History Main / HitboxDissonance

22nd Apr '18 12:08:32 PM Dravencour
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* In ''VideoGame/{{Doom}}'', for collision with objects and monsters, everything is essentially treated as having infinite height. This is thankfully averted for projectiles, which can soar over your head harmlessly should you choose to dodge in such a way.

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* In vanilla ''VideoGame/{{Doom}}'', for collision with objects and monsters, everything is essentially treated as having infinite height.height, allowing monsters to savage players even if they are really high up. This is thankfully averted for projectiles, which can soar over your head harmlessly should you choose to dodge in such a way.
7th Apr '18 5:13:07 PM nombretomado
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* Many early driving games have entirely rectangular Hit Boxes, which is really {{egregious}} when it extends all the way to the side-view mirrors.

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* Many early driving games have entirely rectangular Hit Boxes, which is really {{egregious}} JustForFun/{{egregious}} when it extends all the way to the side-view mirrors.



* ''VideoGame/{{Postal}} 2'' has an {{egregious}} example with Gary Coleman, especially noticeable when he gets into a fight with [=NPCs=] that ALWAYS [[BoomHeadshot aim for the head]] and make puffs of blood appear ABOVE Gary's head. This is presumably done to maintain balance in multiplayer and avoid the issues that ''[[VideoGame/GoldenEye1997 GoldenEye]]'' had with everyone trying to pick Oddjob.

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* ''VideoGame/{{Postal}} 2'' has an {{egregious}} JustForFun/{{egregious}} example with Gary Coleman, especially noticeable when he gets into a fight with [=NPCs=] that ALWAYS [[BoomHeadshot aim for the head]] and make puffs of blood appear ABOVE Gary's head. This is presumably done to maintain balance in multiplayer and avoid the issues that ''[[VideoGame/GoldenEye1997 GoldenEye]]'' had with everyone trying to pick Oddjob.
11th Mar '18 2:22:21 PM tigerstar
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[[folder:Web Animation]]
* The hitbox dissonance in ''Dark Souls III'' is parodied in ''Machinima/TheGmodIdiotBox'''s "Dark Souls III: WTF Are Hitboxes Edition" sketch. A mushroom monster pokes a fist into thin air ''yards'' away from the player character, sending them flying into a mountainside.
[[/folder]]
6th Feb '18 11:41:22 AM DracoKanji
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** A similar issue happens whenever a monster attacks by spinning in place to whip its tail around (which just about every wyvern or dragon with a tail does). Even if the monster is so tall that it looks like its tail would just whiff over your head, it'll knock you down.
** Diablos has another problem in that it can hit you with its club tail even if said club is lying severed on the ground. In 2nd Generation games Diablos also could hit the player with its tail whip if they stood in front of its left foot for some strange reason. It would hit before Diablos even turned its body for the tail whip.

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** A similar issue happens whenever a monster attacks by spinning in place to whip its tail around (which just about every wyvern or dragon with a tail does). Even if the monster is so tall that it looks like its tail would just whiff over your head, it'll knock you down.
down. Fortunately, ''World'' has largely corrected this so only the business end of whatever appendage is intended for the attack actually does damage - creating the ''opposite'' effect of being under a monster and even physically pushed around as it spins, but only taking damage when touching the tail, wings, or head, whichever is the basis of the attack.
** Diablos has another problem in that it can hit you with its club tail even if said club is lying severed on the ground. In 2nd Generation games Diablos also could hit the player with its tail whip if they stood in front of its left foot for some strange reason. It would hit before Diablos even turned its body for the tail whip. Again, fixed in ''World'' where a severed tail reduces the hitbox to the stub.



** The Greatsword's vertical down-slash attack hitbox was modified for 3rd Generation games so that the hitbox doesn't begin until about 3/5 of the swing down to try and avert the issue of greatsword being unable to destroy weakpoints underneath monsters' bodies but actually caused a much bigger issue... hitting tails on large monsters with high-risen tails. Pink Rathian, Rathalos, Diablos, Brachydios, etc. now have ridiculous trial and error needed to be put into whacking the tail because you're blade will go through their tail and hit the foot instead because the Greatsword's hitbox doesn't actually hit at the peak of your swing anymore. In 2nd Gen games and before you hit at the very peak of the swing (approximately 1/2 through the attack animation) allowing tail hitting to be of great use with Greatsword. Have fun hunting tails, Greatsword users.
** Additionally, this goes both ways with some monsters who fire a massive laser beams across the stage. What you're supposed to do is [[ViolationOfCommonSense sprint towards it and hit the dive buton, which causes you you to face plant on the ground]], causing the beam to go over you. If you're lucky, the game will register you as dodging it when you are either still diving or are getting up. If you are unlucky, the game may decide you ''didn't'' dodge even when your hunter is on the ground.

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** The Greatsword's vertical down-slash attack hitbox was modified for 3rd Generation games so that the hitbox doesn't begin until about 3/5 of the swing down to try and avert the issue of greatsword being unable to destroy weakpoints underneath monsters' bodies but actually caused a much bigger issue... hitting tails on large monsters with high-risen tails. Pink Rathian, Rathalos, Diablos, Brachydios, etc. now have ridiculous trial and error needed to be put into whacking the tail because you're your blade will go through their tail and hit the foot instead because the Greatsword's hitbox doesn't actually hit at the peak of your swing anymore. In 2nd Gen games and before you hit at the very peak of the swing (approximately 1/2 through the attack animation) allowing tail hitting to be of great use with Greatsword. Have fun hunting tails, Greatsword users.
** Additionally, this goes both ways with some monsters who fire a massive laser beams across the stage. What you're supposed to do is [[ViolationOfCommonSense sprint towards it and hit the dive buton, button, which causes you you to face plant on the ground]], causing the beam to go over you. If you're lucky, the game will register you as dodging it when you are either still diving or are getting up. If you are unlucky, the game may decide you ''didn't'' dodge even when your hunter is on the ground.
6th Feb '18 11:03:13 AM DracoKanji
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Added DiffLines:

** Jigglypuff is notorious for its Sleep attack hitbox being confined to the area around and between its eyes. Even large characters with ddisjointed hitboxes might be able to avoid, particularly in later games, where characters will gently push away from each other if they occupy the same space.
26th Jan '18 12:38:32 AM Cryoclaste
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* {{Rhythm Game}}s have a variation of this called the "timing window", which refers to how much a player can be off from the exact beat a note falls on when he/she hits that beat (graphically, how much of the note needs to overlap with the "hit zone", assuming a constant speed) for the note to be counted as a "hit". Some games, especially those created by Harmonix (''Amplitude'', ''VideoGame/GuitarHero'', ''VideoGame/RockBand'') only differentiate between "note hit" and "note missed", while other games (most {{Bemani}} games) have several levels of timing windows that award different amounts of points, or differentiate between a "close miss" and a "way off miss" by punishing you more for the latter. The exact width of these timing windows differs widely between games (and sometimes within the games), and you can guarantee that the type and width of these timing windows is a hot topic on forums where these games are compared. The dissonance comes in two forms: firstly, if the game isn't calibrated to the TV, the hitbox will be disjointed. Secondly, in almost all cases, the timing window is, appropriately enough, based on the amount of ''time'' you can be off by, not distance, so if the notes are moving really fast, you can afford to be more visually "off" ("too big") than if they're moving really slow ("too small").

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* {{Rhythm Game}}s have a variation of this called the "timing window", which refers to how much a player can be off from the exact beat a note falls on when he/she hits that beat (graphically, how much of the note needs to overlap with the "hit zone", assuming a constant speed) for the note to be counted as a "hit". Some games, especially those created by Harmonix (''Amplitude'', ''VideoGame/GuitarHero'', ''VideoGame/RockBand'') only differentiate between "note hit" and "note missed", while other games (most {{Bemani}} VideoGame/{{Bemani}} games) have several levels of timing windows that award different amounts of points, or differentiate between a "close miss" and a "way off miss" by punishing you more for the latter. The exact width of these timing windows differs widely between games (and sometimes within the games), and you can guarantee that the type and width of these timing windows is a hot topic on forums where these games are compared. The dissonance comes in two forms: firstly, if the game isn't calibrated to the TV, the hitbox will be disjointed. Secondly, in almost all cases, the timing window is, appropriately enough, based on the amount of ''time'' you can be off by, not distance, so if the notes are moving really fast, you can afford to be more visually "off" ("too big") than if they're moving really slow ("too small").
23rd Jan '18 6:03:48 AM Cryoclaste
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* Came up as a plot point in an episode of ''Series/{{CSINY}}''. [[spoiler:An {{Xbox}} used in a ''VideoGame/GearsOfWar 3'' tournament had been hacked to give one player a much smaller hitbox, and everyone else a much bigger one.]]

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* Came up as a plot point in an episode of ''Series/{{CSINY}}''. [[spoiler:An {{Xbox}} UsefulNotes/{{Xbox}} used in a ''VideoGame/GearsOfWar 3'' tournament had been hacked to give one player a much smaller hitbox, and everyone else a much bigger one.]]
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''...
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http://tvtropes.org/pmwiki/article_history.php?article=Main.HitboxDissonance