History Main / HitboxDissonance

9th Jan '18 12:59:53 PM BeerBaron
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* This is part of what makes the infamous Cliff Racers of ''VideoGame/TheElderScrollsIIIMorrowind'' so reviled as GodDamnBats. When alive, their hit box is an inexplicably small portion of their body. Fortunately, getting below them and aiming for center of mass is pretty reliable, but they are still hell for archers and spell slingers at a distance. Then when they die, this is reversed. You'll need to dispose of their corpse in order to access any items or other corpses nearby because their dead body "container" selection box is inexplicably massive.

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* ''Franchise/TheElderScrolls'':
**
This is part of what makes the infamous Cliff Racers of ''VideoGame/TheElderScrollsIIIMorrowind'' ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' so reviled as GodDamnBats. When alive, their hit box is an inexplicably small portion of their body. Fortunately, getting below them and aiming for center of mass is pretty reliable, but they are still hell for archers and spell slingers at a distance. Then when they die, this is reversed. You'll need to dispose of their corpse in order to access any items or other corpses nearby because their dead body "container" selection box is inexplicably massive.
** In ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'', the (airborne) Ice Wraiths can be damaged by hitting the apparently empty space beneath them. There's also some occasional examples of arrow hitboxes and target hurtboxes not meeting up like they should, which are frequently pointed out to the player in long, loving detail as your shot gets a slow-mo special killcam, perfectly articulating the arrow's flight through the air, through the enemy's render, and passing harmlessly out the other side, having completely evaded anything that would have caused the CPU to register a hit.



* In ''VideoGame/TheElderScrollsVSkyrim'', the (airborne) Ice Wraiths can be damaged by hitting the apparently empty space beneath them. There's also some occasional examples of arrow hitboxes and target hurtboxes not meeting up like they should, which are frequently pointed out to the player in long, loving detail as your shot gets a slow-mo special killcam, perfectly articulating the arrow's flight through the air, through the enemy's render, and passing harmlessly out the other side, having completely evaded anything that would have caused the CPU to register a hit.
3rd Jan '18 5:18:48 AM Cryoclaste
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** The fanmade {{Mario}} knockoff, ''Super Marisa World'', [[http://en.touhouwiki.net/wiki/Super_Marisa_World:_Bosses#Kaguya_Houraisan during the Kaguya battle]].

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** The fanmade {{Mario}} ''VideoGame/SuperMarioWorld'' knockoff, ''Super Marisa World'', [[http://en.touhouwiki.net/wiki/Super_Marisa_World:_Bosses#Kaguya_Houraisan during the Kaguya battle]].
29th Dec '17 6:54:00 PM wingedcatgirl
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* ''VideoGame/PacMan'' has a smaller hitbox than it seems. Especially apparent in ''Championship Edition'' series. This is an odd case in which his hitbox is based on his position in the maze rather than his actual sprite. It's because of this that you will very rarely see Pac Man [[GoodBadBugs pass right through a ghost without dying]] at times.
** This particular dissonance is due to the code requiring both the ghost's and Pac-Man's sprites be in the same grid box at the same time. If either one is even a pixel outside of the grid box, it doesn't count.

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* ''VideoGame/PacMan'' has a smaller hitbox than it seems. Especially apparent in ''Championship Edition'' series. This is an odd case in which his hitbox is based on his position in the maze rather than his actual sprite. It's because of this that you will will, very rarely rarely, see Pac Man Pac-Man [[GoodBadBugs pass right through a ghost without dying]] at times.
** This particular dissonance is due
times -- both Pac-Man and the ghosts have a hitbox consisting of exactly one maze tile, aligned to the code requiring both grid, and if they happen to swap tiles on the ghost's and Pac-Man's sprites be in the ''exact same grid box at the same time. If either one is even a pixel outside of the grid box, it doesn't count.frame''...
27th Dec '17 8:19:53 AM Saber15
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* The ''Videogame/MechWarrior'' series traditionally has this for game balance on the cockpits of its HumongousMecha, which were designed for a [[Tabletopgame/BattleTech tabletop boardgame]] where hitboxes are irrelevant. Typically, a [[SnipingTheCockpit mech's cockpit can only be sniped]] from the front, on a glass panel directly in front of where the pilot would be sitting, which prevents mechs with large canopies from becoming deathtraps. This presents some particularly silly looking situations like mechs with side windows shrugging off lethal Gauss Rifle slugs because they hit the side window which counts as a heavily armored torso section.

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* The ''Videogame/MechWarrior'' series traditionally has this for the sake of game balance on the cockpits of its HumongousMecha, which were designed for a turn-based [[Tabletopgame/BattleTech tabletop boardgame]] where hitboxes hitbox sizes are irrelevant. Typically, a [[SnipingTheCockpit mech's cockpit can only be sniped]] from the front, on a glass panel directly in front of where the pilot would be sitting, which prevents mechs with large canopies from becoming deathtraps. This presents some particularly silly looking situations like mechs with side windows shrugging off lethal Gauss Rifle slugs because they hit the side window window, which counts as a heavily armored torso section.



** ''Mechwarrior Living Legends'' had a number of oddities. The Uziel had its cockpit armor completely buried in the torso armor for a few months, making it immune to any non-explosive weapon. Until the final update, small vehicles like the Chevalier tank and Harasser hovercraft took absurd amounts of damage from explosive weaponry thanks to SplashDamageAbuse causing a single rocket to damage ''every'' armor section

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** ''Mechwarrior Living Legends'' had a number of oddities. The Uziel had its cockpit armor completely buried in the torso armor for a few months, making it immune to any non-explosive weapon. Until the final update, version 0.7, small vehicles like the Chevalier tank and Harasser hovercraft took absurd amounts of damage from explosive weaponry thanks to SplashDamageAbuse causing a single rocket to damage ''every'' armor section



* A weird one in ''[[VideoGame/{{X}} X3: Terran Conflict]]''. The auto-aim targets the center coordinate of a ship's model. This works fine most of the time but the Terran Tokyo carrier and Mobile Mining Base-Ship have long, narrow, asymmetrical hulls, such that if you attack from above or below, the geographical center of the ship is floating in empty space. The hitbox isn't ''wrong'' per se, it's just not where the computer thinks it is.

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* A weird one in ''[[VideoGame/{{X}} X3: Terran Conflict]]''. The auto-aim targets the center coordinate of a ship's model. This works fine most of the time but the Terran Tokyo carrier and Mobile Mining Base-Ship have long, narrow, asymmetrical hulls, such that if you attack from above or below, the geographical center of the ship is floating in empty space. The hitbox isn't ''wrong'' per se, it's just not where the computer thinks it is. A handful of stations have similar issues, making them obnoxiously great at 'tanking' damage from your [[ArtificialStupidity brain-dead]] SpaceFighter pilots.
4th Dec '17 7:55:59 AM Cryoclaste
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* Some clever things have been done with ''{{Metroid}}'' bosses' hitboxes. A good example is Nightmare in ''VideoGame/MetroidFusion''. To get past him in a 1% run, [[http://www.metroid2002.com/fusion/23-nightmare.php Sesshoumaru]] analysed his hitbox carefully, discovering that his front shoulder wasn't "there" at all, while a considerable area above and below his body ''was''. (There's a rough sketch at the link.)

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* Some clever things have been done with ''{{Metroid}}'' ''Franchise/{{Metroid}}'' bosses' hitboxes. A good example is Nightmare in ''VideoGame/MetroidFusion''. To get past him in a 1% run, [[http://www.metroid2002.com/fusion/23-nightmare.php Sesshoumaru]] analysed his hitbox carefully, discovering that his front shoulder wasn't "there" at all, while a considerable area above and below his body ''was''. (There's a rough sketch at the link.)
17th Nov '17 12:38:35 AM LinTaylor
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* ''VideoGame/StreetFighterV'': Part of the reason Nash was a TierInducedScrappy early in the game's life-cycle was the fact that his hurtboxes during his punches and kicks were ludicrously big -- in the neighborhood of 150% bigger than his arm/leg -- making it trivially easy to stuff his attacks.
16th Nov '17 7:44:22 PM FRizer
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In video games, a hitbox is the part of an object considered 'solid' for the game's purposes. It would be very mathematically complicated to model all the characters' body parts and check when they've touched, so instead, a rectangular or cubic region of each character is chosen as the hitbox. When two hitboxes overlap, the game knows that the characters have collided; when an attack lands inside a character's hitbox, it has hit the character. FightingGame jargon usually differentiates the two boxes by calling the attacker's a ''hitbox'' and the target's a ''hurtbox''; in other genres the term "hitbox" gets used for both.

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In video games, a hitbox is the part of an object considered 'solid' for the game's purposes. It would be very mathematically complicated to model all the characters' body parts and check when they've touched, so instead, a rectangular or cubic region of each character is chosen as the hitbox. When two hitboxes overlap, the game knows that the characters have collided; when an attack lands inside a character's hitbox, it has hit the character. FightingGame jargon usually differentiates the two boxes by calling the attacker's a ''hitbox'' boxes that hit enemies (causes enemies to flinch) as "hitbox" and the target's a ''hurtbox''; boxes on their body as "hurtbox"[[note]]In most cases they overlap; over time, game developers are able to make boxes that act differently, and so the term "hurtbox" is born[[/note]]; in other genres the term "hitbox" gets used for both.



* The hitbox is disjointed: the hitbox and main damaging areas do not follow the physical logic of the attack.

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* The hitbox is disjointed: the hitbox and main damaging areas do not follow the physical logic of the attack. For fighting games, disjointed hitbox means the hitbox and hurtbox don't overlap like they usually do, which may mean [[InvulnerableAttack the attack is invulnerable]].
14th Nov '17 7:44:35 PM Amahn
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* ''VideoGame/StarTrekOnline'' had a bug early on with its pre-order/vendor-specific Tribble items. They were an item that you could pull out of you pocket and pet to heal a little HP, but a bug would cause them to increase in size each time they were used and they would stick to the player's hip as they grew. They counted as an extension of the player's hitbox and could grow to utterly massive scale, resulting in hitboxes that enabled a player to be shot from anywhere in pvp arenas and unable to fit through any passageways. This was quickly fixed.



* The classic ''Franchise/ResidentEvil'' games on the Playstation has weird hitboxes for zombie dogs; even though they are smaller than the player character, just shooting straight at them is enough to score a hit, even though realistically, you'd have to aim downwards to land a shot. The developers likely made the dog's hitbox larger on purpose for the convenience of the player so that they don't have to worry about making precision aim.

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* The classic ''Franchise/ResidentEvil'' games on the Playstation has weird hitboxes for zombie dogs; even though they are smaller than the player character, just shooting straight at them is enough to score a hit, even though realistically, you'd have to aim downwards to land a shot. The developers likely made the dog's hitbox larger on purpose for the convenience of the player so that they don't have to worry about making precision aim. Due to the game's 3rd person perspective it did also have an "aim assist" built in. You only needed to have your model facing any enemy's general direction to score a hit, the assist handled the actual gun "aim" in a cone. So it can be taken as the assist is aiming down while you're facing forward.
12th Oct '17 10:38:23 PM Abodos
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* In ''VideoGame/MetroidPrime 2'', Emperor Ing's [[BishonenLine second form]] takes an absurd amount of damage from the Screw Attack if you land near his feet. Not a direct hit, you must land near him. He'll crumple in under a minute. Also, his chin seems to block many blasts if you shoot him from ground level; try jumping. Data hacking revealed Ing has DummiedOut hitboxes near his knees that block shots but can be Screwed. The Wii rerelease fixed the hitbox.

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* In ''VideoGame/MetroidPrime 2'', ''VideoGame/MetroidPrime2Echoes'', Emperor Ing's [[BishonenLine second form]] takes an absurd amount of damage from the Screw Attack if you land near his feet. Not a direct hit, you must land near him. He'll crumple in under a minute. Also, his chin seems to block many blasts if you shoot him from ground level; try jumping. Data hacking revealed Ing has DummiedOut hitboxes near his knees that block shots but can be Screwed. The Wii rerelease fixed the hitbox.
2nd Oct '17 7:17:26 AM TheWarioBros
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* This is why the [[TheProblemWithLicensedGames licensed game]] for ''Literature/TheWizardOfOz'' is so horrendous to play. Because somehow, the collision detection for the platforms is incredibly messed up, so landing on them anywhere other than dead centre will send your character straight through them. What's more, that's not even getting into the problems with the enemy and character hitboxes, as the ''WebOriginal/AngryVideoGameNerd'' [[http://cinemassacre.com/2008/03/04/wizard-of-oz/ shows in his review.]]
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