00:00
00:00
Newgrounds Background Image Theme

Vilanael just joined the crew!

We need you on the team, too.

Support Newgrounds and get tons of perks for just $2.99!

Create a Free Account and then..

Become a Supporter!

Mario Sonic Zombie Kill

February 19, 2012 –
March 5, 2012
This entry was deleted.

Here is its eulogy, a collection of the kind words written about it while still among the living. They shall live on forever in its place.

Author Comments

Bowser army has turned into zombie after got affected by the virus. The army became more powerful after turning
into zombie. Mario and Sonic will have to fight the zombie army with every weapon that they have. Help them to defense their
base against the zombie attack.

Kill as much zombie as possible to collect coins and upgrade your weapon.
use mouse aim and shoot.

Reviews

Very fun game, however it gets a little repetitive after a while and the upgrades are limited.

I had a similar experience as Radjulz, except that I haven't failed at lvl 26 (and got 2nd place daily).

From lvl 27 onward, the enemies stopped coming in waves, coming instead one at a time, and, as I haven't failed in any level before or after, this is a bug unrelated to failing a level.

Besides, there are some weapon balance problems:
- There is no difference between the Assault Rifle and the Uzi. Both have the same rate of fire, the same damage and the same clip size. The only difference is that the Uzi costs more for the weapon and the upgrades.
- The Shotguns sucks. Badly. It has a small clip (considering you spend 3 bullets each shot), does crappy damage for his rate of fire and the spread shot is not as useful as it sounds.
- The Minigun is just godly, and way better than any other weapon. This may be intentional, as it's the most expensive weapon, but I think it's cool to have 2 or 3 big weapons that you can change depending on the situation, but the Minigun renders any other weapon (including the Grenade Launcher) obsolete.

Also, it looks like Sonic was just thrown in after the game was finished, just to say that it is a crossover. For all that matters, it could be Toad or Peach holding the Sniper Rifle. If the intention was making a Mario/Sonic crossover with zombies, then you could use some Sonic enemies in the game too.

And, while it's cool to have a grenade launcher and blowing zombies up with modern machinery, a staple on all Mario games are the wacky weapons, so I think it would be nice if instead of the normal weapons we had fireball plants, shell launchers and such.

The final veredict: It's a fun game. It becomes repetitive after a certain time, and the issue with the enemies after lvl 27 didn't help it either, but it's a good time waster nevertheless.

good game but got repetitive after lever 30. Got all sonics and I just let the game run itself

Okay. I just discovered there was a max of 50 levels, which was good because I was going to call it quits afterward anyway. Scored Daily 20th, would have been higher but failed once on level 26 when the entire wave spawned at once and my fully upgraded light machine gun failed to be adequate enough. Strangely, after continuing (with a -10% score penalty), wave 27 until 50 only ever spawned enemies one at a time. As I was defeated on wave 26 due to a horde appearing (along with nasty lag because of the sheer numbers) I'm not sure if the subsequent waves having enemies appear to fight like some old Kung Fu movie (one at a time) was due to failure on my behalf or not.

The chaingun seems to be absolutely necessary in a game where all waves would spawn enemies in groups, as even the grenade launcher (I was totally expecting to have to calculate a ballistic arc) fully upgraded cannot cut it against the enemies with godly amounts of hit points. However, the chaingun, at 50,000 coins, comes with silly expensive upgrades, each at 10,000 coins for level 1 and 10,000 coins more for each statistical upgrade per level. But, as it was, one at a time, it was overpowered where the other weapons were underpowered.

The snipers are interesting at first as they can, as a trio, clear out basic enemies with ease, but then become useless against the tougher enemies when the hordes start rolling in. So, instead of the snipers wiping out the little guys while I focus on the tough ones, thereby limiting the amount of creatures I have banging at my barricade at one time and reducing overall damage (which is what lead to my one failure) they all focus on one enemy on the screen at random. If that enemy happens to be something absurdly tough (for half-way through the game) then you cannot get them to aid you against the smaller things until that one enemy is killed. And if that enemy becomes 'bullet-blocked' by other enemies at the barricade then you're just out of luck. The snipers only have two things going for them.

Snipers sometimes fire at the top-left corner of the screen, complete with blood splatter, which instantly kills one of the enemies spawning on the left edge of the play area, no matter how many hit points the creature is supposed to have. But the other thing? It relates to the most annoying enemies in the game.

Two of the enemies in this game can go semi-transparent thus rendering them completely invulnerable to Player Fire, while snipers can target and shoot and damage them just fine. They are the Boo and Dry Bones (ghost and turtle skeleton). The idea is nice, but execution is crude. The amount of time spent 'phased out' is seemingly random. The Boos are easy enough, as the sniper trio can take them out before they reach the barricade even if 'phased out', but the Dry Bones are just horrible. They often spawn transparent and walk the entire distance of the screen without becoming vulnerable, and as they are one of the most tough enemies in the game you can see how this would be annoying. Worse yet is how, on at least five counted instances, the Dry Bones 'phased in' for no more than a tenth of a second before becoming untouchable once more. Very bad. Especially if they spawn one at a time and you have to stop the entire wave to let this thing crawl all the way over hoping it 'phases in' for you to whittle it down.

Suggestions? Make the Boos start phased and travel one third to one half the screen before becoming fully vulnerable permanently while halving their HP total. And the Dry Bones? Lose the invulnerability but have them 'crumble', then reform with half HP when another enemy spawns. And level 50? At least give us a climactic unique boss with slow ranged attacks that you can target and destroy. Seems most of the game is Mario based and Sonic is an afterthought, too. Use different music for each background, or even alternate between waves. OCRemix has great Sonic and Mario content, too, for use. Better yet, halve the game. Fit 50 levels into no more than 25 and regulate spawns better!

Decent game but become boring as heck after you get chain gun. You could literally mow down any and all enemies with it making every wave just busy work. This had decent graphics too but it truly needs more variety. I played through all 50 levels and it was boring as heck after few levels.

Credits

Stats, Info & More

Score
3.42 / 5.00