Kingdom Vs Zombies Mac OS

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Plants vs. Zombies

Developer: PopCap Games
Publishers: PopCap Games (US, AU, European digital release), Mastertronic (European disc release)
Platforms: Windows, Mac OS X
Released in US: May 5, 2009
Released in EU: February 18, 2011 (GOTY Edition, disc release only)
Released in AU: April 28, 2010

This game has unused code.
This game has hidden development-related text.
This game has unused modes / minigames.
This game has unused graphics.
This game has unused music.
This game has unused text.
This game has debugging material.
This game has revisional differences.

This game has a prerelease article
To do:
  • Unused graphics (there's more), Limbo Page and all of the unused minigames you can access with it, Squirrel (the only unused minigame that is not accessible through the Limbo Page), and are there any other revisional differences?
  • Check for any more Insaniquarium leftovers (this game was built on top of Insaniquarium and was a sequel at one point)
  • Lots of discoveries were made recently in TCRF discord. Needs to be documented.
  • Uncompiled animation/particle files and scripts.
  • Port the debug display function to all versions of the game if possible, specifically on-screen displays.
  • A Japanese GOTY build of the game executable (1.2.0.1073 RELEASE) mentions code that is not present in the North American or other multilingual releases. For example:
    • Cheat keys support.
    • Automatically logging to text files.

Zombies have risen from the dead, and for some reason keep invading your home, not even bothering with your neighbors. To defend yourself, you must plant a variety of zombie-fighting vegetation. As crazy as it sounds, it's actually a pretty solid game.

  • 2Changes in GOTY Edition
  • 3Debug displays
  • 11Unused code

Subpages

Insaniquarium Leftovers
Leftovers from Insaniquarium Deluxe.

Changes in GOTY Edition

On August 10, 2010, a 'Game of the Year' edition of the game was released (according to the readme, this edition is version 1.2.0.1073). Aside from adding new content, a few changes were made.

Michael Jackson Zombie

When the game was originally released, the Dancing Zombie and Backup Dancer Zombie looked different from how they do today. The Dancing Zombie originally resembled Michael Jackson dressed in his classic 'Thriller' outfit, and the Backup Dancer Zombie resembled the backup dancers from the music video of the aforementioned song. The description of the Dancing Zombie even mentions 'any resemblance between Dancing Zombie and persons living or dead is purely coincidental.'

Coincidentally, Michael Jackson actually did die a little over a month after this game's release. About a year afterwards, Michael Jackson's estate objected to its inclusion. PopCap subsequently changed the designs of the Dancing Zombie and Backup Dancer Zombie out of respect to Jackson. The new Dancing Zombie resembles a stereotypical disco dancer, and the Backup Dancers have pink shirts with mustaches. The redesign has been included in the Game of the Year version, released August 10, 2010, and all other versions since. Despite being removed, the textures of the original Dancing Zombie and Backup Dancer Zombie can be found in the game's files.

Pre-GOTY
GOTY
Pre-GOTY
GOTY
(Source: http://plantsvszombies.fandom.com/wiki/Dancing_Zombie)

Zomboni Description

In the original version of the game, the Zomboni enemy had a different description in the Suburban Almanac than it does in the GOTY edition. Judging from the current description, it was most likely changed for trademark reasons.

Original description
GOTY description
Often mistaken for a zombie driving an ice machine, the Zomboni is a totally different life-form more closely related to a space ogre than a zombie.Not to be mistaken for a Zamboni® brand ice resurfacing machine. Zamboni® and the image of the ice-resurfacing machine are registered trademarks of Frank J. Zamboni & Co., Inc., and 'Zomboni' is used with permission. For all your non-zombie related ice resurfacing needs, visit www.zamboni.com!
(Source: http://plantsvszombies.fandom.com/wiki/Zomboni)

Other Additions

  • The Game of the Year version adds an achievement system, in which various awards are given for completing certain requirements. However, because of this, one of the games messages is unable to be seen (see below).
  • The Zombatar, an avatar creator, was introduced in the GOTY edition. This allows you to create your own zombie. Additionally, the accessories chosen for your Zombatar will appear on the Flag Zombie.
  • The GOTY edition adds extra music.
(Source: http://plantsvszombies.fandom.com/wiki/Game_of_the_Year_PC_Version)

Debug displays

To do:
This should be possible on other versions. Test them if possible. If possible, find a way to reduce the massive lag when enabling any of them. Addresses for Music and Memory.

Present in the game executable are a couple of hidden debugging displays. Unfortunately, the game loses a LOT of frames when activating any of these, especially with 3D Acceleration enabled. It is wise to turn that off before attempting any of these, and even then the game could see framedrops to as low as 10FPS. In a memory editor, replacing the function at the following address based off the build with one that does nothing enables it. You can also use PvZToolkit if you don't want to mess with the functions on your own.

Zombie spawning

Decimals are displayed in SS:MS, being seconds to miliseconds.

VersionMemory address
1.2.0.1096 (Steam GOTY, Windows)0041C3C9
1.2.0.1073 (PopCap.com GOTY, Windows)0041C51E
1.2.0.1073 (PopCap.com.cn GOTY, Ad)004245EC
1.0.0.1065 (PopCap.com, Windows)00418CD6
1.0.0.1051 (PopCap.com, Windows)00418CC6

It displays the following in this format:

CurrentWave is the current internal wave the player is on, 10 is considered a game wave, this maxes out at 40. TimeSinseLastSpawn is the time (frames) it took for a zombie to spawn. ZombieCountDown is the time it takes before a zombie wave begins, it goes up. ZombieHealth is the internal health of the zombies before the next wave. CurZombieHealth is the amount of internal health a wave has. HugeWaveCountdown is the amount of seconds before the huge wave starts.

The later only occur on Dr. Zomboss's Revenge or the final level. Spawn is the amount of time in seconds in SS:MS the spawn zombie action is triggered, 221 to 0. Stomp is the time before stomping on a nearby plant if possible, being around 60:00 for the beginning. Bungee is the time it takes before using Bungee Zombies to steal plants, being around 40:00 oddly enough, this also affects throwing an RV. Head is the time it takes before Dr. Zomboss is open to attacks. Health, max being 60000, is the health of the boss, 1 is defeated.

Music

To do:
Description of each.

Memory

To do:
Description of each.

Collision

This does not draw any text aside from what's above, but displays hitboxes and hurtboxes of Plants and Zombies. Green is the hurtbox while red is the hitbox. Projectiles do not have hitboxes displayed. Pink appears to be the range of a reverse hit, on plants that hit on both sides without one separate side, that is the hitbox of it.

Unused Music

To do:
Try and reword this in the future to make it easier to follow

Offsets 117 to 120 of mainmusic.mo3 contain an extra part of Watery Graves which goes unused, because the song loops at Offset 116. These offsets contain the patterns (in this order) 99, 100, 101, and 102, as compared to the used final part of the song (offsets 113 to 116) which contain 99, 100, 101 and 103. 102 is the unused pattern here, which sounds similar to 103 except for a few different notes and the lack of 'closing drums'. This, combined with the fact that these offsets are right after the used ending of the song, means that this part of the song was likely intended to be a 'second loop' of the final part of the song, which would have probably been used before the used loop (technically making the used loop the 'second loop'), judging by not only the pattern numbers but the fact that it sounds awkward if you have 102 last instead of 103. This is also backed up by the fact that this 'second loop' is indeed present in not just one but two earlier versions of the song posted by Laura Shigihara.

Offsets 117 to 120. Normal version.

Offsets 117 to 120. Horde version.
Here is a restoration of how the song should sound with these unused parts of the sequence:

Unused Text

Most of the text is stored in main.pak/properites/LawnStrings.txt.

Names of cut zombies.

Placeholder description text for said cut zombies above.

In the final game, the shovel can always be used instantly and never needs to refresh. This may have been cut to make the game easier.

These lines were probably used in Level 4-5 (Vasebreaker) before Crazy Dave's proper dialog was implemented.

This text was probably used in I, Zombie puzzles before Crazy Dave's proper introductions were implemented.

This suggests that Survival mode was once unlocked from a present like some other modes. Its not unlocked from a present in the final game, so this text goes unused.

This message was used in the pre-GOTY version, but became unused in the GOTY version; when you beat the final boss, the 'achievements unlocked' screen will appear, but this message is not displayed.

May be a placeholder.

In the final game, unlocking puzzle mode also unlocks I, Zombie and vasebreaker mode.

These lines were probably used when the player was offered to increase the amount of their seed slots before Crazy Dave's dialog was introduced. Hugs mac os.

Another warning, but this time related to the Zombatar feature.

Shown when the demo is completed, as it ends on 3-4.

Kingdom vs zombies mac os catalina

An unused Vasebreaker level.

Leftovers from the cut Squirrel minigame.

Appears to be related to a planting cheat, granting the ability to plant anything, including upgrade plants nearly anywhere (dependent on the level) with no cooldown. The string can only be properly loaded on the Steam GOTY release by using a memory editor to change the function at 00412D1F with one that does nothing, doing that however, doesn't activate it, trying on other releases makes the game display the string ID.

To do:
Is it possible to use both of these on retail builds of the game with modifications?

Related to a level selection cheat, text is partially removed from retail builds of the game executable.

Related to a hidden button choosing random seeds in seed selection. Present in game executable.

Limbo Page

A hidden menu called 'Limbo Page' exists in the game's code. This menu allows the players to access most of the unused minigames and hidden features.To enable 'Limbo Page', change the following bytes in PvZ's process ('popcapgames1.exe' or 'PlantsVsZombies.exe') by using a cheating program such as Cheat Engine.

Original version
AddressOriginal ValueEdited Value
0x42DF5D136144
0x42DF5E89144
0x42DF5F84144
GOTY version
AddressOriginal ValueEdited Value
0x430C80136144
0x430C8188144
0x430C82100144

After changing these values, a link to Limbo Page will appear at the bottom of the Mini-games/Puzzle/Survival page.Note that this also adds three other links: PAGE0, PAGE1, and PAGE3. PAGE0 is Survival, PAGE1 is the regular Minigames menu, and PAGE3 is Puzzle. Interestingly, the Zen Garden and Tree of Wisdom can also be accessed from this menu.

The minigames are:

  • Art Challenge Wall-Nut: Place Wall-Nuts in the proper spaces to create one giant Wall-Nut. This and Art Challenge Sunflower are both similar to the minigame Seeing Stars.
  • Sunny Day: Same as a normal level, but all Sun from the sky is 50 Sun instead of the normal 25.
  • Unsodded: Rows 1 and 5 cannot be planted on, but Zombies still appear in those rows.
  • Big Time: Same as a normal level, except Sunflowers, Marigolds and Wall-Nuts are all twice their normal size.
  • Art Challenge Sunflower: Place plants in the proper position to create a giant Sunflower.
  • Air Raid: A Fog Level where a lot of Balloon Zombies appear. Not to be confused with the DS-exclusive minigame of the same name.
  • Ice Level: This level is unplayable. It has six seed slots with Peashooter, Cherry Bomb, Wall-Nut, Repeater, Snow Pea, and Chomper. No zombies appear, and there is no way to reset the level. Name suggests it would have been a snowy level.
  • High Gravity: A roof level where all projectiles hit the ground due to high gravity.
  • Grave Danger: The Zombies all surface from graves, and more graves appear frequently. This behavior is similar to another minigame, Whack-a-Zombie.
  • Can You Dig It? The lawn is full of Wall-Nuts and you can only plant Peashooters. The name, 'Can You Dig It?', is also used as the name of an otherwise unrelated I, Zombie level.
  • Dark Stormy Night: The same as level 4-10 in Adventure Mode, but with different plants and zombies.
  • Bungee Blitz: The same as level 5-5 in Adventure Mode. It may have been planned to be unlocked as a minigame after completing the level, like Wall-Nut Bowling or Whack-a-Zombie.
  • Intro: The beginning segment of the game.
  • Survival: Day through Roof Endless: The same as Survival: Endless, but inside the day, night, fog, and roof areas, respectively. For comparison, the only used Survival: Endless level takes place in the pool area.
  • Upsell: An advertisement for the full version of the game that is used after doing all that can be done in the trial version.
  • Squirrel: This hidden minigame is about finding 7 Squirrels by digging up Wall-Nuts. It does not appear in the Limbo Page.
(Source: Limbo Plants vs. Zombies Wikia on Limbo Page)

Squirrel

Squirrel is an unused minigame that, unlike other cut minigames, cannot be accessed through the Limbo Page. To access it, you will need Cheat Engine. First, go to ZomBotany and key in 16 in the Value bar. Click First Scan. Then go to Seeing Stars and key in 22 in the Value Bar. Click Next Scan. When the address appears, change it to 49. If you have more than 1 address in the result, repeat the steps until you get 1 result. Make sure to change the value before the 'Choose your Seeds' dialogue appears.

The minigame involves digging up Wall-Nuts to find squirrels. The game ends when you find seven squirrels.

Unused Graphics

To do:
The zombie vase is still present in the game, fully functional.

An unused zombie vase for Vasebreaker, which would produce zombies. They only come out of mystery vases in the final game.

Kingdom Vs Zombies Mac Os Download

An unused second stage of degradation for the pumpkin, which resembles the first stage.

Second stage of degradation of the Spikeweed.

Mushrooms sleeping near the pool. What appears to be an early version of Magnet-shroom can be seen at the bottom left.

A crude mockup of the Slot Machine minigame. One of the game's early names can also be seen, along with its old icon.

Vasebreaker was supposed to be accessed from the main menu. Could have possibly been meant for the web version, as Vasebreaker can be accessed from the main menu there.


Helmets that were supposed to be used with Gargantuars. Might have been for an early version of Giga-Gargantuar.

An early design of Gatling Pea. Its hat and barrels have a different design.

An early design of Lily Pad Being crudely drawn.

An early design of Tall Nut Being crudely drawn.

An early design of Tangle Kelp's face.

Files for the console edition's multiplayer mode exist in the PC GOTY edition but go unused due to not including a multiplayer mode.

A store item named 'PvZ.' This was used in the free trial version that was put on PopCap's website, and is found in Crazy Dave's Twiddydinkies. Clicking on it brings the player to a page where they can buy the full game.

Here is where the icon was used.

This 'Quick Play' option goes unused in the GOTY version. However, a remnant of this can be found in the release version. If the game is played in fullscreen and on a big monitor, hovering your mouse over an area with the black bars turns your mouse into a hand. Left-clicking there will make the standard clicking sound, and nothing else will happen.

An early screenshot of the Roof. There are many differences here, such as Sunflower and Ice-shroom costing 100, Blover costing 150, Melon-pult being crudely drawn and costing 250, Potato Mine costing 50, Threepeater costing 300 and a different font for the level text. There are also early Lawnmowers.

An early version of the Dr. Zomboss fight. The roof appears to have had its hue changed, the Conveyor Belt looks different and Dr. Zomboss has a different pose. The level progress bar has a different font.

An early version of the Main Menu. There are differences here, such as Zen Garden having its own button, a mode called 'Challenges' and a vase tipped over in the background. The grave and buttons also have a different color.

A screenshot of the achievement menu.

A screenshot of the main menu.

To do:
This unused page is actually still in the final game, unused as ever

A screenshot of an unused shop page, featuring all of the upgrade plants.

A sprite for an eyebrow for Starfruit. The eyebrow can be seen on the icon for the minigame Seeing Stars, as well as its seed packet in the mobile versions of the game.

Obscured Graphics

The Cattail's head can not be fully seen because of the hat it wears. This is what it looks like.

The Umbrella Leaf's body, without it being obscured by leaves.

There is some skin on Crazy Dave's leg sprites that can't be seen by normal means.

Safe-cado-shoppo mac os. The Zomboni has a Mullet underneath the driver's beanie.

The Gatling Pea has a full head under his helmet.

The Imitater's full body, without the Beret he wears.

Script file

Present in images on older or Mac releases is this shell script called gamma_correct_image_files.sh.

Unused code

SexyCache

The game executable on Windows mentions working code for loading SexyCache.exe before bootup if the debugging flag is set. In the retail version, this function has no references, but in special versions, the launch command -tod can load it, otherwise forcing the game to load it by changing a function to one that does nothing on the following address based off the build displays this message. Yes attempts to load SexyCache.exe and the game while No just loads the game. It is unknown what exactly SexyCache.exe does as it doesn't exist in the installation root in all builds of the game.

BuildAddress
v1.20.1073 (PopCap.com, Windows)00454CC5
v1.20.1073 RELEASE (JA, Windows)00454CB7
v1.20.1096 (Steam GOTY, Windows)004569AD

Command-line Parameters

The game's executable mentions developer command lines for starting the game. Most are related to the framework and it's not friendly with commands using spaces, so use = instead. These are:

  • -tod: Loads the game in 'cheat mode', allowing MANY cheat keys to be pressed, most cutscenes skippable and more. Only works on specific builds.
  • -play: Plays popcap.dmo if its present, if not present, an error is shown. -demofile can also be used to choose the name and location of the file.
  • -recnum: Records demos with Popcap.dmo and Popcap#.dmo if that's taken on every boot.
  • -playnum: Plays demos with Popcap.dmo and Popcap#.dmo from -recnum if that's taken on every boot.
  • -record: Records a demo named Popcap.dmo and saves after shutdown of the game.
  • -demofile: Specifies filename for recorded demos.
  • -crash: Crashes the game immediately with an Access Violation error.
  • -screensaver: Makes the game act like its a screensaver, any movement or key presses will immediately force close the game. This is a leftover from Insaniquarium Deluxe, which came with a 'virtual aquarium' screensaver that showed the player's progress in that game.
  • -changedir: Changes game installation directory, for the current boot.
  • -version: Shows the product name, version, build number and build date with a popup instead of starting the game.
The Plants vs. Zombies series
Adobe FlashPlants vs. Zombies
Android/iOSPlants vs. Zombies • Plants vs. Zombies 2: It's About Time
Nintendo DSPlants vs. Zombies
Windows/Mac OS XPlants vs. Zombies • Garden Warfare 2 • Battle For Neighborville
Xbox 360/Xbox One, PlayStation 3/PlayStation 4Plants vs. Zombies • Garden Warfare 2 • Battle For Neighborville
Android TVPlants vs. Zombies
Retrieved from 'https://tcrf.net/index.php?title=Plants_vs._Zombies_(Windows,_Mac_OS_X)&oldid=954606'
Space Pirates and Zombies
Developer(s)MinMax Games
EngineTorque
Platform(s)Microsoft Windows, Linux, Mac OS X, OnLive
ReleaseMicrosoft Windows
August 15, 2011
Mac OS X
July 12, 2012
Linux
September 18, 2012
Genre(s)Real-time Strategy, RPG
Mode(s)Single-player

Space Pirates and Zombies (S.P.A.Z.) is a real-time strategy video game released on August 15, 2011, on the Steam distribution platform. with a top-down perspective based around space combat. The game was developed by a two-man team under the studio MinMax Games using the Torque engine. The game was later ported for Mac OS X and Linux systems.

A sequel, Space Pirates and Zombies 2, was announced on February 5, 2014,[1] and was set to be released in the 1st quarter of 2015,[2] but it was delayed until 2016.[3] Space Pirates and Zombies 2 has been in Early Access on Steam until its release on November 7, 2017.[4]

Gameplay[edit]

S.P.A.Z. integrates top down shooter gameplay with role-playing video game and real-time strategy elements within a futuristic space setting. The game also features large-scale randomly generated galaxies to explore. Players command a fleet of ships, and may control any one of their ships individually at a time. The galaxy is organized into systems, each system containing a star and a set of planet bodies and areas which may be 'warped' to via an in-game map. These areas may contain faction stations where trade, missions, or sieges may take place. The player's standing with the faction affects what services the station will give you. Players can improve their faction standings through missions and level up their fleet through missions and combat.

When controlling the craft players can fire the craft's main weapons, fire alternative weapons such as missiles, or launch shuttlecraft filled with marines. The view of the game world can be scrolled in or out, enabling a distant view or a closer view for combat. Combat involves positioning your ship to hit the enemy with your weapons while dodging enemy fire, and tactically deploying larger weapons such as minefields and mass bombs. Each vessel has different shields, armor and hull types and each is strong or weak against certain types of weapon, encouraging players to diversify within their own fleets in order to engage different enemies. Initially gameplay involves interacting with the UTA or Civilian factions, depending on the player's standing with them in the current star system. Shortly into the game a faction of Bounty Hunters is introduced, and later in the game the eponymous and extremely dangerous zombie force appears.

Three types of resources are available in-game; Rez, Goons and Data. Rez is the material that is mined from asteroids and is used to build ships and buy technology. Goons are crew members found in ejected escape pods or bought from colony worlds, and are used to crew your ships and can be gifted to factions to improve relations. Data represents gathered technology and forms the basis for the game's experience system; the more the player destroys enemies and completes quests, the more Data is rewarded which can then be spent on upgrading the various aspects of the fleet.

There are currently 43 different types of controllable ships split into 5 size categories; Tiny, Small, Medium, Large and Huge. These can be fitted with a variety of weaponry such as lasers, cannons, torpedoes, guided missiles, mass bombs, fighter drones and mines whilst the ships themselves can be customised with different types of propulsion, reactors, shields, stealth technology and various utility boosters making them more effective in certain situations.

Synopsis[edit]

Humanity has expanded throughout the galaxy after the discovery of the miraculous Element 126, colloquially known as 'Rez', which enabled matter replication technology (including cloning), advanced artificial intelligence and faster than light travel in the form of the warp gate network. With more of the new element found near the galactic core, the outer worlds, including Earth, have become neglected backwaters. With humanity now numbering in the thousands of trillions across thousands of planets, the spread of interplanetary diseases caused the collapse of many human governments. A totalitarian militaristic police force called the United Terran Alliance (or UTA) stepped in to fill the void and began to strictly police access to the warp gates. Civilian access to interstellar travel was abolished in what was described as a 'temporary move' but this state of affairs has existed for over 1000 years. With humanity living in the decaying remnants of its past glory the civilian populations of many sectors rose up against the UTA in the vicious 'Lockdown Wars' over control of space travel and the supply of Rez.

There has always been rumoured to be an endless and hidden motherlode of Rez in the galactic core, but none have ever managed to find it. Chasing this dream, thousands of miners and pirates in the Earth system band together to take on the UTA and claim their fortune.

Plot[edit]

For years the Pirates of the Earth system, under the command of explorer Don Gibson, second-in-command Elsa Young and former UTA scientist Dr. Carl Memford, have been constructing a massive armed mothership named the Clockwork to take on the warring UTA and Civilian fleets between them and the galactic core. After allying with the Rez miners in the Earth system, the Clockwork crew blast their way through the UTA blockade at the system's warp gate and head into the wider galaxy. This brings them into conflict with the high ranking UTA commander Admiral Jamison who doggedly attempts to stop them reaching the heavily guarded Core Worlds.

After acquiring the technology necessary to access the Core Worlds the Clockwork Vacuum trasher mac os. crew discover that the Core Worlds are overrun with a horrific biomechanical pandemic that fuses living tissue into ship systems to create an all consuming hiveminded fleet of Zombies. It becomes apparent that the UTA had been battling this infection for over 200 years and the added security measures for accessing the Core Worlds were not to keep Civilians and Pirates out but to keep the Zombie infection in. The Clockwork battles on and eventually discovers a hidden alien warp gate into the galactic center - there it discovers an extremely ancient and hostile alien intelligence known as the 'Dark Entity' which is both the source of all Rez in the galaxy and the controlling intelligence of the Zombies.

To the horror of his crew, captain Don Gibson immediately defects to the Dark Entity and the Clockwork is infected and transformed into a Zombie superweapon. The remaining crew are only saved by the intervention of Admiral Jamison, who then retreat in shock. Don reveals that he had encountered the Dark Entity over 200 years ago and was enslaved and dispatched as a means of securing the success of its infection by destroying the UTA's blockade on interstellar travel, with the Entity prolonging his lifespan in order to do so.

The Zombie infection quickly spreads throughout the entire galaxy, with the crew of the Clockwork becoming widely hated and cursed for bringing about the apparent end of humanity. Seeking to save the galaxy, and to get revenge on Gibson, Elsa Young takes command of the Pirates and spends the next 2 years creating a new mothership - Clockwork 2. With the help of Admiral Jamison and other allies, the Pirate fleet fights its way back through Zombie space to the realm of the Dark Entity and destroys it, Gibson and the original Clockwork.

The fate of humanity is left in question, as the Rez it so desperately depended on can now no longer be replenished. Choosing not to dwell on this the Pirates instead devote themselves to destroying every trace of the Zombie infection.

Development[edit]

The game was developed by Andrew Hume and Richard Clifford, who had previously shared an office for five years as technical designers at Radical Entertainment in British Columbia, Canada.[5] They were working on the unreleased Scarface 2, the sequel to Scarface: The World Is Yours, for two years before the project was cancelled. Following this the pair worked on an undisclosed project for a year, before this too was canceled. On this Clifford stated 'Having years of your life flushed because of a graph projection and watching 60 of your friends get laid off can destroy the magic feeling.'[6] Soon after the second project's cancellation they shared their ideas for a debut video game of their own making, whereupon they left Radical Entertainment and formed MinMax Games.[5]

Taking on development of S.P.A.Z. required a full-time commitment from both men. As a result of this, neither received any kind of payment for a period of twenty two months. The project was initially planned to take six months. The self-funding nature of the project eventually required the developers to use the equity of their homes in order to continue. The development of a game through a two-man independent studio as opposed to being part of a much larger team offered both positive and negative changes. Because Hume and Clifford lacked the staff resources of a larger company they were forced to take on tasks which would have been handled by a more specialist staff member should they still been employed at Radical Entertainment. Decision making, however, required short conversations and agreements rather than meetings and risk assessments, simplifying this facet of development.[5]

S.P.A.Z. was modeled on video games from what the developers consider '.the golden age of gaming.', including series such as X-com, Star Control and Mechwarrior, but given '.a modern twist.' Various aspects of these titles and others were combined to form S.P.A.Z. The top-down perspective space combat aspect was influenced by Star Control, the physics and emphasis on craft design from Mechwarrior was added to this to form the base of the game. The components for spacecraft, it was decided, would need to be unlocked during play. The role-playing game style skill tree of Diablo was combined with the tiered research system of X-com to produce the required effect. The science fiction television series Babylon 5 was the inspiration behind the thruster-based space combat. The in-game universe was inspired by the exploration aspects of Freelancer and Homeworld, producing '.a top down space action RPG'[5] similar to a simplified descendant of Escape Velocity.[7]

The game's universe was originally designed to accommodate several different races, however after several months the developers had not progressed far beyond humans. At this point it was decided to retain '.the zombified ship aspect.' and refocus on that. A plant-based race and a crystalline race were dropped from the game. The zombies' organic weapons proved difficult to define, ideas such as egg-laying and infestation from creatures entering the players' ships were considered. The developers decided to produce 'zombified versions' of each human-controlled ship within the game, resulting in the final design of the zombies. The zombies' reproduction was inspired by spiders, some of which '.reproduce and have their offspring crawling all over them.' The developers incorporated this, allowing zombie ships to effectively reproduce by infecting the players' craft similar to Homeworld: Cataclysm's antagonist.[5]

The spacecraft were originally created by Clifford combining shapes then drawing over the top of the resultant silhouette. Due to his lack of artistic training a lot of the designs '.looked bad at first.' After repeated attempts the craft started to improve visually, resulting in a collection of ships with different areas to deploy weapons. These areas, hard points, were adjusted throughout development. It was decided that each craft should perform a specific role within each size class, additional craft were created to fill any gaps. Weapons from Babylon 5 and Star Trek were added to the game, whenever the team saw examples which were not emulated within the game they attempted to create them. The randomly generated galaxies were not originally intended. After a time the developers discovered that creating the game's world was too time-consuming. Although the creation of the procedurally generated galaxy aspect took time in itself, once it was completed it grew along with the rest of the project. Balancing the randomly generated galaxies would have proven difficult, but because S.P.A.Z. is an open-world game it allows players to choose which tasks to undertake during play.[5]

Reception[edit]

Space Pirates and Zombies received both positive and mixed reviews and previews from video game critics, covering both the beta version of the game and the final release. In a preview by Jeff Mattas of Shacknews, he stated 'I have no reservations recommending that anyone looking for a solid space-based shooter with retro flair, a ton of customization options, and a lot of replay value.'[8] In another preview, by Quintin Smith of Rock, Paper, Shotgun, the author stated 'While this is a good game and well worth your attention (and when it emerges from the beta, it might even be a great one), oh my Lord is it irritating.'[9] Smith also stated 'I think a lot of modern PC gamers would cheer at any dev trying to breathe life into the frozen body of the space shooter genre.', but added '.S.P.A.Z. isn't simply resuscitating a genre. It's also following quite an old-fashioned and miserly approach to learning curves and content.'[9]

Atomic Gamer's Jeff Buckland gave the game an overall rating of 9 of 10. He stated '.while a lot of changes have gone into v1.0, I'd still be recommending the game even without them.' In regards to the update he added 'We get quite a few new accessibility and convenience features, more missions, a specialist system, and more - along with some bug fixes, many addressing specific issues that I and many players had in the beta.'[10] He summed up by recommending the game to '.serious fans of games like Master of Orion, Star Control 2, Space Rangers 2, or other space-based, genre-bending games.'.[10]GamePro's Tony Capri gave an overall rating of 7 of 10, stating 'The combat is fun, the controls are solid, and there's ample content -- unfortunately, SPAZ is not actually as expansive as its premise suggests.'[11] He also stated 'There's plenty of content already under the hood, and MinMax is intent on offering a steady stream of meaningful updates. Unfortunately, the game at present doesn't fully satisfy in terms of presentation or variety.'.[11]

See also[edit]

  • Escape Velocity (1996)
  • SubSpace (1997)
  • Infantry (1999)
  • Flatspace (2003)
  • Endless Sky (2015)
  • Starscape (2004)

References[edit]

  1. ^Richard (2014-02-05). 'SPAZ 2 ANNOUNCEMENT TRAILER!'. Min Max Games. Retrieved 2014-06-22.CS1 maint: discouraged parameter (link)
  2. ^Steam. 'Space Pirates And Zombies 2 Steam Store page'. Valve. Retrieved 2014-09-25.CS1 maint: discouraged parameter (link)
  3. ^'SPAZ 2 Coming in 2016 (Here's why)'. steamcommunity.com. 2015-09-01. Retrieved 2015-10-16.CS1 maint: discouraged parameter (link)
  4. ^Content, Saving (2017-10-24). 'MinMax Games prepares Space Pirates and Zombies 2 to release in full on November 7th'. Saving Content. Retrieved 2020-01-04.
  5. ^ abcdefScott Lipowitz (2011-12-24). 'Interview: S.P.A.Z. Creators – MinMax Games'. Dual Shockers. Retrieved 2017-11-15.CS1 maint: discouraged parameter (link)
  6. ^Kuchera, Ben (2011-08-24). 'Feral developers: why game industry talent is going indie'. Ars Technica. Retrieved 2011-08-27.CS1 maint: discouraged parameter (link)
  7. ^Scott Lipowitz (2011-11-19). 'Review: Space Pirates and Zombies'. Dual Shockers. Retrieved 2017-11-15.CS1 maint: discouraged parameter (link)
  8. ^Mattas, Jeff (2011-05-24). 'Space Pirates and Zombies preview'. Shacknews. Retrieved 2011-08-22.CS1 maint: discouraged parameter (link)
  9. ^ abSmith, Quintin (2011-05-27). 'Impressions: Space Pirates And Zombies'. Rock, Paper, Shotgun. Retrieved 2011-08-22.CS1 maint: discouraged parameter (link)
  10. ^ abBuckland, Jeff (2011-08-16). 'Space Pirates and Zombies review'. Atomic Gamer. Retrieved 2011-08-18.CS1 maint: discouraged parameter (link)
  11. ^ abCapri, Tony (2011-08-18). 'Review of Space Pirates and Zombies'. GamePro. Archived from the original on 2011-11-30. Retrieved 2011-08-20.CS1 maint: discouraged parameter (link)

External links[edit]

Kingdom Vs Zombies Mac Os Catalina

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