
Yoshi and several CPU's seen on the racing scoreboard in Mario Kart DS, it appears as though Yoshi just netted himself a perfect score! Phenomenal!
A CPU, (also referred to as a computer player, COM, or A.I. (artificial intelligence)) is an opponent in the Mario Kart (series) who is controlled by the game's software when playing a Grand Prix, a VS Race, or Battle Mode.
Grand Prix[]
CPUs were introduced in the first Mario Kart game Super Mario Kart in the game's Grand Prix mode. The CPU difficulty in Grand Prix is based on the the engine size chosen at the beginning, for instance the CPUs in 150cc are harder than those in the lower difficulties.
In each game, there are two CPU opponents who serve as the player's "rival", in that they ignore their speed statistics and are always set to finish in either first or second. The rival system varies minimally between games, with some games having preset rivals based on the character the human player chooses while in other games they are randomized.
Differences between games[]
Super Mario Kart[]
CPUs function very differently in Super Mario Kart compared to the later games. Each CPU character has a signature item which is the only item they can obtain, and unlike human players they can use them infinitely. Some items are exclusive to certain CPU characters and cannot be obtained by human players, namely the Poison Mushroom, Yoshi Egg and Fireball. Furthermore unlike the normal Green Shell, the one obtained by Koopa Troopa instead stays in place. The following is a list of items exclusive to CPU players:
- Mario, Luigi: Super Star
- Toad, Peach: Poison Mushroom
- Koopa Troopa: Green Shell
- Donkey Kong Jr.: Banana Peel
- Yoshi: Yoshi Egg
- Bowser: Fireball
Finally not only does this game use the "preset rival" system, the order in which every CPU finishes each race is always the same depending on the player's character. For instance if Toad is chosen the character in second will always be Peach while the character in last will always be Bowser, unless the order is disrupted should a character get hit be an item or fall off the track near the finish on the final lap.
Mario Kart 64[]
CPUs received a major overhaul in 64 in order to make them more alike to normal players, which set the trend for CPU behavior in later games. Rather than only being able to obtain only one exclusive item, CPUs can obtain any item in the game in single unit, with the exception of shells, however CPUs are able to obtain shells however they choose not to use them. In addition, CPUs now use the "randomized rival" system where the characters in second and third are chosen at random at the beginning of a Grand Prix.
CPUs in this game, however, are notorious for the "Rubberband A.I." mechanic. The feature known as Rubberband A.I. is a handicap system commonly found in racing games as a mechanic intended to allow characters who are falling behind to be able to catch up more effectively, by increasing the speed of players in the lower positions. In this game, CPUs will always gain a speed boost when they are not visible to the player even if they are ahead, allowing them to easily get a lead if they are ahead of the player. Furthermore they are affected differently by items that normally send opponents upwards, such as Red Shells and Fake Item Boxes, instead they stop in place upon colliding and then accelerate normally rather than getting launched upwards when they are onscreen. Some areas, in particular complex areas such as where the track overlaps another section, will cause the CPUs to behave normally by not giving them a speed boost and being affected normally by strong knockback items.
Mario Kart: Super Circuit[]
CPUs behave similarly to those in 64, the main differences is them now being able to use shells, and the return of the preset rival system from Super Mario Kart. While it still exists, the Rubberband A.I. now functions as intended and the speed boost is only applied to characters who are behind.
Mario Kart: Double Dash!![]
Several minor changes have been made to CPUs in this game, in that now they have an expanded items category and are not limited to only obtaining items in single unit. The randomized rival system returns, but with some differences, namely in 100cc the rivals can only be medium and heavyweight karts and in 150cc and Mirror only heavyweight karts can be rivals.
Rubberband A.I., while still it exists, has also been toned down, with it being less noticeable compared to previous games.
Mario Kart DS[]
CPUs function in an identical manner to 64, with some alterations. There are no longer any items restrictions, although starting from this game, they will never get Triple Red Shells from Item Boxes, though they can still use them if they receive them from a Boo. Rubber-banding AI has also be toned slightly up from Double Dash!!, though it is barely noticeable against 50cc. However, in 150cc and Mirror, the rubber-banding is brutal and will apply to all racers if the human player is in front of them. Also, whenever the human player is nearby, the CPUs will target items towards them like Bananas, Shells, and Fake Item Boxes. However, if the player is snaking all the way up to first, then the CPUs can barely catch up. The CPUs also use the "randomized rival" system from 64.