YMMV / Battlezone 1998


  • Awesome Music: This game has a very subdued, spy-movie sort of score, but it works.
    • And it doesn't waste time. As the first mission opens, and you set out skimming the surface of the moon in your tank, and Earth hangs cold and distant in the lunar sky, you hear this. Before anything else, the game wants you to know that you are all alone in a dead, empty place that does not care about you.
    • What's worth mentioning is that the soundtrack was composed by Jeehun Hwang, the same composer that worked with Gregory Alper to compose the soundtrack to MechWarrior 2: 31st Century Combat and it's Mercenaries expansion, the resemblance can be heard between the two.
    • The Red Odyssey raises things up a notch, with heavy, triumphant orchestral/electronic overtures.
    • Rise Of The Black Dogs on the N64 has some tracks that sound like remixes of the OST on the PC but some are completely original like the arcade tracks that depend on what side you use. There's even a re-orchestrated soundtrack in the style of the first game and The Red Odyssey found here.
    • The The Blake Robinson Synthetic Orchestra would like to introduce Track 11, Track 12 and Track 08 in a more orchestrated fashion.
    • Before Carey Chico did work on the Battlezone II soundtrack, he made some placeholder military ambiance for the first game for inspiration while it was being developed. While not in the game in any capacity, it still sets the mood.
  • Crowning Moment of Funny: The mere existence of the Rave Gun. It plays rave music, flashing colors on the screen while it fires, that and it's a complete Game Breaker, it does high amounts of damage even without it's ridiculous splash damage. It's only found in the first mission but it's still hilariously out of place in a serious game such as this.
  • Game Breaker: Messing around with the weapon mod system can create this. Put dual SP-Stabbers on a couple of basic tanks, and you'll shred through anything short of a hostile Walker.
  • Good Bad Bugs:
    • The physics when vehicles get stuck in each other is hilariously bugged even to this day. Put yourself into a deployed NSDF Recycler, NSDF Factory or CRA Factory then tell it to pack up, watch as one of three things happen, you get sent flying, your vehicle is destroyed and you fly across the entire map as a pilot or you lose your vehicle and die from hitting the insides of the vehicle you're stuck inside of or strike the terrain at high speed. Here's some examples.
    • The Thumper can cause vehicles and buildings to spaz out. The Humongous Mecha is particularly susceptible to being spun like like a top upside down at 200+ RPM when it gets hit by a Thumper wave.
  • Most Annoying Sound: That shrill, constant BEEP-BEEP when a unit is under attack gets really annoying, especially if the source of damage is from an enemy pilot that had been ejected. The second game isn't as bad as it's less ear grating and has a bigger delay between the beeps.
    • Having to build multiple ammo/health/weapon power-ups from the armory to assist you outside the base or in general results in some serious radio spam of "Ready to build. Building supplies. Ammo/Repair/Weapon deployed.". Over and over.
      • Radio chatter stacking in general, especially if you give multiple orders to multiple units. The loud static each time the channel opens and closes does not help matters
    • Vehicles impacting the terrain was silent and was met with a minimal amount of damage but in Rise of the Black Dogs, impacts against terrain let out this metallic scrapping noise every time. It's a Jump Scare the first time but it's annoying after that.
    • The loud whirring noise of the thrusters that certain vehicles use (or sometimes the engine sounds like some clunky combustion engine), especially those spawned by joining a game. Later patches of both the first game and the sequel fixed this issue but some vehicles still use it. Oddly enough, it's the default noise for vehicles in Rise of the Black Dogs but that may be to save space on the cartridge.
  • Most Wonderful Sound: The sound of an enemy vehicle or structure exploding is very satisfying as it means both one less enemy on the field and a helpful pile of scrap to be picked up.
    • The sound of an enemy pilot being splattered, be it running them over or sniping them out of their vehicle.
    • While it's usefulness is questionable, the sound of a SITE Camera being activated and deactivated is a nice sound to listen to.
  • Nightmare Fuel: The Furies are scary enough to fight, even without taking their origins and nature into account. They are described as extremely sadistic, to the point of abandoning what they're doing whenever they get an opportunity to torment an unlucky victim. And when you have to catapult out of your tank, the nearest Fury will swoop down right at you...
  • Paranoia Fuel: In the later levels, leaving the safety of your base alone puts you at extreme risk of a Fury swooping down upon you...
  • That One Level: The final Titan mission is extremely difficult, mainly because of it being a Luck-Based Mission depending on if the CCA sends you Golem walkers with their blast cannons or you're stuck with Scrap Auxiliaries consisting of nothing more than extra scavengers and Flankers. That and the Furies attack constantly which may be a blessing in disguise if you get free scavengers to pick up the scrap leftover from said attacks.
  • What Do You Mean, It's Not for Kids?: The game is rated E, yet shows some extremely graphical deaths.

Battlezone II:

  • Crowning Music of Awesome: Body Hammer, the unofficial "theme" of the game's swamp world, Mire. The whole soundtrack is good, opting for a tribal-drum driven score to help emphasize the exotic nature of the Scions or the more orchestral, march like soundtrack for the ISDF.
    • Weather the Storm, a very dark, piano driven theme.
    • Stalking a Sentry sounds amazing and climatic for the Scions.
    • Drive the Rush is probably the most intense sounding theme for combat.
    • Carey Chico recently released a music pack of unfinished and/or unused songs that didn't make it in due to genre, time constraints or disc space.
      • Unused_scion_old1 is a very slow, mournful piano track.
      • Both Unused_scion_old4 and Unused_scion_old5 feature very triumphant sounding sections.
      • isdf_4 is a slow, mournful march while isdf_6 features the triangle used in the various shell themes.
  • Crowning Moment of Funny: The second mission of Forgotten Enemies opens up with a Lt. Jay running a diagnostic, cue the following:
    Jay: "Oh that ain't good."
    Betty: "Offensive unit lost."
  • Demonic Spiders: Cerberi Talons in Forgotten Enemies. They float about 50 meters off the ground, are extremely fast, extremely maneuverable, powerful, and well armored.
  • Game Breaker: Use the vehicle emergency eject system then fire off a jetpack... You can land anywhere on a map.
    • The three weapons in the "Insane" category are deliberately made to be this way. First is the famous Rave Gun that fires multicolored balls to a rave, dealing an insane amount of damage and splash damage, then there's the Fountain Mine that fires ninety missiles into the air, the mine itself detonates in a large explosion and the missiles themselves fire beams at the largest target. Just one fountain is enough to destroy a small base. The final one is Da Bomb!, when dropped it has a thirty second countdown before obliterating everything on the map that isn't indestructible,
  • Good Bad Bug: You can climb up a wall on foot. this can lead to some more gamebreaking situations when you can walk behind the enemy base and snipe them.
  • Moral Event Horizon: Braddock, and you, if you choose to side with him. Nice job killing your closest friends and wiping out a species, jerk.
  • What Do You Mean, It's Not for Kids?: The game is rated E, yet shows some extremely graphical deaths.