History Main / HitBoxDissonance

9th Jun '17 1:38:21 PM LucaEarlgrey
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* In ''VideoGame/WanganMidnight Maximum Tune'', the cars' hitboxes extend infinitely along the Y-axis, so as to prevent one car from getting on top of another.

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* In ''VideoGame/WanganMidnight Maximum Tune'', the cars' hitboxes extend infinitely along the Y-axis, so as to prevent one car from getting on top of another.another (such as on jumps).
9th Jun '17 1:38:02 PM LucaEarlgrey
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* Unlike in previous games, ''Mario Kart 8'' had some bugs in regards to certain walls, fences, ramp sides, and barriers that previous games didn't have. The effects of this dissonance can vary depending on the surface, but players have found themselves stopped completely just by simply brushing up against the surface's side or when boosting, being thrown 90 degrees away from the surface's side. Items that are shot ahead often bounce off these sides back at the users even if the user fires them at an angle.

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* Unlike in previous games, ''Mario Kart 8'' ''VideoGame/MarioKart8'' had some bugs in regards to certain walls, fences, ramp sides, and barriers that previous games didn't have. The effects of this dissonance can vary depending on the surface, but players have found themselves stopped completely just by simply brushing up against the surface's side or when boosting, being thrown 90 degrees away from the surface's side. Items that are shot ahead often bounce off these sides back at the users even if the user fires them at an angle.angle.
* In ''VideoGame/WanganMidnight Maximum Tune'', the cars' hitboxes extend infinitely along the Y-axis, so as to prevent one car from getting on top of another.
4th Jun '17 8:25:36 AM Edvardelis
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* ''VideoGame/{{Fallout 4}}'' has the same issue as the two prior games. Bethesda improved the shooting mechanics by a large amount but didn't update the environments to compensate - your bullets run into invisible walls all to often.

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* ''VideoGame/{{Fallout 4}}'' has the same issue as the two prior games. Bethesda improved the shooting mechanics by a large amount but didn't update the environments to compensate - your bullets run into invisible walls all to too often.
4th Jun '17 8:25:15 AM Edvardelis
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* ''VideoGame/{{Fallout 4}}'' has the same issue as the two prior games. Bethesda improved the shooting mechanics by a large amount but didn't update the environments to compensate - your bullets run into invisible walls all to often.
27th May '17 3:28:19 PM nombretomado
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** Another example is how ViewtifulJoe's hitbox was updated in ''[[UpdatedRerelease Ultimate Marvel vs Capcom 3]]''. Though Joe is already a small character, his hitbox shrinks whenever he is airborne. This was done to facilitate his evasion of projectiles as he approaches his enemies, as Viewtiful Joe relies heavily on his DoubleJump and [[VideogameDashing Air Dash]] in regards to mobility. With his shrunken hitboxes, Joe can get up close and personal much more easily, at which range his own stubby limbs aren't a both.

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** Another example is how ViewtifulJoe's VideoGame/ViewtifulJoe's hitbox was updated in ''[[UpdatedRerelease Ultimate Marvel vs Capcom 3]]''. Though Joe is already a small character, his hitbox shrinks whenever he is airborne. This was done to facilitate his evasion of projectiles as he approaches his enemies, as Viewtiful Joe relies heavily on his DoubleJump and [[VideogameDashing Air Dash]] in regards to mobility. With his shrunken hitboxes, Joe can get up close and personal much more easily, at which range his own stubby limbs aren't a both.
17th May '17 4:46:40 AM Medinoc
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* ''VideoGame/{{Arkanoid}}'': The last level is the only one where you can lose a life other than by dropping the ball: The FinalBoss is loosing projectiles at you. In the UsefulNotes/AmstradCPC version, said projectiles have a hitbox ''much'' bigger than they appear.
18th Mar '17 5:52:34 PM nombretomado
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* ''{{Neopets}}'' released a game that, as part of a plot, was a re-skinned version of an older game. This is notable because the original game sprite was significantly smaller than the re-skinned sprite, but the hitbox remained the same. This was ostensibly a good thing until you realize that the center of the hitbox was located several pixels ''below'' the sprite itself, meaning that you had to fly higher than you thought you would to keep from dying. Bear in mind that this game is designed to constantly have your character descend unless you're consciously rising, so there's significantly more danger from scraping the bottom of the screen than the top to begin with.

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* ''{{Neopets}}'' ''{{Website/Neopets}}'' released a game that, as part of a plot, was a re-skinned version of an older game. This is notable because the original game sprite was significantly smaller than the re-skinned sprite, but the hitbox remained the same. This was ostensibly a good thing until you realize that the center of the hitbox was located several pixels ''below'' the sprite itself, meaning that you had to fly higher than you thought you would to keep from dying. Bear in mind that this game is designed to constantly have your character descend unless you're consciously rising, so there's significantly more danger from scraping the bottom of the screen than the top to begin with.
4th Mar '17 11:02:45 AM CyberController
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* Flies and spiders in ''The Binding of Isaac'' have rather large hitboxes, making them far easier to aim at and only slightly harder to avoid. The real pain comes from [[{{Bizarrchitecture}} the walls]] [[MalevolentArchitecture themselves]], which have a bug that can sometimes make bits of the wall jut out slightly and trip you up.

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* Flies and spiders in ''The Binding of Isaac'' ''VideoGame/TheBindingOfIsaac'' have rather large hitboxes, making them far easier to aim at and only slightly harder to avoid. The real pain comes from [[{{Bizarrchitecture}} the walls]] [[MalevolentArchitecture themselves]], which have a bug that can sometimes make bits of the wall jut out slightly and trip you up.
17th Feb '17 4:54:41 AM Morgenthaler
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* ''{{Malifaux}}'' uses a similar mechanic to the ''TabletopGame/IronKingdoms'' games (above). Each model has a defined base size (30mm, 40mm, or 50mm in diameter) and a Height stat describing its height in inches. As far as the rules are concerned, every model is thus a cylinder with those dimensions regardless of the actual model's dimensions. While this works from a pure rules perspective, there is often a great discrepancy between a model's stats and its actual physical size. This includes models that can barely fit on their base, but is most commonly seen in models whose height has only the vaguest connection to their Height stat. There are many instances where a model is fully an inch taller than another, but their Height stats are the other way around.

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* ''{{Malifaux}}'' ''TabletopGame/{{Malifaux}}'' uses a similar mechanic to the ''TabletopGame/IronKingdoms'' games (above). Each model has a defined base size (30mm, 40mm, or 50mm in diameter) and a Height stat describing its height in inches. As far as the rules are concerned, every model is thus a cylinder with those dimensions regardless of the actual model's dimensions. While this works from a pure rules perspective, there is often a great discrepancy between a model's stats and its actual physical size. This includes models that can barely fit on their base, but is most commonly seen in models whose height has only the vaguest connection to their Height stat. There are many instances where a model is fully an inch taller than another, but their Height stats are the other way around.
1st Feb '17 11:35:49 AM Steven
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** There are a few jarring instances in the ''VideoGame/ParappaTheRapper'' games. This is the reason that [[PlanetHeck Stage 6]] of ''VideoGame/UmJammerLammy'' is one of the most [[IncrediblyLamePun hellish]] in the series; even nailing the notes perfectly will drop you down to a "Bad" rating. You ''won't'' get through without freestyling.

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** There are a few jarring instances in the ''VideoGame/ParappaTheRapper'' games. This is the reason that [[PlanetHeck Stage 6]] of ''VideoGame/UmJammerLammy'' is one of the most [[IncrediblyLamePun hellish]] in the series; even nailing the notes perfectly will drop you down to a "Bad" rating. You ''won't'' get through without freestyling. The first ''Parappa'' game was notoriously difficult due to how strict the timing windows were and it made stage 5 ThatOneLevel due to absurd amount of buttons needed to be pressed back to back with near precision timing. The sequel made the timing windows much more forgiving.
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