History Main / HitboxDissonance

5th Jul '17 6:11:28 PM nombretomado
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** The GAMBOL AscendedGlitch in ''BeatmaniaIIDX'' deserves a special mention. Originally, it was one of the easiest charts in the game, but a bug caused it to have much tighter timing windows than any other song in the game, making it easy to clear but extremely hard to score well on it. The song has since been "fixed" to use the standard timing windows with the same chart on Normal difficulty, but retains its Hyper difficulty with the bugged timing windows, as well as having an added Another difficulty chart in the [=PS2=] version of ''IIDX 11: RED'', with the ''exact same chart'' but with ridiculously small timing windows that make it quite hard to clear. Newer installments in the series now have the "GAMBOL Judge Hyper" and "GAMBOL Judge Another" EasterEgg codes, which allow you to use the tightened timing windows on ''any song at all''.

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** The GAMBOL AscendedGlitch in ''BeatmaniaIIDX'' ''VideoGame/BeatmaniaIIDX'' deserves a special mention. Originally, it was one of the easiest charts in the game, but a bug caused it to have much tighter timing windows than any other song in the game, making it easy to clear but extremely hard to score well on it. The song has since been "fixed" to use the standard timing windows with the same chart on Normal difficulty, but retains its Hyper difficulty with the bugged timing windows, as well as having an added Another difficulty chart in the [=PS2=] version of ''IIDX 11: RED'', with the ''exact same chart'' but with ridiculously small timing windows that make it quite hard to clear. Newer installments in the series now have the "GAMBOL Judge Hyper" and "GAMBOL Judge Another" EasterEgg codes, which allow you to use the tightened timing windows on ''any song at all''.
28th Jun '17 8:43:02 AM CurledUpWithDakka
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** In ''VideoGame/CastlevaniaPortraitOfRuin'', the castle has some tunnels half the height of Jonathan and Charlotte which must be negotiated with the Frog Morph spell. But the game has several unlockable characters who don't have that spell -- so some of them have hitboxes only one block high, allowing them to get through. It's bizarre to watch Old Axe Armor walking through a tunnel with half its body apparently inside the ceiling...

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** In ''VideoGame/CastlevaniaPortraitOfRuin'', the castle has some tunnels half the height of Jonathan and Charlotte which must be negotiated with the Frog Morph spell. But the game has several unlockable characters who don't have that spell -- so some of them have hitboxes only one block high, allowing them to get through. It's bizarre to watch Old Axe Armor walking through a tunnel with half its body apparently inside the ceiling...ceiling....



* ''VideoGame/TalesofEternia'' has downright ''terrible'' hitboxes on the enemies, especially compared to the rest of the series. One can be right next to an enemy, slashing away a dozen times, and only hit maybe once or twice while the other attacks go right through them, and if 2 or more enemies end up overlapping, the attacks will hit one enemy and not the others. However, the PC hitboxes don't have the same issues for enemy attacks, meaning that the enemies can easily interrupt your attacks, so keeping enemies in hitstun for long like in the other games is downright impossible.

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* ''VideoGame/TalesofEternia'' ''VideoGame/TalesOfEternia'' has downright ''terrible'' hitboxes on the enemies, especially compared to the rest of the series. One can be right next to an enemy, slashing away a dozen times, and only hit maybe once or twice while the other attacks go right through them, and if 2 or more enemies end up overlapping, the attacks will hit one enemy and not the others. However, the PC hitboxes don't have the same issues for enemy attacks, meaning that the enemies can easily interrupt your attacks, so keeping enemies in hitstun for long like in the other games is downright impossible.
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.
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