Arcade Memories, Pt. 2: Time Killers

Arcade Arcade Memories Retro Reports Subspace Brief Facts

timekillerstitleTime Killers
Arcade, 1992
Developer: Incredible Technologies
Publisher: Strata

Time Killers made such a indelible mark on my pre-teen brain, I felt it warranted a Brief Facts as well:

Time Killers was released in late ’92, meaning I didn’t encounter it at TK’s until the summer of ’93 – a time when fighting games ruled the roost, and arcades were populated with angry, clove-smoking, Nirvana-loving teenagers. It was a wonderful place to be a chubby 11-year-old.

Co-op games like Crime Fighters hadn’t vanished, but their numbers were dwindling. If you wanted to make the most out of your time in an arcade, you HAD to learn how to play fighting games. Street Fighter II had changed arcades forever, for good or for ill.

I positively LOVED fighting games. When the home port of SFII dropped in June of 1992, I played it into the ground. Damn near mastered it. However, those skills never quite made a clean transition to the arcade. Not because I was outclassed by the competition, mind you, but because I was SCARED.

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It feels odd to have to explain this, but the arcades of the ’90s were not the family fun centers you see today. In fact, to my 11-year-old brain, they kind of resembled the future from Terminator: constant loud noises, dim lights, frowning faces leaning against every possible surface, and smoke everywhere. They were probably nowhere NEAR that bad, but damn if they didn’t FEEL just a little bit dangerous. I fully acknowledge that I was a little chickenshit, but hey, this is my story, so BACK OFF PAL.

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Anyway, rolling up to a fighting game in ’92 meant (1) you were going to pay $.50 for a credit, and (2) you were going to get challenged by an angst-ridden teenager in a matter of moments. The fear of losing my hard-earned allowance to some hormonally imbalanced high schooler in a Megadeth t-shirt caused me to fold under pressure. How could I beat a kid who was a foot taller than me at ANYTHING? Even if I could win, would it get me beat up? Intimidation was in the air.

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But Time Killers helped fix all that. No, not because its excessive gore exposed me to the horrors of the world and gave me the steely resolve of a grizzled veteran – but I’m sure that didn’t hurt. Time Killers helped me conquer my arcade fears because I just happened to be the first person at TK’s to figure out its (admittedly simple) control scheme.

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As noted in the video, killing somebody in Time Killers is INCREDIBLY easy. All you do is slam all 5 attack buttons. If your opponent isn’t blocking, their head will fly off and you’ll win the match in seconds.

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Believe it or not, most folks just just bashed on the top button (for headbutts) in an effort to pull off decapitations. Suckers. Image source: arcade-museum.com

Through dumb luck, I somehow figured this little trick out about 3 days before everyone else at TK’s did, including many angry and family members. Sorry, cousin Rob! For a few glorious days in the summer of ’93, I was the absolute KING of Time Killers. My competition jitters evaporated as I racked up the cheap wins.

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To my surprise, however, the rest of the world took this extremely well. A few folks complained, but most just calmly walked away. Some even shook my hand. Nobody threatened to beat me up (which is remarkable, because credits weren’t cheap, and any threat would have caused my pansy ass to yield control of the machine immediately). It was then I came to realize that maybe I had been taking this whole thing just a little bit too seriously. Video games were just video games, and arcade-goers were just normal people. Foul-mouthed teenage people, but people nonetheless. Some of them were actually pretty cool. As long as you didn’t run your mouth, you had just about nothing to fear.

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For that reason, I’ll always remember Time Killers as the game that got me over the hump. It’s how I learned how to perform under arcade pressure, and on a broader level, it taught me a little something about how to relax in uncomfortable social situations.

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So there you have it folks. Violent video games build character and teach life lessons. Suck it, organized athletics, and TAKE THAT JOE LIEBERMAN.

…come to think of it, though, had I been on the receiving end of those cheap decapitations, this game could have just as easily made me swear off arcade games forever. Makes ya’ think.

Also the makers of Time Killers went on to design Golden Tee Golf, which may well be the world’s most popular arcade game. Look it up.

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