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Banned By SOPA.

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Join The Massacre – Making Of Featurette!

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Designed In California, Made In Italy (like all the best things)!

 

An intimate look inside the making of the Zombie Massacre feature film trailer and the motivations behind it. A fun featurette brought to us by the insanely talented team at Extreme Video.

 

 

Join The Massacre!

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Friday Freebee™! – Crimas Time

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(C) 2005-2011, 1988 Games

 

Just in time for the holiday season, 1988 Games has yet another vulgar and exciting concept for all of the kiddies to sink their thumbs into. Jump in the role of Santy Clause as you unwrap a tongue-in-cheek Christmas adventure originally designed for the PlayStation®2/PSP®. Though casually pitched to several publishers at the time for a larger-scale production, Crimas Time!! remains yet another great idea that could easily be transitioned onto tablets and mobiles!

Speaking of which… Hey SCEI®, you should ask us to make this for your new hand-held!

 

Crimas Time!! (2005)

 

Concept:

After the international “Banque de France” forecloses on Santa Clause’s workshop on Christmas Eve, Santa Clause takes his sleigh and two helper elves to get even and save “Crimas!” Controlling Jolly (and now vulgar) old Saint Nick, players must fly Santa’s sleigh from shopping mall to shopping mall, stealing presents, fighting off mall security, and avoiding surface to air missiles! After arriving at each mall, Santa is free to roam through the entire facility and enter any store he chooses. Once inside, Santa has to use his ‘yoink’ button to snag presents and put them in his sack. Of course, Santa’s sack can only hold so many gifts, so he’ll have to return to the sleigh to deposit what he stole. To add to the peppermint-flavored action, players will have to fight off mall security of various ranks and powers using Santa’s sack, candy cane baton, and any weapons (brass knuckles, guns, bats, napalm, stun guns, pepper spray, etc.) that mall security leaves behind. Trek across 8 cities and help Santa fight/steal his way to a merry “Crimas!”

 

 

Controls:

(Free Roam Mode)

Left Analog Stick: Directional Control (Mario 64-Style)

Right Analog Stick: Camera Control (Click to Lock View)

D-Pad: Misc. Options

R2: Not Used

L2: Not Used

R1: Toggle Weapons/Items

L1: Toggle Weapons/Items

Square: Attack Using Fists Or Selected Weapon (Can Combine With Jump)

X: Jump (Can Double Jump & Butt Stomp)

Circle: Attack Using Sack

Triangle: ‘Yoink Button’ Steals Anything Highlighted By Santa’s Line Of Sight Icon

Select: Enter/Exit Sleigh (Only When Sleigh Is Parked)

Start: Pause Game

 

(Flying Sleigh Mode)

Left Analog Stick: Directional Control (Pilot Wings 64-Style)

Right Analog Stick: Camera Control (Click to Lock View)

D-Pad: Misc. Options

R2: Not Used

L2: Not Used

R1: Fire Machine Guns

L1: Fire CCS-9 Santa Missiles (Air-To-Air & Air-To-Ground)

Square: Increase Speed

X: Decrease Speed

Circle: Drop Presents

Triangle: Release Missile Countermeasure

Select: Enter/Exit Sleigh (Only When Sleigh Is Parked)

Start: Pause Game

 

 

Ideas:

  • The more ‘full of gifts’ that Santa’s sack is, the more powerful it is as a weapon.

 

  • Santa should be very angry and use a lot of profanities while attacking or stealing. He should also make rude comments to various NPCs that roam the malls. Perhaps Bruce Willis could voice Santa…

 

  • Basically, again, this is like a 3D Final Fight® but with stealing and a cool sleigh-flying mode.

 

  • Transitioning from a parked sleigh to flying sleigh will be handled with a simple yes/no menu each time Santa approaches it. While flying, the player will be able to land the sleigh on any rooftop with sufficient room. These rooftops and buildings will be marked with a bright HUD icon. Once the sleigh is stopped, the player can exit using the select button. If the player lands on a roof that does not have an attached free roaming area (not a mall) they will not be allowed to exit the sleigh.

 

  • Santa’s sleigh is not bound by the laws of physics, and as such can perform various feats that don’t make sense. It can: accelerate, climb, dive, and hover. When the sleigh is flown close enough to the ground at a slow enough speed, it will automatically set down. Regardless, Santa’s sleigh is still pulled by the reindeer, and comes equipped with machine guns and other Christmas-themed weapons (like the AIM-9 Candy Cane Sidewinder Missiles).

 

  • If Santa’s sleigh is destroyed in the air, Santa will be shown slowly gliding to earth attached to a parachute made of wrapping paper, holding his sack of toys. At this point a Game Over/Continue Screen will be shown. The game will auto save all progress each time Santa enters his sleigh.

 

  • This game must be themed with rock n’ roll and hip-hop perversions of favorite holiday songs.

 

  • This game must convey the sort of creepy feeling of running through dark and empty shopping malls at night, with only security and mall music to accompany the player. Of course, the game will have its own soundtrack (Christmas Rock & Upbeat Music) and Santa will be FILLED with funny quips, but overall the environment should be a little creepy.

 

  • Santa’s ‘yoink’ move should be unrealistically fast. Things can be thrown into Santa’s sack as quickly as the player can align Santa’s line of sight with an object and press the button.

 

  • Some stores in the malls will be locked up, forcing Santa to break into them by either breaking the window or finding an alternate strategy. This will be something that the S-Rating player can exploit, as they will memorize the locations, security setups, and entry points of the most valuable stores.

 

  • During the flying mode in between malls, players will also be able to earn super mega points by performing “bomb runs.” These runs will be triggered when the player flies low over a residential area, and will allow players to drop gifts like bombs from a bomb-bay down people’s chimneys using a special downward looking camera with crosshairs.

 

  • Any item within Santa’s ‘yoinking’ view is highlighted with a small HUD indicator that shows its overall value in American Dollars and with a color ranging from green to yellow to red (with red being most valuable).

 

  • As a power-up, Santa can find bottles of ‘Holiday Spirits’ brand Brandy, Cognac, and Schnapps scattered around the mall. These will make Santa temporarily invincible much like a super-star in the Mario® games, but with the added benefit of also temporarily boosting certain player attributes (jumping, running, or fighting) respectively.

 

  • During the flying stages, players will know which houses to “bomb” (shoot presents into) by paying attention to the game’s HUD. The HUD will highlight each house with a naughty or nice indicator, as well as with a total dollar amount of presents needed. Any house that doesn’t receive its quota will cause negative points!

 

  • The real secret to keeping this game from becoming repetitive will be to make each mall unique in its design, store layout, and merchandise. Additionally, strategies for capturing said merchandise would vary per mall and store. Players must always be kept on their feet and left feeling clever for finding new quicker ways of looting each mall. The items that they steal must differ per-store and per-mall, and should always be creative. From diamonds to Power Wheels® cars, the player should be able to take it all!

 

  • Many of the stores inside of the malls should be parodies of actual popular stores. Others should just be completely made up and should vary in themes from serious to completely preposterous and fictitious (Swords Inc.: A place for swords!).

 

  • Santa can use anything he steals as a weapon. Whether it’s a sword or a Power Wheels® car, Santa can find a way to break something or someone with it! Once stolen and in Santa’s sack, items can be toggled and brought into play using the L1 & R1 buttons. Once selected, Santa can use them for an attack or for another purpose (riding, combining, unlocking, etc.).

 

 

Game Taglines:

  • “It’s the stocking-stuffer fisticuffer!”

“It’s the fisticuffer stocking-stuffer!” (Alternate)

 

  • “It’s a 12-hour dash to save Christmas past!”

 

  • “It’s the holiday break-in that’ll leave the French shakin’!”

“It’s the holiday break-in that’ll leave the guards shakin’!” (Alternate)

 

  • “Bring joy and cheer through pain and fear!”

 

  • “It’s a last-minute holiday looting spree, bursting rocketry!”

 

  • “It’s a holiday rumble that’ll leave the French humbled!”

 

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Friday Freebee™! – Super Action Cupid

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(C) 2004-2011, 1988 Games

 

For all the shorty-luvs… This was 1988 Games’ magnum opus of romance and intrigue. Again, another design that was ahead of its time, and one that would work brilliantly for today’s mobile/tablet scene.

 

Super Action Cupid (2004)

 

Concept:

This is a puzzle game where players control a cupid angel who’s standing on top of an apartment building downtown and whose mission is to target and shoot pairs of people with his cupid arrows. Doing this successfully will bring said people together and they will form a romantic connection. Players will be rewarded with special bonuses and will eventually level up and move to a new location once they have met their love quota.

 

Challenge:

There are three points of challenge for playing this game:

–Aiming–

Players will have to move side to side along the roofline and then will have to use the analog stick to move their crosshairs and shoot their love arrow. Players will then have to target and hit their other person to make the love match before they walk off of the screen.

–Timing–

Players will be playing against a time limit always, so unless they meet their love quota before the timer expires they will lose a life and have to retry the level. The time challenge in this game will come mostly from timing when to shoot at people walking by. There will be times where a person will have to be tagged right from the moment they appear on screen, and then the player will have to wait for the perfect match to appear and tag them before the first person walks off of the screen. Generally though, the time limits will not be too demanding and will only serve to limit how many matches can be made and add just enough challenge.

–People–

If speaking in puzzle game terms, these are the blocks that fall from the sky. The people are what add the true puzzle element to this game. People will walk across the sidewalk from left to right or from right to left, and will have to be paired in order to build points and meet the love quota. People will be different for each stage and will have various genders, races, and occupations. It will be the player’s responsibility to recognize the ideal pairs or potential for ideal pairs, and shoot at them in the hopes of pairing them up. Many times an obvious pair will be visible, but the player would be wise to shoot a valuable single person, and let them walk a little in the hopes of having a second super valuable person appear on screen to be paired. This will add much gameplay to this game!

 

Level:

The following is a visual layout of how a level in Super Action Cupid works.

 

(C) 2004-2011, 1988 Games

 

Ideas:

  • Of course, we will reward the player for being a sadistic bastard by giving extra bonus points when they pair unlikely couples (like an Old Man and a Cheerleader).

 

  • Players will also be allowed to pair up more then two people at a time. So for example, they can create a trio of a Nun, a Construction Worker, and a Rapper.

 

  • Once People are initially paired by the love arrows, they will move towards each other and move off the screen at a slower rate than before. This will give the player an opportunity to tag more people onto that couple for extra sadistic bonus points.

 

  • If the player manages to match every person on the screen, they will earn a special graphic/sound effect called the “Love Sweep.” This will be worth many points.

 

  • After completing a level players will be transported to another part of the city where they will have to deal with new sets of people and locations. Of course, the challenge level will increase as the player progresses through levels. Levels will be separated by humorous cut scenes where players will learn more about our hero Super Cupid.

 

  • Players can earn bonus points for shooting out the tires on passing cars. Hey, why not!?

 

  • Super Cupid (as he is called) will have to be a really cute looking cherub who smokes and has a surly attitude! And he HAS to wear dark sunglasses (those really dark gangster rapper sunglasses worn by Eazy-E). It would also be funny if for no reason at all, Super Cupid had a 1980s mullet.

 

  • Although this game encourages creative matchmaking, some matches will be considered wrong and will not be allowed. On screen characters will be represented with a colored HUD element indicating their compatible personalities and general romantic inclinations.

 

 

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Friday Freebee™! – DS Ant Farm

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(C) 2006-2011, 1988 Games

What was that? You wanted some more??

Back by popular demand is the Friday Freebee™ 7000 HD+. This time, we’re bringing you a game that was designed as a casual, easy-going title for the then up and coming Nintendo DS® platform. This game concept really capitalized on the uniqueness of the control methods available on the DS, and would have surely been remembered for instantly memorable gameplay. As always, yet another idea from the archives of 1988 Games that could easily be transformed onto today’s platforms.

 

DS Ant Farm (2006)

 

Concept:

DS Ant Farm is a unique and entertaining action/strategy game in which players are given control over an ant colony. This game can be considered a mix between Lemmings® and Pikmin®, but presented entirely in a 2D side-scrolling perspective on two screens. Players are given control of a small ant colony, and are given various challenges within various levels that range from expanding the colony by gathering resources, all the way up to going to war with a rival colony or large insect. With its unique presentation, action/strategy gameplay, and advanced stylus controls featuring both point-to-point as well as advanced drawing controls, DS Ant Farm is sure to win the hearts and minds of players of all ages!

 

 

Screen Layout:

 

(C) 2006-2011, 1988 Games

 

(Level Overview Screen)

This screen will show a scaled-down overview of the entire level map, complete with all ant/unit movement, and tunnel progression. During gameplay, this screen will let the player easily see their progress, their specific location as it relates to the Command/Control Screen, and a view reminiscent of a virtual ant farm.

 

(Command/Control Screen)

All gameplay will take place on this screen, which will show and enlarged section of the overall map (as seen in the Overview Screen) and give players direct unit control over their ants. Using the touch screen functionality of the DS’s bottom screen, players will control all ant movement and logic using the stylus. Ants can be controlled using a point and point method, but can also exhibit advanced controls when the player uses advanced drawing controls. Players can also change the view/focus of the Command/Control Screen using the D-Pad.

 

 

Ant Types:

(Queen)

The Queen Ant is the most valuable member of the colony. If she is killed for any reason, the game will end. Although the queen’s mobility is extraordinarily limited, she serves as a home for all of the resources gathered, and is responsible for producing additional ants. As long as the queen has supplies, she can produce and indefinite amount of other ants. Protect the queen!!

 

(Worker)

The Worker Ant is by far the most versatile of the ants. The worker can gather resources, dig tunnels, lift and carry objects/the queen, and can build walls and bridges. The worker ant is the backbone of the colony, and can be produced quickly and in large quantities by the queen.

 

(Soldier)

The Soldier Ant is essential to any thriving colony, as he is the only one who can fight and kill enemies/prey. Although not as versatile as the worker, the soldier is much faster and much more powerful. Soldiers can be used to knock down walls or bridges, and in addition to attacking, can be used to breakdown insects so that workers can carry the pieces back to the queen. Although fast and powerful, the soldier is limited to the above-described abilities and unlike the worker, cannot build or carry anything. Finally, the soldier is difficult to produce, taking more resources and time than the worker.

 

 

Controls:

D-Pad: Misc. Options or Secondary Weapons Select

Stylus: See Stylus Controls

R: Reverse View (Flip Screens/Maps)

L: Cancel Selection

Y:

X: Split/Segregate Units (After Unit Selection)

B: Stop All Units (After Unit Selection)

A:

Select:

Start: Pause Game

 

 

Stylus Unit Controls:

(Unit Selection)

Players can point to, circle, or line-through any unit(s) that they would like to select.

 

(Directional Control)

After selecting specific units, players can move them to any accessible location within the map by simply pointing to it once. If the player would like to specify a direct route as opposed to the computer deciding on one, they can draw a direct line starting from where their selected units are and ending where they would like to move the units. Finally, although players can also allow the computer to decide unit movement paths, they can also designate areas that are forbidden. To designate an area as forbidden, all players have to do is draw an X-shape over it. This technique can be used by players to cross out certain entries to tunnels or chambers in order to optimize unit movement, or even to prevent accidental loss of unit life.

 

(Worker Ant)

While controlling the Worker Ant, players will have stylus control over a set of special abilities in addition to movement control. To instruct a worker ant to dig tunnel, players can highlight an individual ant, and then draw a line (or shape) indicating where they wish that ant to dig/tunnel. Similarly, players can instruct the worker ant to build a wall or a bridge by selecting the ant, and then by drawing a vertical or horizontal straight line over a gap or tunnel. To instruct the worker ant to carry an object, players can simply select their ant (or group of ants) and then circle the object that they wish the ants to carry. After the item has been lifted by the ant(s), players can then point to the place they which the ants to carry (and drop) the object to. Of course, players can also draw a direct path using the stylus’ line movement control just as described above in the Movement section. To instruct the worker ants to gather something that is a resource (fetch and bring to queen), players can select their ant (or group of ants) and then point to the object they wish to gather. If it is something that can be gathered, the selected worker ant(s) will be dispatched to retrieve it. If it is a constant resource (something that takes more than one trip), the worker ants will continue to retrieve the resource by default until it is fully depleted. Of course, players can interrupt this and make any change that they would like at any time.

 

(Soldier Ant)

Because Soldier Ants can only attack, their controls are simple when compared directly to those of the worker ant. To attack something, players can select their ant (or group of ants) and then point to or circle anything that they wish to attack. If the object can be attacked, the soldier ant(s) will immediately move to attack it. This same method can be used to break up something that is too large for the worker ants to carry.

 

(Queen Ant)

Because the Queen Ant rarely moves, her controls are handled through on-screen icons. Each time she is clicked or circled, a short menu of options appears in the form of three buttons. These options are as follows: Create Worker Ant, Create Soldier Ant, and Stand Up. To activate any specific option, the player may simply click on any of the associated buttons. Each time the create worker/soldier ant buttons are pressed, the queen will consume a specified amount of resources and begin producing the specified unit. Once ready, this unit will be hatched from an egg and will emerge, immediately ready for use. To expedite unit creation, the queen will have a command queue of 4 units, allowing the player to issue up to four separate “create unit” commands without having to continuously monitor the queen and request more units as she becomes available. As for the third option, selecting this option will cancel any other commands in the command queue, and will instruct the queen to stand up. After the queen is up on her feet, she can then be instructed to move to any available spot on the map. Controlling the queen’s movement is identical to that of the other units, and players can either point to a specific location, or can draw a direct path using the stylus’ line movement control. Although she can defend herself while stationary, the queen will be completely vulnerable to attack while she is moving. Additionally, the queen is much slower than the other units, so she cannot outrun any attackers. Moving the queen should only be done in dire circumstances, or when there is plenty of strong protection for her by soldier and worker ants.

 

 

Objectives:

DS Ant Farm will engage players by presenting them with challenges and objectives throughout various levels. These challenges will mainly come from level layouts and obstacles, resource strategy, and battle. Listed below are some of the common objectives that the player will encounter while playing.

 

(Gathering)

Players will be given a goal to gather X amount of Resource Points to beat the level

Players will have to mine blue sugar crystals, hunt bugs, find food, or confront rival colonies for any of the above. By doing so, they will earn Resource Points (known as RP), which will help them meet their quota.

 

(Expanding)

Players will be given a goal to expand their colony to X amount of units, in order to beat the level. Each ant created by the queen will be counted as a unit, and in order to meet her production goal the queen will require many resources. Players will defend their colony while gathering resources and producing more units.

 

(Battle)

While gathering or expanding, players will frequently have to deal with battles. Some goals may not focus on battling directly, but others may give players a specific battle goal. In this instance, players may be forced to destroy a rival colony (killing the rival queen), or face and destroy other hostile insects that are a threat to them. Occasionally, players will be given the specific goal to battle a Boss Bug (advanced battle against a large enemy insect). Boss bugs will be very large and powerful, and will require precise strategy and coordination to defeat. Finally, when not attacking, sometimes players will have to simply defend their colony from rival attacks. This may simply mean construction of safe tunnels and dugouts, but can also lead to advanced strategy in attacking attackers.

 

 

Enemy Types:

(Basic)

Rival Ant Colony

Centipede

Bee

Spider

Silver Fish

Earth Worm

 

(Boss)

Giant Roach

Millipede

Giant Bumble Bee

Beetle

Large Earth Worm

Slug (Poisonous, Only Way To Kill Is To Trap, Dig Under, And To Attack Head)

Tarantula (Last Boss)

 

 

Ideas:

  • Perhaps one of the level obstacles could be a beam of super-hot light (magnifying glass beam) that must somehow be avoided in order to gather some large dead insect resting on the surface of the level.

 

  • What can we do with Fire Ants???

 

  • Because the game’s side-scrolling perspective, there can occasionally be a scenario in which the player would like to move their ant to either the top (ceiling) of bottom (floor) of a tunnel but will not be able to. To counter this, all walls built by worker ants will serve as a bridge between the ceiling and floor of each tunnel. This will serve as a way of bridging the ceiling and the floor, and will also be an advanced strategy for players to exploit. Of course, levels will be designed and optimized with this limitation in mind in order to prevent unnecessary frustration for the player.

 

  • Contrary to earlier design specifications, the Queen Ant will be able to move herself (without being carried), but will be very slow when doing so, which will make her very vulnerable to attack. This will solve the problems encountered by worker ants when trying to carry the queen (a large, more-than-one-ant carrying object) down a vertical tunnel. This would also reinforce the logic behind not allowing large groups of worker ants to carry large objects down a vertical tunnel without either first breaking them up, or by using the bridge trick.

 

  • “The Bridge Trick” This is a trick in which players build a series of bridges over a vertical tunnel and then destroy them one-by-one after bringing a group of worker ants carrying a large object to stand on top of it. Using this method, players will be able to bring very large objects down into their tunnels (provided that the tunnels are wide enough) without having to break the object up ahead of time. This is useful for objects that cannot be broken apart such as large crystals or rocks. Of course, players will have to be mindful of the distances they allow their ants to fall, as too far will result in instant death.

 

  • Alternate game title: “DS Ant Colony”

 

  • As a partial publicity stunt, but also as a gesture of gratitude, 1988 Games will make a substantial donation to some kind of ant fund or charity, which promotes the awareness, study, and conservation of ants. Thanks little dudes!

 

  • Although worker ants will be able to tunnel through practically any dirt, dirt with rocks will act as a natural obstacle/roadblock to this ability.

 

(Queen Ant)nbsp;/p

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Friday Freebee™! – Super Loading Dock

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Time for a giveaway!

As the years go on, 1988 Games accumulates a lot of ideas that end up in our intellectual property wine cellars. After a brief stroll through the vintages of 2004, we decided that it was time to share our wealth. As such, we present the first annual Friday Freebee (AKA: Steal This Game Design) submission; open to ye public!

This mini-design – an initial design step that precedes a full-blown document – is for a game that we originally envisioned as a miniature puzzle game based on a dock crane theme. Looking at it again, it is evident that it would be perfect for iPhone or iPad.

Remember, these are mini-designs, so don’t nitpick the lack of detail! Also, if you do steal this design (feel free to), don’t forget who your friends are when you make out the credits!

 

SUPER LOADING DOCK (2004)

 

Concept:

In this easy-to-follow puzzle game, players control the X Y & Z axis movements of a shipyard loading dock crane as it lowers/lifts colored containers into/from passing ships. The player will be challenged to fill each ship as much as possible with the same colored containers. Of course, container sizes will also vary, giving the player an extra opportunity for bonus points if they can also fill a ship evenly. The primary challenge of this game will be to properly shuffle containers from one ship to another or from one ship to the docks within the allotted time. This game is 80% thinking, and 20% gameplay challenge.

 

 

On Screen:

(C) 2004-2011, 1988 Games


 

Gameplay:

The player will have to swap containers from ship to ship in order to coordinate colors and possibly sizes as well. Of course, each ship will be moving, so the player will have a limited time to perform these actions. Much like Tetris®, the player will be given advanced warning as to what lies on the next ship, perhaps through a HUD indicator with a general color percentage. The player can add or remove any container from any ship, at any time. To help the player out and to add strategy, the player can also use the docks to temporarily store containers for placement on future ships. The only limitation to this is the amount of room on the docks, as well as the associated penalty for having unshipped containers on the dock affecting the player’s overall score negatively when the game timer expires. Players will be scored each time a ship departs (is entirely off of the screen) and will earn a score based on their spatial organization of crates, color consistency (max points awarded for a ship that is 100% one color), and time spent loading or unloading. After the overall time limit expires, players will be given an overall tabulated score. This score will include the amount of ships loaded, the amount of containers (if any) left on the docks, and the amount of points earned from each ship. Of course, the above is an arcade style mode, but the game can easily be set up to also operate as a puzzle challenge. Perhaps players can be given a time limit, a pre-loaded dock, and only two ships with items on them already. The player will then have to “solve” this by swapping cargo until both ships are loaded properly and the docks are empty. This can be tuned accordingly. There is a lot that can be done, as this game combines several different gameplay and puzzle elements!

 

 

 

(C) 2007-2011, 1988 Games

Zombie Massace – Movie Preview!

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Are you ready to join the massacre? We are!!

 

Our friends at Extreme Video and Boll World Sales have just delivered a preview trailer of Zombie Massacre the movie to the interwebs, and we’re all giddy about it!

 

Zombie Massacre – Movie Preview

Zombie Massacre Trailer - Frame 1

Zombie Massacre Promo Trailer – Sneak Peek!

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Here is a brief glimpse of the upcoming promo trailer for the movie!

 

 

Original Website

1988games.com – The Pete Rock Re-Launch!

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Green grid, we’ll miss you. You will live on in our hard drives and our minds! :^)

 

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