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** The drunken Boss status makes Curator tiles appear on the board. They're worth no points or combos and stay for the rest of the damn turn.

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** The drunken Boss status makes Curator tiles appear on the board. They're worth no points or combos and stay for the rest of the damn turn.turn unless the No More Moves bonus is triggered.
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** From the Bingo mission: "Let's challenge! Put your heart into the challenge!" The "let's" is an instance of GratuitousEnglish.

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** From the Bingo mission: "Let's challenge! Put your heart into the challenge!" The That particular use of "let's" is an instance of GratuitousEnglish.
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** From the Flower Blooming Boss Quest: "Unbelievable! You're able to get flowers(!) Collect all flowers to complete (the) level! Let's get climbing!"


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* ForcedTutorial: Every first attempt on an Invading Boss' Quest minigame has an AutoPilotTutorial for the first level out of five. During the Dream Tower event, the tutorial will play on ''every attempt'' for every minigame.
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** There's a limit of 10 visitors in the My Zoo feature, which will irritatingly interrupt you play sections by not only forcing you to go there and click on them but also spawning an invader boss on the zoo.

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** There's a limit of 10 visitors in the My Zoo feature, which will irritatingly interrupt you your play sections by not only forcing you to go there and click on them but also spawning an invader boss on the zoo.

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* {{Cap}}:
** CP credits cap at 5, with the value being raised to 6 when a power bottle is used.
** There's a limit of 10 visitors in the My Zoo feature, which will irritatingly interrupt you play sections by not only forcing you to go there and click on them but also spawning an invader boss on the zoo.
** The Supporters' heart level caps at 100.



* TheComputerIsACheatingBastard: The CPU on boss fights has pre-set large amounts of attack and defense regardless of which lucky animal is on, plus a chance of triggering a status effect. Beating a level 3 or rare boss without spending power bottles is a matter of luck.

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* TheComputerIsACheatingBastard: The CPU on boss fights has pre-set large amounts of attack and defense regardless of which lucky animal is on, plus a chance of triggering a either or both status effect.effects. Beating a level 3 or rare boss without spending power bottles is a matter of luck.



* CurbStompBattle: Any landslide victories, especially if the winner takes no damage. And if a player runs out of defense early enough, the accompaining animation will show the attacker firing an aura beam while the target screams in pain.
* EpicFail: Whenever the player scores what seems like a very good chain only to look up and see their stats somehow have barely increased at all.



* PlayEveryDay: Encouraged by the daily bonus and the various timed events.

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* PlayEveryDay: Encouraged by the daily bonus and the various timed events. Fortunately, the player only needs to play for 25 days, and it doesn't need to be in a row.



** Whenever you tap a SP panel to prolong a chain and it doesn't.
** The [[TooAwesomeToUse limited]] Shuffle items also can end up yielding no good results.

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** Whenever you tap a SP panel to prolong a chain and it doesn't.
**
doesn't. The [[TooAwesomeToUse limited]] Shuffle items also can end up yielding no good results.


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* TooAwesomeToUse
** Power Bottles are worth 6 credits or a single continue for bosses and missions. Worth noting is that there's nothing to prevent distracted players from spending bottles when not out of credits.
** Playing 10 Platinum Medals at once on the Platinum Gacha awards points for the Special Gacha, but there are occasional events where 5 Platinum Medals are worth 10 rolls...

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Changed: 7

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* BreakMeter: Either player only loses health after running out of defense.



* HopeSpot: The opponent's stats are hidden to either player, so while the winner will immediately know they won if they break the opponent's defense with enough attack left to KO them, the losing player will cling on to the hope of the opponent not having enough attack until the end.

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* HopeSpot: The opponent's stats are hidden to either player, both players, so while the winner will immediately know they won if they break the opponent's defense with enough attack left to KO them, the losing player will cling on to the hope of the opponent not having enough attack until the end.

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* BlindIdiotTranslation: When all three phases of the Jungle Adventure event are cleared, the curator says "You are finished the hunt this time now!"

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* BlindIdiotTranslation: BlindIdiotTranslation:
**
When all three phases of the Jungle Adventure event are cleared, the curator says "You are finished the hunt this time now!"now!"
** From the Bingo mission: "Let's challenge! Put your heart into the challenge!" The "let's" is an instance of GratuitousEnglish.
** The western Android version has a strange promo code menu that doesn't ever see any use, to the point its interface is left untranslated.


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* HopeSpot: The opponent's stats are hidden to either player, so while the winner will immediately know they won if they break the opponent's defense with enough attack left to KO them, the losing player will cling on to the hope of the opponent not having enough attack until the end.
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* ComebackMechanic: Practically inverted. Heart panels and other powerups seem to come entirely at random, and a second turn with a hippo or elephant for the lucky animal generally spells doom for the player with less HP.


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* SoundCodedForYourConvenience: Both battle themes are composed such that you'll be able to tell how much time is left until the end of the match without needing to look at the countdown. Playing with the sound turned off can be very disorienting!

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* CharacterSelectForcing: One of the tasks in each Bingo event is to win 5 matches with a specific kind of animal.



* TheComputerIsACheatingBastard: The CPU on boss fights has pre-set large amounts of attack and defense regardless of which lucky animal is on, plus a chance of triggering a status effect. Beating a level 3 boss without spending power bottles is a matter of luck.

to:

* TheComputerIsACheatingBastard: The CPU on boss fights has pre-set large amounts of attack and defense regardless of which lucky animal is on, plus a chance of triggering a status effect. Beating a level 3 or rare boss without spending power bottles is a matter of luck.
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* GameBreakingBug: If a play session lasts for too long, the music suddenly shuts down. Upon loading the next match, you'll see that all avatar graphics have been corrupted and replaced by the basic ones all across the game. After restarting the app, it will then re-download all the damaged files.

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Changed: 259

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* TheComputerIsACheatingBastard: The CPU on boss fights has pre-set large amounts of attack and defense regardless of which lucky animal is on, plus a chance of triggering a status effect. Beating a level 3 boss without spending power bottles is a matter of luck.



** Players are ultimately at the mercy of the RandomNumberGod. Sometimes the game plays itself. In others, the board could have next to no possible matches and still never award a No More Moves bonus. Items can show up to either player and change the tides of battle.
** Most of the unique mission modes are luck-based. The only exception is the one that asks you to clear ten increasingly large stacks in a single chain each, which just requires a quick brain.

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** Players are ultimately at the mercy of the RandomNumberGod. Sometimes the game plays itself. In others, itself, but on the other hand the board could can have next to no possible matches and still never award a No More Moves bonus. Items can show up to either player and change the tides of battle.
** Most of the unique mission modes are luck-based. Like the "Disturbing Mecha Boss" game, in which the target will nearly always produce a situation that makes it impossible to hit it. The only exception is exceptions are the one minigame that asks you to clear ten increasingly large stacks in a single chain each, which just each or the one that requires you to place blocks on empty spots in a stack. Those just require quick brain.thinking.
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* BribingYourWayToVictory: Players can use real money to purchase three kinds of defensive items to counter the special ones that appear during gameplay, Power Bottles for credits and Platinum Medals for unlocking collectibles.

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* BribingYourWayToVictory: Players can use real money to purchase three kinds of defensive items to counter the special ones that appear during gameplay, Power Bottles for credits and Platinum Medals for unlocking collectibles. In fact, many elements of the game are more accessible to those willing to pay for those boosters.
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** The [[TooAwesomeToUse limited]] Shuffle items also can end up yielding no good results.
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* BlindIdiotTranslation: When all three phases of the Jungle Adventure event are cleared, the curator says "You are finished the hunt this time now!"

Added: 273

Changed: 50

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* ContinuingIsPainful: CPU battles and certain objectives let you continue after failure in exchange for a Power Bottle.

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* ContinuingIsPainful: CPU battles and certain objectives let you continue after failure in exchange for a Power Bottle.Bottle -- which [[TooAwesomeToUse is worth six credits]].
* FlawlessVictory: Some of the most nerve-wracking missions in the game require you to win battles in a single round without losing HP, and at least twice in a row. Not only is that hard on its own, but getting a Hippo[=/=]Elephant turn is pretty much a guaranteed failure.

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** The drunke

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** The drunkedrunken Boss status makes Curator tiles appear on the board. They're worth no points or combos and stay for the rest of the damn turn.
* TimedMission:
** Each battle lasts for up to 5 turns that take 30 seconds each.
** Several events have short time limits or give special rewards to the first thousand winners.
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* InterfaceSpoiler: While clearing the missions from the Bingo and Jungle Adventure events, you'll notice the game actually calculates things like post time limit points and who wins the match instantly behind the scenes as the mission clear pop-up will appear before the correspondenting result is shown by the interface.

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* InterfaceSpoiler: While clearing the missions from the Bingo and Jungle Adventure events, you'll notice the game actually calculates things like post time limit points and who wins the match instantly behind the scenes as the mission clear pop-up will appear before the correspondenting corresponding result is shown by the interface.



** The drunken Boss status makes Curator tiles appear on the board. They're worth no points or combos and stay for the rest of the damn turn.
* TimedMission:
** Each battle lasts for up to 5 turns that take 30 seconds each.
** Several events have short time limits or give special rewards to the first thousand winners.
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to:

** The drunken Boss status makes Curator tiles appear on the board. They're worth no points or combos and stay for the rest of the damn turn.
* TimedMission:
** Each battle lasts for up to 5 turns that take 30 seconds each.
** Several events have short time limits or give special rewards to the first thousand winners.
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drunke
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Added DiffLines:

* InterfaceSpoiler: While clearing the missions from the Bingo and Jungle Adventure events, you'll notice the game actually calculates things like post time limit points and who wins the match instantly behind the scenes as the mission clear pop-up will appear before the correspondenting result is shown by the interface.
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Added DiffLines:

[[quoteright:240:https://static.tvtropes.org/pmwiki/pub/images/zookeeperbattletitle.jpg]]

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* TimedMission: Each battle lasts for up to 5 turns that take 30 seconds each.

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* TimedMission: TimedMission:
**
Each battle lasts for up to 5 turns that take 30 seconds each. each.
** Several events have short time limits or give special rewards to the first thousand winners.
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* StandardStatusEffects: Two of them. You can only counter one with limited-use items.

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* StandardStatusEffects: Two of them. You can only counter one kind per match with limited-use items.
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* AchievementMockery: The game keeps track of how many times a in row you have lost.

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* AchievementMockery: The game keeps track records what was your worst chain of how many times a in row you have lost.loses, but only displays it on your personal profile menu.



** The No More Moves bonus boosts both attack and defense by 30, but it rarely compensates for the worthless board that let it happen. Plus, if it happens after the turn ends it doesn't count!

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** The No More Moves bonus boosts both attack and defense by 30, 30 and spawns a SP tile, but it rarely rarely, if '''ever''', compensates for the worthless board that let it happen. Plus, if it happens after the turn ends it doesn't count!



** Getting doused with paint [[InterfaceScrew turns all blocks monochrome]].
** The drunken Boss status makes Curator tiles appear on the board. They're worth no points or combos.

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** Getting doused with paint [[InterfaceScrew turns all blocks monochrome]].
monochrome]] for most of the turn.
** The drunken Boss status makes Curator tiles appear on the board. They're worth no points or combos.combos and stay for the rest of the damn turn.

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* AntiPoopSocking: There is a limit on how much you can play in a single sitting, and different gameplay modes have different costs. As to be expected, you can buy credits with real money.

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* AntiPoopSocking: There is a limit on how much you can play in a single sitting, session, and different gameplay modes have different costs. As to be expected, you can buy credits with real money.


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* StandardStatusEffects: Two of them. You can only counter one with limited-use items.
** Getting doused with paint [[InterfaceScrew turns all blocks monochrome]].
** The drunken Boss status makes Curator tiles appear on the board. They're worth no points or combos.
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* GameOverMan: In Group Battle mode, the screen [[PlayerDeathIsDramatic fades to black]] if you lose and the Curator appears to console you. As this game seems to take place after the original, his comments [[TookALevelInKindness are always supportive]].
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* SeriesMascot: The Zoo's Boss appears everywhere in the game. His son, who is the titular zookeeper, [[DemotedToExtra less so]].

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* SeriesMascot: The Zoo's Boss Curator appears everywhere in the game. His son, who is the titular zookeeper, Zookeeper, [[DemotedToExtra less so]].
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''Zookeeper Battle'' is the competitive online version of the MatchThreeGame series. It is available for Facebook, iOS and Android devices since 2012. Players face each other in 30-second puzzling turns, matching as many animal trios as possible to rack up attack and defense points. Once a turn ends, their stats are compared, and whoever's defense is reduced to zero will start taking damage. This goes on until either player is defeated.

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''Zookeeper ''[[VideoGame/ZooKeeper2003 Zookeeper]] Battle'' is the competitive online version of the MatchThreeGame series. It is available for Facebook, iOS and Android devices since 2012. Players face each other in 30-second puzzling turns, matching as many animal trios as possible to rack up attack and defense points. Once a turn ends, their stats are compared, and whoever's defense is reduced to zero will start taking damage. This goes on until either player is defeated.
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* SomeDexterityRequired: High-level play requires eagle-like eyes to keep a chain going, especially if you want to consciously influence your stats.

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* SomeDexterityRequired: High-level play requires eagle-like eyes and precise fingers to keep a chain going, especially if you want to consciously influence your stats.
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Added DiffLines:

''Zookeeper Battle'' is the competitive online version of the MatchThreeGame series. It is available for Facebook, iOS and Android devices since 2012. Players face each other in 30-second puzzling turns, matching as many animal trios as possible to rack up attack and defense points. Once a turn ends, their stats are compared, and whoever's defense is reduced to zero will start taking damage. This goes on until either player is defeated.

There are several kinds of single-player distractions as well, such as an avatar customization side mode and the occasional minigame events that appear in it. Events change from week to week, encouraging players to PlayEveryDay.
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!!This game features the following tropes:
* AchievementMockery: The game keeps track of how many times a in row you have lost.
* AntiPoopSocking: There is a limit on how much you can play in a single sitting, and different gameplay modes have different costs. As to be expected, you can buy credits with real money.
* BossBattle: There are various kinds of challenges against the CPU.
* BribingYourWayToVictory: Players can use real money to purchase three kinds of defensive items to counter the special ones that appear during gameplay, Power Bottles for credits and Platinum Medals for unlocking collectibles.
* {{Combos}}: You should keep a chain going for as long as possible to rack up points.
* ContinuingIsPainful: CPU battles and certain objectives let you continue after failure in exchange for a Power Bottle.
* GlassCannon: Typically, you'll have much less defense than attack at the end of a turn -- especially if the current lucky animal is an elephant or a hippo. Learning to influence this by collecting elephants and hippos as late as possible in a chain is critical to perform well.
* HealthMeter: In a standard duel, both players have 150 HP.
* LuckBasedMission:
** Players are ultimately at the mercy of the RandomNumberGod. Sometimes the game plays itself. In others, the board could have next to no possible matches and still never award a No More Moves bonus. Items can show up to either player and change the tides of battle.
** Most of the unique mission modes are luck-based. The only exception is the one that asks you to clear ten increasingly large stacks in a single chain each, which just requires a quick brain.
* NoPlotNoProblem: There's no story in the game.
* PlayEveryDay: Encouraged by the daily bonus and the various timed events.
* PowerupLetdown:
** The No More Moves bonus boosts both attack and defense by 30, but it rarely compensates for the worthless board that let it happen. Plus, if it happens after the turn ends it doesn't count!
** Whenever you tap a SP panel to prolong a chain and it doesn't.
* SeriesMascot: The Zoo's Boss appears everywhere in the game. His son, who is the titular zookeeper, [[DemotedToExtra less so]].
* SomeDexterityRequired: High-level play requires eagle-like eyes to keep a chain going, especially if you want to consciously influence your stats.
* TimedMission: Each battle lasts for up to 5 turns that take 30 seconds each.
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