chozo_hybrid said:
The faster you go, the faster the CPUs go, often times they are programmed to go faster than you. It also works in reverse in that the slower you go, the slower the CPUs are supposed to go. Sometimes the rubber band AI doesn't slow down though when you trigger it, and it can lead to disastorous results. Best example of rubber band AI gone wrong, Canary Mary's races in Cloud Cuckooland. During the races if you trigger Canary Mary's rubber band AI it
doesn't disengage like how it's supposed to:
Notice how Canary Mary suddenly caught up at the end of the second race? It was because her rubber band AI was triggered and when she based him, the AI kept going. If you trigger it sooner then it just gets worse. The 360 port of Banjo Tooie also has it quite bad as well, with the rubber band AI triggering sooner as I've seen when my friend was streaming Banjo Tooie.
Now all racing games usually have rubber band AI, but Mario Kart Wii's was just plain
bad rubber band AI. Rubber band AI usually goes unnoticed, but you can notice it a lot in Mario Kart Wii if you look for it. Some examples of good Rubber band AI include Crash Team Racing, Mario Kart Double Dash, Diddy Kong Racing, and Mario Kart DS.