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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. There's a 1/3 chance it's a box with a powerup and you'll get upgraded to level 3 shots, and of course a 2/3 chance of just 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, shots]], and of course a 2/3 chance of just 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. There's a 1/3 chance it's a box with a powerup and you'll get upgraded to level 3 shots, and of course a 2/3 chance of just 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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* EliteMook: Certain enemy types only show up if [[DynamicDifficulty the System is sufficiently pissed off]]. One such enemy, a Luster, comes from above and swoops by the bottom of the screen while sniping you. Another fires an endless stream of missiles that's nigh-impossible to overcome if you don't have a piercing weapon.
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Added image.

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[[quoteright:273:https://static.tvtropes.org/pmwiki/pub/images/zanac.png]]
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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.

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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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* NonStandardGameOver: A rather odd example: If, as you lose your last life, you hold down Select, a different GameOver jingle plays.

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* NonStandardGameOver: A rather odd example: If, as you lose your last life, you hold down Select, [[EasterEgg a different GameOver game over jingle plays.plays]].

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* EasterEgg

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%% * EasterEgg


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* NonStandardGameOver: A rather odd example: If, as you lose your last life, you hold down Select, a different GameOver jingle plays.
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* SkippableBoss: Collecting a fairy item will not only clear out all on-screen enemies, but she'll stay with you until you get to the next boss, which she will destroy instantly.
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* NintendoHard

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* NintendoHardNintendoHard: Try to play this game as if it's any other shooter--that is, constantly firing away and abusing secondary weapons--and you will be punished severely by the [[DynamicDifficulty System]]. As if that isn't enough, many of the game's 12 stages are [[MarathonLevel very long]], and dying completely depowers your ship back to basic levels, meaning that even if you have 20 lives in tow, all it takes is a single life loss to quickly lose the rest.
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Understatement cleanup


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

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



* BerserkButton: The System [[{{Understatement}} will not take kindly]] to you picking up Weapon 2 in the original game.

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* BerserkButton: The System [[{{Understatement}} will not take kindly]] kindly to you picking up Weapon 2 in the original game.
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* BerserkButton: The System doesn't like you to picking up Weapon 2 in the original game.

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* BerserkButton: The System doesn't like [[{{Understatement}} will not take kindly]] to you to picking up Weapon 2 in the original game.
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* CoversAlwaysLie: Subverted - the default player ship is different from the one in the cover, but holding A and B when starting the game changes the sprite of your ship to one that matches it.
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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.
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* MinusWorld: Area 0 (Zero)
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* NoExportForYou: ''Zanac X Zanac''
** Averted! ''Zanac X Zanac'' was finally brought outside of Japan on December 4th, 2012, as a digital download on the North American PlaystationStore.
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* CallAHitPointASmeerp: The "System" refers not only to the BigBad but also the game's DynamicDifficulty mechanic.
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* ChestMonster: The boxes that give you power-ups for your normal shot come in three varieties: the kind that actually give you a power-up, the kind that don't give you anything, and the kind that ''shoot at you'' when you break them open. All of them look identical (though at least if you shoot the box a couple of times it'll start flashing and you can see whether it contains a power-up or not.)

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* MarathonLeve: Levels are either really short or absurdly long endurance runs with multiple bosses.

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* MarathonLeve: MarathonLevel: Levels are either really short or absurdly long endurance runs with multiple bosses.bosses.
** The final level of ''Neo'' is the grand champion of this.
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* StopHelpingMe: During later boss fights, both games can get a little overzealous with hurling power-up blocks at you, to the point that you can't even hit the boss.
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* StopHelpingMe: During later boss fights, both games can get a little overzealous with hurling power-up blocks at you, to the point that you can't even hit the boss.
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* MarathonLeve: Levels are either really short or absurdly long endurance runs with multiple bosses.
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* OneManArmy: It's a shmup, so what else do you expect. Handwaved by describing the "System" as being able to cope with large-scale attacks but not small-scale ones.

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* OneManArmy: It's a shmup, so what else do you expect. Handwaved [[Main/HandWave Handwaved]] by describing the "System" as being able to cope with large-scale attacks but not small-scale ones.
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Corrected some grammatical mistakes in the \"One Man Army\" entry.


* OneManArmy: It's a shmup, so what else do you expect. Handwaved of describing the "System" being able to cope with large-scale attacks but not small-scale ones.

to:

* OneManArmy: It's a shmup, so what else do you expect. Handwaved of by describing the "System" as being able to cope with large-scale attacks but not small-scale ones.
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* AwesomeButImpractical: Most of the time, never ever bother with Weapon 2, otherwise the DynamicDifficulty will [[BerserkButton explode with anger]].

to:

* AwesomeButImpractical: Most Weapon 2 provides you with a frontal shield that lasts for 50 hits, and can be made stronger and wider by collecting more 2's. But most of the time, never ever bother with Weapon 2, otherwise it's highly advised that you never, EVER pick it up, as it will make the DynamicDifficulty will [[BerserkButton explode with anger]].
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* AwesomeButImpractical: Most of the time, never ever bother with Weapon 2, otherwise the DynamicDifficulty will [[BerserkButton explode with anger]].

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Wasted Song was renamed


* 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.
* AsteroidThicket - "Arer" 5 in the original.
* BerserkButton - The System doesn't like you to picking up Weapon 2 in the original game.
* BigBad - The "System" in the original. The "Original system" in the ''Zanac Neo''.
* BlindIdiotTranslation - The manual of the original game tells the rather weird story of a system going berserk because "someone opened the icon improperly". Also, areas in the NES port are called "ARER"s and Compile "desinded" the game. Fixed in ''Zanac X Zanac''.
* ChainReactionDestruction - Capital ships and final boss in the NES version.
* CollisionDamage - It's a shmup series so it's pretty much given.
* CoresAndTurretsBoss - Every boss in the original except a few capital ships.
* DeflectorShields - Weapon 2 on the original game.
* 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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* AIIsACrapshoot - 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.
* AsteroidThicket - AsteroidThicket: "Arer" 5 in the original.
* BerserkButton - BerserkButton: The System doesn't like you to picking up Weapon 2 in the original game.
* BigBad - BigBad: The "System" in the original. The "Original system" in the ''Zanac Neo''.
* BlindIdiotTranslation - BlindIdiotTranslation: The manual of the original game tells the rather weird story of a system going berserk because "someone opened the icon improperly". Also, areas in the NES port are called "ARER"s and Compile "desinded" the game. Fixed in ''Zanac X Zanac''.
* ChainReactionDestruction - ChainReactionDestruction: Capital ships and final boss in the NES version.
* CollisionDamage - CollisionDamage: It's a shmup series so it's pretty much given.
* CoresAndTurretsBoss - CoresAndTurretsBoss: Every boss in the original except a few capital ships.
* DeflectorShields - DeflectorShields: Weapon 2 on the original game.
* DynamicDifficulty - 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).



* {{Expy}} - Some enemies from ''Zanac'' actually originate from ''E.I. Exa Innnova''.
* FlashOfPain - Present in ''Zanac Neo''.
* FlunkyBoss - Most bosses have normal enemies fighting alongside it.
* GettingCrapPastTheRadar - Weapon 4 in the original is a vibrating projectile weapon. Hence, it's called the Vibrator.
* IdiotBall - Someone who opened the "Icon" improperly.
* LastDitchMove - Capital ships in the original which spawn projectiles when destroyed.
* MacrossMissileMassacre - The enemies shoot out missiles. There is one enemy that shoots out an endless stream of missiles so tight that they're pretty much head against a tail.
* MagikarpPower - Weapon 5 on the original game. Known as the Rewinder, the first four levels fire relatively slow, but strong energy balls that yo-yo back to your ship and can neutralize enemy bullets. Takes finesse to use, but can quickly destroy turrets on enemy fortresses.

to:

* {{Expy}} - {{Expy}}: Some enemies from ''Zanac'' actually originate from ''E.I. Exa Innnova''.
* FlashOfPain - FlashOfPain: Present in ''Zanac Neo''.
* FlunkyBoss - FlunkyBoss: Most bosses have normal enemies fighting alongside it.
* GettingCrapPastTheRadar - GettingCrapPastTheRadar: Weapon 4 in the original is a vibrating projectile weapon. Hence, it's called the Vibrator.
* IdiotBall - IdiotBall: Someone who opened the "Icon" improperly.
* LastDitchMove - LastDitchMove: Capital ships in the original which spawn projectiles when destroyed.
* MacrossMissileMassacre - LongSongShortScene: One of the songs doesn't play in any level. Although it still can be accessed by pressing certain buttons after defeating each fortress in area 10.
* MacrossMissileMassacre:
The enemies shoot out missiles. There is one enemy that shoots out an endless stream of missiles so tight that they're pretty much head against a tail.
* MagikarpPower - MagikarpPower: Weapon 5 on the original game. Known as the Rewinder, the first four levels fire relatively slow, but strong energy balls that yo-yo back to your ship and can neutralize enemy bullets. Takes finesse to use, but can quickly destroy turrets on enemy fortresses.



* MercyInvincibility - Inverted. Collecting power chips and special weapons is the way to grand 1 or 4-second invulnerability time.

to:

* MercyInvincibility - MercyInvincibility: Inverted. Collecting power chips and special weapons is the way to grand 1 or 4-second invulnerability time.



* NoExportForYou - ''Zanac X Zanac''

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* NoExportForYou - NoExportForYou: ''Zanac X Zanac''



* OneManArmy - It's a shmup, so what else do you expect. Handwaved of describing the "System" being able to cope with large-scale attacks but not small-scale ones.
* {{Precursors}} - Organic Intelligence Body.
* RecurringBoss - In the NES version, 3 of the capital ships and many of the fortresses.
* SentryGun - Basically any surface-mounted turret.
* SequentialBoss - The final boss in the original and several bosses in ''Zanac Neo''.
* ShootTheBullet - Pretty much every projectile is destroyable in some way. Certain "indestructible" enemy bullets can only be destroyed by some Subweapons.
* ShowsDamage - In the original, capital ships and boxes belong to category 1 while the final phase of the final boss belongs to category 3.

to:

* OneManArmy - OneManArmy: It's a shmup, so what else do you expect. Handwaved of describing the "System" being able to cope with large-scale attacks but not small-scale ones.
* {{Precursors}} - {{Precursors}}: Organic Intelligence Body.
* RecurringBoss - RecurringBoss: In the NES version, 3 of the capital ships and many of the fortresses.
* SentryGun - SentryGun: Basically any surface-mounted turret.
* SequentialBoss - SequentialBoss: The final boss in the original and several bosses in ''Zanac Neo''.
* ShootTheBullet - ShootTheBullet: Pretty much every projectile is destroyable in some way. Certain "indestructible" enemy bullets can only be destroyed by some Subweapons.
* ShowsDamage - ShowsDamage: In the original, capital ships and boxes belong to category 1 while the final phase of the final boss belongs to category 3.



* 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.

to:

* SmartBomb - 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.



* SpySatellites - Sarts in the original which fly around.
* 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.
* SuperPrototype - Your Zanac fighter.
* WarmUpBoss - The first boss in MSX and NES versions of ''Zanac'' is a simple ground turret.
* WarpZone - Smiling Icons in the original game spawn Enemy Erasers which then turn into these. A few of them take you backwards though.
* WastedSong - One of the songs doesn't play in any level. Although it still can be accessed by pressing certain buttons after defeating each fortress in area 10.
* WombLevel - Area 8 in the original NES version.

to:

* SpySatellites - SpySatellites: Sarts in the original which fly around.
* StalkedByTheBell - 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.
* SuperPrototype - SuperPrototype: Your Zanac fighter.
* WarmUpBoss - WarmUpBoss: The first boss in MSX and NES versions of ''Zanac'' is a simple ground turret.
* WarpZone - WarpZone: Smiling Icons in the original game spawn Enemy Erasers which then turn into these. A few of them take you backwards though.
* WastedSong - One of the songs doesn't play in any level. Although it still can be accessed by pressing certain buttons after defeating each fortress in area 10.
* WombLevel -
WombLevel: Area 8 in the original NES version.
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* MagikarpPower - Weapon 5 on the original game. Known as the Rewinder, the first four levels fire relatively slow, but strong energy balls that can neutralize enemy bullets. Takes some finesse to use properly.
** Once it's powered up to level 5, it completely changes into a viciously fast narrow laser that pierces enemies and only gets longer and stronger with each level, all the way up level 10. And it ''still'' neutralizes enemy bullets!

to:

* MagikarpPower - Weapon 5 on the original game. Known as the Rewinder, the first four levels fire relatively slow, but strong energy balls that yo-yo back to your ship and can neutralize enemy bullets. Takes some finesse to use properly.
use, but can quickly destroy turrets on enemy fortresses.
** Once it's powered up to level 5, it completely changes into a viciously fast narrow laser that pierces enemies and only gets longer and stronger with each level, level of power, all the way up to level 10. And it ''still'' neutralizes enemy bullets!



* ShootTheBullet - Pretty much every projectile is destroyable in some way.

to:

* ShootTheBullet - Pretty much every projectile is destroyable in some way. Certain "indestructible" enemy bullets can only be destroyed by some Subweapons.

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Changed: 176

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* MagikarpPower - Weapon 5 on the original game.

to:

* MagikarpPower - Weapon 5 on the original game. Known as the Rewinder, the first four levels fire relatively slow, but strong energy balls that can neutralize enemy bullets. Takes some finesse to use properly.
** Once it's powered up to level 5, it completely changes into a viciously fast narrow laser that pierces enemies and only gets longer and stronger with each level, all the way up level 10. And it ''still'' neutralizes enemy bullets!



** Averted! ''Zanac X Zanac'' was finally brought outside of Japan on December 4th, 2012, as a digital download on the NA PlaystationStore.

to:

** Averted! ''Zanac X Zanac'' was finally brought outside of Japan on December 4th, 2012, as a digital download on the NA North American PlaystationStore.



* ShowsDamage - In the original ,capital ships and boxes belong to category 1 while the final phase of the final boss belongs to category 3.

to:

* ShowsDamage - In the original ,capital original, capital ships and boxes belong to category 1 while the final phase of the final boss belongs to category 3.

Added: 139

Changed: 7

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* GettingCrapPastTheRadar - Weapon 4 in the original is a vibrating projectile weapon. Hence it's called vibrator.

to:

* GettingCrapPastTheRadar - Weapon 4 in the original is a vibrating projectile weapon. Hence Hence, it's called vibrator.the Vibrator.


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** Averted! ''Zanac X Zanac'' was finally brought outside of Japan on December 4th, 2012, as a digital download on the NA PlaystationStore.
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Added DiffLines:

->''"First it was probably a tiny dot"''
--> -- Game story manual

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

* ''Zanac'' - 1986. MSX. Two versions, both with simple graphics, differing mostly in levels.
* ''Zanac'' - 1986. NES/Famicom Disk System, [=MSX2=] (as ''Zanac EX'').
* ''Zanac X Zanac'' - 2001, Playstation 1. Contains a classic version and its variations and the main game, ''Zanac Neo''. ''Zanac X Zanac'' was one of the last two games Compile published before going bankrupt.

''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.

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!!Zanac contains examples of

* 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.
* AsteroidThicket - "Arer" 5 in the original.
* BerserkButton - The System doesn't like you to picking up Weapon 2 in the original game.
* BigBad - The "System" in the original. The "Original system" in the ''Zanac Neo''.
* BlindIdiotTranslation - The manual of the original game tells the rather weird story of a system going berserk because "someone opened the icon improperly". Also, areas in the NES port are called "ARER"s and Compile "desinded" the game. Fixed in ''Zanac X Zanac''.
* ChainReactionDestruction - Capital ships and final boss in the NES version.
* CollisionDamage - It's a shmup series so it's pretty much given.
* CoresAndTurretsBoss - Every boss in the original except a few capital ships.
* DeflectorShields - Weapon 2 on the original game.
* 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).
* EasterEgg
* {{Expy}} - Some enemies from ''Zanac'' actually originate from ''E.I. Exa Innnova''.
* FlashOfPain - Present in ''Zanac Neo''.
* FlunkyBoss - Most bosses have normal enemies fighting alongside it.
* GettingCrapPastTheRadar - Weapon 4 in the original is a vibrating projectile weapon. Hence it's called vibrator.
* IdiotBall - Someone who opened the "Icon" improperly.
* LastDitchMove - Capital ships in the original which spawn projectiles when destroyed.
* MacrossMissileMassacre - The enemies shoot out missiles. There is one enemy that shoots out an endless stream of missiles so tight that they're pretty much head against a tail.
* MagikarpPower - Weapon 5 on the original game.
* MercyInvincibility - Inverted. Collecting power chips and special weapons is the way to grand 1 or 4-second invulnerability time.
* NintendoHard
* NoExportForYou - ''Zanac X Zanac''
* OneManArmy - It's a shmup, so what else do you expect. Handwaved of describing the "System" being able to cope with large-scale attacks but not small-scale ones.
* {{Precursors}} - Organic Intelligence Body.
* RecurringBoss - In the NES version, 3 of the capital ships and many of the fortresses.
* SentryGun - Basically any surface-mounted turret.
* SequentialBoss - The final boss in the original and several bosses in ''Zanac Neo''.
* ShootTheBullet - Pretty much every projectile is destroyable in some way.
* ShowsDamage - In the original ,capital ships and boxes belong to category 1 while the final phase of the final boss belongs to category 3.
** In ''Zanac Neo'', most of the enemies with multiple hitpoints blink red when low on health.
* 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
* SpySatellites - Sarts in the original which fly around.
* 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.
* SuperPrototype - Your Zanac fighter.
* WarmUpBoss - The first boss in MSX and NES versions of ''Zanac'' is a simple ground turret.
* WarpZone - Smiling Icons in the original game spawn Enemy Erasers which then turn into these. A few of them take you backwards though.
* WastedSong - One of the songs doesn't play in any level. Although it still can be accessed by pressing certain buttons after defeating each fortress in area 10.
* WombLevel - Area 8 in the original NES version.

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