That GT350 jumping over the Superbird was incredible. I've never seen that in a GT game before the PS3 releases before. Also surprised there's no mention of turn1/2 on Apricot Hill. AI just seem to barrel into the first corner at a million miles an hour then understeer and spin on the grass. Extremely common in the endurance race and the Euro League race there.
I tried jumping over some Cars in Gran Turismo PSP using the Trial Mountain final corner Jump and the Cars have some sort of collision barriers on top of them Thats weird
OMG you have just solved one of the greatest mysteries in my lifetime! I had a race at Grindelwald and these Audi TT's just slammed into the wall. I laughed but wondered... Why? Why did those cars just slam into the wall? For 20 years I have lived with that question. Thank you for putting an end to that mystery for me. I can finally die in peace.
A honourable mention could be Apricot Hill with basic layout. It's happens not so often, but sometimes AI can stuck after the first corner and doing nothing for even 1 minute. I spotted this on Apricot Hill endurance, which happened maybe 4 times. Sorry for my English.
I've been playing GT3 a lot lately, and the AI is ruthless sometimes. They just push you right off the circuit sometimes lol. Also, the chicane on Grand Valley Reverse is always a problem spot, especially on the first lap when you're close to other cars. I find that a lot of the AI either don't brake, or brake way too late, which ends up with them either crashing in the barrier, or worse, punting you into the barrier.
i dont think the AI is ruthless, there's just no consideration for where the players car (and possibly other AI cars) is. the classic AI fail that polyphony would never fix in the early games was to park your car on the racing line and wait for the field to come around and smash into you with no attempt to brake or avoid you.
Apricot Hill turn 1.5: I'm so lonely... q.q But yeah, it's all in part due to how ai opponents are tuned (which is how *not* tuned they are, power multipliers and tires aren't good overall) and in how well PD made driving lines. Pretty janky at times heh
I remember getting the first grand turismo when I got my psx and playing arcade mode and not having the faintest clues about braking zones at 12 and flying off at that corner everytime.
I was expecting to see Apricot Hill T1/2 from GT2 to be honest, many memories of AI YEETing it too hard, spinning and then having a brain fart as it tries to correct itself.
@@Aunini ohh and the Corvette Grand Sport as well that really struggles. Can't quite remember if that's in the endurance race or one of the regular event races
I remember once a car got stuck at the wall in the corkscrew, and I even tried hitting him out so he's continued but he seemed to be more interested in the wall for the rest of the race, weird.
i think you can do a second part. Apricot Hill corner 1/2, Mid-Field Raceway 1st corner, Autumn RIng 1st corner, Rome Short the 3rd corner (where you cut the long version, they always ram the wall)
In the original 1.0 release of the game, in the Tahiti Maze rally, there was a Peugeot 206 rally car that would just mash into the wall right after the start, and would stay there for the rest of the race.
@@marvinlinnarz5856 well what about the Renault Espass F1 car remember that one when I had it i use to all ways take it on the Oval track cant remember what it was called but I would would do that car right up and see how fast I could go on the track that car was insane i would top 200 easy
When they say "the real driving simulator" Just imagine real people driving like this. .....oh wait you don't have to, we have youtube with videos of real people driving like this.
Speaking of Grand Valley, this reminds me of a time where my dad was doing the 300km endurance race, and sometime along the way, an AI car got completely stuck on the barrier separating the pit lane from the straight, ending up on last place and being lapped at least 19 times. It might have something to do with the pathfinding glitch you mentioned during the Seattle part. I might have gotten some details wrong, as it happened a very good while ago (~20 or so years), but that's how I remember it. EDIT: The glitch happened on the PAL version of the game.
A doctor I've known for close to 20 years who works with people with developmental disabilities has raced on Laguna Seca in real life himself, and can attest to the insanity that is the Corkscrew turn! Also, I know I've mentioned this before to you, but as I drove one in real life, I don't suppose you could sneak a Dodge Stratus into a GT2 video or two? .........please? :)
Jeremy Clarkson did that track for real as well after actually playing that track on gt2 in a Honda nsx he wanted to know what it was like driving the exact same car in real life on the same track....it was on an episode of Topgear
Tahiti Maze Rally is the funniest bug in GT2. It's broken and will drive head on into the wall and get stuck there the entire race. You basically can't lose. The ai never can get its self off the starting line basically.
I remember doing a race at Nurburgring, I think it was GT5, but it could’ve been 6, and after a couple of laps, the Nissan R390 race car and a few others were spinning all over the place, I can’t remember which event it was or which game it was in.
I remember doing a endurance race on Laguna seca, but always one car would get stuck at the corkscrew turn, and I would stay there for ages until I decided to ram it, then he would just drive again. But it was almost everytime in a new race at that turn
I never really played Gt2 , I played Gt1 a lot instead and its AI is quite precise and clean and you rarely see accidents... why is it the case with GT2? GT1 AI always go wide on a turn in reverse Grand Valley after the tunnel, sometimes go out at turn 1 in regular Grand Valley, go on grass on Test Course and sometimes may crash at SSR11 chicane... other than that is all fine
Lol i made like 4 cars(including myself) spin like a beyblade at the corkscrew, and funnily i came in first( i was in 5 place and went at the corkscrew at full speed hehehhehe) Funny the ai messes ip on this coner too, because in my case it has always done it perfectly as if it was using hacks, I've only seen the ai screw up one time
The situation in Seattle reminds me of a track in R4 ridge racer. There's basically this long, uphill straight through a tunnel, then a very steep downward slope right before a sharp almost-hairpin turn. If one don't know any better, it would be very tempting to go flat out on the straight (I mean, it's uphill and inside a tunnel, sign me up), fly like a maniac above the slope only to realize brakes don't work in mid-air. By the time you touch the ground you'd be blasting at full speed into the wall and would have to resort to the classic wall-riding (which isn't effective in that game) Ironically, the AI is very adept at managing this part of the track, I've never seen them making a mistake, they seem to always have the perfect entry speed, exit speed, and attack angle to go through this part smoothly
Question for those with deep GT 2 knowledge: did they add yellow guide lines for the license tests on NTSC v1.1? I don’t see any on v1.0, but some videos on RU-vid appear to have them, in particular license test IB-4
i was wondering why the AI cars have generic sound (GT1 miata sound for turbo cars, and don't know what it is for naturally aspirated cars), could be a way to have less RAM allocation but idk.
I've always trusted artificial intelligence not to make mistakes, but I hear it's amazing when the famous purple-stuffed worm in flap-jaw space with the tuning fork does a raw blink on hari kari rock! I need scissors! 61!
Here is a theory of why they slam to the left on the 1st place. It has to do with the track pattern. It seems the AI was keep with the track pattern of the non reverse version of that track, since most of the turns are ... on the left side instead than the right side. So, in other words, they are trying to keep the track as if they are going on the normal one, or at least on that section of the race.
ok i wasnt even considering laughing at this video until i did at 7:30 ish. >< btw mattj155 i been looking at ur videos and i like ur vids man. Its actually when you said tough time at the corkscrew 7:25
Honorable mention: Second (or first if you count as as continuous) corner at Apricot Hill where certain AI cars will come in slightly too hot, touch the gravel, spin out and then sit in the middle of the track not finding back onto their path.
Once playing in GTPSP with my Honda NSX LM in Seatle Circuit all AI crashed at the upway in the circuit. Guess who crashed by an AI and ended in a wall and not by s🅱️inalla in a F2000
In that same game i raced the bugatti veyrons at new york and they'll crash at the second corner due to braking too late. One of them even got stuck to a wall at one point
@@matthewmondragon2074 yeah these were way obvious from just the league mode itself... Even having them bump me from behind cuz they for some reason want to brake really late. But they were entertaining to watch
@@demon-x3250 yeah, sometimes I'm experimenting with physics(one example is drifting race cars that usually don't intent to do it as 24LM cars) but in races the AI they s🅱️inalla on their own, Nürburgring for example.
@@matthewmondragon2074 i did also try at one point to race a top speed oriented car against lm cars at special stage route x with tyre and fuel wear on. For some reason they kept pitting every lap for me. But when i took a look at the replay, they're fuel wasnt in bad shape let alone tyre wear
I absolutely love Gran turismo, but what pisses me off so much about this game is you could hit an AI car on the inside and they would never loss control or spin out
@@JinteiModding yep. Literally before or right after any jump, just hit the rear corner of their car and it'll either spin them or cause them to over-correct and slam into a wall. Also works less successfully if you ram into a car in the side at max speed as they're turning sharply. Before the PS3 games, you could use the cars as a wall and effectively avoid having to brake as much. Useful for saving tires.
Yeah mate I feel exactly the same but what pissed me off more was that you hit the AI car they wouldn't spin out it would be you instead it all ways backed fired
Oh my gawd, honestly one of my favorite Of fails in all of GT series is the cobra on Laguna seca always spinning out the first turn and drifting crazy the next lap
And yet they'll still catch right back up to you in mere seconds. Shitty GT2 rubberbanding. Glad rubberbanding was yeeted in GT6. No more Toyota Vitz keeping up with a GT-One.
The GT franchise was always been cursed with deadline issues. Almost every game has some lack of programming and elaboration because of pushed and hasty development such as the AI, graphics and missed completion tests (NTSC ver.) in GT2, car stats in arcade, lack of used cars, reflections misprogrammed/mirrored in GT3 etc.
It's easy to forget how amazing the roster of cars was for GT2. It still has more exclusive cars than the rest of the GT games put together; that's including GTS.
If I were to give an honourable mention to a corner/complex, I'd give it to the S-Bend Hill on Midfield (Last Corners Forward, First Corners Reverse). Whilst these corners aren't exactly difficult going forward, they can be notorious going reverse, especially in high performance vehicles. The approach on the reverse layout is blinded by a crest, meaning you're not able to judge your braking all that well, but it's more common to see the AI mess up there after the first lap due to the speed advantage they carry. I've seen the AI have issues there in the faster cars when doing the Event Synthesizer in the past and it rarely disappoints
Just a few hours ago when I raced on Apricot Hills (Euro League) one of the AI's driving the Mercedes E55 AMG got stuck at a first corner for like 3 whole laps 🤣🤣🤣