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Neutopia II, the Turbografx-16 answer to The Legend of Zelda, doesn't handle jumping and flying very well.This also seems to be the case with the Poes' scythe attacks from The Legend of Zelda: Twilight Princess.Link will be standing three feet away from one, and in the blink of an eye, he's been flung onto the ground. In The Legend of Zelda: The Wind Waker, the Moblins' staff swing attacks seem to have an unusually far range.While this can be used to kill some ankle-high enemies, you don't run into them often enough before getting the downward stab (which is how you're supposed to deal with them) for it to be any more than a mild convenience provided you run Death Mountain before taking on the second palace. As well, down a low stab as you hit the ground from a jump will cause your attack to hit lower than it would if you just ducked and stabbed. If you take one out while it's still a bat, it'll explode as if it were a humanoid enemy.
The Achemen (red bats that transform into devils) are always considered to be two blocks high even when in their one block bat form.
Zelda II: The Adventure of Link: An example that's very noticeable, but not all that harmful. If he is positioned in a certain way, it will hit him despite him not being directly in front of said projectile. How the game handles Lynel beams (and in the second quest, Stalfos) and Wizzrobes' magic projectiles work is quite inconsistent: Most times, it will graze Link but not count as a hit. The Magical Rod's hitbox is extremely broken: It can hit enemies further away than its sprite intended. Fights are frustrating, to say the least. The hitboxes on the enemies are rather smaller than the models (especially, yes, the Goddamned Bats), while your own hitbox is larger but your weapon's hitbox seems to be smaller. One of the many, many flaws of Darkened Skye. MediEvil: Resurrection included sentient, man-eating pumpkins with a headbutting attack that did damage before the animation started. Not to be confused with Model Dissonance (although they could overlap). Regardless, it occasionally can be considered a Good Bad Bug. Maybe even the winner will Rage Quit, having unearthed the inherent unfairness. The most frequent intentional use is a small player hitbox, hopefully displayed clearly so the player knows exactly what they can and can not get away with.įighting Game fans tend to explode when they encounter this type of problem. Some developers intentionally create this difference in collision size. The hitbox for world objects is broken, meaning shots will incorrectly shoot through an object or be incorrectly blocked by objects. For fighting games, disjointed hitbox means the hitbox and hurtbox don't overlap like they usually do, which may mean the attack is invulnerable. The hitbox is disjointed: the hitbox and main damaging areas do not follow the physical logic of the attack. This can prevent the player from shooting through small spaces or around cover, which may or may not be a good thing, depending on the game. On magic, fire, or energy projectiles, this can be Hand Waved as only the core of the projectile counting, with the aura around it just being gases or debris of some sort. This can be a rather glaring form of Fake Difficulty if your character is a One-Hit-Point Wonder.
The player's hitbox is too large, or extends beyond the visible portion of the sprite. Although it makes the game easier against enemies (especially when dodging bullets), it can be more difficult trying to land on a platform when you don't know how much platform you have to work with. On the other hand, a larger hitbox means you can hit the enemy without your attacks actually touching the enemy. This is especially problematic for enemies that attack via Collision Damage, and in extreme cases can break Willing Suspension of Disbelief when shooting the air two feet away from the big guy makes him bleed anyway. This makes the enemy harder to hit, and tends to happen with small enemies that are already Goddamned Bats to begin with. Sometimes, whether intentional or not, hitboxes don't match up quite right with the graphics, thus producing Hitbox Dissonance. More modern 3D games have a whole separate model made of hitboxes that closely follows the rendered model in logical space, many including different values for different body parts to enable hits to weak points for massive damage. In the early days, it was a box, as a rectangular or circular solid is less math-intensive when doing the collision checks.