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Zombies Ate My Neighbors (SNES)

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To do:

  • Document the European "Monsters" prototype.
  • Document changes in the Virtual Console and Limited Run Games releases.

Zombies Ate My Neighbors is a quirky, off-beat top-down action game featuring weird weapons, laughably cliche monsters, and some really brutal level design.

Development Credits#

Located at 0x88007 is some copyright text crediting the sound driver to David Warhol.

AUDIO DRIVER (C) 1992 DAVID WARHOL ALL RIGHTS RESERVED

Unused/Removed Animations#

To do:
Put these into a proper prototype page.

Looking further into the Monsters prototype, there seems to be alternate versions of Zeke and Julie's death animations, showing them falling forwards as opposed to backwards.

Julie's death sprite can be seen here at 3:10.

Proto

Final

Proto

Final

Unused & Dummied Out Items#

Several items and one weapon are unused, but unfortunately most of them have no function.

Banana#

Donkey Kong is so pissedYay!

Game Genie code: BBF2-FE88

The banana is functionally identical to the popsicle weapon, and uses the same graphics. In the final version, only the HUD icon (left) still remains, but a sprite-based "pick-up" version (right) exists in the prototype. Picking up the "banana" only gives the player 1 ammo, having any other throwable items next in the slot will cause the banana to copy that projectile if the button was held, pressing the fire button quickly will result in throwing a popsicle instead.

However, graphics for the banana still exist in the ROM. These graphics are used for the banana in the prototype; the popsicle uses the banana graphics too. In the prototype, the banana is functionally identical to the tomato.

Grey Potion#

Maybe it's supposed to turn you into an alien

Game Genie code: BBFF-9288

This grey potion is functionally identical to the mystery potion already used in the game.

Machine#

Game Genie code: BBF4-9A88

This odd machine can't be used at all, and has no apparent function other than taking up inventory space. The graphic does, however, resemble the in-game radar, and perhaps at one point in development the radar was only accessible by using this item in particular.

Paint Can#

You know, for paintingSo, yeah.

While this is technically used, it's never visible through normal play. This graphic is used for the flamethrower weapon pickup, which is hidden inside of a wall that conceals the player. The original purpose of this graphic may have been different, however, as it's also found in the prototype, which has no flamethrower.

A HUD icon for the paint can also exists in the prototype (above, right), but doesn't seem to correspond to any item you can add to your inventory.

Yellow Potion#

Game Genie code: BBFF-9378

This item has no function -- it cannot be used.

Unused Level Palette#

This snowy winter version of the standard neighborhood palette is never used. Change address F9271 from 8E to 91 to apply this palette to the first level, Zombie Panic.

Unused Level Bonus#

This text appears in the ROM at address 14CC5:

MONSTER FROZEN
    BONUS

While partially coded in, this bonus was never finished. It would grant 1000 points when a certain number of Blob monsters are destroyed. The Blob monsters can only be destroyed with cold weapons.

Unused Music#

Zombies Ate My Neighbors contains one unused music track. Change ROM address F9292 from 06 to 0A to alter the music in Zombie Panic to this track. This piece is used in the prototype "Monsters" ROM, where it plays in an early version of The Son of Dr. Tongue.

Unused Sound Effects#

To hear these sound effects in-game, change ROM address 54C3 from 0D to the appropriate value.

Sound 01#

A very strange sound, and the first sound by ID.

Sound 0C#

This sound is used in the prototype as the menu selection noise. It goes unused in the final version.

Sound 1C#

This was almost certainly meant to be used for the flying saucer, but in the final version the flying saucer is silent. Thankfully.

(This next sound is unknown for where it is in address, however it was found while dumping sound effects)

Unknown Sound#

It seems to sound like an old lady, maybe used for the teacher neighbor. -edit this is not for any neighbor, apparently it's used for the giant baby when it shoots it's bottle at you, it also has in-game echoing to it as well.

Regional Differences#

Title Screen#

North America

Europe

The "ate my neighbors" part of the title screen was chopped off, resulting in a noticeably stretched logo. According to the game's designer, Michael Ebert, this was due to the European publisher wanting a simpler name for the game.

(Source: Hardcore Gaming 101)

Chainsaw Maniac#

North America

Europe

Don't Axe Me!

The Chainsaw Maniac enemy was redesigned into an equally insane Canadian lumberjack in the European version. Surprisingly, it made the transition rather well, behaving identically in both versions. Some related sound effects and text (such as stage names and a bonus related to it) were modified accordingly. (e.g. the "Chainsaw Begone Bonus" became "Axeman Begone Bonus".) This was done to prevent comparisons with Leatherface from The Texas Chain Saw Massacre, which was banned in England, West Germany, and other European countries.

(Source: Hardcore Gaming 101)

North America

Europe

The Maniac's graphics on the Player Select and High Score screen were also updated to reflect their redesign.

Game Over#

North America

Europe

The Game Over screen is colored differently between versions: in the American version, the overlay is a purple color, while the European version uses a green color. This may have been done simply to make the letters stand out, as purple is not a terribly offensive color.

High Score Screen#

North America

Europe

The European High Score screen has a rather lazy orange border for some reason.