race Donkey Kong and Diddy Kong while they had an infinite supply of banana peels. If you tried to get ahead of them, they would ROCKET up to you to make sure you couldn't stay ahead. While the AI never does this in a regular race, the two in this tourney outright broke that rubber band.
- To add to this, the times the AI gets in GP mode is directly based on the player's time by some form of rubber band system, so for example, if the player uses a massive glitch shortcut three times to get a time of say... 30 seconds, the AI's times, or at least the top half of them, apparently beat the non-shortcut world record for that course in time trial. This can most often be seen on Grumble Volcano. On the other hand, if the player does do awful, the AI times of those that came after him are often ridiculous, whole minutes behind the player's, even if the AI was right behind them the whole way.
- Sin Episodes was released with a much-touted dynamic difficulty system — kill the enemies too quickly and they'd send more next time, get too many headshots and the next group will wear helmets, etc. Unfortunately, encounters that were supposed to be easier or harder were counted in this, resulting in situations that a hard encounter would be made virtually impossible due to how quickly you dispatched an easy one.
- In Guilty Gear Isuka, the higher the level you get at Arcade, the faster and more powerful the opponents become. Sometimes they will even run towards you while you perform a special move, only to suddenly show up right behind you, making you completely miss them.
- Def Jam: Fight For NY was notorious for this. Get the computer into a corner, and suddenly the AI shoots up two or three difficulty levels, reversing and countering every single move you make.
- The first Max Payne proudly touted this as one of its features, with arguably less-than-optimal results. Even on the "easy" difficulty setting it ramped up the durability, accuracy and reflexes of the enemies until you died at least once per level.
"Why did they even bother giving you difficulty options? As far as I could tell your options were "insane / insane / impossible / impossible with a time limit." — curst, Quarter to Three forums
- Of course, name any first or third person shooter where you didn't die once per level. All in the name of fun, of course.
- The original NBA Jam would frequently job you out of victories with miraculous, last-second, full-court shots. It got to the point where a two-point lead with just seconds to play was an almost certain loss if the computer got the last shot.
- Interestingly enough, this could actually work for the player. In a game when This Troper was down by two with less than a second to play after the computer had just scored, the ball was tossed and shot instantly for a full-court short to sink in the basket at the buzzer. In three subsequent instances of the same event, the same thing occured.
- The Need For Speed series had an annoying feature known as "Catch-up": your opponents would drive faster the more ahead you were of them, and slower the more behind you were. Forget the traditional strategy of games like Gran Turismo, where you can focus on pulling a comfortable advantage over your opponents allowing you to make a couple of mistakes without screwing up your race: in Need For Speed Underground, you had to be extremely careful during the entire race, because your only chance to build up an advantage was to have the CPU crash against the incoming traffic.
- The games allow you to view the statistics of your car as well as other AI cars. As an exercise, you could compare AI lap times when you're running perfect flat-out laps and to situations where you just park your car over the start/finish line. In the latter situation, the AI may be more than 40 seconds a lap slower than if you've done a perfect lap (where they would always match or beat your lap times even in inferior cars).
- This Game series seems to be 'made' of this trope. In Need For Speed Undercover, it is possible to be driving a maxed out Maclaren F1 with the pedal buried firmly in the floorboards and still have a K9 police SUV casually out acellerate you and slide in front of you to perform a rolling block. The Computer Is A Cheating Bastard as well
- Nothing will drive the point home more than seeing your A.I. opponents crash full-speed into a wall, back up, and re-accelerate to full throttle in the span of 0.5 seconds.
- Just for fun, this Troper ran a trainer on Need For Speed: Carbon to get a souped up Lancer Evolution IX from the get go. The computer actually loses to a good amount up until you're taking on the third area. So the computer doesn't entirely cheat.
- Once this troper got an opponent literally stuck on a bridge spanning over the track and got 4 miles ahead of him, only to have him race those 4 miles in 10 seconds.
- In Shoot Em Ups, which don't feature a player going up against apparently identical computer opponents, the feature where the machine becomes more efficient if the player does better is known as "rank" and is often an expected part of the game.
- The Shoot Em Up Warning Forever is based off this trope, being nothing but a Boss Rush with the boss changing depending on how you beat it the last time.
- In Capcom brawler God Hand, enemies can "level up" depending on how well the player continues attacking and dodging counterattacks successfully, increasing in speed and strength. On the flip side, they de-level if the player gets smacked around too much or uses the "grovel" God Reel technique.
- There is an indicator on the side of the screen which shows you what "level" you're on. The higher the level is when you complete a stage, the higher the reward you get.
- The four words most often screamed by RC Pro-Am players: "The yellow car cheats!" If you get too far ahead in some races, or use your weapons to destroy the other cars, one of them (almost always the yellow one) will drive the rest of the course at the maximum speed, making it impossible for you to win.
- In the Initial D Arcade Stage game series, two-player battles have a feature called "Boost," and like Need For Speed Carbon's Catch-up feature, it gives the trailing player a speed advantage. There is, however, an option to turn this off so that players can have a real battle.
- The CPU also has its own boost when it falls behind by a certain margin, though it immediately slows back down to normal speed when it's back within the threshold. I've seen my lead repeatedly sine-wave between 75m and 85m or so when racing Bunta, despite going at a nearly constant speed himself on a straightaway. This is probably meant mostly as a cap to the player's Advantage Bonus, since the bonus is multiplied by the distance the CPU has left to go when the player crosses the finish line. The CPU boost also works in reverse; the CPU will go pathetically slow when it has a considerable lead. As a result, I have also once jumped on a cabinet in mid-game and caught up from 400+ meters behind to win against an easier CPU opponent.
- Initial D Arcade Stage 4 caps the opponent's disadvantage to about 190 meters.
- Burnout. At least in Burnout 3 you can ram the caught-up cars, steal their boost, and regain your lead....
- Burnout 3 had an abusable and abusive AI at the same time. The AI cars would move at considerably faster speeds than their stats would allow, having even the lowest series of cars keep up with the best cars in the game. However, beyond a certain distance, the AI opponents were logged as an order of numbers, not actually tracked. So if you could glitch out the car in second place (usually getting them hung on a wall) then outpace them, you could pull out a 1 minute+ lead on the entire field, as no cars would pass the second place car. This had the unfortunate effect that if the second place car DID get free, it would close that 1 minute+ gap in a matter of seconds, by having the cars move at you at several times the speed of sound. There's nothing more embarassing than having your sports car passed by a 4 cylinder compact car while you're doing top speed and boosting.
- Perhaps the earliest advertised use of this is in the Bitmap Brothers action game Gods, which would at predetermined points give the player a pity health item if he was doing poorly, or spawn additional enemies if he was unhurt.
- The arcade game Pigskin: 621 A.D. (released as Pigskin Footbrawl on the Sega Genesis) is a game vaguely reminiscent of rugby and American football, though set in the Middle Ages. You could punch other players out, or get into a brawl (read: two characters collide and turn into a dust cloud) on the field. If one side is losing badly, the crowd starts chanting, "Send in the troll!" At which point a big green troll enters the field for the losing side. He's immune to the game's weapons and much more difficult to knock down. If the fortunes reverse and the losing team starts winning, a troll can come in for the opposite side as well, to even things up.
- In Sonic Riders for the 'Cube, AI controlled racers vanish from their positions well behind you on the track in order to suddenly zoom by without apparently passing through the intervening space.
- This can actually happen in the real world, in certain economic systems. There, it's called the "ratchet effect", and the AI is your competitors or some third-party agency. A good example: In the former USSR, the planning agency would reward the enterprises that made more than their quota. However, they'd base the next quota upon how well the enterprise did, so the harder you worked, the worse it got. The right strategy, of course, was to produce ever so slightly more than the quota.
- For publicly traded companies, stock analysts' quarterly earnings forecasts work much the same way. A company that misses the forecast by even a trivial sum loses market value, but beating the forecast by a wide margin raises next quarter's forecast.
- In Macro-Economics, there is a concept called the Catch-Up Effect where poorer nations will have Real GDP growth rates at something like 9.5% or even 10%, that leads to the country overall moving towards a first world economy status at a faster rate, than those countries closer to that status than itself. However that also means that when it screws up and you get high inflation rates or even hyperinflation, which pretty much means the currency will lose something like 10% of its value in an hour, Zimbabwe being the best example at the moment with the treasury releasing a $100 Billion Zimbabwean Dollar note which will expire on December 31 2008 (notes traditionally don't expire they just don't get replaced), which ironically will lead to further devaluing of the Zimbabwean Dollar.
- And you white collar workers thought you were safe? There is a theory – “The Peter Principle” – that if you show competence in a position, you will be promoted to a new one. If you keep getting good at these new positions you'll get assigned to higher ones. The resultant effect is that a person will keep getting promoted until they reach a position they are incompetent in.
- Many chess programs have an option to match the player's strength. This is probably done with rubberband AI: If the program estimates being ahead, it eases on its calculations, and if it estimates being behind, it calculates more aggressively. When properly implemented, it can work pretty well.
- Magazine ads for the Genesis Jurassic Park game claimed that as you played better, the dinosaurs would get smarter. It didn't seem to make much difference in the game, unless you count the raptors occasionally ducking your shots as getting smarter.
- Cruisin' USA for the Nintendo 64. Get too far ahead, and what we would call the "Annoying Blue Car" would catch up, even if you race perfectly.
- The multiplayer game MULE will inflict whichever player currently has the highest score with with bad "random" events, while whoever is bringing up the rear will only have good things happen to them.
- The original Unreal Tournament had this with the final boss, a 1v1 to 15 kills. The boss would start at an AI level matching the difficulty you were playing on, and every time you killed him, he'd pop up a skill level. Thus, getting a killing spree was a very bad idea, as the boss would be up at Godlike skill in no time, and even when he got back down to your level after getting a killing spree on you, he'd be loaded with every weapon and full armor, while you'd have nothing because you just respawned. However, the converse is true too: every time you die, he goes back down one, to a minimum of where he started.
- Some WWE wrestling games have this. Play without a loss for too long and the player will eventually be presented with a match where victory is impossible. The Rubber Band AI has snapped so far that enemy players will be completely immune to attacks and able to win via submission or escaping the cage without any problems. In some games the computer will cheat, by making the player so weak that a single hit will make the player unable to get up for long enough that the computer escapes.
- In one of the Mortal Kombat games, persistent victory results in harder and harder difficulty. The difficulty is TOLD to the player in a % stat on the lower right of the screen. The stat will lower itself back to "beatable" when the player loses. I once kept interrupting my friend by pressing start on player 2. This kept the Rubber Band AI from ever going away and giving player 1 a completely unwinnable match!
- The original World Of Darkness games had something like this at one point. Success of an action was determined by rolling a number of dice corresponding to one's skill. Rolls higher than a target number were successes, lower were failures, and 1's cancelled out successes. Having more 1's than successes constituted a botch, in which the action not only failed, but led to disastrous consequences. A character with more dice, constituting more experience and power, would therefore be more likely to spectacularly fail than an inexperienced one. This was thankfully revised in later editions, to where a botch also required that no successes at all had been rolled.
- Many of the Soul Series games did this... Arcade mode of Soul Calibur II would RAPE you if you got 2-0 victories 3 or more times in a row. I remember being hit by Ivy's various uber moves 4 times in a direct row, when most players have to practice for 3 hours to work out one of those moves. Cervantes's various teleport-jump moves would work constantly, and he'd use them constantly, when they only worked about 1/3 of the time for me, with minimum effectiveness. Case of The Computer Is A Cheating Bastard, too.
- In 3, this is really noticeable in the battle theater (a mode where 2 AI opponents fight eachother), if you watch it a lot (it is quite addicting with custom characters), you will get used to seeing 1 narrow match, followed by the loser MK walking the previous winner and a narrow 3rd match
- In F-Zero GP Legend, opponents won't take game-breaking shortcuts unless they're following at the right distance to be marked by a "CHECK" marker, at which point they will.
- In the Original F-Zero game it's physically impossible to beat the Death Wind course using the Golden Fox on the Master Difficulty. All the other vehicles have a max speed of 478 k/h and remain at that speed the whole race while the Golden Fox's top speed is 438.
- Real Life example: Most tournament bowling leagues impose handicaps that are inversely proportional to a player's average, so if you play poorly, you still stand a good chance against a much better opponent, so long as you play better than your average. Likewise, if you are a very good player, your chances of losing to a beginner aren't too bad either, particularly if you don't play as well as you normally do on that round.
- Canary Mary from Banjo-Tooie is a particularly bad example of this in her appearance in Cloud Cuckooland. In order to receive a jiggy from her, you have to race her by Button Mashing on the controller. Once you get ahead of her, she'll speed up and pretty much always overtake you a few seconds later. Controllers with turbo buttons are almost ineffective, since the game is programmed to only register the speed boost when the button is released. And it doesn't help that the track is incredibly, horrendously, please-God-let-it-end-already-my-thumb-is-killing-me long. Especially in the final race for a Cheato page.
- This is more a puzzle than a button mashing challenge. Her rubber band-ness takes a few seconds to kick in, so you can leisurely cruise tapping the A button quite slowly until right near the end, then rubber band her yourself and tear past.
- The Puyo Puyo GBA game's first level's opponent always gangs up on you with garbage late in the level and just as you think you're doing good.
- I have since given up on Major League Baseball 2K8. After leading the Chicago Cubs through a historic season (the full 162 games, mind you, although you can reduce the number of games in a season), the Cubs were up 5 to 1 at the middle of the seventh inning against the Cardinals in Game 7 of the World Series. The game actually showed a statistic that said the Cubs had a 98% chance of winning. Final score? 6 to 5, Cardinals.
- Obviously, it's because you were playing as the Cubs, a team notorious for pulling defeat from the jaws of victory.
- Homeworld 2 is notorious in some circles for doing this trope badly. Each level's enemy fleet is based solely on the makeup of your fleet as you start the level. This has the obvious abuse potential of selling all or most of your fleet at the end of each level, leaving you with enough resources to buy a new fleet in the next level capable of defeating the much weaker enemy fleet.
- What is truly bad however, is how far this overadjusts the enemy, especially towards the last missions. If the player has a cap-sized fleet, in one mission, the enemy might as well destroy what the player is to protect before his heavy ships are even in firing range, and even then, are badly outnumbered, without the targets hp getting adjusted at all; a later mission lets the enemy start with as much as seven battlecruisers, while the player is capped at two ...
- This would be more threatening if they didn't attack one at a time with minimal support.
- Midnight Club: Los Angeles has the variety that also works in reverse. They even (more or less) lampshade it.
Julian: You seem to be struggling. Want us to slow down?
- A patch was released for this game that makes the difficulty the opposite of Nintendo Hard for the first third of the game. The difficulty is supposed to ramp up after that, but if you get the Kawasaki Ninja ZX-14 and max the performance stats out, not even rubber band AI will make it challenging...
- The game also has Oblivion-style leveling for the opposing racers, though mercifully it can be undone: This Troper was struggling to beat a hard-level race with if fully upgraded RX-7 (a level 3 car) while everyone else was inexplicably driving Corvettes (level 4), but had no problem when he switched to his Eclipse (level 2) with only the nitrous maxed.
- Sierra's outer space RTS Outpost 2 features this not only with enemy AI, but also with your population. You can opt to research items that improve the quality of life in the colony, however by doing so, the colony knows it exists and demands that you meet their needs. If you research any weapons systems, unless the enemy already has them, the computer will start attacking your base. You could say researching anything that remotely deals with these two aspects aren't worth researching.
- Racing game Road Rash made good use of this trope: Whenever you fell from your bike and were left several hundred meters behind you'd catch up with a speed of 50 meters per second - but the closer you came to the lead the faster the AI driver was going (also happened when you got rid of computer bikes; they came back faster than the laws of acceleration would've allowed...).
- In Super Mario Bros. Deluxe for the GBC, there is a racing mode in which you can race a boo through one of 8 levels. Sometimes, the boo inexplicably starts going really fast for what seems to be no reason, possibly causing you to lose the race.
- Seth, the final boss of Street Fighter IV, is another example. On the first round, he uses only normal attacks and is fairly easy to beat, if more aggressive than anyone else fought up to that point. If defeated, on the next round, he quickly unleashes his full arsenal of techniques, including ones stolen from other fighters. And boy, is he a doozy!
- Rugal in The King Of Fighters '94 did it first. The first match with him saw him use only basic attacks. Then he smiled, stood up, dusted off, and ordered you to face him again. This time, however, he used his special moves... and promptly redefined SNK Boss. "Genocide CUTTER!"
- Left 4 Dead somewhat has this, thanks to the AI Director. If the group is doing very well, there will be less pills and med kits to find (not counting the ones in the safe room and the finales) and special infected will spawn at a more frequent rate. Also, a Tank is likely to appear if the group is playing too well and there's usually a high chance that after you killed a Tank, the director will spawn a Boomer, Smoker, and Hunter right after that to make sure you don't have it easy. Naturally, if the team is doing poorly, there will be more health items to find and enemy count is lessened somewhat. On Expert, the director will punish you every step of the way if you even spend as much as 10 seconds in one area.
- Several games designed by Eugine Jarvis qualify, since the man lives by the Nintendo Hard philosophy. This troper once watched someone playing The Fast And The Furious: Superbikes apply tricks the CPU had used in other races, whereupon the CPU players who weren't in first immediately started to ram the bike off course.
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