History YMMV / ZakMcKrackenAndTheAlienMindbenders

12th Mar '17 12:51:19 PM Nicoaln
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* HilariousInHindsight: Cash Cards have become quite popular TwentyMinutesIntoTheFuture.
* ScrappyMechanic: Having to go to the airport and back to travel around the world and the need for ''connecting flights'' gets rancid very quickly. Travelling also costs good money, which discourages free, happy go lucky exploration early on, and even if Zak can get more money later, the rest of the characters don't, directly. A torpid logistic nuance that kills gameplay while only adding constriction and apprehension. To make it worse, in most versions, copy protection checks had to be passed in every flight outside the US.

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* HilariousInHindsight: Cash Cards have become quite popular TwentyMinutesIntoTheFuture. Of course, we call them "Debit cards" these days. Sure, [[OlderThanTheyThink Debit cards have been around since the 1970s]], but they have become ''much'' more common.
* ScrappyMechanic: Having to go to the airport and back to travel around the world and the need for ''connecting flights'' gets rancid very quickly. Travelling Traveling also costs good money, which discourages free, happy go lucky exploration early on, and even if Zak can get more money later, the rest of the characters don't, directly. A torpid logistic nuance that kills gameplay while only adding constriction and apprehension. To make it worse, in most versions, copy protection checks had to be passed in every flight outside the US.
12th Mar '17 12:38:48 PM Nicoaln
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* HilariousInHindsight: Cash Cards have become quite popular TwentyMinutesIntoTheFuture.
12th Jan '17 9:02:21 AM TrollBrutal
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* ScrappyMechanic: Having to go to the airport and back to travel around the world and the need for ''connecting flights'' gets rancid very quickly. Travelling also costs good money, which discourages free, happy go lucky exploration early on, and even if Zak can get more money later, the rest of the characters don't, directly. A torpid logistic nuance that kills gameplay while only adding constriction and apprehension.

to:

* ScrappyMechanic: Having to go to the airport and back to travel around the world and the need for ''connecting flights'' gets rancid very quickly. Travelling also costs good money, which discourages free, happy go lucky exploration early on, and even if Zak can get more money later, the rest of the characters don't, directly. A torpid logistic nuance that kills gameplay while only adding constriction and apprehension. To make it worse, in most versions, copy protection checks had to be passed in every flight outside the US.
12th Jan '17 4:24:44 AM TrollBrutal
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* ScrappyMechanic: Having to go to the airport and back to travel around the world gets rancid very quickly. Travelling also costs good money, which discourages free exploration early on, and even if Zak can get more later, the rest of the characters don't, directly.

to:

* ScrappyMechanic: Having to go to the airport and back to travel around the world and the need for ''connecting flights'' gets rancid very quickly. Travelling also costs good money, which discourages free free, happy go lucky exploration early on, and even if Zak can get more money later, the rest of the characters don't, directly.directly. A torpid logistic nuance that kills gameplay while only adding constriction and apprehension.
12th Jan '17 3:17:52 AM TrollBrutal
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* OddballInTheSeries: Apart from the humour, this game is pretty much this to the rest of LucasArts games. It's a lot more unforgiving, since there are only a handful of ways to beat the game, and a lot more ways to die or screw up. It's much ''much'' longer and less straight-forward than its predecessor (''ManiacMansion''). While you ''could'' die in Maniac Mansion (Since this was before they brought up their "No die" and "Can't screw up" policies), there were multiple ways to beat the game. Gameplay wise, definitely. Writing-wise? ''Far from it''.
12th Jan '17 3:12:47 AM TrollBrutal
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* UnintentionalPeriodPiece: For one, Congo is referred to as Zaire. Airports with hippies outside of them, and microwaves ''on airplanes''.
* WhatCouldHaveBeen: As originally envisioned by David Fox, the game was more serious about its NewAge elements, to the point of bringing in [[http://en.wikipedia.org/wiki/David_Spangler David Spangler]] as a consultant and giving him an additional developer credit. The plan changed after Fox held a brainstorming session with Ron Gilbert, who convinced him to add more wacky humour to the game.

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* UnintentionalPeriodPiece: For one, Congo is referred ScrappyMechanic: Having to as Zaire. Airports with hippies outside of them, and microwaves ''on airplanes''.
* WhatCouldHaveBeen: As originally envisioned by David Fox, the game was more serious about its NewAge elements,
go to the point of bringing in [[http://en.wikipedia.org/wiki/David_Spangler David Spangler]] as a consultant airport and giving him an additional developer credit. The plan changed after Fox held a brainstorming session with Ron Gilbert, who convinced him back to add travel around the world gets rancid very quickly. Travelling also costs good money, which discourages free exploration early on, and even if Zak can get more wacky humour to later, the game.rest of the characters don't, directly.
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23rd Oct '16 10:39:20 PM Nicoaln
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* UnintentionalPeriodPiece: For one, Congo is referred to as Zaire. Airports with hippies outside of them, and microwaves ''on airplanes''.
17th May '15 4:41:10 PM Mullon
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* EarWorm: [[https://www.youtube.com/watch?v=14eEphzk4Ec The main theme]], especially the FM Towns version.
24th Apr '13 1:34:25 PM JohnnyLurg
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* GermansLoveDavidHasselhoff: Was hugely popular in Germany, possibly even more so than it was in its own home country.

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* GermansLoveDavidHasselhoff: Was hugely popular in Germany, possibly even more so than it was in its own home country.country, with at least four fan sequels originating there.
5th Nov '12 2:23:57 PM PurpleShirt
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* OddballInTheSeries: Apart from the humour, this game is pretty much this to the rest of LucasArts games. It's a lot more unforgiving, since there are only a handful of ways to beat the game, and a lot more ways to die or screw up. It's much ''much'' longer and less straight-forward than its predecessor (''ManiacMansion''). While you ''could'' die in Maniac Mansion (Since this was before they brought up their "No die" and "Can't screw up" policies), there were multiple ways to beat the game. Gameplay wise, definitely. Writing-wise? ''Far from it''.
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.ZakMcKrackenAndTheAlienMindbenders