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other military units they have been given. Once the player starts the mission, the game processes in real-time; Zombies will start to flood in from the sides of the map; any civilians touched by a zombie become zombies themselves, and as day progresses into night, zombies will start to appear in increasing numbers, emphasizing the need to rescue civilians in an efficient manner. Certain military units can be re-positioned or reoriented at this time, as well as activating certain abilities such as mortar fire or zombie lures. The player must rescue a minimum number of civilians on each map to win that mission; failing to do so allows the player to retry that mission or forfeit the territory but move onto the next mission.
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are randomly generated in the city, potentially increasing the size of the zombie horde already there. If an area achieves too large of a zombie outbreak, it will spread to adjoining regions. At this point, the player has the opportunity to select the next mission, and is given a random assortment of their current military units to select from to bring into that mission. The ultimate goal of the player is to achieve a target score on the world map before the zombie side achieves theirs, or eradicate the zombie side altogether.
154:
147:
203:, Chung's focus was on procedural generation, including the layout of the city and each zone, the events that affected the larger game, and what resources would be available to the player. He desired to avoid any detailed modeling of the people, and found that his original simple dot representation during development was sufficient, with players able to easily surmise what the humans and zombies were doing at a glance.
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cannot retake it. If the player fails to rescue enough civilians, the territory falls under zombie control and is considered lost. Winning a mission may also unlock one of several military units that can be used on future missions. Military units gain experience from missions, rescues and kills, this experience can be used to upgrade their effectiveness, such as increasing the frequency of helicopter rescues.
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On each mission, the player is tasked with rescuing civilians from zombie hordes through helicopter airlifts. Civilians and zombies are represented by colored dots on a top-down map of a region of Nuevos Aires. Prior to starting the mission, the player chooses the airlift rescue zone and places any
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took about seven months of full-time work following a few months of prototyping. Chung's goal was to make a game where, in the processes of winning the game, the player would have to make sacrificial choices; the scenario of a zombie attack on a populated city fit this concept well. In the creation
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The game also features a "Victory Track", where after each mission both the player and zombie side are awarded points based on mission performance and the number of territories controlled. As each side passes certain scoring milestones, they gain new abilities. Between missions new zombie outbreaks
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Regardless of whether the player wins or accepts defeat on a mission, this will affect the larger world map, which displays the entire city divided up into territories. If the player is able to destroy all the zombies before nightfall, the territory comes under the control of the player and zombies
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The player is responsible for saving as many citizens as possible from the various regions of Nuevos Aires, a large fictional city being invaded by zombies, by deploying and directing a range of military units. The city regions and events in the game are compiled through
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During missions (top), the players must try to rescue as many civilians as possible using strategically placed military units to protect them from the zombies. On the world map (bottom), the player must choose missions to stop the onslaught of
135:. In it, the player attempts to rescue as many citizens as possible from an oncoming zombie horde using helicopter rescue units and an array of military units to protect the citizens and defeat the zombies.
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named the title the 10th best indie game and their fourth best PC-exclusive game of 2011. The title was named as one of finalists for the "Excellence in Design" award for the 2012
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Chung revealed that outside of the Humble Indie Bundle, he has sold nearly 100,000 copies of the game through
December 2011, with more than 95% of the sales through the
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considered the overall game a "wonderful urban chaos laboratory to muddle around inside" and a good reason why "we did need one more zombie game after all".
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gave a positive review, noting how the game felt "fresh and clever and oh-so-PC-gaming-in-2011: no rules but its own".
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194:. Brendon Chung, the sole developer behind Blendo Games, stated that development of
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was one of ten independently developed games that was featured at the 2011
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389:"Road to the IGF: Blendo Games' Atom Zombie Smasher"
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647:"Gamasutra's Best Of 2011: Top 10 Indie Games"
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755:"Just How Important is Steam for Indie Devs?"
593:"10 Clever Indie Games Ready to Shine at PAX"
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327:Academy of Interactive Arts & Sciences
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970:Multiplayer and single-player video games
673:"Gamasutra Best Of 2011: Top 5 PC Games"
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321:, and one of ten finalists for the 2012
131:game developed by independent developer
980:Video games using procedural generation
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309:. The game was also added to the third
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560:"The Friday Game: Atom Zombie Smasher"
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358:"Atom Zombie Tech « Blendo news"
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504:. IGN Entertainment. Archived from
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529:"Wot I Think: Atom Zombie Smasher"
192:Simple and Fast Multimedia Library
170:, making each playthrough unique.
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704:. 10 January 2012. Archived from
558:Donlan, Chris (28 January 2011).
539:from the original on 21 July 2011
494:Onyett, Charles (21 March 2011).
356:Chung, Brendon (20 August 2011).
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671:Curtis, Tom (19 December 2011).
465:Cameron, Phill (21 March 2011).
190:Atom Zombie Smasher is based on
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727:Curtis, Tom (19 January 2012).
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645:Rose, Mike (16 December 2011).
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619:de Matos, Xav (5 August 2011).
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591:Schrier, Jason (13 July 2011).
527:Meer, Alec (10 February 2011).
387:Curtis, Tom (2 February 2012).
955:Real-time strategy video games
753:Davis, Justin (6 March 2012).
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467:"Atom Zombie Smasher - Review"
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496:"Atom Zombie Smasher Review"
440:"Atom Zombie Smasher for PC"
414:"Atom Zombie Smasher for PC"
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475:. Eurogamer Network Ltd
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168:procedural generation
892:Quadrilateral Cowboy
572:on 12 September 2012
323:Indie Game Challenge
291:Rock, Paper, Shotgun
878:Atom Zombie Smasher
340:software platform.
311:Humble Indie Bundle
303:Atom Zombie Smasher
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201:Atom Zombie Smasher
196:Atom Zombie Smasher
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24:Atom Zombie Smasher
985:Blendo Games games
708:on 13 January 2012
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129:real-time strategy
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950:Linux games
945:MacOS games
935:Indie games
909:Idle Thumbs
812:Video games
682:19 December
656:16 December
283:(PC) 7.5/10
256:Publication
186:Development
115:multiplayer
68:Platform(s)
924:Categories
738:19 January
712:10 January
444:Metacritic
398:2 February
344:References
240:Metacritic
221:Aggregator
733:Gamasutra
677:Gamasutra
651:Gamasutra
625:Shacknews
472:Eurogamer
393:Gamasutra
315:Gamasutra
266:Eurogamer
207:Reception
871:Flotilla
630:5 August
604:5 August
576:5 August
543:5 August
537:Archived
512:5 August
479:5 August
450:7 August
424:7 August
367:9 August
160:zombies.
139:Gameplay
96:Genre(s)
902:Related
769:6 March
325:by the
244:(PC) 74
107:Mode(s)
87:Release
73:Windows
798:Portal
51:Engine
856:Games
598:Wired
338:Steam
259:Score
224:Score
127:is a
81:Linux
771:2012
740:2012
714:2012
684:2011
658:2011
632:2011
606:2011
578:2011
565:Edge
545:2011
514:2011
481:2011
452:2011
426:2011
400:2012
369:2014
296:Edge
271:7/10
77:OS X
60:Mono
56:SFML
759:IGN
501:IGN
278:IGN
234:77%
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Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.