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Zanac is a shoot'em up made by Creator/{{Compile}}. It has produced 3 main games:

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Zanac is a shoot'em up series of vertical-scrolling {{ShootEmUp}} games made by Creator/{{Compile}}. It has produced 3 main games:
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''Zanac'' is also one of the first shoot'em ups to feature dynamic AI. ''Zanac'' series gameplay focuses on defeating normal enemies rather than bosses.

The storyline, such as it is, involves the System, a construct left behind by long-dead precursors. The System was created to grant wisdom to those who opened its Icon properly, and destroy those who opened it improperly. Humanity's first attempt to open the Icon resulted in disaster, causing the System to assault human civilization. Facing extinction, humanity manages to open the Icon properly, but by this point, the System had grown beyond the Icon's control. However, the humans learned that the System was designed to fight massive enemy armadas, and may have difficulty coping with a lone attacker. With that, the AFX-6502-ZANAC fighter sets off on its desperate mission.

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''Zanac'' is also one of the first shoot'em ups to feature dynamic AI. ''Zanac'' series gameplay AI and -- contrary to most other entries in the genre -- focuses on defeating normal enemies rather than bosses.

The storyline, such as it is, involves the System, a cybernetic construct left behind by long-dead precursors. The System was created to grant wisdom to those who opened its Icon properly, and destroy those who opened it improperly. Humanity's first attempt to open the Icon resulted in disaster, causing the System to assault human civilization. Facing extinction, humanity manages to open the Icon properly, but by this point, the System had grown beyond the Icon's control. However, the humans learned that while the System was designed to fight massive enemy armadas, and may have difficulty coping with a lone attacker.attacker could potentially slip past the System's vast defenses to destroy its core. With that, the AFX-6502-ZANAC fighter sets off on its desperate mission.

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* DynamicDifficulty: One of the first in shoot'em ups. The NES/MSX games also has sprite limits to keep the difficulty level from getting too high. (and to keep away flickering/slowdown).

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* DynamicDifficulty: One of the first in shoot'em ups. The NES/MSX games also has sprite limits to keep the difficulty level from getting too high. high (and to keep away avert flickering/slowdown).



** Holding A, B and SELECT when starting a new game will make ZANAC ship to have different look.

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** Holding A, B and SELECT when starting a new game will make ZANAC ship to have a different look.



* IdiotBall: Someone who opened the "Icon" improperly.

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* IdiotBall: Someone who Whoever opened the "Icon" improperly.improperly, dooming human civilization.



* NeglectfulPrecursors: Averted in a brutal manner. The creators of the System set up the Icon to ensure the System's power would never fall into the wrong hands. It's humanity's own problem that their hands weren't "right" enough the first time they messed with the Icon.



* SavingTheWorld: The system is the threat to humanity and it's up to Zanac to stop it.

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* SavingTheWorld: The system System is the threat to humanity and it's up to Zanac to stop it.
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* EveryTenThousandPoints: Extra lives are awarded after reaching certain scores.

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* EveryTenThousandPoints: Every10000Points: Extra lives are awarded after reaching certain scores.

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* SentryGun: Basically any surface-mounted turret.

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* SavingTheWorld: The system is the threat to humanity and it's up to Zanac to stop it.
* SentryGun: Basically any surface-mounted turret.turret that shoots at the player.



* SpySatellites: Sarts in the original which fly around.

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* SpySatellites: Sarts in the original which fly around.around and increase aggression when not destroyed.

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* ContinuingIsPainful: Getting killed reverts you back to Weapon 0 and a minimum level main gun. Given that this combination is quite weak and that it takes a lot of items to power your weapons back up to full, getting shot down in later areas nearly guarantees you will lose all of your subsequent lives, even if you had 20 or so in stock.



%% * GettingCrapPastThe Radar: Due to overwhelming and persistent misuse, GCPTR is on-page examples only until 01 June 2021. If you are reading this in the future, please check the trope page to make sure your example fits the current definition.
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In 2021, the game was ported to the UsefulNotes/NintendoSwitch, itself based on the 2005 mobile phone port of the NES version.

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In 2021, the game was ported to the UsefulNotes/NintendoSwitch, UsefulNotes/NintendoSwitch as part of the ''G-Mode Archives'', itself based on the 2005 mobile phone port of the NES version.
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In 2021, the game was ported to the UsefulNotes/NintendoSwitch, itself based on the 2005 mobile phone port of the NES version.
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* WillReturnCaption: Japanese version of NES Zanac announces "See you again in Guardic" during credits. In English version, this caption only appears when pressing certain buttons.

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Some more adjustments.


* AsteroidThicket: "Arer" 5 in the original.

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* AsteroidThicket: "Arer" 5 in the original.original takes place between tightly packed asteroids.



* BoringButPractical: Weapon 0. You start out with it, and it isn't fancy nor does it have high DPS, but most importantly it can shoot in any of the eight basic directions, making it ideal for hitting enemies to the side of or behind you.

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* BoringButPractical: Weapon 0. You start out with it, and it isn't fancy nor does it have high DPS, but most importantly it can shoot in any of the eight basic directions, making it ideal for hitting enemies to the side of or behind you. When upgraded to the maximum level, it can also shoot down basic bullets.



* DestructibleProjectiles: A lot of the enemy projectiles can be destroyed with any weapon. The most common ones (leads) can be destroyed by most of the special weapons. Or when the special weapon 0 is upgraded to maximum level.



%% * EasterEgg

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%% * EasterEggEasterEgg: NES version had a few Easter eggs.
**Holding select after the last life is lost will trigger alternate game over theme instead.
**Holding A, B and SELECT when starting a new game will make ZANAC ship to have different look.
**Holding A, and B on both controllers after the credits are finished will make a fairy create a new message: "See you again in Guardic!"



* EveryTenThousandPoints: Extra lives are awarded after reaching certain scores.



* GameOver: Game over screen appears after last life is lost.



* SmartBomb: Enemy Erasers and weapon 6 in the original which clear all the non-boss air targets. Fairies are even stronger since after they're used as such, they blow up the fortress as soon as you reach one.
* SpaceIsNoisy

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* SmartBomb: Enemy Erasers and weapon 6 in the original which clear all the non-boss air targets. Fairies are even stronger since after they're used as such, they blow up the fortress as soon as you reach one.
* SpaceIsNoisySoundTest: Sound test can be accessed by pressing A and B while starting up the game.
* SpaceIsNoisy: Everything makes sound even in space levels.



* SuperPrototype: Your Zanac fighter.

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* SuperPrototype: Your Zanac fighter.fighter is prototype, according to manual.



* WarpZone: Smiling Icons in the original game spawn Enemy Erasers which then turn into these. A few of them take you backwards though.

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* WarpZone: Smiling Icons in the original game spawn Enemy Erasers which then turn into these.portals that send you to different areas. A few of them take you backwards though.
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* ChainReactionDestruction: Capital ships and final boss in the NES version.
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The ''VideoGame/{{Aleste}}'' series is related to these games; Compile were asked by Sega to produce games for the Sega Master System, but could not simply port ''Zanac'' due to Nintendo's anti-competitive regulations, so they made ''Aleste'' as a SpiritualSuccessor.
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** Very frequently, you'll encounter "enemies" that drop down onto the screen carrying a subweapon item.
** Another common enemy type is a "recon"-type ship that, when shot, reduces the game's DynamicDifficulty. If shot with a subweapon, it may drop a OneUp.

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** Very frequently, you'll encounter "enemies" that drop down onto the screen carrying a subweapon item.
item. It hovers in place relative to the screen for a few seconds, doing nothing before flying back up if not shot in time.
** Another common enemy type is a "recon"-type ship that, when shot, reduces the game's DynamicDifficulty. If shot with a subweapon, it may drop a OneUp. Like the item enemies, they fly down onto the screen then back up after a brief period of time, without firing a single shot.
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* HelpfulMook:
** Very frequently, you'll encounter "enemies" that drop down onto the screen carrying a subweapon item.
** Another common enemy type is a "recon"-type ship that, when shot, reduces the game's DynamicDifficulty. If shot with a subweapon, it may drop a OneUp.
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* GettingCrapPastTheRadar: Weapon 4 in the original is a vibrating projectile weapon. Hence, it's called the Vibrator.

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%% * GettingCrapPastTheRadar: Weapon 4 GettingCrapPastThe Radar: Due to overwhelming and persistent misuse, GCPTR is on-page examples only until 01 June 2021. If you are reading this in the original is a vibrating projectile weapon. Hence, it's called future, please check the Vibrator.trope page to make sure your example fits the current definition.
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* OneHitKill: If you collect a fairy, she'll instantly destroy the next boss for you.
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* TimeLimitBoss: Bosses are on time limits; fail to defeat the boss in time and you continue on, but [[DynamicDifficulty the game becomes more aggressive]]. The only exception is the FinalBoss, although a toggle in the ''Zanac x Zanac'' version allows you to enable one for it.

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* TimeLimitBoss: Bosses are on time limits; limits plainly shown on the screen; fail to defeat the boss in time and you continue on, but [[DynamicDifficulty the game becomes more aggressive]]. The only exception is the FinalBoss, although a toggle in the ''Zanac x Zanac'' version allows you to enable one for it.
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* TimeLimitBoss: Bosses are on time limits; fail to defeat the boss in time and you continue on, but [[DynamicDifficulty the game becomes more aggressive]]. The only exception is the FinalBoss, although a toggle in the ''Zanac x Zanac'' version allows you to enable one for it.
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* StalkedByTheBell: Each boss (save for the FinalBoss) is on a timer. Fail to defeat the boss in time, and you continue the stage (or advance to the next in the case of an endboss)...and the DynamicDifficulty goes up. Only the FinalBoss has no time limit, but ''Zanac X Zanac'' allows the player to enable one for that boss.

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* StalkedByTheBell: Each boss (save for the FinalBoss) is on a timer.[[TimeLimitBoss timer]]. Fail to defeat the boss in time, and you continue the stage (or advance to the next in the case of an endboss)...and the DynamicDifficulty goes up. Only the FinalBoss has no time limit, but ''Zanac X Zanac'' allows the player to enable one for that boss.
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* HandWave: Of ItsUpToYou. The backstory explains that the System is well-equipped to take on entire armies, but cannot cope with a lone enemy fighter.

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* HandWave: Of ItsUpToYou.ItsUpToYou and OneManArmy. The backstory explains that the System is well-equipped to take on entire armies, but cannot cope with a lone enemy fighter.
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* HandWave: Of ItsUpToYou. The backstory explains that the System is well-equipped to take on entire armies, but cannot cope with a lone enemy fighter.
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The storyline, such as it is, involves the System, a construct left behind by long-dead precursors. The System was created to grant wisdom to those who opened its Icon properly, and destroy those who opened it improperly. Humanity's first attempt to open the Icon ended in disaster, causing the System to assault human civilization. Facing extinction, humanity manages to open the Icon properly, but by this point, the System had grown beyond the Icon's control. However, the humans learned that the System was designed to fight massive enemy armadas, and may have difficulty coping with a lone attacker. With that, the AFX-6502-ZANAC fighter sets off on its desperate mission.

to:

The storyline, such as it is, involves the System, a construct left behind by long-dead precursors. The System was created to grant wisdom to those who opened its Icon properly, and destroy those who opened it improperly. Humanity's first attempt to open the Icon ended resulted in disaster, causing the System to assault human civilization. Facing extinction, humanity manages to open the Icon properly, but by this point, the System had grown beyond the Icon's control. However, the humans learned that the System was designed to fight massive enemy armadas, and may have difficulty coping with a lone attacker. With that, the AFX-6502-ZANAC fighter sets off on its desperate mission.

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The storyline, such as it is, involves the System, a construct left behind by long-dead precursors. The System was created to grant wisdom to those who opened its Icon properly, and destroy those who opened it improperly. Humanity's first attempt to open the Icon ended in disaster, causing the System to assault human civilization. Facing extinction, humanity manages to open the Icon properly, but by this point, the System had grown beyond the Icon's control. However, the humans learned that the System was designed to fight massive enemy armadas, and may have difficulty coping with a lone attacker. With that, the AFX-6502-ZANAC fighter sets off on its desperate mission.



* AIIsACrapshoot: The System was designed for killing those who opened the Icon improperly. It was supposed to stop when the Icon was opened properly, but didn't.

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* AIIsACrapshoot: The System was designed for killing those who opened the Icon improperly. It was supposed to stop when the Icon was opened properly, but didn't.by then, the System had grown beyond control.
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* LuckBasedMission: Whenever you see a group of 3 boxes, you can play "box roulette": Without firing at any of the boxes, ram into one of them. [[ViolationOfCommonSense There's a 1/3 chance it's a box with a powerup and you'll get upgraded to level 3 shots]], and a 2/3 chance of obviously dying instead. If you succeed at box roulette 3 times without firing any shots at boxes, you'll get an upgrade to level 4 shots, with the only other way of getting them being to shoot a certain type of smiley-face statue.

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* LuckBasedMission: Whenever you see a group of 3 boxes, you can play "box roulette": Without firing at any of the boxes, ram into one of them. [[ViolationOfCommonSense There's a 1/3 chance it's a box with a powerup and you'll get upgraded to level 3 shots]], and a 2/3 chance of obviously dying instead. If you succeed at box roulette 3 times without firing any shots at boxes, boxes or dying in the meantime, you'll get an upgrade to level 4 shots, with the only other way of getting them being to shoot a certain type of smiley-face statue.

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