I remember back in the day how the concept of Yugioh on motorcycles sounds absurd, which is saying something since we had an entire season about an academy dedicated to dueling. Little did we know that the concept is a lot more interesting thanks to the execution. Thanks for breaking down the rules for us, TGS Anime!
I don't know if it counts as a rule or not, but a common thing that happens in 5Ds is that, if a player loses a turbo duel, their duel runner automatically hits the breaks and goes to a full stop....which, honestly, I found it to be one of the most dangerous parts of turbo dueling. You are driving on a highway at high speed and suddenly the bike jams because your life points hit 0.
An easy way to bring Turbo Duels to ‘life’ is to model it after a motorcycle arcade game. Something that was even shown in the anime. And there would pre constructed virtual decks in the system. But more crucially there would be a deck holder around the arm section or towards the front so that way players can use their own deck in turbo duels and see their cards come alive on screen.
@@esdeathsenpai5128 I like that there's no Speed World so that archetypes that use their own field spells can actually be played. I wonder how the "duel runners" are gonna be used though. I actually prefer it than having everyone use the same speed counter effects. I feel Akiza's and Yusei's gonna be heavily-used coz of how generic they are.
In one of the world championship games for the DS, they had the relay tournament. I cheesed those by making an Exodia deck, because as soon as you drew all five pieces in the first duel you would still have them in hand for all subsequent duels. It was hilariously cheap... though the duels themselves were kinda buggy, too.
Yeah, Over the Nexus. It stopped the duel as soon as their life points reached zero and moved onto the next one, so any activated cards or battles wouldn't fully resolve, leaving monsters undestroyed and spells/traps left out on the field kind of useless until the opponent destroyed them. Still a really fun game, though, at least in my opinion. Still loved those relay duels.
@Vinícius Deniz This leads into another problem - Surrendering. If you know you're about to lose, and you want to stop your opponent from setting up a big board, you might just surrender to give the rest of your team a chance to recover.
As neat as it was to see turbo duels to return in Arc-V, it really was just an aesthetic. Speed World - Crossover Accel basically just functions as a no-effect field spell. Writers didn't want to go through the hassle of implementing how Action Spells would factor in to proper turbo duel rules, after all.
In fairness, there's also the matter of how most of the Lancers' decks were heavily Spell based; including anyone who Pendulum or Fusion summons. Like, even if they included Speed Fusion, it'd feel a bit unfair to make a Lunalight player play in a format where you're not allowed to Fusion summon until your 2nd or 3rd turn (depending on if you went first). And guys that depend on archetypal Spells like Yuya, Shun, or Shingo? Forget it. About the only duelists who would've been able to Speed Duel under the 5Ds rules were Reiji, Dennis (and only because those two know how to circumvent effect damage...which might've been fun), and Gongenzaka.
@@GiftOfKnowledge-np9vg I honestly thought they will use the Riding Duels to nerf the Action Cards being the only ones that need counters, but not any character could abuse them to survive/win
However, this did give us the ridiculous scene of Moon Shadow *jumping off his duel runner*, running on the walls to pick up an Action Card, and then jumping back on and continuing like nothing had happened.
I like how something called "̶S̶p̶e̶e̶d̶ ̶D̶u̶e̶l̶"̶ "Turbo Duel" has mechanics, that would slow down today's meta-game considerably. Speed Counters could act as a natural floodgate or balance-mechanic, to avoid the meta to evolve into who can spam their deck into an unbreakable board first. Imagine, if Invocation would cost you a couple Speed Counters to active. The mana-comparison was very apt. Makes you wonder, if the game designers thought of this and at the time were trying to see, if it would catch on as a format. Edit: Thanks for pointing out the error of Speed Duels =/= Turbo Duels. I was aware of them, but Duel Links somehow slipped my mind.
Speed Duel is an entirely different type of Duel from Turbo Duels. The Japanese name was Riding Duel. You are thinking of the type of Duel featured a lot in VRAINS. That was Speed Duels.
How to slow down the game now with one easy change. Limit the extra deck to 10 cards. Now archtypes have to choose between having more consistency in their archtype with multiples, OR, toolbox cards. This makes a huge difference since if an opponent pops a Waking the Dragon and you plop out an ultimate raid raptor, most archtypes under these restrictions can't go into an extra monster that can get over 3.5k atk.
*Laughs in super heavy samurai* But for real, they do slow down the game, after all, the 3v3s from the last season were hella long. It would work quite better in how they adapted turbo duels to duel links
"The reason why normal spell cards can't be used in a Turbo Duel is simply because they are just not fast enough to keep up with the pace of a duel." Ah yes, because when I think speed, my mind goes to a mechanic where I have to wait a couple or even several turns to use my spells by letting my speed counters build up.
I was introduced to Yu-Gi-Oh 5ds and turbo duels in the Nintendo DS games. There was a whole different kind of strategy when creating new decks in turbo duels
When I played the 5ds DS games, the Acadia and Nexus games specifically. I notice two ‘oddities’ with the Acadia game, namely with turbo duels and even the story. Firstly, instead of the original speed world field spell, it’s Spell world 2. And secondly, when the crismon dragon markings are all shown, it includes the heart symbol. Something that is shown in the nexus game as well. What more is that you get to see Aki learning to turbo duel in the post game of Acadia. These are interesting to me because these games were released, I believe long before these concepts were used in the anime. I know the heart symbol fits this category, but spell world 2 may also fit. So another reason why I really appreciate those games is how they foreshadow certain concepts in the anime as a sort of major sneak peek.
If I remember correctly, speed world 2 was introduced in Crow's first duel, and Reverse of Arcadia released some time afterwards. I could be misremembering though.
Ah yes, I remember the heart mark in Arcadia. Kind of awesome to see considering. The writers must have been really dedicated to making Leo a signer after Crow stole his spot, though they didn't get much of an opportunity to do it until the end. As for Speed World 2, I just assumed they used that because it's a much more fun condition to play under than the original (no losing Speed Counter due to damage, 3 effects you can use and Speed Spells generally not needing to use up Speed Counters as cost). It was probably out in the anime when they were making the game, though if I'm wrong then they must have really talked to the staff about it. Oh yeah, and Akiza learning to Turbo Duel in the post game. I forgot about that. They must have brought it up in talks with the writers.
0:18 In Yu-Gi-Oh Arc-V, there is some Turbo Dueling Field Spells called “Speed World Neo” and “Crossover XLR8ion” shows that you don’t have to use Speed Spell cards like in 5Ds, but you can use Action Cards to make the Turbo Duel more interesting
I remember in one of the world championship games for ds, I used to use an earthbound immortal deck for turbo duels. Felt great abusing the permanent field spell.
I'm surprised that despite Turbo Dueling was the main gimmick in Yu-Gi-Oh 5Ds, besides Synchro Summoning of course, Konami decided to not create a OCG/TCG version of this duel game. I mean sure, it'd probably be impossible to duel on a motorcycle, but at the same time, they could've created both the Speed World and Speed World 2 Field Spells, and created the Speed Spell counterparts of the various Spell cards, and it might've worked. I mean, if Konami can create a real life Dungeon Dice Monsters game, (both as a board game and at least two video game versions,) of which DDM only appeared in 3 episodes in the original Yu-Gi-Oh series, then I don't see why they couldn't do the same thing with Turbo Dueling.
Some video games - from the PSP Tag Force series and from the DS World Championship series, if I recall correctly - have Turbo Duels with Speed Spells and all. The downside is that those games are kind old and the card pool is very limited because of that.
@@HRAA1337 Tag Force does not have Turbo Duels or Speed Spells. Only the DS games. As far as I'm aware You dont play Tag Force to play YGO. You play them to go on dates with Tag Force girls, Akiza, Luna, among others. While hanging out with other cast members XD
@@HRAA1337 I actually owned two Yu-Gi-Oh 5Ds games for the Nintendo DS, and both of them had a story mode where you, on many occasions, had to use the Turbo Duel mechanic. And I remember hating those duels, partially because of both the new mechanics and that I just plain sucked at Turbo Dueling. I may not have been a fan of Turbo Dueling, but I still think it was interesting idea.
This actually gave me an idea for a video: Can you do a tier list of all speed spells? Ignoring the speed counter requirement how good would their effects be in the IRL game?
well, a majority of the cards are already existing cards, with just "Speed Spell" being put in front of it, and besides that a bunch of the other cards just dont function outside of Turbo Duels. like for example i remember there was a card that tells you to swap Speed Counters with your opponent or something
I feel like the number of speed counters they would need to be activated should play at least some part in how good they are, since they are only playable in turbo duels. If you take that away, you're pretty much left with some cards that are more or less spell cards that already exist, but for a turbo dueling environment only
2:08 imagine dueling the insurance to get it to work. The amount of life points at the end of the duel is how much money you save (wait that’s a terrible idea. Marik (possessing someone else while playing Slyther) managed to get infinity life points somehow-)
The button was likely meant for a different purpose was either repurposed or misused. In the real life theoretical sciences for the exact model of perpetual motion machines momentum is based on, spinning in reverse isn’t the problem. The problem comes from the idea that eventually the gears will spin so fast they manage to hit themselves by crashing into their own momentum. The ping ponging back and forth is what releases explosive energy and isotopes. So I’m gonna lean on the idea that the red button is used to make the gears spin faster, it was an accelerator button.
I honestly would love for Master Duel to incorporate Turbo Duels into it. It would make Synchro and XYZ decks more fun to play without the opponent instantly ruining the field their first or second turn.
Actually Duel Links has Turbo Duel event right now. But 99% you will face Shooting Star Dragon so bring in something that can prevent it to activate effect during damage calculation. I find a great efficiency with Triamids but I cannot find any speed spell can synchronize with it so I switched to Super Heavy Samurai.
Yusei must’ve been grandfathered through the license requirement, since people from Sattelite couldn’t have cards legally, safe to say riding a duel runner was probably illegal too…
Yusei most likely drove without a license. By the time he became a citizen of domino city, he won the tournament, so there was no point in him having the test bc under tournament rule, auto pilot is turned off. So he drove with the best of them
I actually always liked Turbo Duels, while almost everyone thought that is was absurd "dueling on a motorcycle"... like, instead of thinking that it was weird, I usually thought to myself how interesting and dangerous it is, which is what made me like it.
When I started watching 5D's, I went in with the thought that "card games on motorcycles" was completely absurd. Now? I like the format better than regular duels. Oops. (Not that I was ever a huge fan of the series to begin with, buuut...)
On TCGs, the "mana" mehanic on Digimon TCG is really good, since its not only your actions, but your entire turn and even your oponents response The sistem is a 0 to 10 counter to both sides, all cards can theoretically be played, but you have to pay their cost, each turn, if the oponent ends their turn with "mana" left, the bar automatically moves to 3 on your side, there are effects to give you more of course, but here is the kicker, as I said, you can theoretically play any card, even if you dont have the mana to do so, so what happens is you go into the oponents mana side and inmediatly ends your turn and they keep that mana for their turn, yes, that means you can leave them with only 1 mana, but also miss count and end your turn early without attacking, and also, the player may play a card that they absolutely need to keep on, but is of high cost and give you more than 3 mana in your turn
I remember a case with a 3 v 3 relay duel in the anime, where Jack crashed his bike (I think due to sabotage) and lost, so he had to swap out to the next team member to carry on - but he couldn't actually swap to the next team mate until he crossed the finish line, so he had to physically push his broken bike the rest of the lap. Additionally, and this is perhaps the most important part because this could presumably apply outside of tournament settings as well: *every time he got lapped, his opponent gained a Speed Counter.* Not only that, but once his opponent hit 12 Speed Counters, further laps removed Speed Counters from Team 5Ds, and if they got lapped again with 0 counters, they would have lost the match entirely (so, naturally, Yusei was able to tag in at the last possible second before that final lapping would have occured)
His bike crashed, but it wasn’t sabotage. There was an engine issue that Jack chose to ignore. Crow got sabotaged by Team Catastrophe before the match began and he broke his arm (Team 5Ds get their revenge on Team Catastrophe eventually).
Personally, i think a practical way to do turbo duels and regular duels with the duel disk system would be through arcade style machines. Think about it, a double sided acrade machine with equal real time display on the screen, a duel disk mount to place on for standing duels and a varriation with the same kinda motorcycle ride setup like at other arcades fixed with the duel disk display on it, and finally cards that can be read on the machines like how the injusitce arcade machine works. I’m kinda amazed konami hasn’t done this yet.
The thing I love about the concept of turbo duels was that it make the reliance on trap cards relevant and you had to work your way up to using spells The thing a hated was that it made many irl cards be traps cause they had to be traps in the anime when they are effects much better suited as spells
So fun bit of trivia I learned from spellcommander. The idea behind 5ds perpetual motion machine is based off of scientific ideas even down to the idea of hard light gears solving that whole degradation problem. The concept of a zero reverse is more than the gears just start spinning in the opposite direction. The idea of a reverse is when the gears spin so fast they run into each other’s momentum it hits itself generating an explosion more powerful than a nuclear warhead.
Actually you can have turbo tag duels one of the players sits on a side car while this is happening (it was shown in the anime with the machina sniper guy) and in the videogames there is an exploit, if you have exodia when and there is a next opponent (wrgp rules) you win the next duel too and so on.
One thing you could have mentioned here would be the additional rules during the WGP tournamet e.g. if your opponent completes a lap and you are lagging behind then they gain 1 speed counter and that if the speed counter difference becomes too large then you would get disqualified
It was fun back in the day playing Yugioh 5D's world champion 2011: Over the Nexus. A portion of the game forced you into turbo duels. You'd drive your customized wheel around a track for a lap to determine who went first and played a pretty unique duel right after. 5D's really had some unique/weird ideas and it makes me love it more for each..
You missed: 1. You can normal summon in defense position. 2. You cannot set monsters face down(I have never seen them do this in the entire series) Great vids keep em rolling.
Hopefully we’ll see a Madolche Archetype video soon I love the way you cover the archetypes of cards. My favorites being the Elemental Hero, Evil Hero, Ghostrick, Cyber Dragon, and Red Eyes.
One rule I like that could be fun in a turbo-dual is that you have two sets of spell cards. One set are your normal spell cards we know an love, while the others are the speed-spell. The mechanic would be that as the speed counters on speed world increase the time it takes for a normal-spell to take effect is increased causing them to be more of a delayed spell effect, while for me turbo/speed-spells would need you to expend speed counters to both cast them as a resource. I could even see it that some normal-spells could have additional effects that are triggered by spending speed-counters as a resource for the spell's use. Making it that normal spell effects are delayed by on how many speed-counters you have, but also that using speed/turbo-spells cost you speed counters to use them could be a interesting dynamic to have both being usable.
I’ve actually done this with a friend. We went out to an empty field and hooked up a bunch of stuff: a card holster on our handle, a hand holder on our forearm, our phone was strapped onto the top of the gas cap so we could adjust life points and counters. It was ally of fun and proved a theory I had been working on when it comes to developing and auto pilot system and a duel runner itself. Granted the runner I’ve designed runs on electricity but it’s definitely viable if developed
i love how the reverse spin is basically the optical illusion you get from a fast moving object where your eyes cant see how fast its moving so you see it moving backwards instead.
I love Turbo Duels! I replay the 5ds World Championship games just to enjoy them, especially Over the Nexus since it has Speed Spell Ritual Spells! Two things I would like to point out. 1) Despite the whole “No one uses normal spells”, there are moments where they can be seen in player’s hands even though they go unused. 2) Turbo/Riding Duels in the manga are just normal dueling except on motorcycles or horses. The difference is that you lose if you stop or in some case your opponent crosses the finish line first on top of normal dueling conditions. In the manga players have something called sense/feel when they duel and this basically causes attacks to deal real damage based on how fast they are going. Players can use this to destroy the track to force their opponent to stop. Yeah…I really love this format. I once printed off all of the cards after making them legible via a card maker site, stuck them into sleeves with traditional playing cards and basically made my own turbo duel decks. Unfortunately I lost them years ago and just haven’t bothered to do it again. I do feel like Turbo Duels as shown in Duel Links can be fun and I do hope that method, along with Action Duels, get brought back in some form when Duel Links inevitably ends. I doubt Konami will ever actually print the cards and aside from cards that emulate the rules somewhat, video games are going to be the only official way to keep formats like this alive.
fun fact in the 5Ds Manga there's a Exclusive rule for Turbo dueling since "Speed World" does not exist in the Manga, it more so focus on the motor duelist driving skills and one of the rules is this the person who cross the finish line first automatically wins the duel.
@@gyppygirl2021 it's a reference to bonds beyond time abridged. Yusei has a nightmare jack and crow don't know what notercycles are. While standing next to a mother cycle it's wierd but hilarious
Thank you so much! As great as 5D’s is I was pretty confused how the mechanics of turbo dueling were different from regular dueling and what the speed spell and speed counter stick was about.
Fun fact. Greiger (Bommer in the original) was the only duelist to possess a non speed spell in his deck during a turbo duel. He didn't actually play it, he used it as a discard cost for his Flying Fortress SKYFIRE.
@@mystery8820 That was in episode 15 of 5ds, and that was a non turbo duel. The duel I am thinking of is episode 53. Also, star blast states that you can reduce a monsters level in your hand, or field, by one for every 500 life points you pay.
@@krfan5459 In all the turns Bommer used AIRRAID, he discarded Darksea Float and Dark Tuner Des Submarine. The Submarine he used to set up a Synchro play after his AIRRAID fell the first time.
You forgot to mention that you can't use equip spells during a turbo but there is a loophole with that tactic with monster treating them as equip spells which armoury arm dose
I thought there was a rule that if your opponent lapped you, it also counted as a loss for you. It's been so long that I can't remember for sure, but I think it was in one of the tournament arcs.
Your partially right. In the WRGP in 5ds there was a rule that during a relay switch with a team member, if the opponent completes a lap while you're still switching you lose 1 speed counter (speed counters carry over in relay duels) If you're team's speed counters reach zero from the opponent lapping you your team loses the whole duel.
Fun fact: They say you can’t use normal spells in turbo duels, but there have been times (in the dub, I’m not sure about the sub) where turbo duelists have had regular spells in their hands, if only to discard. I wonder if cards like High Speed Aria could get around that. Its effect turned into the effect of the spell you discarded, so you weren’t technically activating the spell itself.
You could’ve pointed out the YuGiOh games on Nintendo ds that had turbo dueling built in. They didn’t let you turn off auto pilot but they were pretty fun
Regarding autopilot i doubt that it can be turned on or off at will, but rather needs to be set before the duel. 1) In the dark signer arc for example the big riding duels past kiryu are done with manual mode explicitly set in advance first noted instance being crow's duel against bomber. 2) in the instances where yusei dueled ushio couldn't he just turn autopilot off if he didn't want to duel him (notably in ep 12 and 3) although in these instances at the very least one could say that maybe because ushio forced the speed world that autopilot was forced on too as a police function Also auto pilot is NOT disabled just because of speed world 2 (as seen in ep65 where it says that the autopilot is on standby, as literally everytime manual mode isn't used) autopilot is only off because of a choice before the duel or by specific rules like the wrgp and iirc the driving school
2:20 with how ubiqitous dueling is in this universe, its probably covered by normal tax, like how the hospital visit i had 1 month ago (on the date actually) didnt cost me anything other than a fuckton of stress, but thats a different story.
When I was a kid, I thought turbo duels were kind of stupid but now I realize that are a very cool and unique way to duel. They make the duels very intense and interesting to watch and I was bummed that we can't mimic that type of dueling in the real world. Although I also understand that it would VERY dangerous to try that normally and that I can definitely see the Magic the gathering influence, which is interesting since I won one duel of Magic despite it being my first game lol. Awesome video TGS!
If anyone ever wants to do turbo duels irl using the tcg/ocg, they can probably just use the Duel Links rules. The speed counters are accumulated by the player, meaning they have the field spell slot open for use. Then just pick what "duel runner" skill you want to use for the rest of the duel.
If we get a format change to Turbo duels, it'll prevent a lot of OTK (and hilariously slow down the duel) I believe becuz of the Speed Counter restriction/condition.
In the World Championship Games for DS you could play Speed Duels as Standard Duels with Speed Counters. That's where the 2000 LP Penalty from normal Spells comes into Play Also in 1 Duel of the WRGP a Rule is explained that if you are an entire Lab ahead of your Opponent you get 1 Speed Marker. If I remember correctly. Crow had a Problem with his D-Wheel that slowed him down. So he had to Tag out to Jack as quickly as he can while his Opponent Stacks this Effect
Sam. I need that beard back. ASAP! Also, this was awesome to see. I never really had seen the entire 5D’s series so I always thought it was a cool mechanic but never understood it. So thanks!!! I love your videos!!!!!!! I love you too!!!!!!! Thanks!!!!!
Imagine if the 'take 2000 damage for activating a non speed spell' thing actually got used in the anime and someone just pulled out a regular ass field spell, destroying Speed World through game mechanics. Goodwin coulda done that, he had the LP to spare and he also wasn't actually racing, just kinda standing there :P actually kinda surprised no one ever pulled out something like 'Speed Spell - Speed World 3' mid-duel with brand new effects for speed counters, that could've been an interesting spin on the established rules (maybe using them to substitute for levels in a synchro? That'd be kinda fitting with the whole Accel Synchro thing, aka literally a synchro summon you do by going fast)
Action Duels are basically "if i just look long enough until i find some good action cards, i probably win... yeah im gonna look and just not end my turn until im in a favorable position" no wonder most duels in Arc V were dumb (aside from Sora vs Shun of course)
@@questrequested9171 I think there was a time limit at first cause I remember them saying if Yuya didn't make a move within so much time his turn would end in one of his first duels. Also, if the attack hit before you found a card you couldn't do anything.
I like for an fact that most people drop off this kind of Yu-Gi-Oh show due to involving " card games on motorcycle " thing that seems to be dumb idea, yet it later was an cult followers and became one of; if not, the best of the Yu-Gi-Oh shows. This & GX are tied for me as my favorites.
Kinda a shame that Turbo Dueling never carried into the real world. Not the bit where you ride motor cycles, but just make the Speed World and Speed Spell cards in the real world so we can use the turbo duel rules on a regular play mat. Could have been another alternate way to play along with the speed duel and master duel formats.
I'd like to point out that regular Spells ARE allowed in Turbo Duels, we just never see one activated. I remember seeing the Quick-Play Spell "Reload" in someone's hand in one Turbo Duel. I think it was in Crow vs. Dark Signer Greiger.
Card games on motorcycles! I still remember when they first announced the idea of Turbo Duels and everyone was like “that is the stupidest thing I have ever heard!”
Speaking of 5Ds, would love to see something about the Machine Emperor cards (which came to the tcg as the Meklord Emperor cards). The anime had them as these powerful 5-in-1 monsters, but they're just regular monsters in the tcg.
Imagine a VR turbo duel game. They can also make it a 3rd a person game where you control your motorcycle with your left joystick and set/play cards with your right, same goes with pc except you use wasd/mouse. Screw the cards, I'd pay money to customize my duel runner.
Turbo Duels were interesting because of the fact you could extend the time to react through skilled driving. Action Duels were similar in their ability to make duels more interesting but, not as successful. Whether because of something in the concept itself or the series it appeared in is a different matter.
Fantastic video! Also too much Ener-D also summons forth giant machine terminators because "Synchro Summoning should never evolve" and wipes out all of humanity. YEA FOR CLEAN ENERGY? Also makes sense why the Manga of 5d's handle "Turbo Duels".
Talking about autopilot system, it reminds me about Yugo's case in Arc-V where he had to switch the autopilot off due to some malfinctioning in autopilot auto-tracking
I remembered playing turbo duels against cpus where they abuse speed world by summoning Sin monsters. Such a pain to get rid of them when the field is indestructible.
6:50 This isn't true. Jack crashed in episode 99. Both he and the runner came to a complete stop. If any of his teammates touched his runner while he was the "live" duelist, they'd have been disqualified. So he forced himself and his runner up and pushed it to the lap line as Andre continued to ride around the track. His team gained a speed counter for every lap he made until they hit the max, and then Jack's team started to lose speed counters for each lap. If their counters hit 0, then they'd be disqualified.
I remember thinking the arc-v turbo duels were cool, and then my friend asked “wait so they arent playing turbo duels? Then why be on motorcycles at all?” And i had to pause and reflect on so much after that.
On the one hand, yeah, I missed the speed spells, but on the other hand it's kind of understandable why they didn't put in a new dueling style that would have only ever been temporary, especially given that a) some people might not have watched 5D's, and b) the main cast would have had to adapt to it too, with turbo duels taking up so many duels in that arc. Instead they introduced the concept of dueling on motorcycles and then fused it with Action Duels.
@@JzanderN I honestly thought the Speed World in Arc V would be a way to nerf the Action Cards putting counters cost on them, silly of me to believe they were going to nerf Yuya's way of dodging every attack
Honestly I don't like the CaRd GaMes on Motorcycles joke but aside from the 5D'S anime all Riding/Turbo Duels are basically card games on motorcycles, there's no reason to use the D-Wheels in Arc V (manga and anime) since Turbo Duels are just regular duels. Same with the 5D'S manga but that also had the rule of if your D-Wheel stops you loose at least, so there is a difference if you use Wheels than if you not.
Well they kept the... Wait, I was going to say they kept the auto pilot off aspect from speed world 2 but, now I think Yugo had to turn his off for a duel to avoid something on the field. Well, the point I was trying to make was the duels could still be interesting even without speed spells and counters if you kept the driving aspect where you could buy yourself more time to act by being a skilled driver which means auto pilot off for duels.
Okay here me out. VR turbo duels. If you use speed world 1, it’ll be on autopilot. If you use speed world 2, you’ll have to manually control the duel runner while dueling
After having finally watched 5Ds, I think I might prefer riding duels over regular ones. The more dynamic animations and the amazing high energy soundtrack make them a lore more exciting to watch. Odd concept, but great execution.
I remember back in the day how the concept of Yugioh on motorcycles sounds absurd, which is saying something since we had an entire season about an academy dedicated to dueling. Little did we know that the concept is a lot more interesting thanks to the execution. Thanks for breaking down the rules for us, TGS Anime!
Dueling academy was something really cool imo but yeah at the time the motorcycle stuff was like huh but they made it so good in the end 🔥
Dueling school is every kids fantasy but motorcycles were outrageous to me at the time
Yeah. Weird times we're having.
yeah little did we know how it turned out to be the best series
I have just started watching but does not seem to matter that much so far. I hope it matters more because otherwise it is pretty ridiculous.
I don't know if it counts as a rule or not, but a common thing that happens in 5Ds is that, if a player loses a turbo duel, their duel runner automatically hits the breaks and goes to a full stop....which, honestly, I found it to be one of the most dangerous parts of turbo dueling. You are driving on a highway at high speed and suddenly the bike jams because your life points hit 0.
And the danger of this format is also shown several times on-screen! It's a fascinating concept for that reason alone.
Sounds like Kaiba never completely removed losing = death from his philosophy.
"Full Stop" means - engine shuts off and cools down while the D-Wheel is geting slower
@@jsb6975.ah.crapbasketsIsn’t it weird how getting a license was treated as something so dangerous?
Brakes*
An easy way to bring Turbo Duels to ‘life’ is to model it after a motorcycle arcade game. Something that was even shown in the anime.
And there would pre constructed virtual decks in the system. But more crucially there would be a deck holder around the arm section or towards the front so that way players can use their own deck in turbo duels and see their cards come alive on screen.
Duel links has turboduels in events and I would say that they managed to implement it well
@@zeusalternative1270 I wish they used the full Speed World set of rules for it but what they have is a huge step in the right direction.
@@esdeathsenpai5128 I like that there's no Speed World so that archetypes that use their own field spells can actually be played. I wonder how the "duel runners" are gonna be used though. I actually prefer it than having everyone use the same speed counter effects. I feel Akiza's and Yusei's gonna be heavily-used coz of how generic they are.
Wow really I just thought they would use virtual reality kind if thing but you can code in ur actual deck by typing the name or idk
@@zeusalternative1270
There is EDOpro a game for mobile and pc that can run turbo duels and any type of duels possible
In one of the world championship games for the DS, they had the relay tournament. I cheesed those by making an Exodia deck, because as soon as you drew all five pieces in the first duel you would still have them in hand for all subsequent duels.
It was hilariously cheap... though the duels themselves were kinda buggy, too.
Taking *Duro Monster Cardo* to the next level
I mean how were you supposed to take down the final boss without exodia ?
Yeah, Over the Nexus. It stopped the duel as soon as their life points reached zero and moved onto the next one, so any activated cards or battles wouldn't fully resolve, leaving monsters undestroyed and spells/traps left out on the field kind of useless until the opponent destroyed them. Still a really fun game, though, at least in my opinion. Still loved those relay duels.
That’s hella based
@Vinícius Deniz This leads into another problem - Surrendering.
If you know you're about to lose, and you want to stop your opponent from setting up a big board, you might just surrender to give the rest of your team a chance to recover.
As neat as it was to see turbo duels to return in Arc-V, it really was just an aesthetic. Speed World - Crossover Accel basically just functions as a no-effect field spell. Writers didn't want to go through the hassle of implementing how Action Spells would factor in to proper turbo duel rules, after all.
In fairness, there's also the matter of how most of the Lancers' decks were heavily Spell based; including anyone who Pendulum or Fusion summons. Like, even if they included Speed Fusion, it'd feel a bit unfair to make a Lunalight player play in a format where you're not allowed to Fusion summon until your 2nd or 3rd turn (depending on if you went first). And guys that depend on archetypal Spells like Yuya, Shun, or Shingo? Forget it.
About the only duelists who would've been able to Speed Duel under the 5Ds rules were Reiji, Dennis (and only because those two know how to circumvent effect damage...which might've been fun), and Gongenzaka.
@@GiftOfKnowledge-np9vg like I said, it's basically just an aesthetic
@@GiftOfKnowledge-np9vg I honestly thought they will use the Riding Duels to nerf the Action Cards being the only ones that need counters, but not any character could abuse them to survive/win
However, this did give us the ridiculous scene of Moon Shadow *jumping off his duel runner*, running on the walls to pick up an Action Card, and then jumping back on and continuing like nothing had happened.
Yeah, Arc-V turbo dueling is literally just master dueling on motorcycles. No speed world, speed counters, or speed spells.
I like how something called "̶S̶p̶e̶e̶d̶ ̶D̶u̶e̶l̶"̶ "Turbo Duel" has mechanics, that would slow down today's meta-game considerably. Speed Counters could act as a natural floodgate or balance-mechanic, to avoid the meta to evolve into who can spam their deck into an unbreakable board first. Imagine, if Invocation would cost you a couple Speed Counters to active. The mana-comparison was very apt.
Makes you wonder, if the game designers thought of this and at the time were trying to see, if it would catch on as a format.
Edit: Thanks for pointing out the error of Speed Duels =/= Turbo Duels. I was aware of them, but Duel Links somehow slipped my mind.
Speed Duel is an entirely different type of Duel from Turbo Duels. The Japanese name was Riding Duel. You are thinking of the type of Duel featured a lot in VRAINS. That was Speed Duels.
@@michaeldaniels642 Which is the format of Duel Links!
It's not called speed duels tho
It's turbo duels
Speed duels actually do speed up the games meta
How to slow down the game now with one easy change.
Limit the extra deck to 10 cards.
Now archtypes have to choose between having more consistency in their archtype with multiples, OR, toolbox cards. This makes a huge difference since if an opponent pops a Waking the Dragon and you plop out an ultimate raid raptor, most archtypes under these restrictions can't go into an extra monster that can get over 3.5k atk.
*Laughs in super heavy samurai* But for real, they do slow down the game, after all, the 3v3s from the last season were hella long. It would work quite better in how they adapted turbo duels to duel links
"The reason why normal spell cards can't be used in a Turbo Duel is simply because they are just not fast enough to keep up with the pace of a duel."
Ah yes, because when I think speed, my mind goes to a mechanic where I have to wait a couple or even several turns to use my spells by letting my speed counters build up.
Spell speed 5
the real reason is swords of revealing light would be bs in this format
but why can't you use them when you get ahead? even if they are a disadvatge to the opponet you can make it a trap card
That logic is pure undistilled bs
agh yes the best yugioh series finally being acknowledged again the last time you did that was with yusei vs kalin
I was introduced to Yu-Gi-Oh 5ds and turbo duels in the Nintendo DS games. There was a whole different kind of strategy when creating new decks in turbo duels
The visuals of a non-tuner tuning with a tuner while they float accelerating forward will never get old.
When I played the 5ds DS games, the Acadia and Nexus games specifically. I notice two ‘oddities’ with the Acadia game, namely with turbo duels and even the story.
Firstly, instead of the original speed world field spell, it’s Spell world 2. And secondly, when the crismon dragon markings are all shown, it includes the heart symbol. Something that is shown in the nexus game as well. What more is that you get to see Aki learning to turbo duel in the post game of Acadia.
These are interesting to me because these games were released, I believe long before these concepts were used in the anime. I know the heart symbol fits this category, but spell world 2 may also fit.
So another reason why I really appreciate those games is how they foreshadow certain concepts in the anime as a sort of major sneak peek.
If I remember correctly, speed world 2 was introduced in Crow's first duel, and Reverse of Arcadia released some time afterwards. I could be misremembering though.
Ah yes, I remember the heart mark in Arcadia. Kind of awesome to see considering. The writers must have been really dedicated to making Leo a signer after Crow stole his spot, though they didn't get much of an opportunity to do it until the end.
As for Speed World 2, I just assumed they used that because it's a much more fun condition to play under than the original (no losing Speed Counter due to damage, 3 effects you can use and Speed Spells generally not needing to use up Speed Counters as cost). It was probably out in the anime when they were making the game, though if I'm wrong then they must have really talked to the staff about it.
Oh yeah, and Akiza learning to Turbo Duel in the post game. I forgot about that. They must have brought it up in talks with the writers.
Reverse of Arcadia was so much fun to be honest.
Do you remember if you can turbo duel your friends in those games
0:18 In Yu-Gi-Oh Arc-V, there is some Turbo Dueling Field Spells called “Speed World Neo” and “Crossover XLR8ion” shows that you don’t have to use Speed Spell cards like in 5Ds, but you can use Action Cards to make the Turbo Duel more interesting
I remember in one of the world championship games for ds, I used to use an earthbound immortal deck for turbo duels. Felt great abusing the permanent field spell.
probably over the nexus, would be weird to use earthbounds against dark signers.
That was part of why they appeared in the 5Ds anime, after all - they could take advantage of that very thing
I'm surprised that despite Turbo Dueling was the main gimmick in Yu-Gi-Oh 5Ds, besides Synchro Summoning of course, Konami decided to not create a OCG/TCG version of this duel game. I mean sure, it'd probably be impossible to duel on a motorcycle, but at the same time, they could've created both the Speed World and Speed World 2 Field Spells, and created the Speed Spell counterparts of the various Spell cards, and it might've worked.
I mean, if Konami can create a real life Dungeon Dice Monsters game, (both as a board game and at least two video game versions,) of which DDM only appeared in 3 episodes in the original Yu-Gi-Oh series, then I don't see why they couldn't do the same thing with Turbo Dueling.
Some video games - from the PSP Tag Force series and from the DS World Championship series, if I recall correctly - have Turbo Duels with Speed Spells and all. The downside is that those games are kind old and the card pool is very limited because of that.
@@HRAA1337 Tag Force does not have Turbo Duels or Speed Spells.
Only the DS games. As far as I'm aware
You dont play Tag Force to play YGO. You play them to go on dates with Tag Force girls, Akiza, Luna, among others. While hanging out with other cast members XD
@@HRAA1337 I actually owned two Yu-Gi-Oh 5Ds games for the Nintendo DS, and both of them had a story mode where you, on many occasions, had to use the Turbo Duel mechanic. And I remember hating those duels, partially because of both the new mechanics and that I just plain sucked at Turbo Dueling. I may not have been a fan of Turbo Dueling, but I still think it was interesting idea.
It might not work well for IRL.... but why not just make a game about it instead?
Hell, now with VR you could do it that way too.
I really want speed spells as a format in a tournament setting or enough to make casual a thing.
kinda wish that Konami would make a special duel type mode with turbo rules
its legit sounds fun
This actually gave me an idea for a video: Can you do a tier list of all speed spells? Ignoring the speed counter requirement how good would their effects be in the IRL game?
well, a majority of the cards are already existing cards, with just "Speed Spell" being put in front of it, and besides that a bunch of the other cards just dont function outside of Turbo Duels. like for example i remember there was a card that tells you to swap Speed Counters with your opponent or something
I feel like the number of speed counters they would need to be activated should play at least some part in how good they are, since they are only playable in turbo duels. If you take that away, you're pretty much left with some cards that are more or less spell cards that already exist, but for a turbo dueling environment only
speed spell - painful choice was at 3 in the DS games, but is (probably) garbadge because of its stupidly high cost (remove 12 speed counters)
There was also a ton of trap cards that worked with speed counters. Loved to use them as a burn stall mechanic.
@@brandoncastellano1858 used them as draw engine personnaly
2:08 imagine dueling the insurance to get it to work.
The amount of life points at the end of the duel is how much money you save (wait that’s a terrible idea. Marik (possessing someone else while playing Slyther) managed to get infinity life points somehow-)
Dinomorphia Players: ☠️
My friends who play Magic: Why doesn't Yu-Gi-Oh use a mana system? It's stupid.
Me getting on a motorcycle: A'ight bitch...
Most Japanese and non-eastern tcgs don't use color-based resource generation as apart of their overall resource system.
I now find myself wondering, why did the original Ener-D reactor have a giant red button specifically to cause it to reverse in rotation and explode?
Might have been built in before they knew what a bad idea it was then couldn’t be removed later
@@harmless9336 that would make sense, but why so... unnecessarily big?
@@chrisshorten4406 plot
The button was likely meant for a different purpose was either repurposed or misused. In the real life theoretical sciences for the exact model of perpetual motion machines momentum is based on, spinning in reverse isn’t the problem. The problem comes from the idea that eventually the gears will spin so fast they manage to hit themselves by crashing into their own momentum. The ping ponging back and forth is what releases explosive energy and isotopes. So I’m gonna lean on the idea that the red button is used to make the gears spin faster, it was an accelerator button.
It was made by doofenshmirtz evil incorporated
I honestly would love for Master Duel to incorporate Turbo Duels into it. It would make Synchro and XYZ decks more fun to play without the opponent instantly ruining the field their first or second turn.
Actually Duel Links has Turbo Duel event right now. But 99% you will face Shooting Star Dragon so bring in something that can prevent it to activate effect during damage calculation. I find a great efficiency with Triamids but I cannot find any speed spell can synchronize with it so I switched to Super Heavy Samurai.
@@superspies32 I wish they actually add Duel Runners for the Arc-V characters. Like I want to use my Lunalights with Zuzu.
They will at some point. Theu normaly add a new bike when the event comes back.
Yusei must’ve been grandfathered through the license requirement, since people from Sattelite couldn’t have cards legally, safe to say riding a duel runner was probably illegal too…
or yusei and the gang just took their tests when they became available and just passed lol
@@SiBai- Yeah, at that point, they had more than enough experience to pass the test with ease. It could go either way, really.
He saved the world. They just gave him one for that. Or they gave him one so he could compete in the tournament where he fought Jack.
Yusei most likely drove without a license. By the time he became a citizen of domino city, he won the tournament, so there was no point in him having the test bc under tournament rule, auto pilot is turned off. So he drove with the best of them
They had friend in Security (Ushio), I guess people just turn a blind eye.
I actually always liked Turbo Duels, while almost everyone thought that is was absurd "dueling on a motorcycle"... like, instead of thinking that it was weird, I usually thought to myself how interesting and dangerous it is, which is what made me like it.
When I started watching 5D's, I went in with the thought that "card games on motorcycles" was completely absurd. Now? I like the format better than regular duels. Oops.
(Not that I was ever a huge fan of the series to begin with, buuut...)
Honestly, dueling on a motorcycle is enough to sell it for me.
On TCGs, the "mana" mehanic on Digimon TCG is really good, since its not only your actions, but your entire turn and even your oponents response
The sistem is a 0 to 10 counter to both sides, all cards can theoretically be played, but you have to pay their cost, each turn, if the oponent ends their turn with "mana" left, the bar automatically moves to 3 on your side, there are effects to give you more of course, but here is the kicker, as I said, you can theoretically play any card, even if you dont have the mana to do so, so what happens is you go into the oponents mana side and inmediatly ends your turn and they keep that mana for their turn, yes, that means you can leave them with only 1 mana, but also miss count and end your turn early without attacking, and also, the player may play a card that they absolutely need to keep on, but is of high cost and give you more than 3 mana in your turn
I remember turbo duels being sick as hell in the 5Ds DS game. They were so much fun!
I remember a case with a 3 v 3 relay duel in the anime, where Jack crashed his bike (I think due to sabotage) and lost, so he had to swap out to the next team member to carry on - but he couldn't actually swap to the next team mate until he crossed the finish line, so he had to physically push his broken bike the rest of the lap.
Additionally, and this is perhaps the most important part because this could presumably apply outside of tournament settings as well: *every time he got lapped, his opponent gained a Speed Counter.* Not only that, but once his opponent hit 12 Speed Counters, further laps removed Speed Counters from Team 5Ds, and if they got lapped again with 0 counters, they would have lost the match entirely (so, naturally, Yusei was able to tag in at the last possible second before that final lapping would have occured)
His bike crashed, but it wasn’t sabotage. There was an engine issue that Jack chose to ignore.
Crow got sabotaged by Team Catastrophe before the match began and he broke his arm (Team 5Ds get their revenge on Team Catastrophe eventually).
Personally, i think a practical way to do turbo duels and regular duels with the duel disk system would be through arcade style machines.
Think about it, a double sided acrade machine with equal real time display on the screen, a duel disk mount to place on for standing duels and a varriation with the same kinda motorcycle ride setup like at other arcades fixed with the duel disk display on it, and finally cards that can be read on the machines like how the injusitce arcade machine works. I’m kinda amazed konami hasn’t done this yet.
The thing I love about the concept of turbo duels was that it make the reliance on trap cards relevant and you had to work your way up to using spells
The thing a hated was that it made many irl cards be traps cause they had to be traps in the anime when they are effects much better suited as spells
So fun bit of trivia I learned from spellcommander. The idea behind 5ds perpetual motion machine is based off of scientific ideas even down to the idea of hard light gears solving that whole degradation problem. The concept of a zero reverse is more than the gears just start spinning in the opposite direction. The idea of a reverse is when the gears spin so fast they run into each other’s momentum it hits itself generating an explosion more powerful than a nuclear warhead.
Actually you can have turbo tag duels one of the players sits on a side car while this is happening (it was shown in the anime with the machina sniper guy) and in the videogames there is an exploit, if you have exodia when and there is a next opponent (wrgp rules) you win the next duel too and so on.
The card games on motorcycles joke at the start make me laugh more than I would like to admit lol
Speed Duel was an interesting concept in the 5Ds Era, and Yusei's friend, Crow, had my favorite Duel Runner and stupendous deck: The Blackwing.
Turbo/Riding Duel. Speed Duel was VRAINS' thing.
Crow even had a return in arc v
One thing you could have mentioned here would be the additional rules during the WGP tournamet e.g. if your opponent completes a lap and you are lagging behind then they gain 1 speed counter and that if the speed counter difference becomes too large then you would get disqualified
It was fun back in the day playing Yugioh 5D's world champion 2011: Over the Nexus. A portion of the game forced you into turbo duels. You'd drive your customized wheel around a track for a lap to determine who went first and played a pretty unique duel right after. 5D's really had some unique/weird ideas and it makes me love it more for each..
You missed:
1. You can normal summon in defense position.
2. You cannot set monsters face down(I have never seen them do this in the entire series)
Great vids keep em rolling.
Hopefully we’ll see a Madolche Archetype video soon I love the way you cover the archetypes of cards. My favorites being the Elemental Hero, Evil Hero, Ghostrick, Cyber Dragon, and Red Eyes.
One rule I like that could be fun in a turbo-dual is that you have two sets of spell cards. One set are your normal spell cards we know an love, while the others are the speed-spell. The mechanic would be that as the speed counters on speed world increase the time it takes for a normal-spell to take effect is increased causing them to be more of a delayed spell effect, while for me turbo/speed-spells would need you to expend speed counters to both cast them as a resource. I could even see it that some normal-spells could have additional effects that are triggered by spending speed-counters as a resource for the spell's use. Making it that normal spell effects are delayed by on how many speed-counters you have, but also that using speed/turbo-spells cost you speed counters to use them could be a interesting dynamic to have both being usable.
0:40 Duelboards : Are we a joke to you ?
I’ve actually done this with a friend. We went out to an empty field and hooked up a bunch of stuff: a card holster on our handle, a hand holder on our forearm, our phone was strapped onto the top of the gas cap so we could adjust life points and counters. It was ally of fun and proved a theory I had been working on when it comes to developing and auto pilot system and a duel runner itself. Granted the runner I’ve designed runs on electricity but it’s definitely viable if developed
Man it must suck playing something like Ancient Gears or Spellbooks in a Turbo Duel
Yu-Gi-Oh 5Ds, the series that solved the energy crisis
i love how the reverse spin is basically the optical illusion you get from a fast moving object where your eyes cant see how fast its moving so you see it moving backwards instead.
It's also analogous to nuclear fission. Clean energy right up until the point something goes terribly wrong.
I love Turbo Duels! I replay the 5ds World Championship games just to enjoy them, especially Over the Nexus since it has Speed Spell Ritual Spells!
Two things I would like to point out. 1) Despite the whole “No one uses normal spells”, there are moments where they can be seen in player’s hands even though they go unused.
2) Turbo/Riding Duels in the manga are just normal dueling except on motorcycles or horses. The difference is that you lose if you stop or in some case your opponent crosses the finish line first on top of normal dueling conditions. In the manga players have something called sense/feel when they duel and this basically causes attacks to deal real damage based on how fast they are going. Players can use this to destroy the track to force their opponent to stop.
Yeah…I really love this format. I once printed off all of the cards after making them legible via a card maker site, stuck them into sleeves with traditional playing cards and basically made my own turbo duel decks. Unfortunately I lost them years ago and just haven’t bothered to do it again.
I do feel like Turbo Duels as shown in Duel Links can be fun and I do hope that method, along with Action Duels, get brought back in some form when Duel Links inevitably ends. I doubt Konami will ever actually print the cards and aside from cards that emulate the rules somewhat, video games are going to be the only official way to keep formats like this alive.
fun fact in the 5Ds Manga there's a Exclusive rule for Turbo dueling since "Speed World" does not exist in the Manga, it more so focus on the motor duelist driving skills and one of the rules is this the person who cross the finish line first automatically wins the duel.
nobody
apsolutly nobody
Jack atlas:CARD GAMES WHILE standing completely still on the ground
Yusei:DAFUG
I mean, they do have regular duals in 5D's as well...
@@gyppygirl2021 it's a reference to bonds beyond time abridged. Yusei has a nightmare jack and crow don't know what notercycles are. While standing next to a mother cycle it's wierd but hilarious
@@michaeluwuowo I know, I'm just saying that there _are_ duels on foot in 5D's. lol
Jack is undefeated in regular master duels
@@Zetaforce-uv8el that's cause he played so few. And that's shown by the show. He probably lost before the show started
Sam your creativity is so appreaciated in the YGO community
Youre videos have been the reason why i got into Yu Gi Oh
Yo my man with a new cut and drop. Looking fresh
Didn't mention Speed World Crossover field spell from Arc V, a blend of Turbo and Action dueling.
Thank you so much! As great as 5D’s is I was pretty confused how the mechanics of turbo dueling were different from regular dueling and what the speed spell and speed counter stick was about.
Fun fact. Greiger (Bommer in the original) was the only duelist to possess a non speed spell in his deck during a turbo duel. He didn't actually play it, he used it as a discard cost for his Flying Fortress SKYFIRE.
Star Blast. You reveal a 5star or higher monster and pay 500 LP to drop a level, he ised it to play Summon Reactor SK with it.
@@mystery8820 That was in episode 15 of 5ds, and that was a non turbo duel. The duel I am thinking of is episode 53. Also, star blast states that you can reduce a monsters level in your hand, or field, by one for every 500 life points you pay.
Must have gotten mixed up.
@@krfan5459
In all the turns Bommer used AIRRAID, he discarded Darksea Float and Dark Tuner Des Submarine. The Submarine he used to set up a Synchro play after his AIRRAID fell the first time.
@@mystery8820 Yes, and the Star Blast in his hand was used for AIRRAID immediately after he resurrected it.
P.S. the 5ds dub is an anime felony.
You forgot to mention that you can't use equip spells during a turbo but there is a loophole with that tactic with monster treating them as equip spells which armoury arm dose
Would love to hear you explain action duels and all the action cards that can be used.
I thought there was a rule that if your opponent lapped you, it also counted as a loss for you. It's been so long that I can't remember for sure, but I think it was in one of the tournament arcs.
Your partially right. In the WRGP in 5ds there was a rule that during a relay switch with a team member, if the opponent completes a lap while you're still switching you lose 1 speed counter (speed counters carry over in relay duels)
If you're team's speed counters reach zero from the opponent lapping you your team loses the whole duel.
Hey love the videos and all these sorts of breakdowns!
Fun fact: They say you can’t use normal spells in turbo duels, but there have been times (in the dub, I’m not sure about the sub) where turbo duelists have had regular spells in their hands, if only to discard.
I wonder if cards like High Speed Aria could get around that. Its effect turned into the effect of the spell you discarded, so you weren’t technically activating the spell itself.
"Would cause a catastrophic explosion "
RUclips: IMMEDIATELY GIVES ME AN ADD ABOUT INSURANCE
😂
You could’ve pointed out the YuGiOh games on Nintendo ds that had turbo dueling built in. They didn’t let you turn off auto pilot but they were pretty fun
Maybe in 10 years, we'll have the virtual reality capability needed to create a duel runner.
Regarding autopilot i doubt that it can be turned on or off at will, but rather needs to be set before the duel.
1) In the dark signer arc for example the big riding duels past kiryu are done with manual mode explicitly set in advance first noted instance being crow's duel against bomber.
2) in the instances where yusei dueled ushio couldn't he just turn autopilot off if he didn't want to duel him (notably in ep 12 and 3) although in these instances at the very least one could say that maybe because ushio forced the speed world that autopilot was forced on too as a police function
Also auto pilot is NOT disabled just because of speed world 2 (as seen in ep65 where it says that the autopilot is on standby, as literally everytime manual mode isn't used) autopilot is only off because of a choice before the duel or by specific rules like the wrgp and iirc the driving school
Moment = Ener-D
Riding Duel = Turbo Duel
D-Wheel = Duel Runner
"Riding Duel...Acceleration!!" = "Ready, set, Duel!"
Idk, the original terms and phrases sound much cooler.
2:20 with how ubiqitous dueling is in this universe, its probably covered by normal tax, like how the hospital visit i had 1 month ago (on the date actually) didnt cost me anything other than a fuckton of stress, but thats a different story.
Card games on motorcycles!
Can you do a "declen about to win against yuya" vid
When I was a kid, I thought turbo duels were kind of stupid but now I realize that are a very cool and unique way to duel. They make the duels very intense and interesting to watch and I was bummed that we can't mimic that type of dueling in the real world. Although I also understand that it would VERY dangerous to try that normally and that I can definitely see the Magic the gathering influence, which is interesting since I won one duel of Magic despite it being my first game lol. Awesome video TGS!
If anyone ever wants to do turbo duels irl using the tcg/ocg, they can probably just use the Duel Links rules. The speed counters are accumulated by the player, meaning they have the field spell slot open for use. Then just pick what "duel runner" skill you want to use for the rest of the duel.
in Yu-Gi-Oh Arc-V, Speedworld Neo, and Crossover XLR8ion don't do speed spells, just Action cards
Diferentes grandes
I should've known
If we get a format change to Turbo duels, it'll prevent a lot of OTK (and hilariously slow down the duel) I believe becuz of the Speed Counter restriction/condition.
In the World Championship Games for DS you could play Speed Duels as Standard Duels with Speed Counters. That's where the 2000 LP Penalty from normal Spells comes into Play
Also in 1 Duel of the WRGP a Rule is explained that if you are an entire Lab ahead of your Opponent you get 1 Speed Marker. If I remember correctly. Crow had a Problem with his D-Wheel that slowed him down. So he had to Tag out to Jack as quickly as he can while his Opponent Stacks this Effect
Sam. I need that beard back. ASAP!
Also, this was awesome to see. I never really had seen the entire 5D’s series so I always thought it was a cool mechanic but never understood it. So thanks!!! I love your videos!!!!!!! I love you too!!!!!!! Thanks!!!!!
I miss playing turbo duels on the old World Championship video games. I hope Konami eventually brings them back in a future game.
Imagine if the 'take 2000 damage for activating a non speed spell' thing actually got used in the anime and someone just pulled out a regular ass field spell, destroying Speed World through game mechanics. Goodwin coulda done that, he had the LP to spare and he also wasn't actually racing, just kinda standing there :P
actually kinda surprised no one ever pulled out something like 'Speed Spell - Speed World 3' mid-duel with brand new effects for speed counters, that could've been an interesting spin on the established rules (maybe using them to substitute for levels in a synchro? That'd be kinda fitting with the whole Accel Synchro thing, aka literally a synchro summon you do by going fast)
TGS Anime: Don't try it at home!! Don't Turbo Duel!!
Me: *Buys a D-Wheel and goes to the Yu-Gi-Oh world and starts Turbo duel*
Turbo Duels seem like the perfect type of game to be made into VR.
The next set of rules is action duels, basically card games plus parkor. .
Also action spells are garbage
Action Duels are basically "if i just look long enough until i find some good action cards, i probably win... yeah im gonna look and just not end my turn until im in a favorable position"
no wonder most duels in Arc V were dumb (aside from Sora vs Shun of course)
@@questrequested9171 I think there was a time limit at first cause I remember them saying if Yuya didn't make a move within so much time his turn would end in one of his first duels. Also, if the attack hit before you found a card you couldn't do anything.
@@michaeldaniels642 yuya*
@@wargreymon25 sorry. Fixed it. Really should have made the names a bit more different than just changing one letter.
@@michaeldaniels642 hmm well i still think its stupid to implement real life distance as an element to play the duel
I like for an fact that most people drop off this kind of Yu-Gi-Oh show due to involving " card games on motorcycle " thing that seems to be dumb idea, yet it later was an cult followers and became one of; if not, the best of the Yu-Gi-Oh shows. This & GX are tied for me as my favorites.
I think you forgot to mention that each time a player passes a lap over the opponent, they gain an extra speed counter.
Kinda a shame that Turbo Dueling never carried into the real world. Not the bit where you ride motor cycles, but just make the Speed World and Speed Spell cards in the real world so we can use the turbo duel rules on a regular play mat. Could have been another alternate way to play along with the speed duel and master duel formats.
The villains totally didn't get there licenses
I'd like to point out that regular Spells ARE allowed in Turbo Duels, we just never see one activated. I remember seeing the Quick-Play Spell "Reload" in someone's hand in one Turbo Duel. I think it was in Crow vs. Dark Signer Greiger.
Fun trivia. Yusei was seen having a non Speed-Spell spell card in his hand during a Riding Duel once. Needless to say, he never even played it.
One of the team ragnarok members had swords of revealing light in his hand during a Riding Duel as well
Card games on motorcycles! I still remember when they first announced the idea of Turbo Duels and everyone was like “that is the stupidest thing I have ever heard!”
Speaking of 5Ds, would love to see something about the Machine Emperor cards (which came to the tcg as the Meklord Emperor cards). The anime had them as these powerful 5-in-1 monsters, but they're just regular monsters in the tcg.
I like that you don't need a license to drive a motorcycle, but you do need one to play a children's card game
Imagine a VR turbo duel game. They can also make it a 3rd a person game where you control your motorcycle with your left joystick and set/play cards with your right, same goes with pc except you use wasd/mouse. Screw the cards, I'd pay money to customize my duel runner.
You know in manga they added a little spice for turbo duel that will increase the impact of monster attack to your opponent the faster you drive
Hello peter.
The power of the sun in the palm of my hand
Turbo Duels were interesting because of the fact you could extend the time to react through skilled driving.
Action Duels were similar in their ability to make duels more interesting but, not as successful. Whether because of something in the concept itself or the series it appeared in is a different matter.
great video, can you do one describing the true rules of Action Duels?
I never thought I’d see the day when a yugioh related video came with a “don’t try this at home “ warning
I saw that small Eye of Judgement clip, man that game was so cool back in the day!!
Fantastic video!
Also too much Ener-D also summons forth giant machine terminators because "Synchro Summoning should never evolve" and wipes out all of humanity. YEA FOR CLEAN ENERGY?
Also makes sense why the Manga of 5d's handle "Turbo Duels".
Talking about autopilot system, it reminds me about Yugo's case in Arc-V where he had to switch the autopilot off due to some malfinctioning in autopilot auto-tracking
Crow and Greiger dueled with autopilot off so that Crow can avoid the impact of direct attacks of the Immortal by driving
I remembered playing turbo duels against cpus where they abuse speed world by summoning Sin monsters. Such a pain to get rid of them when the field is indestructible.
Just imagine these duel runners irl. Every Car Company reading this be like: "WRITE THAT DOWN, WRITE THAT DOWN!"
6:50 This isn't true. Jack crashed in episode 99. Both he and the runner came to a complete stop. If any of his teammates touched his runner while he was the "live" duelist, they'd have been disqualified. So he forced himself and his runner up and pushed it to the lap line as Andre continued to ride around the track. His team gained a speed counter for every lap he made until they hit the max, and then Jack's team started to lose speed counters for each lap. If their counters hit 0, then they'd be disqualified.
shame the turbo dules In arc v didn't follow these rules
I remember thinking the arc-v turbo duels were cool, and then my friend asked “wait so they arent playing turbo duels? Then why be on motorcycles at all?”
And i had to pause and reflect on so much after that.
On the one hand, yeah, I missed the speed spells, but on the other hand it's kind of understandable why they didn't put in a new dueling style that would have only ever been temporary, especially given that a) some people might not have watched 5D's, and b) the main cast would have had to adapt to it too, with turbo duels taking up so many duels in that arc. Instead they introduced the concept of dueling on motorcycles and then fused it with Action Duels.
@@JzanderN I honestly thought the Speed World in Arc V would be a way to nerf the Action Cards putting counters cost on them, silly of me to believe they were going to nerf Yuya's way of dodging every attack
Honestly I don't like the CaRd GaMes on Motorcycles joke but aside from the 5D'S anime all Riding/Turbo Duels are basically card games on motorcycles, there's no reason to use the D-Wheels in Arc V (manga and anime) since Turbo Duels are just regular duels.
Same with the 5D'S manga but that also had the rule of if your D-Wheel stops you loose at least, so there is a difference if you use Wheels than if you not.
Well they kept the... Wait, I was going to say they kept the auto pilot off aspect from speed world 2 but, now I think Yugo had to turn his off for a duel to avoid something on the field. Well, the point I was trying to make was the duels could still be interesting even without speed spells and counters if you kept the driving aspect where you could buy yourself more time to act by being a skilled driver which means auto pilot off for duels.
Okay here me out. VR turbo duels. If you use speed world 1, it’ll be on autopilot. If you use speed world 2, you’ll have to manually control the duel runner while dueling
That might be enough to get me to buy a VR set
Joke's on you, I've already spent the last decade trying to tape a table with a simulator on a bike to play on the road
After having finally watched 5Ds, I think I might prefer riding duels over regular ones. The more dynamic animations and the amazing high energy soundtrack make them a lore more exciting to watch. Odd concept, but great execution.
Ah, also don't forget that extensive use of the ener-d may cause an ancient robot race to go on earth and start blasting everyone