Avoidance

(page in progress, jot down a few info and not peer reviewed yet) far from complete, like mayb 1%

title: History of Avoidance (i cannot change page title) it was intended to be a page defining avoidances, but perhaps it can be merged in the FUTURE.

Endurance, 耐久 (たいきゅう) (English name: Avoidance, avoidance fight) is a boss synced to music.

Of course there are inherent methodological limitations to making a History of Avoidance, inherent to the study of history itself.

Origin

I wanna be the Lovetrap was released. It is influential. A boss is Hatsune Miku with the 5-4 layout: it was very hard. Then a game called I wanna be the Avoidance was made, solidifying the term Avoidance. And サイバ様 released I wanna be the Black, featuring Colonel endurance not meant to be beaten by humans. Various games would have variations on the LoveTrap miku, but with different Miku songs.

History

Classical miku. Based off of LoveTrap, attacks with light syncing to music. (0 and 800, random(800)) leeks, large apples which oxplode (hanabi) into circles of smaller apples, positioned at (player.x. 0 and 608). Bouncing apples from Miku's mouth, which then turn away from Miku. Apples shot towards the Kid from Miku's hands. These are the base blocks of avoidance.

Old period. Miku is innovated. Bullets are shot out of Miku's mouth in random(360). Bullets fly in lines, periodically spawning bullets to form a line of bullets. Bullets turn towards the center, or the Kid. Apples double in size in sync with music. Different vocaloid characters are used, ex. Kagamine Rin for song which is sung by Kagamine Rin. The 5-4 rows are removed ex. Catastrophe). Slow Gumi songs are a reference to Catastrophe. Various arenas are experimented with and music from rhythm games (I wanna be the music). Attack design takes inspiration from 東方Project and crosses with サイバ様's Colonels. Endurance makers like you様 and ところてん様 starts taking the Miku further, leading to innovations in endurance. I wanna be the secret somewhere here, it uses pinocchiop song, it is a notorious avoidance.

Middle period. Miku is given harder and faster attacks. Static patterns instantly bursts out to instantly gib the Kid in sync with the music. And the attacks are a lot more hectic. (はろくり, MHC). あお様 releases avoidances (either middle or old). Kamilia 3 is released, solidifying many avoidance ideas. A lot of very hard avoidances are released. Marios releases Decisive Taisa. Leading to more usage of Colonel and games titled with [adjective] Taisa for Modern period. oukaさん starts making avoidances. Spanish players like Guille Lovegood appear, making avoidances based off of EDM. ササノケさん makes avoidances of PinocchioP songs with innovative production value. Chinese players start making avoidances, taking influence from pattern and random styles. Very hard avoidances are released using song from rhythm games (I wanna know the everlasting stories). たつめさん starts making avoidances with excessive (すぎる) production value. Weird avoidances are also released, as well as many sudoku avoidances at this time..

Modern period. I wanna be the Immature Life by あお様 is released, taking \_dio 108 hours. nayutalien星人 avoidances start showing up starting with I wanna grand of the perfect bear. oukaさん releases Invincible Alien. えるなちゃんさん starts making pattern avoidances of Nayutalien songs but with more production value. Russian community appears, starting with (?) I wanna Paradoxx. Western fangame makers start taking interest in making avoidances. Displeased with instagibs in avoidances, they incline towards fairer attacks that feel like you can first try them. afothさん starts releasing influential avoidances with music sync and interesting attacks. Avoidance players start observing gameplay they record of the avoidances to learn attacks. Video usage becomes common and accepted practice among Avoidance players. I wanna crack the candy is released. I wanna see the まゆむしチャネル is released. afothさん beats まゆむしチャネル, taking 200ish(?) hours. I wanna melanzana is released. Plynq releases a TAS when players weren't sure this avoidance was humanly possible. Months after, someone beats it, taking ~250 hours

Contemporary period. Western players like DragonXplayer and popop614 start integrating more of Japanese style aesthetics in avoidance. Avoidance makers start recognising interesting and weird attacks and start to make attacks weirder and more interesting. Players start beating I wanna crack the candy, Mayumushi channel, melanzana. Scattered Faith is released, maximising the ridiculous random avoidances. Avoidance Hall of Fame is conceived. I wanna Maker releases avoidance making features for levels. Mastermaxify concentrates hardest-avoidance players into a gated community discord server. Players who mainly specialise in hardest avoidances start appearing, like BloggerOP and JustDont. Pattern avoidance becomes accepted among Western community (ex. I wanna take the curtain call).