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* Moreover, the computers' finishing positions aren't actually determined by the order in which they cross the finish line; rather, it's what position they're currently in when the last human player finishes and ends the race. For example, you finish in 1st place and Mario is in 3rd, but he falls back to 5th place before the results screen shows up, it will still show him finished in 3rd due to being in that spot when the player finished.

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* Moreover, the computers' finishing positions aren't actually determined by the order in which they cross the finish line; rather, it's what position they're currently in when the last human player finishes and ends the race. For example, you finish in 1st place and Mario is in 3rd, but he falls back to 5th place before the results screen shows up, it will still show him finished in 3rd due to being in that spot when the player finished. ''Super Mario Kart'' and ''Mario Kart: Super Circuit'' try to avoid this by leaving a short amount of time to computers before they reach the finish line, but end up doing this after some seconds.


** The character selection in ''Super Mario Kart'' is arbitrary. The order of the racers is chosen by which racer you chose, it's the same every time. You can alter it by knocking them down a few places in the last lap, and then crossing the finish line before they catch up. If the screen fades to black before they overtake anyone, they are stuck in that position. It's a decent strategy when playing as Bowser to knock either Mario or Luigi down to 4th place or lower just before the finish line, or preferably both.


* Following the 2.0 update, the [=CPUs=] of ''Mario Kart Tour'' start blatantly cheating beyond anything the series has ever seen. They time their moves on the player in a way that would only make sense if they were working together; their items seem to counter player items exactly, as well as launching items the instant the player has none; their speed randomly increases even without items, Mini-Turbos, slipstreams, or boost pads; and they will control their steering to a degree no human player can without losing any speed.

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* Following the 2.0 update, the [=CPUs=] of ''Mario Kart Tour'' start blatantly cheating beyond anything the series has ever seen. They time their moves on the player in a way that would only make sense if they were working together; their items seem to counter player items exactly, as well as launching items the instant the player has none; their speed randomly increases even without items, Mini-Turbos, slipstreams, or boost pads; and they will control their steering to a degree no human player can without losing any speed. The [=CPUs=] also immediately begin going the same speed that they were going before after spinning out from hitting an item, whereas the player still has to build their speed back up from so much as hitting a banana.


* Following the 2.0 update, the CPUs of ''Mario Kart Tour'' start blatantly cheating beyond anything the series has ever seen. They time their moves on the player in a way that would only make sense if they were working together; their items seem to counter player items exactly, as well as launching items the instant the player has none; their speed randomly increases even without items, Mini-Turbos, slipstreams, or boost pads; and they will control their steering to a degree no human player can without losing any speed.

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* Following the 2.0 update, the CPUs [=CPUs=] of ''Mario Kart Tour'' start blatantly cheating beyond anything the series has ever seen. They time their moves on the player in a way that would only make sense if they were working together; their items seem to counter player items exactly, as well as launching items the instant the player has none; their speed randomly increases even without items, Mini-Turbos, slipstreams, or boost pads; and they will control their steering to a degree no human player can without losing any speed.


** The character selection in ''Super Mario Kart'' is arbitrary. The order of the racers is chosen by which racer you chose, it's the same every time. You can alter it but knocking them down a few places in the last lap, and then crossing the finish line before they catch up. If the screen fades to black before they overtake anyone, they are stuck in that position. It's a decent strategy when playing as Bowser to knock either Mario or Luigi down to 4th place or lower just before the finish line, or preferably both.

to:

** The character selection in ''Super Mario Kart'' is arbitrary. The order of the racers is chosen by which racer you chose, it's the same every time. You can alter it but by knocking them down a few places in the last lap, and then crossing the finish line before they catch up. If the screen fades to black before they overtake anyone, they are stuck in that position. It's a decent strategy when playing as Bowser to knock either Mario or Luigi down to 4th place or lower just before the finish line, or preferably both.


* In ''VideoGame/SuperMarioKart'', 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. Then there's the Mario brothers, who could activate Stars at will, making them nigh-impossible to beat if they were in the lead. 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 (basically an infinite supply of jump feathers).\\

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* In ''VideoGame/SuperMarioKart'', the AI opponents didn't don't just have RubberBandAI, but had have infinite stores of super-special weapons and items that in several cases the player was is never able to use -- namely, the poisoned mushrooms, dinosaur Yoshi eggs, and meandering fireballs. Then there's the Mario brothers, who could can activate Stars at will, making them nigh-impossible to beat if they were they're in the lead. For the items the player ''could'' ''can'' launch, the AI opponent also had has the ability to dodge by ''jumping'' the kart its own height above the track (basically an infinite supply of jump feathers).\\



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 Bros. 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.

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Furthermore, the Grand Prix mode would will select an order of skill for each of the computer-controlled players, based on your own character selection. If one of the Mario Bros. were are picked as the "champion" racer (which happened happens if you chose choose Bowser or Koopa Troopa), you could can 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 unstoppable regardless of what's fired at them (or even more annoyingly, just as that red shell was is about to knock them out of first place) meant means that it was it's often easier just to start a new game and hope you didn't don't get one of them as the top racer again.



* Another ability the computers have in ''VideoGame/SuperMarioKart'' and ''VideoGame/MarioKart64'' 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.
* 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.

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* Another ability the computers have in ''VideoGame/SuperMarioKart'' and ''VideoGame/MarioKart64'' is the ability to instantly recover from items as long as they weren't aren't on screen when the item hit. hits. The best items would will simply stop computers for a moment if you couldn't can't see them, while the same items used on you would will make you fly through the air.
* Choco Mountain. The final part of the track involves a few item crates, boxes, a 90 degree turn, and then three "hills". You better be lucky and get a mushroom from those crates, boxes, 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 boxes indeed makes the difference between being first or fifth in this race.



* The AI in ''VideoGame/MarioKartDoubleDash'' 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. 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.

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* The AI in ''VideoGame/MarioKartDoubleDash'' 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 kart that's already running at top speed with no slowdowns. 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.



* In ''Mario Kart 64'', computer players just used items at random rather than actually using the item boxes. This actually worked out well for the player (despite lack of realism, since they would never use certain items), since the distribution was fair. In ''DS'' and ''Wii'', they actually use the item boxes, which means the last-place players are constantly getting the good stuff. So this is actually an instance where having the AI follow the rules actually made the game seem less fair (though technically it's ''more'' fair).

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* In ''Mario Kart 64'', computer players just used use items at random rather than actually using the item boxes. This actually worked works out well for the player (despite lack of realism, since they would they'll never use certain items), since the distribution was is fair. In ''DS'' and ''Wii'', Starting with ''Mario Kart DS'', they actually use the item boxes, which means the last-place players are constantly getting the good stuff. So this is actually an instance where having the AI follow the rules actually made makes the game seem less fair (though technically it's ''more'' fair).



* Of course, all the items are at general, aimed at you, with only the occasional shot toward other AI and accidental hits if they drive the same racing line. It gets ridiculous when one sees the second place racer throw a red shell (which only homes if thrown ''forward'' in most installments, and even then, only after someone passes it) ''backwards'' towards a player-controlled third place kart when the first place kart could be easily overtaken if only the shell were thrown forward instead. More a case of 'cheating' for the AI opponents who get to avoid all attacks (their advantage being that they get to go whole races without a single item aimed at them, save for Lightning, Bullet Bills and Blue Shells, which a character has no say in controlling). The AI racers that target you rather than their competitors ahead, however, are a case of SpitefulAI.

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* Of course, all the items are at are, in general, aimed at you, with only the occasional shot toward other AI and accidental hits if they drive the same racing line. It gets ridiculous when one sees the second place racer throw a red shell (which only homes if thrown ''forward'' in most installments, and even then, only after someone passes it) ''backwards'' towards a player-controlled third place kart when the first place kart could be easily overtaken if only the shell were thrown forward instead. More a case of 'cheating' for the AI opponents who get to avoid all attacks (their advantage being that they get to go whole races without a single item aimed at them, save for Lightning, Bullet Bills and Blue Spiny Shells, which a character has no say in controlling). The AI racers that target you rather than their competitors ahead, however, are a case of SpitefulAI.



*** Worse is when you're coming in first and get hit by multiple red shells within seconds. Red shells are supposed to target the racer immediately in the place ahead of you, so the only way to get hit by two ore more multiple is if they are passing one another then throwing the red shell...

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*** Worse is when you're coming in first and get hit by multiple red shells within seconds. Red shells are supposed to target the racer immediately in the place ahead of you, so the only way to get hit by two ore or more multiple is if they are passing one another then throwing the red shell...



*** ''Wii'' in general is quite absurd when it comes to outright cheating AI. You could be a million miles ahead of everyone and they'll still catch up to you while pelting you with items, crushing your chances of winning in seconds. Of particular note is the online tournament where players had to race the Kongs while they had an infinite supply of bananas; trying to get ahead of them would result in them '''rocketing''' up to the player to prevent them from winning, [[UpToEleven which goes beyond general rubberbanding]] and is probably the crowning example of this trope in the series.

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*** ''Wii'' in general is quite absurd when it comes to outright cheating AI. You could can be a million miles ahead of everyone and they'll still catch up to you while pelting you with items, crushing your chances of winning in seconds. Of particular note is the online tournament where players had to race the Kongs while they had an infinite supply of bananas; trying to get ahead of them would result in them '''rocketing''' up to the player to prevent them from winning, [[UpToEleven which goes beyond general rubberbanding]] and is probably the crowning example of this trope in the series.



* ''VideoGame/MarioKart7'' is the biggest offender yet (which is saying a lot, honestly). There was an exploit that has been discovered in the Maka Wuhu track that allows you to skip one section of the track. Pull it off, and the CPU pack is no less than 5 seconds behind you when you are ferried onto the upper section of the course, rendering the entire exploit moot in single-player mode.

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* ''VideoGame/MarioKart7'' is one of the biggest offender yet offenders (which is saying a lot, honestly). There was an exploit that has been (since patched) discovered in the Maka Wuhu track that allows allowed you to skip one an entire section of the track. Pull If you pulled it off, and the CPU pack is would be no less than 5 seconds behind you when you are were ferried onto the upper section of the course, rendering the entire exploit moot in single-player mode.


* Following the 2.0 update, the CPUs of ‘’Mario Kart Tour’’ start blatantly cheating beyond anything the series has ever seen. They time their moves on the player in a way that would only make sense if they were working together; their items seem to counter player items exactly, as well as launching items the instant the player has none; their speed randomly increases even without items, Mini-Turbos, slipstreams, or boost pads; and they will control their steering to a degree no human player can without losing any speed.

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* Following the 2.0 update, the CPUs of ‘’Mario ''Mario Kart Tour’’ Tour'' start blatantly cheating beyond anything the series has ever seen. They time their moves on the player in a way that would only make sense if they were working together; their items seem to counter player items exactly, as well as launching items the instant the player has none; their speed randomly increases even without items, Mini-Turbos, slipstreams, or boost pads; and they will control their steering to a degree no human player can without losing any speed.


* ''Mario Kart 8'' has another interesting AI cheat, in that regardless of where they are in the track, they can drop down items ''anywhere''. The player may not notice it, but there's entirely odd chances of them placing banana peels or tossing projectiles out to locations they've not reached yet or already passed, just to torment the player.

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* ''Mario Kart 8'' has another interesting AI cheat, in that regardless of where they are in the track, they can drop down items ''anywhere''. The player may not notice it, but there's entirely odd chances of them placing banana peels or tossing projectiles out to locations they've not reached yet or already passed, just to torment the player.player.
* Following the 2.0 update, the CPUs of ‘’Mario Kart Tour’’ start blatantly cheating beyond anything the series has ever seen. They time their moves on the player in a way that would only make sense if they were working together; their items seem to counter player items exactly, as well as launching items the instant the player has none; their speed randomly increases even without items, Mini-Turbos, slipstreams, or boost pads; and they will control their steering to a degree no human player can without losing any speed.


* Apparently, the computer player chosen to be the first-placer in ''VideoGame/MarioKartDS'' always has a maxed-out speed stat, regardless of what the kart they're driving should have. This makes characters that drive karts with already high acceleration, such as Dry Bones, nearly impossible to beat. This may be because the designated top 3 are given boosts in top speed with the first placer being given the biggest boost. If it happens to be a kart with high acceleration, your only chance of winning is to snake, simply put.\\

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* Apparently, the computer player chosen to be the first-placer in ''VideoGame/MarioKartDS'' always has a maxed-out speed stat, regardless of what the kart they're driving should have. This makes characters that drive karts with already high acceleration, such as Dry Bones, nearly impossible to beat. This may be because the designated top 3 are given boosts in top speed with the first placer being given the biggest boost. If it happens to be a kart with high acceleration, your only chance of winning is to snake, simply put.\\


[=CPUs=] in ''Mario Kart DS'' will also move back into place if another kart knocks them away in midair.

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** [=CPUs=] in ''Mario Kart DS'' will also move back into place if another kart knocks them away in midair.


*** Mike Matei noted, in his review of ''Wii'', how overboard the CPU goes with item-spamming, from a [[https://www.youtube.com/watch?v=9AoQS4vXyo4&t=6m33s Blooper-POW Block-Lightning combo (while accidentally running into a Bomb Car, adding insult to injury)]] to the absolutely rampant [[https://www.youtube.com/watch?v=9AoQS4vXyo4&t=7m37s Blue Shell abuse]]. As he describes it:

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*** Mike Matei noted, in his review of ''Wii'', how overboard the CPU goes with item-spamming, from a [[https://www.youtube.com/watch?v=9AoQS4vXyo4&t=6m33s Blooper-POW Block-Lightning combo (while accidentally running ludicrous item combos that will most likely drive you into a Bomb Car, adding insult to injury)]] hazard]], to the absolutely rampant [[https://www.youtube.com/watch?v=9AoQS4vXyo4&t=7m37s Blue Shell abuse]]. As he describes it:

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*** Mike Matei noted, in his review of ''Wii'', how overboard the CPU goes with item-spamming, from a [[https://www.youtube.com/watch?v=9AoQS4vXyo4&t=6m33s Blooper-POW Block-Lightning combo (while accidentally running into a Bomb Car, adding insult to injury)]] to the absolutely rampant [[https://www.youtube.com/watch?v=9AoQS4vXyo4&t=7m37s Blue Shell abuse]]. As he describes it:
---> I would say that getting hit by a Blue Shell more than once in a race should be a rare occurrence in a ''Mario Kart'' game; in ''Mario Kart Wii'', you can get hit by the Blue Shell multiple times ''in a single lap''.


** The character selection in ''Super Mario Kart'' is arbitrary. The order of the racers is chosen by which racer you chose, it's the same every time. You can alter it but knocking them down a few places in the last lap, and then crossing the finish line before they catch up. If the screen fades to black before they overtake anyone, they are stuck in that position. It's a decent strategy when playing as Bowser to knock either Mario or Luigi down to 4th place or lower just before the finish line. Preferably both.

to:

** The character selection in ''Super Mario Kart'' is arbitrary. The order of the racers is chosen by which racer you chose, it's the same every time. You can alter it but knocking them down a few places in the last lap, and then crossing the finish line before they catch up. If the screen fades to black before they overtake anyone, they are stuck in that position. It's a decent strategy when playing as Bowser to knock either Mario or Luigi down to 4th place or lower just before the finish line. Preferably line, or preferably both.



* Apparently, the computer player chosen to be the first-placer in ''VideoGame/MarioKartDS'' always has a maxed-out speed stat, regardless of what the kart they're driving should have. This makes characters that drive karts with already high acceleration [[spoiler:(Dry Bones)]] nearly impossible to beat. This may be because the designated top 3 are given boosts in top speed with the first placer given the biggest boost. If it happens to be a kart with high acceleration, your only chance of winning is to snake, simply put.\\

to:

* Apparently, the computer player chosen to be the first-placer in ''VideoGame/MarioKartDS'' always has a maxed-out speed stat, regardless of what the kart they're driving should have. This makes characters that drive karts with already high acceleration [[spoiler:(Dry Bones)]] acceleration, such as Dry Bones, nearly impossible to beat. This may be because the designated top 3 are given boosts in top speed with the first placer being given the biggest boost. If it happens to be a kart with high acceleration, your only chance of winning is to snake, simply put.\\



* Ditto Petey Piranha, often a thorn in the side in two-player GP races at 150cc due to his '''ludicrous''' bursts of speed and acceleration.
* In ''Mario Kart 64'', computer players just used items at random rather than actually using the item boxes. This actually worked out well for the player (despite lack of realism, since they would never use certain items), since the distribution was fair. In DS and Wii, they actually use the item boxes, which means the last-place players are constantly getting the good stuff. So this is actually an instance where having the AI follow the rules actually made the game seem less fair (though technically it's ''more'' fair).

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* Ditto Petey Piranha, Piranha is a particularly big offender and is often a thorn in the side in two-player GP races at 150cc due to his '''ludicrous''' bursts of speed and acceleration.
acceleration, not to mention his tendency to pummel you with five items a minute. The same thing applies to Baby Luigi in ''Wii''.
* In ''Mario Kart 64'', computer players just used items at random rather than actually using the item boxes. This actually worked out well for the player (despite lack of realism, since they would never use certain items), since the distribution was fair. In DS ''DS'' and Wii, ''Wii'', they actually use the item boxes, which means the last-place players are constantly getting the good stuff. So this is actually an instance where having the AI follow the rules actually made the game seem less fair (though technically it's ''more'' fair).



*** Worst is when you're coming in first and get hit by multiple red shells within seconds. Red shells are supposed to target the racer immediately in place ahead of you, so the only way to get hit by two ore more multiple is if they are passing one another then throwing the red shell...

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*** Worst Worse is when you're coming in first and get hit by multiple red shells within seconds. Red shells are supposed to target the racer immediately in the place ahead of you, so the only way to get hit by two ore more multiple is if they are passing one another then throwing the red shell... shell...
*** ''Wii'' in general is quite absurd when it comes to outright cheating AI. You could be a million miles ahead of everyone and they'll still catch up to you while pelting you with items, crushing your chances of winning in seconds. Of particular note is the online tournament where players had to race the Kongs while they had an infinite supply of bananas; trying to get ahead of them would result in them '''rocketing''' up to the player to prevent them from winning, [[UpToEleven which goes beyond general rubberbanding]] and is probably the crowning example of this trope in the series.

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* In ''VideoGame/SuperMarioKart'', 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. Then there's the Mario brothers, who could activate Stars at will, making them nigh-impossible to beat if they were in the lead. 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 (basically an infinite supply of jump feathers).\\
They also outright clip through course obstacles like Thwomps and pipes while you need a Star to smash through the same things yourself. The only thing they ''can'' bump into that slows them down are the walls, and that's if you push them hard enough into a wall.\\
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 Bros. 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 character selection in ''Super Mario Kart'' is arbitrary. The order of the racers is chosen by which racer you chose, it's the same every time. You can alter it but knocking them down a few places in the last lap, and then crossing the finish line before they catch up. If the screen fades to black before they overtake anyone, they are stuck in that position. It's a decent strategy when playing as Bowser to knock either Mario or Luigi down to 4th place or lower just before the finish line. Preferably both.
* In ''VideoGame/MarioKartSuperCircuit'', whichever AI racer has the most cup points at the time will get their special powerups more often. Luigi and Bowser will always start with "champion" level skills, but if you attack them and cause them to lose to other AI racers, the new points leader among AI will take up the "champion" mantle instead. If Yoshi or Mario get this points lead, they'll start to spam consecutive Super Stars from nowhere and finish races 5 seconds ahead of the rest of the pack. Conversely, since poor AI Wario always starts in the back of the pack, he's rarely seen using items at all and is doomed to finish last every race.
* Another ability the computers have in ''VideoGame/SuperMarioKart'' and ''VideoGame/MarioKart64'' 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.
* 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.
* Apparently, the computer player chosen to be the first-placer in ''VideoGame/MarioKartDS'' always has a maxed-out speed stat, regardless of what the kart they're driving should have. This makes characters that drive karts with already high acceleration [[spoiler:(Dry Bones)]] nearly impossible to beat. This may be because the designated top 3 are given boosts in top speed with the first placer given the biggest boost. If it happens to be a kart with high acceleration, your only chance of winning is to snake, simply put.\\
[=CPUs=] in ''Mario Kart DS'' will also move back into place if another kart knocks them away in midair.
* The AI in ''VideoGame/MarioKartDoubleDash'' 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. 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.
* Ditto Petey Piranha, often a thorn in the side in two-player GP races at 150cc due to his '''ludicrous''' bursts of speed and acceleration.
* In ''Mario Kart 64'', computer players just used items at random rather than actually using the item boxes. This actually worked out well for the player (despite lack of realism, since they would never use certain items), since the distribution was fair. In DS and Wii, they actually use the item boxes, which means the last-place players are constantly getting the good stuff. So this is actually an instance where having the AI follow the rules actually made the game seem less fair (though technically it's ''more'' fair).
* Moreover, the computers' finishing positions aren't actually determined by the order in which they cross the finish line; rather, it's what position they're currently in when the last human player finishes and ends the race. For example, you finish in 1st place and Mario is in 3rd, but he falls back to 5th place before the results screen shows up, it will still show him finished in 3rd due to being in that spot when the player finished.
* Just let the AI get behind you with Star Power. It's like you're being tracked by a homing missile.
* Of course, all the items are at general, aimed at you, with only the occasional shot toward other AI and accidental hits if they drive the same racing line. It gets ridiculous when one sees the second place racer throw a red shell (which only homes if thrown ''forward'' in most installments, and even then, only after someone passes it) ''backwards'' towards a player-controlled third place kart when the first place kart could be easily overtaken if only the shell were thrown forward instead. More a case of 'cheating' for the AI opponents who get to avoid all attacks (their advantage being that they get to go whole races without a single item aimed at them, save for Lightning, Bullet Bills and Blue Shells, which a character has no say in controlling). The AI racers that target you rather than their competitors ahead, however, are a case of SpitefulAI.
** It couldn't be more obvious than when you play a team race in ''VideoGame/MarioKartWii'' with AI opponents, and your computer-controlled ''teammates'' start aiming shells and bananas at you.
*** Worst is when you're coming in first and get hit by multiple red shells within seconds. Red shells are supposed to target the racer immediately in place ahead of you, so the only way to get hit by two ore more multiple is if they are passing one another then throwing the red shell...
** This carries over to ''VideoGame/MarioKart8'' and its team battle mode. At best, it'll simply be a rule of thumb to stay away from ''everyone'' until you've confirmed that the racer you're about to pass is an enemy and you should attack them, lest you run into a teammate who suddenly decides it's a good idea to throw their boomerang. At worst, you can get all three of your balloons destroyed nearly immediately just because you wound up in a populated area and you trusted your AI partners not to start throwing their items at random.
*** The irony of this is that it somehow makes the AI ''closer'' to a human player rather than putting them above them. You're given very little chance to see who's on your team during battles, and it can be difficult to tell what color another racer's balloons are from a distance (and the balloons are the only differentiation between teams). Chances are that you'll accidentally attack your teammates as often as they'll attack you.
* On the bright side, if you and a computer-controlled player have the same amount of points, it will be in favor of you. So if you and Donkey Kong are tied for 1st place with 32 points each, you'll be in first place.
* In ''Mario Kart Wii'', the AI racers almost always skip the item roulette, allowing them to use their item while you're still waiting for yours. You can do the same by pressing the "use item" button during the roulette, but it still takes time to perform (it's not perfect or immediate, whereas the opponents will be ready to go once they hit an item box).
* ''VideoGame/MarioKart7'' is the biggest offender yet (which is saying a lot, honestly). There was an exploit that has been discovered in the Maka Wuhu track that allows you to skip one section of the track. Pull it off, and the CPU pack is no less than 5 seconds behind you when you are ferried onto the upper section of the course, rendering the entire exploit moot in single-player mode.
* The Blooper item in later games is a notable exception. For human players, it's little more than a nuisance, but it will cause the AI to start randomly swerving side-to-side like drunk drivers, slowing them down significantly. Justified, though, in that an AI that simply follows a course would obviously be unhindered by an item that blocks your screen without [[ArtificialStupidity flaws programmed in]].
* Red Shells normally target the next racer ahead of the user, but they're programmed to skip racers who are very close to the racer unless they're in 1st place. When the player is in 1st, the AI is programmed to have the 2nd and 3rd place CPU racers hang close together to exploit this behavior so that any Red Shells fired by the 3rd place CPU target the player instead of the 2nd place CPU.
* This [[http://www.suppermariobroth.com/post/155589413010/in-mario-kart-double-dash-cpu-drivers-that-are blog post]] proves what we've been suspecting for a long time, [=CPU=] racers can outright clip through hazards when they're far enough from the player. Note also the perfect driving lines.
* In ''Mario Kart 64'', there is a glitch in Royal Raceway where sometimes, the computers somehow skip ''half'' the race, getting in first ahead of you. [[https://youtu.be/qEXFoixbayg?t=2m24s See for yourself.]]
* ''Mario Kart 8'' has another interesting AI cheat, in that regardless of where they are in the track, they can drop down items ''anywhere''. The player may not notice it, but there's entirely odd chances of them placing banana peels or tossing projectiles out to locations they've not reached yet or already passed, just to torment the player.

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