I guess this made the collision detection a bit faster and also made the game more dramatic - the close calls were bullets passing through the ship.
I guess this made the collision detection a bit faster and also made the game more dramatic - the close calls were bullets passing through the ship.
This caused problems for one of our tanks about two expansions ago where his class' combat stance combined with being the largest race had his character model stand entirely outside the hitbox.
There's something called "Coyote Time" which is named after Wile E. Coyote and him staying in the air for a few seconds before gravity takes effect. Often in platformers, there's an invisible collision box added after cliffs so that if the user was slightly late pressing jump at the edge of the cliff, they would still make it as the invisible collision box would provide an extra step. It's an example of improving gameplay and game feel without being realistic.
It is, it's called "grazing."
It's possibly also worth mentioning for people unfamiliar with danmaku games that most are one hit kills against the player.
Consider this: https://www.youtube.com/watch?v=AY7QEEnSGVU
EDIT: Or this, https://www.youtube.com/watch?v=JJgy5skcMJI
At the end, you can really see the boss's frustration with the player as the beautifully ordered patterns devolve into an angry display of brute force as she throws every kind of bullet in the game at you at once.
Moreover, this kind of collision system is often used in games on systems where the hardware is capable of reporting pixel perfect sprite overlaps anyway, so I think you're on track when you say it's for dramatic effect. IME it's also frustrating in games where this isn't the case because you feel cheated when you die because a shot barely grazed some antenna.