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History VideoGame / Phigros

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* HitboxDissonance: In an example of this that is designed to [[AntiFrustrationFeatures benefit the player]], notes don't have to be pressed exactly on the judgement line to be hit. As long as where you tap aligns with the note's vertical position relative to the line it falls on, you'll hit the note. This can be exploited on, say, parts where the notes scroll up to the top of the screen, so that your hands don't cover the notes.

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* HitboxDissonance: In an example of this that is designed to [[AntiFrustrationFeatures benefit the player]], notes don't have to be pressed exactly on the judgement line to be hit. As long as where you tap aligns with the note's vertical position relative to the line it falls on, you'll hit the note. This can be exploited on, say, parts where the notes scroll up to the top of the screen, so that your hands don't cover the notes. Newer charts like "PANIC PARADISE" IN exploit this, where certain patterns are only possible because of this vertical axis leniency.
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Pigeon Games would go on to later make ''VideoGame/{{Rizline}}''; unlike ''Phigros'', that game does feature paid content.

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Pigeon Games would go on to later make ''VideoGame/{{Rizline}}''; ''VideoGame/{{Rizline}}'', another mobile rhythm game; unlike ''Phigros'', that game does feature paid content.

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