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In 2001 a sequel was made; ''Z: Steel Soldiers'' which followed the story of Zod (now a lowly Captain) being in charge of one side of a neutral zone on a distant planet. Currently, the two forces are under a ceasefire and the possibility of a sense of more permanent peace is also certain. Zod, however, enters the neutral zone after his men having shot down an aircraft, on it, he finds a new secret weapon and uncovers a massive plot of the blues to wipe out major strategic red bases all at once during the peace talks.

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In 2001 a sequel was made; ''Z: Steel Soldiers'' which followed the story of Zod (now a lowly Captain) being in charge of one side of a neutral zone on a distant planet. Currently, the two forces are under a ceasefire and the possibility of a sense of more permanent peace is also certain. Zod, however, enters the neutral zone after his men having shot down an aircraft, on it, he finds a new secret weapon and uncovers a massive plot of the blues [=TransGlobal=] to wipe out major strategic red [=MegaCom=] bases all at once during the peace talks.
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* RidiculouslyHumanRobots: They walk, they talk, they get drunk on rocket fuel. Oh and they also use computers with keyboards and drive around in tanks.

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* RidiculouslyHumanRobots: They walk, they talk, they get drunk on rocket fuel.fuel, they recline in canvas chairs and at times they even wink. Oh and they also use computers with keyboards and drive around in tanks.
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** The female-voiced computer starts insulting the player even before actually losing, indicating a current tactical imbalance:
--->'''Computer:''' You're so crap!
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** Grunts are not much different from Jeeps, and their only real strength is that they're quick to produce and can wade through water, making them great for quickly capturing territory and equipment but nothing else. They are practically useless in combat against anything except other Grunts.

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** Grunts are not much different from even weaker than Jeeps, and their only real strength is that they're quick to produce and can wade through water, making them great for quickly capturing territory and equipment but nothing else. They are practically useless in combat against anything except other Grunts.

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** Cranes, when told to repair a bridge in front of them, would instead go around it and enter it from the other side.
* AwesomeButImpractical: The Mobile Missile Launcher is heavily armored and has the most powerful weapon in the game, but it takes a long time to produce them and they're ''very'' slow -- even Toughs can outrun them. What's worse, their projectiles aren't particularly fast and can often be dodged by light vehicles. Some players prefer to use Heavy Tanks instead, and leave the Mobile Missile Launchers for assaulting enemy forts, which is one thing they do excel at.

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** Cranes, when told to repair a bridge in front of them, would sometimes instead go around it and enter it from the other side.
* AwesomeButImpractical: The Mobile Missile Launcher is heavily armored and has the most powerful weapon in the game, but it takes has a long production time to produce them and they're is ''very'' slow -- even Toughs can outrun them. it. What's worse, their its projectiles aren't particularly fast and can often be dodged by light vehicles. Some players prefer to use stick with the more versatile Heavy Tanks instead, and leave the Mobile Missile Launchers for assaulting enemy forts, which is one thing they do excel at.



** Gatlings are only good for defending against early rushes by Grunts, Psychos or Jeeps, and are pretty much useless otherwise because they are fragile, ineffective against armour, and many units out-range them.

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** Gatlings are only good for defending against early rushes by Grunts, Psychos or Jeeps, and are pretty much useless otherwise because they are fragile, ineffective against armour, and many units out-range them.are immobile yet have a short range.



* DamageIsFire
* DodgeTheBullet: Cannon projectiles and thrown grenades are so slow that a properly maneuvered jeep can evade them for enough time to shoot the enemy or tank driver with faster, low-caliber bullets. AI takes advantage of this.
* EasyLevelTrick A well-known one in Level 15 - Swamp Fever. The player and CPU forts are very close together, only separated by a short, destroyed bridge. The strategy is to wait for all enemies to leave the perimeter of their fort, bring in a construction crane to fix the bridge, and rush all your units in.

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* DamageIsFire
DamageIsFire: Damage on buildings is represented by small fires and plumes of smoke.
* DodgeTheBullet: Cannon projectiles and thrown grenades are so slow that a properly maneuvered jeep can evade them for enough time to shoot the enemy or tank driver with faster, low-caliber bullets. AI takes advantage of this.
this. Similarly, missiles and howitzer shells are so slow that even Light Tanks can evade them.
* EasyLevelTrick EasyLevelTrick: A well-known one in Level 15 - Swamp Fever. The player and CPU forts are very close together, only separated by a short, destroyed bridge. The strategy is to wait for all enemies to leave the perimeter of their fort, bring in a construction crane to fix the bridge, and rush all your units in.



* MightyGlacier: The Mobile Missile Launcher has the most powerful weapon in the game and very thick armour, but is slow-moving and slow to produce. Z95 nerfed its armour somewhat, though.

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* MightyGlacier: The Mobile Missile Launcher has the most powerful weapon in the game and very thick armour, but is slow-moving and slow to produce. Z95 nerfed its armour somewhat, though.



* NotPlayingFairWithResources: In the original game, whenever a computer player captures a factory, the ''second'' unit produced there will be ready much quicker than normal. A skilled human player can use this to his advantage, though - let the computer player build a unit, then capture the territory before the second unit is complete.

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* NotPlayingFairWithResources: In the original game, whenever game:
** Whenever
a computer player captures a factory, the ''second'' unit produced there will be ready much quicker than normal. A skilled human player can use this to his advantage, though - let the computer player build a unit, then capture the territory before the second unit is complete.



* OneLetterTitle

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* OneLetterTitleOneLetterTitle: Self-explanatory. The game is sometimes referred to as ''Commander Zod'' for clarity.



* SingleBiomePlanet: Five of them: Desert, Volcanic, Arctic, Jungle, and City.
* StuffBlowingUp: This is how you win the game. Either you bombard the opponent's fort from outside with grenades, shells and missiles, or you send a single unit inside it. Anyway, it blows up.

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* SingleBiomePlanet: Five of them: The game spans five planets, each having only one terrain type: Desert, Volcanic, Arctic, Jungle, and or City.
* StuffBlowingUp: This is how you win the game. Either you bombard the opponent's fort from outside with grenades, shells and missiles, or you send a single unit inside it. Anyway, it blows up.up spectacularly, sending debris everywhere (which will damage anything they land on). Factories and bridges can also be blown up if you bombard them long enough.



* YouRequireMoreVespeneGas: Averted in Z, where factories do not need supplies, only time (which decreases when you conquer more territory). Steel Soldiers switched to using credits, which are similarly earned by conquering more territory.

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* YouRequireMoreVespeneGas: Averted in Z, ''Z'', where factories do not need supplies, only time (which decreases when you conquer more territory). Steel Soldiers ''Steel Soldiers'' switched to using credits, which are similarly earned by conquering more territory.
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* AwesomePersonnelCarrier: They are a mid-tier unit that can carry one squad of robots (regardless of their number), giving them greater speed and armor while still allowing them to fire their weapons to full effect. Also, unlike other vehicle drivers, the robots cannot be sniped. They do have downsides, though: the robots will perish if the [=APC=] carrying them is destroyed -- the player must eject them manually if they wish to avoid this -- and an [=APC=] comes only with a single Grunt when built, meaning they need more micromanagment, as you need to eject the Grunt and replace him with other robots if you want the [=APC=] to be effective.

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* ArtificialBrilliance: The computer-controlled opponent in Z was considered challenging and impressive for its time. It doesn't merely follow a preset strategy, but adapts and reacts to the human player's actions.
* ArtificialStupidity: Partly an in-game mechanic in Z, as the five robot types are given varied levels of intelligence, which affects their behavior.

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* ArtificialBrilliance: ArtificialBrilliance:
**
The computer-controlled opponent in Z was considered challenging and impressive for its time. It doesn't merely follow a preset strategy, but adapts and reacts to the human player's actions.
** In Z, if you leave the approach to your fort unguarded, the AI will sometimes try to sneak Snipers into your fort for a surprise victory. This is particularly dangerous since Snipers out-range the lower-tier fort defense guns.
* ArtificialStupidity: ArtificialStupidity:
**
Partly an in-game mechanic in Z, as the five robot types are given varied levels of intelligence, which affects their behavior.



* AwesomeButImpractical: The Mobile Missile Launcher is heavily armored and has the most powerful weapon in the game, but it takes a long time to produce them and they're ''very'' slow -- even Toughs can outrun them. What's worse, their projectiles aren't particularly fast and can often be dodged by light vehicles. Some players prefer to use Heavy Tanks instead, and leave the Mobile Missile Launchers for assaulting enemy forts, which is one thing they do excel at.



* TheReasonYouSuckSpeech[=/=]YouBastard: If you fail the mission by losing your territories and letting the enemy destroy your base, your entire army insults you and blames you for these reasons.

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* TheReasonYouSuckSpeech[=/=]YouBastard: TheReasonYouSuckSpeech: If you fail the mission by losing your territories and letting the enemy destroy your base, your entire army insults you and blames you for these reasons.
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** Gatlings are only good for defending against early rushes by Grunts, Psychos or Jeeps, and are pretty much useless otherwise.

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** Gatlings are only good for defending against early rushes by Grunts, Psychos or Jeeps, and are pretty much useless otherwise.otherwise because they are fragile, ineffective against armour, and many units out-range them.
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* ChromosomeCasting: All the robots appear male. The only female presence in the game is the voice of the computer.


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* CripplingOverspecialization:
** Snipers are pretty much designed to shoot enemy drivers/gunners and capture their vehicle/gun. They will lose against any infantry except Grunts, and even that's a waste because Grunts are much quicker to build. Also, sending them unsupported against powerful vehicles will not work, as said vehicle will just demolish them before they get the chance to shoot it.
** Jeeps are fast and quick to produce. Their role is to capture territories quickly and draw fire from more valuable units. When it comes to actual fighting, though, they're very weak, as they will generally lose to just about every other unit except Grunts.
** Grunts are not much different from Jeeps, and their only real strength is that they're quick to produce and can wade through water, making them great for quickly capturing territory and equipment but nothing else. They are practically useless in combat against anything except other Grunts.
** Gatlings are only good for defending against early rushes by Grunts, Psychos or Jeeps, and are pretty much useless otherwise.
** Cranes can only repair bridges and maybe serve as a distraction. They move slowly and have no weapon at all.
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* RobotSoldier: All your infantry are robots.

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