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Perhaps the best feature of the gameplay is that weapons and items carry over to the next level, so you can stockpile good weapons for the entire game if you so choose. ![]() And potions can be ingested for a variety of entertaining results including turning you into a giant invincible monster for a limited time or causing you to become an evil green version of yourself that will walk right into danger or attack the second player. Inflatable clowns can be deployed as decoys to distract enemies both from you and from the victims. #Zombies ate my neighbors passwords sega zip#Sneakers can be collected that will allow you to zip along at double speed. Often, though, evasion is the name of the game. Defeating all of a certain enemy type frequently earns you a bonus. Blobs must be frozen, vampires hate crosses, and of course werewolves can be defeated with silverware. You can one-shot weak enemies like zombies with just about any weapon, but tougher enemies may only respond to very specific attacks. You start with a standard issue squirt gun but soon move up to bazookas, soda can grenades, popsicles, plates, footballs, and basically any household object that can be thrown. To make sure that doesn’t happen, you are provided with three lives and a hell of a lot of inventive weapons. ![]() This becomes especially tricky when certain areas force you to walk by victims that you can see on the other side of a wall, but have no way of reaching, making them easy targets for your bloodthirsty foes. #Zombies ate my neighbors passwords sega full#This lends itself well to the game because when one of your neighbors bites the dust, you know full well it’s your fault, since they would have remained safe if you hadn’t blundered onto the scene. Additionally, thanks to the processing power of the SNES, monsters can only effect victims currently or very recently on screen. Luckily, you earn a victim back at every multiple of 40,000 points. “Sandworms! You hate ’em right? I hate ’em myself.” Not only does this take a bite out of your maximum possible score, but it gives you a smaller buffer zone because if you ever end up with only one victim and that victim dies, it’s game over. So if you save only nine victims, there will only be nine on the next level to save. However, for every victim you let expire, you will be docked a victim on the next round. The first level has ten victims and as long as you collect them all, each subsequent level will have the same amount. Blasting holes in any deadites you meet along the way will net you bonus points but theoretically you could complete most levels without firing a shot (if you were incredibly good, that is). When all the townsfolk are safe, an exit door will appear allowing you to proceed to the next stage. Each stage is a different area of the town and your job is to reach and rescue every victim before they become zombie food. Tongue has filled your quiet suburban town with every type of monster imaginable. We won’t tell you what to do, but we know their names are really Zeke and Julie.” Remember when LucasArts used to be funny? #Zombies ate my neighbors passwords sega manual#Don’t like the names? The manual has this to say: “If you don’t like the names Zeke and Julie, you can call them by other names: Nick and Beth, Spike and Sarah, Pat and Pat, whatever. You take control of either Zeke or Julie (or in the case of two player co-op, both). Zombies came out in 1993, the same year as the company’s critically acclaimed adventure “Day of the Tentacle,” and it feels like an attempt to interject the same camp and humor into a top-down shooter. To date, the company has released very few console games that didn’t have lightsabers on their covers. ZAMN (which, Wikipedia informs me is considered a perfect alphabetical average due to its inclusion of the first, last, and middle letters of the alphabet) was something of an oddity for LucasArts. If you need proof, look no further than Zombies Ate My Neighbors. ![]() Suffice it to say that the little game company with a rich dad used to be home to some of the most intelligent, twisted, and damn funny minds of the industry. But that’s probably better suited for a Grim Fandango review. I mean they’re not even developing those things in-house any more. I could write an entire feature on the history of LucasArts, from their standard-setting creative and technical innovations, to their pitiful degradation into the Star Wars Game Assembly Line. ![]()
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