Something went wrong. Try again later
    Follow

    Safe Spot

    Concept »

    A location where the player character is relatively assured to avoid patterns of incoming fire or enemy movement.

    Short summary describing this concept.

    No recent wiki edits to this page.

    Safe spots are best known for occurring in popular 1970s and 1980s 2D action titles, emerging from programming practices of the era.  Prior to developing more sophisticated scripting and AI routines that adapt to a player's actions and movements, patterns of enemies and projectiles in video games would be mostly linear and repeating.  
     
    A safe spot is most apparent when the player character under attack can remain motionless for an indefinite period without taking damage or dying. The movement or bullet patterns of an enemy, boss, or the stage itself simply do not intersect that particular spot to result in hit detection.  These spots stay consistent every time the game is played.
     
    In 3D gaming, safe spots are often a result of geometry and pathfinding errors.  An enemy may become randomly stuck on a corner and unable to approach the player, or a wall may not properly negate the range or effect of the player’s weapon if the enemy is against it.   Notably in cases where this affects PvP combat such as online multiplayer, it is treated as an unfair advantage and the glitch is (hopefully) patched out.

    sizepositionchange
    sizepositionchange
    positionchange
    positionchange
    positionchange
    bordersheaderpositiontable
    positionchange

    This edit will also create new pages on Giant Bomb for:

    Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.

    Comment and Save

    Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.