Hitbox Dissonance: Difference between revisions

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** ''DJ Max Technika'' also suffers from faster songs having smaller timing windows.
*** ''DJMAX Trilogy'' has the TECH stat, which ''[[Game Breaker|expands the timing windows]].''
** The GAMBOL [[Ascended Glitch]] in ''[[Beatmania IIDX]]'' 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 [[Play StationPlayStation 2|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" [[Easter Egg]] codes, which allow you to use the tightened timing windows on ''any song at all''.
** Fortunately, the latter incarnations of ''[[Guitar Hero]]'' allow you to manually synchronize audio and visuals with controller input. ''[[Rock Band|Rock Band 2]]'' (and later) guitars have light and sound sensors that are used to precisely measure the audio and video lag.
** The hit boxes in ''[[Guitar Hero]]'' and ''[[Rock Band]]'' are a point of contention among high-level players. In general, the timing window in Rock Band is pretty moderate, but ''the window shrinks'' when notes are placed very close together, which leads to ''[[Fake Difficulty]]'' on the hardest songs in the game (this is lessened in ''Rock Band 3'', which has a new mechanic for extremely fast and\or imprecise strums and trills). Guitar Hero, on the other hand, is known for timing windows so big that "rhythm" is no longer a necessity. This is generally compensated for by including songs that are, for lack of better words, "walls of skittles".
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* At one point in ''[[Heroscape]]'' a model's cloak was not considered to be a hitbox. This had to be changed in later sets, as players were abusing the rules by turning their models cloaked backs to the opponent and claiming they were now immune to fire.
 
* In ''[[Warhammer Fantasy Battle]]'' and ''[[Warhammer 40000|Warhammer 40,000]]'', a model's base is treated as its hitbox for purposes of melee combat, area effects, and such. The result is that, for example, a Gretchin (shrimpy little goblin creature) and a hulking Ork have the same hitbox, and a hitboxes may suddenly change (as when Terminators were moved from 25mm-diameter bases to 40mm-diameter bases.
** Previously in 4th edition of 40k, for the purposes of shooting the Model was considered to be a cylinder, as tall as it needed to be for the purposes of being able to be shot at or not (so as long as you see part of the base, you saw the entire model). This was changed with the 5th edition, where True Line of Sight took place and you had to physically see the model in question. Problem is this causes massive issues since many players would model their commanders and characters on massively scenic bases, which would make them tall as hell. Moreover, the 5th edition introduced fliers, vehicles that are mounted on a massive clear pole on their own bases, which makes getting cover for them incredibly hard. It also caused the modelling community much headaches, as alot of aesthetic choices on the modeller's part are now against the rules, as it made the miniature physically smaller (and thus harder to actually hit) while others are being mothballed because they gave the model such height it was impractical to field them now.
 
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=== Non-Video Game Examples: ===
== [[Live Action TV]] ==
* Came up as a plot point in an episode of ''[[CSI New York]]''. {{spoiler|An [[X BoxXbox]] used in a ''[[Gears of War 3]]'' tournament had been hacked to give one player a much smaller hitbox, and everyone else a much bigger one.}}
 
{{reflist}}