Articles, Blog

Ignorant Stohory Mini ☯ – Time and time again…

December 9, 2019


Time… Time? Yes, time! But not the one for me to whine. For…I need to explain, and maybe express my disdain… about this element, which is omnipresent, in the tiresome journey that is our life’s story. So please, let the clock tick, and follow closely its hand. As all I have to pick, are only four reasons, to give an explaination to my previous demand. And now, let us commence. May we start, my audience? In case you do not remember, timeouts in bullet hell, are spells that require lots of skills, if you can’t tell. As all of them have the effect to force you to evade bullets, until you waste the time given to move on to the next conundrum. So, what is my beef with them? I don’t have any either, rather the problem… …is when you let it simmer. Stacking up too many starts rising the anger, but without this timer… the games would be dreary. BUT! Enough with my blabber. What is the reason for those little buggers? The PC-98 is the part where we need to go back to, if we want to find out what those cards truly do. In this simple era… …no spells nor declarations could be realised. There is just the frightening terror of death-dealing projectiles. No restrain it would seem and for your eyes… it may be a dream. Oh! A small starting invincibility? Isn’t that fine and dandy? But “it” being the only way to stall time doesn’t mean that the bosses are in their prime. Most of their fights end with a hopeless, yet brief last resort bullet shower. But let’s face it, it’s more of a mess than an actual danger. Then spell cards came into play, removing the potential commotion, and by the same occasion, allowing for prettier displays. Timeouts are expanding on that concept, focusing on only one spec, dodging becomes the main objective, making battles look much more impressive. So in the end, there’s no real issue, I’m okay with them existing. But I only bring out the tissue, when these appear while fighting. 𝐖𝐇𝐀𝐓’𝐒 𝐓𝐇𝐈𝐒? 𝐖𝐇𝐀𝐓’𝐒 𝐓𝐇𝐈𝐒? ~ I shout to my monitor. when what I see higher, is a two-digits number, ticking down until it is over. I know I might be nitpicking, but play a game and start fighting, and you’ll see why this babble isn’t just some random quibble. Time in a fighting game is a poor man’s plan, to make itself a name, by just running around, and running down the timer, while its health is higher. Of course, it can be fun to run around, but let’s say I have something in mind. And my friend wants me to explain, a trick or two with Reisen. NOPE! NOPE! Can’t do that unless it’s under a minute and forty! Now hurry up and fight, snorty! I’m not saying that time is forcefully bad, but it should be turned down a tad, or at least give us the option to remove this contraption. What’s the most ironic is that, out of all of Touhou’s hits, the game considered to be catastrophic, was the one who nailed it. Immaterial and Missing Power. Quite a subject, we can say. But let’s focus on what matters, that being its gameplay. Most people which played it will admit that controls aren’t really refined… but forget the separate blows, as well as the clunky combos… and in the combat’s midst, the absence of time will spring to your mind. Although it might seem quirky, not having this feature, makes combat go much faster once you know how to press keys. Time isn’t necessary as the guard will wither if your enemy decides to cower, and trying to soar to heaven will only result in exhaustion. IaMP is far from great, especially with controls, but it shows that we can altercate, without any other goal. Anyway, I won’t rant any longer, I just wanted to give my opinion on the matter. Thank you for listening to me everyone! I will see you, I hope, maybe next time.

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14 Comments

  • Reply Koishi Komeiji June 24, 2018 at 4:46 pm

    No tea only death

  • Reply John Brick June 24, 2018 at 4:57 pm

    Wow. Why is this so well done?

  • Reply Franci & Drake June 24, 2018 at 5:00 pm

    The song that was going to start at the very end of the video was the beginning of phantasm machine~phantom factory right? ?

  • Reply Teseo June 24, 2018 at 5:01 pm

    ZA WARUOBVIOUSJOKE

  • Reply Cryptic Prophet June 24, 2018 at 5:14 pm

    I was low key expecting something about Gengetsu's Raep time

  • Reply drizzziit June 24, 2018 at 5:44 pm

    Timers were introduced with arcade games in order to pressure the player and seemingly keep the machine running in an endless loop in case the player(s) were to leave.

    When home consoles were created, games were based on these concepts: Bring the arcade and it's mecanics into our homes but without the need of credits…

    And since then, not munch has changed. (With a few exceptions: Megaman never had a timer thus, the later games didn't had one either.)
    It sort of became a base, where platformers/fighting games had to have a timer, just like their arcade/old console counterpart.

    I dont really understand why they are still here today, with touhou spellcards being an exception as completing them gives the player a bonus instead of punishing them.

  • Reply Emishimaru - Sama June 24, 2018 at 7:32 pm

    3:03 It's like we're also talking about Smash tournaments xD

  • Reply Rui Kirisame June 24, 2018 at 11:19 pm

    slam poetry with a touhou vibe. brb going to play some some jazz in the background

  • Reply UltraFaroeCunt June 25, 2018 at 12:20 am

    Star Platinum: Za Washed Out Reference!

    All silliness aside, nice video.

  • Reply Lone Wanderer June 25, 2018 at 1:17 am

    Intresting. I do agree with you regarding waiting out the timer.

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  • Reply Tai October 10, 2018 at 2:57 pm

    I like this video.

  • Reply lh0000 February 12, 2019 at 2:00 am

    “And the clock, it just ticked on as clocks so want to do, for time is there only purpose there only point of view!”

  • Reply Technicolor Mischief-Maker May 27, 2019 at 2:47 am

    Having the option to remove timers is something I can get behind when playing casually, but from a competitive perspective timers are absolutely a necessity for proper balance. The lack of a timer won’t stop players who want to win from using stall tactics in their matches, because at the end of the day what a passive player wants is to frustrate their opponent into making mistakes and taking advantage of that. If they can do something like this indefinitely, it can end up becoming an absolutely grueling experience, not to mention it can ruin the scheduling of a tournament.

    A perfect and highly infamous demonstration of this once occurred in Smash 64 (which doesn’t have an in-game timer option) in a tournament match which can be found here: https://m.youtube.com/watch?v=eiQp5w-9IAE. This entire 52-minute video only documents the very first game of that set, the whole of which ultimately took over an hour to finish.

    Since fighting games naturally cater to a competitive environment, carefully balancing how your timer works is kind of a given. ^^; That being said, once again, I do definitely think that when just fucking around in friendlies there should be an option to turn off the timer and go ham. Hell, being able to customize how long or short your timer is would do wonders for the game, since it’d allow the community more freedom to try and explore how much time is best for a healthy competitive setting.

  • Reply [DATA EXPUNGED] September 1, 2019 at 7:57 pm

    Time, doctor Freeman?
    Is it really that time again?

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