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	<title>Comments on: The 1-Pixel Collision Box</title>
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	<link>http://www.significant-bits.com/the-1-pixel-collision-box</link>
	<description>On videogame design and such.</description>
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		<title>By: shadowbringer</title>
		<link>http://www.significant-bits.com/the-1-pixel-collision-box/comment-page-1#comment-1550</link>
		<dc:creator>shadowbringer</dc:creator>
		<pubDate>Sat, 24 Apr 2010 20:34:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=930#comment-1550</guid>
		<description>Imho there&#039;s a misconception about arcade games being &quot;meant to take your money&quot;. I hope that this 3-part documentary can help dispel it.

http://www.youtube.com/watch?v=3AHhkq7p3Qw
http://www.youtube.com/watch?v=Fv7fCr6QFis
http://www.youtube.com/watch?v=B-qFAtkCcIk</description>
		<content:encoded><![CDATA[<p>Imho there&#8217;s a misconception about arcade games being &#8220;meant to take your money&#8221;. I hope that this 3-part documentary can help dispel it.</p>
<p><a href="http://www.youtube.com/watch?v=3AHhkq7p3Qw" rel="nofollow">http://www.youtube.com/watch?v=3AHhkq7p3Qw</a><br />
<a href="http://www.youtube.com/watch?v=Fv7fCr6QFis" rel="nofollow">http://www.youtube.com/watch?v=Fv7fCr6QFis</a><br />
<span style="text-align:center; display: block;"><a href="http://www.significant-bits.com/the-1-pixel-collision-box"><img src="http://img.youtube.com/vi/B-qFAtkCcIk/2.jpg" alt="" /></a></span></p>
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		<title>By: The Management</title>
		<link>http://www.significant-bits.com/the-1-pixel-collision-box/comment-page-1#comment-64</link>
		<dc:creator>The Management</dc:creator>
		<pubDate>Sat, 28 Mar 2009 23:11:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=930#comment-64</guid>
		<description>Interesting, especially the first point. I also liked how Galaga Legions simply increased the amount of damage you&#039;d do if you were close to the enemy.</description>
		<content:encoded><![CDATA[<p>Interesting, especially the first point. I also liked how Galaga Legions simply increased the amount of damage you&#8217;d do if you were close to the enemy.</p>
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		<title>By: wing</title>
		<link>http://www.significant-bits.com/the-1-pixel-collision-box/comment-page-1#comment-63</link>
		<dc:creator>wing</dc:creator>
		<pubDate>Sat, 28 Mar 2009 21:03:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=930#comment-63</guid>
		<description>retrogamer is right: the collusion boxes are often 5x5-ish or more. One reason why small collusion boxes is nice is then your character/ship can be creative. For example, instead of a streamlined ship that is made to evade bullets you can have cute girls with ribbons dangling all over the place. Definitely improves sellability.

Two very neat things from many bullet hell shooters, including Touhou games, that you didn&#039;t mention:

Some games give bonus points / firepower / etc. when you &quot;skim&quot; bullets. This means that if a bullet hits your ship but not the collusion box you get extra points, etc. Some games even actively encourages you to put yourself in harm&#039;s way if by offering extra score multipliers that can only be earned by getting &quot;hit&quot; like this.

Many, many games also offer a button that lets you slow down your ship and makes the hitbox visible. It reduces your speed but makes dodging many things easier. Some games also alter your weapon when this button is pressed; most often your spread attacks become concentrated so you can stay under a boss and shoot it with all you have. By enabling this mode you really focus only on the area next to your ship and to do well in a lot of these games you need to shift your focus seamlessly between normal, spread out, kill everything mode and focused dodging mode.</description>
		<content:encoded><![CDATA[<p>retrogamer is right: the collusion boxes are often 5&#215;5-ish or more. One reason why small collusion boxes is nice is then your character/ship can be creative. For example, instead of a streamlined ship that is made to evade bullets you can have cute girls with ribbons dangling all over the place. Definitely improves sellability.</p>
<p>Two very neat things from many bullet hell shooters, including Touhou games, that you didn&#8217;t mention:</p>
<p>Some games give bonus points / firepower / etc. when you &#8220;skim&#8221; bullets. This means that if a bullet hits your ship but not the collusion box you get extra points, etc. Some games even actively encourages you to put yourself in harm&#8217;s way if by offering extra score multipliers that can only be earned by getting &#8220;hit&#8221; like this.</p>
<p>Many, many games also offer a button that lets you slow down your ship and makes the hitbox visible. It reduces your speed but makes dodging many things easier. Some games also alter your weapon when this button is pressed; most often your spread attacks become concentrated so you can stay under a boss and shoot it with all you have. By enabling this mode you really focus only on the area next to your ship and to do well in a lot of these games you need to shift your focus seamlessly between normal, spread out, kill everything mode and focused dodging mode.</p>
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		<title>By: Why havent these games been made? pt. 1 - Examiner.com</title>
		<link>http://www.significant-bits.com/the-1-pixel-collision-box/comment-page-1#comment-62</link>
		<dc:creator>Why havent these games been made? pt. 1 - Examiner.com</dc:creator>
		<pubDate>Sat, 28 Mar 2009 20:04:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=930#comment-62</guid>
		<description>[...] The 1-pixel collision box. « Significant Bits [...]</description>
		<content:encoded><![CDATA[<p>[...] The 1-pixel collision box. « Significant Bits [...]</p>
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		<title>By: retrogamer</title>
		<link>http://www.significant-bits.com/the-1-pixel-collision-box/comment-page-1#comment-61</link>
		<dc:creator>retrogamer</dc:creator>
		<pubDate>Sat, 28 Mar 2009 01:37:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=930#comment-61</guid>
		<description>Please note, the collision mask in Touhou (from the embedded video) is more like 6x6 pixels. Also, the Touhou series is harder than you think, most people I know can&#039;t get past the first level on the standard difficulty (depending on the game).</description>
		<content:encoded><![CDATA[<p>Please note, the collision mask in Touhou (from the embedded video) is more like 6&#215;6 pixels. Also, the Touhou series is harder than you think, most people I know can&#8217;t get past the first level on the standard difficulty (depending on the game).</p>
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		<title>By: The Management</title>
		<link>http://www.significant-bits.com/the-1-pixel-collision-box/comment-page-1#comment-60</link>
		<dc:creator>The Management</dc:creator>
		<pubDate>Fri, 27 Mar 2009 23:41:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=930#comment-60</guid>
		<description>Yes, of course it&#039;s welcome.

As for Ikaruga, I simply mentioned that it used a flipping mechanism in tandem with the colour-coded bullets, not that it was the first example of 1-pixel collision boxes. After all, the idea of bullet-hell (as loosely defined a concept as it is) is popularly attributed to Batsugun and all the subsequent Cave shooters.

Now collision boxes themselves never wholly encompassed the player&#039;s ship&#039;s as that&#039;d be incredibly frustrating. Instead, they were always catered to the ship itself, and yes, sometimes they were quite small. However, from what I noticed, they were never shrunk down to just a 1-pixel box until the arrival of bullet hell shooters.

The concept of the collision box &quot;filling up&quot; or completely encompassing a projectile is new to me, though. And yes, you&#039;re right, it would behave differently. For example, a bullet heading down-right over the player&#039;s ship could overlap a large portion of it, including its center, without being registered as a hit &lt;i&gt;if&lt;/i&gt; the far right side of the ship&#039;s collision box was not touched. This would mean that unlike 1-pixel boxes (which always register a hit upon being intersected/overlapped), these &quot;full boxes&quot; would allow bullets to virtually pass over every part of the ship without hitting it. 

Interesting. Thanks for the info/link.</description>
		<content:encoded><![CDATA[<p>Yes, of course it&#8217;s welcome.</p>
<p>As for Ikaruga, I simply mentioned that it used a flipping mechanism in tandem with the colour-coded bullets, not that it was the first example of 1-pixel collision boxes. After all, the idea of bullet-hell (as loosely defined a concept as it is) is popularly attributed to Batsugun and all the subsequent Cave shooters.</p>
<p>Now collision boxes themselves never wholly encompassed the player&#8217;s ship&#8217;s as that&#8217;d be incredibly frustrating. Instead, they were always catered to the ship itself, and yes, sometimes they were quite small. However, from what I noticed, they were never shrunk down to just a 1-pixel box until the arrival of bullet hell shooters.</p>
<p>The concept of the collision box &#8220;filling up&#8221; or completely encompassing a projectile is new to me, though. And yes, you&#8217;re right, it would behave differently. For example, a bullet heading down-right over the player&#8217;s ship could overlap a large portion of it, including its center, without being registered as a hit <i>if</i> the far right side of the ship&#8217;s collision box was not touched. This would mean that unlike 1-pixel boxes (which always register a hit upon being intersected/overlapped), these &#8220;full boxes&#8221; would allow bullets to virtually pass over every part of the ship without hitting it. </p>
<p>Interesting. Thanks for the info/link.</p>
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		<title>By: anonymous</title>
		<link>http://www.significant-bits.com/the-1-pixel-collision-box/comment-page-1#comment-59</link>
		<dc:creator>anonymous</dc:creator>
		<pubDate>Fri, 27 Mar 2009 23:12:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=930#comment-59</guid>
		<description>FYI Ikaruga did not &quot;introduce&quot; this concept, it evolved naturally over time. Maybe you meant &quot;introduce&quot; just as a figure of speech, but this is worth mentioning: If you start with mid 80s arcade games you can see where and how the hitboxes got smaller and smaller until they contracted to a tiny point much smaller than the sprites they were supposed to represent, reaching Ikaruga-level smallness I think with dodonpachi (not sure about that). But it was actually pretty gradual, games like Raiden or Battle Garegga had fairly small vertical hitboxes, and even Gradius had a pretty tight hitbox. In fact the idea has existed for so long, I&#039;d say it&#039;s almost more like the sprites around the hitboxes got bigger and more elaborate than the hitboxes themselves got dramatically smaller.

I don&#039;t think the hitboxes being too big was ever a major issue, either, except among developers that were terrible at making these games. And I would not go so far as to say which came first: the bullet patterns or the hitbox, because the two concepts work so closely in tandem with one another that they were probably conceived simultaneously in, again, a natural way. Some developers probably thought, &quot;How can we keep players playing longer?&quot; and the solution was &quot;Make it harder for bullets to hit them, so it feels more &#039;fair&#039;&quot; and then the concern would be &quot;Wouldn&#039;t that make the game too easy?&quot; and the next solution would be to add more bullets.. But it also probably just as often went the way you said, where they were looking to add more bullets, and felt they had to reduce the hitbox size out of fairness.

Also there&#039;s a lot of nuance to this idea, too. Most of these hitboxes aren&#039;t literally a single pixel. Also sometimes (oftentimes?) the hit detection works in different ways, like a bullet needs to completely fill the hitbox in order for it to register a hit, rather than just touch the edges or overlap (it might seem like a minute difference but it causes the game to play a lot differently, and makes the hitbox itself feel more nebulous and uncertain).

If you can tolerate the elitism, go to the shmups forum (http://shmups.system11.org/) and try reading a scoring/strategy guide and you can see the variety and depth to these games. Most game designers probably would not want to delve to deep into these ideas, because they are very niche and don&#039;t have very wide appeal, but I think it&#039;s nice to know that the ideas are out there.

I guess this is all just nitpicking but I hope you welcome this level of rigor in observations about game design.</description>
		<content:encoded><![CDATA[<p>FYI Ikaruga did not &#8220;introduce&#8221; this concept, it evolved naturally over time. Maybe you meant &#8220;introduce&#8221; just as a figure of speech, but this is worth mentioning: If you start with mid 80s arcade games you can see where and how the hitboxes got smaller and smaller until they contracted to a tiny point much smaller than the sprites they were supposed to represent, reaching Ikaruga-level smallness I think with dodonpachi (not sure about that). But it was actually pretty gradual, games like Raiden or Battle Garegga had fairly small vertical hitboxes, and even Gradius had a pretty tight hitbox. In fact the idea has existed for so long, I&#8217;d say it&#8217;s almost more like the sprites around the hitboxes got bigger and more elaborate than the hitboxes themselves got dramatically smaller.</p>
<p>I don&#8217;t think the hitboxes being too big was ever a major issue, either, except among developers that were terrible at making these games. And I would not go so far as to say which came first: the bullet patterns or the hitbox, because the two concepts work so closely in tandem with one another that they were probably conceived simultaneously in, again, a natural way. Some developers probably thought, &#8220;How can we keep players playing longer?&#8221; and the solution was &#8220;Make it harder for bullets to hit them, so it feels more &#8216;fair&#8217;&#8221; and then the concern would be &#8220;Wouldn&#8217;t that make the game too easy?&#8221; and the next solution would be to add more bullets.. But it also probably just as often went the way you said, where they were looking to add more bullets, and felt they had to reduce the hitbox size out of fairness.</p>
<p>Also there&#8217;s a lot of nuance to this idea, too. Most of these hitboxes aren&#8217;t literally a single pixel. Also sometimes (oftentimes?) the hit detection works in different ways, like a bullet needs to completely fill the hitbox in order for it to register a hit, rather than just touch the edges or overlap (it might seem like a minute difference but it causes the game to play a lot differently, and makes the hitbox itself feel more nebulous and uncertain).</p>
<p>If you can tolerate the elitism, go to the shmups forum (<a href="http://shmups.system11.org/" rel="nofollow">http://shmups.system11.org/</a>) and try reading a scoring/strategy guide and you can see the variety and depth to these games. Most game designers probably would not want to delve to deep into these ideas, because they are very niche and don&#8217;t have very wide appeal, but I think it&#8217;s nice to know that the ideas are out there.</p>
<p>I guess this is all just nitpicking but I hope you welcome this level of rigor in observations about game design.</p>
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		<title>By: All Guide to Making Money &#187; Blog Archive &#187; The 1-pixel collision box.</title>
		<link>http://www.significant-bits.com/the-1-pixel-collision-box/comment-page-1#comment-58</link>
		<dc:creator>All Guide to Making Money &#187; Blog Archive &#187; The 1-pixel collision box.</dc:creator>
		<pubDate>Fri, 27 Mar 2009 22:25:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=930#comment-58</guid>
		<description>[...] post: The 1-pixel collision box.      [...]</description>
		<content:encoded><![CDATA[<p>[...] post: The 1-pixel collision box.      [...]</p>
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		<title>By: The Management</title>
		<link>http://www.significant-bits.com/the-1-pixel-collision-box/comment-page-1#comment-57</link>
		<dc:creator>The Management</dc:creator>
		<pubDate>Fri, 27 Mar 2009 21:33:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=930#comment-57</guid>
		<description>Huh, for some reason I remembered it mostly passing through projectiles and enemies. Obviously it absorbs most bullets in the video, though, so you&#039;re right, it&#039;s not just purely aesthetic. 

My bad.</description>
		<content:encoded><![CDATA[<p>Huh, for some reason I remembered it mostly passing through projectiles and enemies. Obviously it absorbs most bullets in the video, though, so you&#8217;re right, it&#8217;s not just purely aesthetic. </p>
<p>My bad.</p>
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		<title>By: blah</title>
		<link>http://www.significant-bits.com/the-1-pixel-collision-box/comment-page-1#comment-56</link>
		<dc:creator>blah</dc:creator>
		<pubDate>Fri, 27 Mar 2009 21:24:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.significant-bits.com/?p=930#comment-56</guid>
		<description>re st. dragon: &quot;purely aesthetic&quot; suggests to me the enemies and bullets passed straight through the tail without collision detection - they didn&#039;t, the St. Dragon tail was collision detected, but indestructible and destructive, a bit like an R-Type orb thingy in terms of 2d shooter gameplay mechanic, only you began with it, and of course you had to learn to move to wrap the tail around the head to shield yourself to have any hope of getting very far (and the tail didn&#039;t detach and fire at stuff like an r-type orb :-))

As you can see in this video at times:

http://www.youtube.com/watch?v=MeY9kOot9iI</description>
		<content:encoded><![CDATA[<p>re st. dragon: &#8220;purely aesthetic&#8221; suggests to me the enemies and bullets passed straight through the tail without collision detection &#8211; they didn&#8217;t, the St. Dragon tail was collision detected, but indestructible and destructive, a bit like an R-Type orb thingy in terms of 2d shooter gameplay mechanic, only you began with it, and of course you had to learn to move to wrap the tail around the head to shield yourself to have any hope of getting very far (and the tail didn&#8217;t detach and fire at stuff like an r-type orb :-))</p>
<p>As you can see in this video at times:</p>
<p><span style="text-align:center; display: block;"><a href="http://www.significant-bits.com/the-1-pixel-collision-box"><img src="http://img.youtube.com/vi/MeY9kOot9iI/2.jpg" alt="" /></a></span></p>
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