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3A 1982 ShootEmUp created by Creator/{{Sega}}, ''Zaxxon'' was the first UsefulNotes/ArcadeGame to simulate a 3-dimensional view by using IsometricProjection, a form of '''axon'''ometric projection (hence the name of the game). The game scrolls diagonally through enemy fortresses and outer space as the player's ship dodges the shots of enemy fighters and force field barriers, finally encountering the evil armored robot Zaxxon. Handicaps include the ship's constantly dwindling fuel supply ([[BottomlessFuelTanks replenished by shooting fuel tanks]]), and a homing missile that will target the ship if it flies too high. The ship's altitude is indicated on a gauge and by shadows cast on the surface.
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5''Zaxxon'' received multiple ports to home computers and consoles, though the diagonal-scrolling IsometricProjection was not retained in the Platform/Atari2600 and {{Platform/Intellivision}} versions. A MissionPackSequel, ''Super Zaxxon'', was released for arcades; it replaced the robot boss with a trio of fire-breathing dragons (as well as replacing the space sequence with an underground tunnel, and generally making everything faster). Sega went on to produce two similar isometric arcade games: ''VideoGame/CongoBongo'' and ''Future Spy''.
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7Sega later released two console sequels that were considerably different:
8* ''Zaxxon 3-D'' (1987) for the Platform/SegaMasterSystem exchanged the isometric view for an into-the-screen view, the better to take advantage of the 3-D glasses packaged with the game.
9* ''Zaxxon's Motherbase 2000'' (1995) for the [[Platform/SegaGenesis Sega 32X]] went back to the isometric view, but ships were now rendered in bleeding-edge polygonal graphics.
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11!!''Zaxxon'' contains examples of:
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13* AntagonistTitle: The title is named after the final boss, the robot Zaxxon.
14* ArtifactTitle: For the {{Platform/Atari 2600}} and {{Platform/Intellivision}} versions, where the view is instead centered directly behind the player's ship rather than axonometric.
15* BattleshipRaid: This game, from MediaNotes/TheGoldenAgeOfVideoGames, is an early example of this trope and consists entirely of attacking surface installations on a giant enemy vessel.
16* BottomlessFuelTanks: An exception similar to ''VideoGame/{{Scramble}}'', where you fly through an enemy fortress with a diminishing fuel supply and refuel by shooting fuel tanks.
17* DeadlyWalls: Big walls have small gaps to fly through. In the second space fortress, the wall's height varies, but is covered above by a force field.
18* DolledUpInstallment: ''Zaxxon's Motherbase 2000'', outside of having isometric perspective, is actually not related to ''Zaxxon'' at all. The game got the ''Zaxxon'' moniker only in North America; it was originally titled ''Parasquad'' in Japan.
19* DoubleX: Za'''xx'''on.
20* Every10000Points: You get a bonus fighter at 10,000 points.
21* IsometricProjection: This is one of the earliest games to use it. There is also an altimeter on the left to help gauge the height of the fighter-- each section of the altimeter should correspond with the in-game projection to four altitude levels. Some ports decided to add extra markers to the altimeter, which would be slightly confusing.
22* OminousPipeOrgan: The FinalBoss [[https://www.youtube.com/watch?v=9PDqkRJZQHQ theme]] from ''Zaxxon's Motherbase 2000''.
23* OneWordTitle: ''Zaxxon'', a word named for "axonometric projection".
24* SpaceIsNoisy: There is "space wind" audio during the gameplay.
25* SpritePolygonMix: ''Zaxxon's Motherbase 2000'' has polygonal ships and other enemies over flat-looking diagonal-scrolling backgrounds.
26* TimeLimitBoss: You need to hit Zaxxon's missile six times before it launches, which awards the most points. If it launches, Zaxxon will instead escape and you'll get a smaller point reward.
27* WordPureeTitle: The title ''Zaxxon'' came from the word "'''axon'''ometric projection", and is also the name of the FinalBoss.

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