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One of my favorite games from my childhood was the Lucasarts and Konami monster game Zombies Ate My Neighbors and I was eager to review the new release. I was also anticipating getting in some time with the sequel, Ghoul Patrol, which I only had a minimal amount of playtime with when it was first released. I even wrote a brief tip article about the game as part of my hype to return to a classic.

What a difference getting my hands on the actual product makes, however. While still delivering some of the nostalgic thrills, some questionable decisions also reduce the overall enjoyment of the collection.

Ghoul patrol street screenshot
Zeke on the street!

The Games

The package consists of emulated versions of Zombies Ate My Neighbors (1993) and pseudo-sequel Ghoul Patrol (1994). Both games are classified as run-and-guns, where gameplay revolves around resource management of two types: victims and ammo. Both games require players to make their way through levels by rescuing several victims based on the remaining total. That means that as you lose victims the pool of rescues become smaller, and if monsters claim all victims, the game is over. The second resource across both games is ammunition, as you need to keep up your supply of monster-slaying tools across increasingly dangerous combinations of horror tropes.

And what tropes there are. Consider the series the greatest hits of B-horror monster goodness that delivers everything from vampires to mummies to giant ants and pod people. Ghoul Patrol mixes up the monsters by going on a sort of world tour, showcasing terrors from around the world across several stages.

ZAMN screenshot from Mobygames
Zeke rescues a soldier in ZAMN.

While both games share similar player characters and gameplay, they vary in style, specifically in graphics and mood, mainly because Ghoul Patrol was initially developed as a separate project in the same engine but later adopted as a follow-up to Zombies. Ultimately, however, most players will find Zombies to be the stronger of the pair, from graphics to gameplay to music as Ghoul Patrol is a bit too serious of a departure – and a shorter one at that.

Despite this, there is a ton of value to be had in this collection, and around $15 is worth the buy – be aware of some issues, especially if you are a long-time fan.

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What Works

Overall, both games in the package are enjoyable and provide a rare bit of challenge. For gamers who want to push themselves, ZAMN can be particularly punishing, but that is part of the fun. Later levels, in particular, consist of intense monster mashups such as chainsaw-wielding slashers and ax-throwing killer dolls. Each monster has its weakness, and the gameplay can become frantic when trying to dodge monsters and cycle through to the right weapon to take them out. When you get into the game’s flow, it can be quite fun, but for some gamers, it may be a bit much.

The graphics of the game and the larger presentation are generally great across both titles. Zombies and Ghoul Patrol are generally cartoony and appealing, but Zombies is brighter and more pleasing to look at as Ghoul Patrol can be a little gloomy. Between the two games, the more iconic soundtrack, one of the best of the 16-bit era, is still Zombies Ate My Neighbors, though Ghoul Patrol is certainly no slouch, either.

Ghoul Patrol‘s transformation option is Death itself!

But when it comes to video games, the most crucial part is the gameplay, and both games are admirable in that regard, but again, the original game of the pair, Zombies, wins the day. There is a certain chaos in that one that you do not get in Ghoul Patrol. The random spawns and patterns of the monsters of the first game prove more challenging to the more scripted and obvious movement patterns of Ghoul Patrol‘s monsters, and the variety in ZAMN can result in some rather devilish combinations of hazards. ZAMN is also the easier game to exploit, and that is to its benefit, surprisingly. It may feel easy to be overwhelmed until you take the game engine’s limitations into account and start controlling the spawns of monsters yourself.

What Doesn’t Work

While Zombies Ate My Neighbors and Ghoul Patrol are both challenging, they can be a little much at times. Part of the appeal of the game for many players is the difficulty. Still, for more casual audiences, the steep rise of the difficulty curve can be frustrating, especially as the game’s resource management style becomes strenuous given the presence of fewer items after the first twenty or so levels of ZAMN. A rebalanced version of the game to adjust the difficulty would be a welcome enhancement – though not exactly necessary.

The greatest challenge, especially for long-time fans of the games, is the sudden reversal of the button controls. It is especially problematic for ZAMN, where gamers’ muscle memory acts faster due to having played the game so much. In my time replaying both games, I found myself annoyed at the arbitrary change in the button layout and found myself burning through items unnecessarily. Even worse, there is no option to change the controls or adjust the button bindings. That is a fundamental feature in most games that is entirely absent in this release. It can be even worse with Ghoul Patrol and the extra functions included in that game.

ZAMN office scene
Due to possible copyright issues, the “Day of the Tentacle” levels do not appear to be in the re-release.

Perhaps one of the oddest misfires is the packaging and presentation of the release. While there is certainly a level of care applied that suggests this is a respectful tribute to a cult classic series, there are a lot of curious and downright puzzling choices. Perhaps the most emblematic is that the art gallery features scans of the box art to the games… but marred by pen marks. It’s strange that they couldn’t find a nice, untouched copy of the box. I have a sealed Zombies Ate My Neighbors box – how does the developer let something as silly as this happen?

The most damaging part of the release is that to create a presentation over the releases, they employ a very strange partial emulation – you can’t access the game’s original title screens and menus. Instead, you must use the new release’s packaging. The opening to the original ZAMN is incredibly iconic, and its absence is felt.

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The Bottom Line About Zombies Ate My Neighbors and Ghoul Patrol (Switch)

While the release makes some questionable and downright frustrating changes, it still evokes the series’s fun. While Ghoul Patrol isn’t as iconic as Zombies Ate My Neighbors, having both games in one package for $15 and on the go is worth overlooking some of these tweaks.

Overall, the core, fun games are still there despite some odd packaging choices and annoying deviations from what fans might have wanted and expected from the re-release. With any luck, some post-launch patches can fix some of these issues and really let this release live up to the obsession surrounding it for the fandom. 3.5 out of 5 stars (3.5 / 5)

Enjoy our game reviews? Let us know in the comments!

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David Davis is a writer, cartoonist, and educator in Southern California with an M.A. in literature and writing studies.

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Munchkin Big Box hitting Backerkit!

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Hey, Munchkin Maniacs! Ready to level up your game nights? Dive into the ultimate Munchkin experience with the Munchkin Big Box! This collector’s bounty is packed to the brim with over 600 cards decked out in John Kovalic’s iconic art, not to mention the rad new gameboards, standees, and more surprises than you can shake a +1 Sword at!

Here’s the rundown:

  • Playable with 3-6 Players
  • Epic game time of 1-2 Hours
  • Perfect for ages 14+
  • BackerKit steal of $125
Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

What you’re getting:

  • A mind-blowing 650+ cards including all your faves and new exclusives
  • A killer box that can hold over 2,000 cards and gear
  • Swanky card separators and dual gameboards for ultimate play
  • Six colorful dice, two Kill-O-Meters, and an updated rulebook to keep things spicy
  • 12 Standies in various colors, standie bases, and a playable bookmark because why not?
  • The cherry on top? A Limited Edition Spyke Enamel Pin and exclusive Munchkin decals!

Since its epic launch in 2001, Munchkin has been slaying at game nights worldwide. Now’s your chance to be part of the legend. Get ready to take a one-way ticket to Munchkin glory, and you need to do is click on to BackerKit and help this bad-boy come alive!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

So, what are you waiting for? Summon your crew, back ’em on BackerKit, and let’s make the Munchkin Big Box a reality. Your adventure begins now – don’t miss out on the loot, the laughs, and the ultimate betrayal. Back it, unpack it, and start the munchkin madness cuz you KNOW HauntedMTL is up and ready to back!

Picture courtesy of Steve Jackson Games – Disclaimer: Images Not Final and may change before game release

Join the adventure on BackerKit and let’s slay this beast together! 🐉🗡️✨

Click here to back the Munchkin Big Box on BackerKit!

Don’t just play the game, BE the game. Let’s do this, Munchkinheads!

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Let’s! Revolution! @ PAX: Minesweeping Madness

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Continuing with video games I got to try out at PAX East, I was delighted to demo Let’s! Revolution! the debut game by developer and publisher BUCK. BUCK has historically been an animation and design studio, notably having worked on Into the Spiderverse and Love, Death, & Robots. Let’s! Revolution! marks their first foray into the world of video game development. I found this so interesting, I spoke to the Creative Director for Let’s! Revolution! on his career and how BUCK navigated that transition (find it here).

Let’s! Revolution! is a roguelike puzzle game inspired by the classic game Minesweeper. In it, you play as one of six heroes fighting their way along the dangerous roads to the capital city. Once there, you can defeat the tyrannical king and save the kingdom from his reign. Released in July of 2023, the game has been met with high praise. Unsurprisingly, this includes the game’s artistic and musical direction (by the team at Antfood), which is both stylistic and beautiful.

Watch the console reveal trailer here for a taste of the delightful animation and music:

I had the opportunity to play a 20 minute demo of Let’s! Revolution! on the PAX East show floor. I played alongside the Creative Director and other people who worked on the game. It’s important to note that this wasn’t long enough to get a feel for all the characters or the replayability of the game. But, it was definitely long enough to be enchanted by the game and the passion of the people who made it. 

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The core mechanics are inspired by Minesweeper. The player must use the power of deduction to uncover procedurally generated maze pathways to the exit. However, enemies are hidden along the way and can defeat the player before they reach their goal. Each character has their own special abilities that can help. Items and general abilities can also be bought or discovered to make your hero more powerful. All of these are limited in some way either by energy (your action currency) or limited uses per run.

A screenshot of gameplay from Let’s! Revolution!

From what I played, the gameplay is relatively simple with a mix of chance and strategy. I liked the cozy atmosphere, especially when combined with the ‘high stakes’ mechanics associated with Minesweeper. The UI was easy to understand and interact with while still being cohesive with the storytelling. And of course, the character design is exquisite and narratively driven, with many of the characters presenting as queer. 

Having released on consoles earlier this month (April 2024), Let’s! Revolution! is even easier to access than ever. Let’s! Revolution! is a perfect game for those who love cozy roguelites and beautiful (queer) aesthetics. I definitely recommend it for fans of roguelites looking to try something fresh. Look for it anywhere you game!

4.5 out of 5 stars (4.5 / 5)


Check out my other PAX posts here!

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Interview with Creative Director Michael Highland: Let’s! Revolution! @ PAX

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Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.


How did you become involved in video game development?

I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.

What has been the most challenging aspect of the development process?

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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers. 

BUCK primarily has its roots in animation, what led the decision to start branching into video game development?

It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution! 

The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?

Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows. 

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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?

This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better. 

Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?

The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.

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