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The game only got ported to the UsefulNotes/SG1000 and UsefulNotes/SegaMasterSystem but no other home consoles.

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The game only got ported to the UsefulNotes/SG1000 Platform/SG1000 and UsefulNotes/SegaMasterSystem Platform/SegaMasterSystem but no other home consoles.
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* PublicDomainSoundtrack: "I Wish I Was In Dixie" plays during the game.

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* PublicDomainSoundtrack: "I Wish I Was In Dixie" Folk song "Dixie" plays during the game.
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* OneUp: Could be earned by reaching score thresholds, or by spelling the word EXTRA (shooting a red-shirted robber when the timer showed 0:00 awarded one letter at a time).
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You play a gun-wielding bank guard stationed in a bank with twelve doors; you can rotate through to the left or right to view three doors at a time. The doors contained: a customer who would make a deposit; a robber who tried to kill you and rob the bank; a boy with hats you'd have to shoot (the hats, not the boy); or a bomb. You lost a life if you shot a customer, got shot by a robber, let a bomb go off or ran out of time. A round ends when deposits are successfully made at all 12 doors. Later levels were harder as some of the robbers took two hits to kill or you had to deal with customers held hostage by the robbers.

An interesting quirk with the robbers: when you encountered them, a timer would count down. If you shot them first during the timer, the kill was considered "FAIR" and you got more points. If you shot them before the timer appeared, the kill was considered "UNFAIR" and you didn't get as many points but were otherwise not penalized.

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You play a gun-wielding bank guard stationed in a bank with twelve doors; you can rotate through to the left or right to view three doors at a time. The doors contained: a customer who would make a deposit; a robber who tried to kill you and rob the bank; a boy with hats you'd have to shoot (the hats, not the boy); or a bomb. You lost a life if you shot a customer, got shot by a robber, let a bomb go off or ran out of time. A round ends when deposits are successfully made at all 12 doors. Later levels were harder as some of the robbers took two hits to kill kill, dodged your shots, or you had to deal with would take customers held hostage by the robbers.

hostage.

An interesting quirk with the robbers: when you encountered them, a timer would count down. up to 0:30 and then down to 0:00. If you shot them first during while the timer, timer was running, the kill was considered "FAIR" and you got more points. points depending on how close you were to 0:00. If you shot them before the timer appeared, the kill was considered "UNFAIR" and you didn't get as many received very few points but were otherwise not penalized.



* HonorBeforeReason: The aforementioned timer. Shooting a robber during the timer before he draws on you nets you more points; being a CombatPragmatist by drawing and shooting before the timer earned you less points.

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* HonorBeforeReason: The aforementioned timer. Shooting a robber during the timer before he draws on you nets you more points; being a CombatPragmatist by drawing and shooting before the timer earned earns you less fewer points.

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You play a gun-wielding bank guard stationed in a bank with twelve doors; you can rotate through to the left or right to view three doors at a time. The doors contained: a customer who would make a deposit; a robber who tried to kill you and rob the bank; a boy with hats you'd have to shoot (the hats, not the boy); or a bomb. You lost a life if you shot a customer, got shot by a robber, let a bomb go off or ran out of time. Later levels were harder as some of the robbers took two hits to kill or you had to deal with customers held hostage by the robbers.

to:

You play a gun-wielding bank guard stationed in a bank with twelve doors; you can rotate through to the left or right to view three doors at a time. The doors contained: a customer who would make a deposit; a robber who tried to kill you and rob the bank; a boy with hats you'd have to shoot (the hats, not the boy); or a bomb. You lost a life if you shot a customer, got shot by a robber, let a bomb go off or ran out of time. A round ends when deposits are successfully made at all 12 doors. Later levels were harder as some of the robbers took two hits to kill or you had to deal with customers held hostage by the robbers.


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* StockMoneyBag: How the customers deposit their money.

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* CelebratingTheHeroes: When you successfully complete a level, all three doors on the screen open to reveal the townspeople cheering for you.



* PublicDomainSoundtrack: "I Wish I Was In Dixie" play during the gameplay.

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* PublicDomainSoundtrack: "I Wish I Was In Dixie" play plays during the gameplay.game.
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* GoodWearsWhite: Your character is a bank guard, dressed in a white suit and hat with a blue vest and red neckerchief.


Added DiffLines:

* PublicDomainSoundtrack: "I Wish I Was In Dixie" play during the gameplay.
* TimedMission: You lose a life if the timer runs out.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bankpanicscreenshot2.jpg]]
[[caption-width-right:350:Arcade screenshot]]

''Bank Panic'' is a 1984 UsefulNotes/ArcadeGame by Creator/{{Sega}} set in the Old West.

You play a gun-wielding bank guard stationed in a bank with twelve doors; you can rotate through to the left or right to view three doors at a time. The doors contained: a customer who would make a deposit; a robber who tried to kill you and rob the bank; a boy with hats you'd have to shoot (the hats, not the boy); or a bomb. You lost a life if you shot a customer, got shot by a robber, let a bomb go off or ran out of time. Later levels were harder as some of the robbers took two hits to kill or you had to deal with customers held hostage by the robbers.

An interesting quirk with the robbers: when you encountered them, a timer would count down. If you shot them first during the timer, the kill was considered "FAIR" and you got more points. If you shot them before the timer appeared, the kill was considered "UNFAIR" and you didn't get as many points but were otherwise not penalized.

The game only got ported to the UsefulNotes/SG1000 and UsefulNotes/SegaMasterSystem but no other home consoles.

Not to be confused with an actual [[https://en.wikipedia.org/wiki/Bank_run bank panic]].

!!Tropes Included:

* AshFace: Happens to the hero if he lets a bomb go off by failing to shoot the fuse in time, complete with SymbolSwearing.
* BankRobbery: The object is to shoot the robbers, not the legitimate customers.
* CartoonBomb: Occasionally appears and you have to shoot it before it detonates and costs you a life.
* HonorBeforeReason: The aforementioned timer. Shooting a robber during the timer before he draws on you nets you more points; being a CombatPragmatist by drawing and shooting before the timer earned you less points.
* HostageSpiritLink: When you accidentally shoot a customer, he/she immediately sits up, bullet hole on the forehead still oozing blood, and angrily proceeds to show you a "wanted" poster to school you on what a real criminal looks like. It's actually pretty funny, except for the fact that you lose a life, of course.
* ImpactSilhouette: Getting shot by a robber results in you flying back into the wall and leaving a human-shaped hole in the paintwork, showing the brickwork underneath.
* TheWildWest: The setting of the game.

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