Back in the early ‘90s—a time when America was collectively losing its damn mind over Mortal Kombat-induced moral panic and every mall arcade felt like a Mad Max sequel set to the dulcet soundtrack of quarters plunking into coin slots—**Time Killers** swaggered in like the unwashed cousin no one invited to the barbecue. Released by Incredible Technologies in 1992, this was a fighting game dreamed up after one-too-many VHS rentals of Highlander and a shared dare: what if we made a Mortal Kombat knockoff, stripped out all the subtlety, and gave everyone a broadsword?
Let’s get this out up front: **Time Killers** is a two-player, weapon-based brawler where “dismemberment” isn’t just part of the design doc; it’s the main event. Decapitations, arm severings, geysers of pixelated blood—this game was less about strategy and more about calculated digital maiming, like if your suburban dentist went full Jack the Ripper in 16-bit.
You pick from eight weirdos, each plucked from different centuries like an intern accidentally shuffled the resume pile: a chainsaw-wielding biker from a 1980s fever dream, an Amazon warrior who looks contractually obligated to shout “I am woman, hear me dismember,” and a medieval knight who probably failed the audition for Castlevania and landed here instead. They all have weapons. They all want to kill you, not just win. Subtle, this ain’t.
Combat gets its own trophy in the “best/worst of” cabinet. Set aside your notions of combos and timing—Time Killers is the only game I know brave (or dumb) enough to map each attack button to a different limb. You use one button for each arm, one for each leg, and one for the head—because clearly, the designers believed every part of the body deserves a shot at face-planting on stained carpet. Get your arm lopped off? Tough luck, you keep fighting, one-handed, like a Monty Python sketch run through a cocaine filter. Lose both arms? Kick until you collapse. Lose your head? Well, you get the idea.
The truth is, **Time Killers** played like it was designed by people who had only heard about fighting games in barroom anecdotes. The cabinet art was a masterclass in adolescent power fantasies: angry faces, clashing swords, and enough chained lightning to power a midwestern strip mall. The sound design? If you ever wondered what it felt like to get dismembered in a linoleum-lit arcade bathroom, this is your soundtrack. And the crowd that gathered around the machine? They were there for one thing: the prospect of winning a fight in two seconds flat by lopping off a head, like a slot machine that paid out in rubber limbs.
It tanked in arcades, fell apart faster than Zeus’s favor in Altered Beast, and yet there’s a weird, battered spot in my memory reserved for it. Time Killers isn’t a classic. It’s not even good, by technical standards. But it’s a fever dream for those of us who burned through Mortal Kombat fatalities, bored and needing something wilder, dumber, a little more honest about the fact that video games, sometimes, are just about smashing buttons and watching limbs fly.
You want graceful evolution—go play Virtua Fighter. But if you want to relive those nights when the air reeked of burned pizza, the machine stole your last quarter, and nothing mattered except the sweet, meaningless joy of digital carnage? Time Killers will be there, lurking in the back, daring you to get decapitated out of sheer nostalgia.






