Clown Car Grave: Difference between revisions

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* ''[[Castlevania]]: Circle of the Moon,'' as seen above, has mummies who appear endlessly out of a clearly man-sized sarcophagus; bizarrely, they spawn three at a time.
* ''[[Castlevania]]: Circle of the Moon,'' as seen above, has mummies who appear endlessly out of a clearly man-sized sarcophagus; bizarrely, they spawn three at a time.
** ''Symphony of the Night'' has actual zombies who endlessly reform in a beginning area from ooze.
** ''Symphony of the Night'' has actual zombies who endlessly reform in a beginning area from ooze.
** The same goes for ''Aria of Sorrow''.
** The same goes for ''Aria of Sorrow''.
** ''Portrait of Ruin'' [[Averted Trope|averts]]; the zombies only ''seem'' like they endlessly reform. You have to wait until no more zombies spawn to let the Wraith appear. If you want [[Hundred-Percent Completion]] of the bestiary, this is the only way.
** ''Portrait of Ruin'' [[Averted Trope|averts]]; the zombies only ''seem'' like they endlessly reform. You have to wait until no more zombies spawn to let the Wraith appear. If you want [[100% Completion]] of the bestiary, this is the only way.
* Occurred in the second stage of Kasandora in ''[[Act Raiser]]'', with mummies walking out of the walls every few seconds.
* Occurred in the second stage of Kasandora in ''[[Act Raiser]]'', with mummies walking out of the walls every few seconds.
* The Mummy Sarcophagi in ''[[Diablo (series)|Diablo]] 2'' constantly opens to bring out new Mummies to fight you. The [[All There in the Manual|official website]] [http://classic.battle.net/diablo2exp/monsters/act2-mummysarcophagus.shtml says] that the Mummy Sarcophagi aren't really used to house Mummies but instead produce soldiers to defend the tombs.
* The Mummy Sarcophagi in ''[[Diablo (series)|Diablo]] 2'' constantly opens to bring out new Mummies to fight you. The [[All There in the Manual|official website]] [http://classic.battle.net/diablo2exp/monsters/act2-mummysarcophagus.shtml says] that the Mummy Sarcophagi aren't really used to house Mummies but instead produce soldiers to defend the tombs.
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*** There are a few dangerous graveyards that have small, safe pockets where you can resurrect.
*** There are a few dangerous graveyards that have small, safe pockets where you can resurrect.
* A similar mechanic in ''[[Guild Wars]]'' is somewhat justified: The "bone minions" created by necromancers are not reanimated corpses, but artificial constructs assembled from the ''pieces'' of a corpse, so it's not too implausible that one corpse can provide enough bones and meat for two small minions. But making bone minions from dead jellyfish is definitely cheating.
* A similar mechanic in ''[[Guild Wars]]'' is somewhat justified: The "bone minions" created by necromancers are not reanimated corpses, but artificial constructs assembled from the ''pieces'' of a corpse, so it's not too implausible that one corpse can provide enough bones and meat for two small minions. But making bone minions from dead jellyfish is definitely cheating.
** Or even ''plants''.
** Or even ''plants''.
** In the tutorial area of the ''Nightfall'' campaign, there are Sunspear "volunteers" (corsair prisoners) whose sole reason for existence is to allow you to practice hexing and/or enchantment removal on live targets. You can kill them, and they automatically resurrect after a while. The down time is long enough for you to cast a spell that animates a bone minion from their corpse, who will then kill the unfortunate guy when he pops back up, allowing you to create a new minion, and so forth. With a little healing, you can create a small army of undead from the one guy. [[Video Game Cruelty Potential|There's no point to doing so]] (aside from practice in maintaining a minion army), as the "volunteer" (and any minions animated from him) is enclosed in a fence, and there's not a whole lot of use for minions in the area anyway.
** In the tutorial area of the ''Nightfall'' campaign, there are Sunspear "volunteers" (corsair prisoners) whose sole reason for existence is to allow you to practice hexing and/or enchantment removal on live targets. You can kill them, and they automatically resurrect after a while. The down time is long enough for you to cast a spell that animates a bone minion from their corpse, who will then kill the unfortunate guy when he pops back up, allowing you to create a new minion, and so forth. With a little healing, you can create a small army of undead from the one guy. [[Video Game Cruelty Potential|There's no point to doing so]] (aside from practice in maintaining a minion army), as the "volunteer" (and any minions animated from him) is enclosed in a fence, and there's not a whole lot of use for minions in the area anyway.
* ''Dark [[Gauntlet (1985 video game)]]'' has spawn points for enemies that look like coffins and graves.
* ''Dark [[Gauntlet (1985 video game)]]'' has spawn points for enemies that look like coffins and graves.
* The very first stage of ''[[Ghosts 'n Goblins (series)|Ghosts N Goblins]]'' seems to qualify.
* The very first stage of ''[[Ghosts 'n Goblins|Ghosts N Goblins]]'' seems to qualify.
** By extension, ''[[I Wanna Be the Guy]]'' did this in the stage based on ''Ghosts 'n' Goblins''.
** By extension, ''[[I Wanna Be the Guy]]'' did this in the stage based on ''Ghosts 'n' Goblins''.
** And its sequel, ''Ghouls 'n' Ghosts''.
** And its sequel, ''Ghouls 'n' Ghosts''.
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** This can (or could at one time) even happen with rooms that have already been investigated. All those zombies must have been hiding behind the toilet.
** This can (or could at one time) even happen with rooms that have already been investigated. All those zombies must have been hiding behind the toilet.
** In some cases, there is an attempt to [[Justified Trope|justify]] this by having a massive pile of bodies (though infected are never seen rising from them; see above about spawning out of sight). The logic won't really hold out if you linger... but lingering isn't the point of the game.
** In some cases, there is an attempt to [[Justified Trope|justify]] this by having a massive pile of bodies (though infected are never seen rising from them; see above about spawning out of sight). The logic won't really hold out if you linger... but lingering isn't the point of the game.
*** Going into noclip mode will reveal several hidden rooms that the survivors cannot possibly get to or even see. They're designed intentionally to try and justify or avert this trope. Unfortunately, the AI director's own programming causes it to select the closest, nonvisible room to spawn the hordes. Since bathrooms and nooks behind crates usually don't have much in the way of useful items (mostly pills when your entire team is stocked up on pills) most players don't check these areas, causing them to be labeled as "nonvisible rooms". The AI director will also actively try to spawn then as close as possible, which of course the bathrooms fulfill better than some nondescript block halfway across the hall.
*** Going into noclip mode will reveal several hidden rooms that the survivors cannot possibly get to or even see. They're designed intentionally to try and justify or avert this trope. Unfortunately, the AI director's own programming causes it to select the closest, nonvisible room to spawn the hordes. Since bathrooms and nooks behind crates usually don't have much in the way of useful items (mostly pills when your entire team is stocked up on pills) most players don't check these areas, causing them to be labeled as "nonvisible rooms". The AI director will also actively try to spawn then as close as possible, which of course the bathrooms fulfill better than some nondescript block halfway across the hall.
*** Sometimes, the director can get a little insane by spawning zombies out of thin air if there's no other suitable place for the zombies to appear from.
*** Sometimes, the director can get a little insane by spawning zombies out of thin air if there's no other suitable place for the zombies to appear from.
* ''[[Resident Evil]]'' tends to respawn zombies when returning to new locations. It suggests the new zombies are freshly re-animating or else just now bothering to get up and stalk you.
* ''[[Resident Evil]]'' tends to respawn zombies when returning to new locations. It suggests the new zombies are freshly re-animating or else just now bothering to get up and stalk you.
* In ''[[Zombies Ate My Neighbors]]'', there's an infinite supply of zombies, though fortunately, there seems to be a limit as to how many of them can be on the map at any given time. The same goes for various other monsters in the game.
* In ''[[Zombies Ate My Neighbors]]'', there's an infinite supply of zombies, though fortunately, there seems to be a limit as to how many of them can be on the map at any given time. The same goes for various other monsters in the game.
** This is a quirk that is exploited in [[Hundred-Percent Completion]] runs to prevent fast-moving enemies from killing the civilians before you can reach them.
** This is a quirk that is exploited in [[100% Completion]] runs to prevent fast-moving enemies from killing the civilians before you can reach them.
* In the computer strategy game ''[[Majesty]]'', graveyards on the map serve as spawn points for zombies and various other undead monsters. Although only a limited number of graves are shown in any given cemetery, graveyards will still continue to spawn monsters until they are destroyed.
* In the computer strategy game ''[[Majesty]]'', graveyards on the map serve as spawn points for zombies and various other undead monsters. Although only a limited number of graves are shown in any given cemetery, graveyards will still continue to spawn monsters until they are destroyed.
* ''[[Nexus War]]'' has Nifleheim, an entire [[Clown Car Grave]] ''world''.
* ''[[Nexus War]]'' has Nifleheim, an entire [[Clown Car Grave]] ''world''.
* Although they at least always start in actual graveyards, the ''Onechanbara'' games feature zombies who will visibly crawl out of the ground even inside buildings, and in one case onboard a moving vehicle. Although it is possible to clear areas of zombies, they will almost always respawn on re-entering an area, and in some instances will spawn infinitely until a particular zombie is killed. Remarkably, after three games of not giving a damn that all of this makes no sense at all, the fourth title in the series attempts to lampshade it by revealing the zombies are not actual corpses, but creatures spontaneously generated by the Earth itself.
* Although they at least always start in actual graveyards, the ''Onechanbara'' games feature zombies who will visibly crawl out of the ground even inside buildings, and in one case onboard a moving vehicle. Although it is possible to clear areas of zombies, they will almost always respawn on re-entering an area, and in some instances will spawn infinitely until a particular zombie is killed. Remarkably, after three games of not giving a damn that all of this makes no sense at all, the fourth title in the series attempts to lampshade it by revealing the zombies are not actual corpses, but creatures spontaneously generated by the Earth itself.
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** Actually, this is mostly subverted. Each grave only spawns ''one'' zombie, at the end of a level on the final wave. It's played completely straight in "Whack a Zombie", where each gravestone can spawn lots of zombies.
** Actually, this is mostly subverted. Each grave only spawns ''one'' zombie, at the end of a level on the final wave. It's played completely straight in "Whack a Zombie", where each gravestone can spawn lots of zombies.
* Wild [[Pokémon]] battles can only be triggered in patches of tall grass, in caves, or in the water. It's pretty believable that there'd be a ton of [[Com Mons|bats in a cave or jellyfish in the sea]], but it's a bit hard to believe there are several dozen animals living in a 5x5 section of grass (especially when the animals in question are fairly large).
* Wild [[Pokémon]] battles can only be triggered in patches of tall grass, in caves, or in the water. It's pretty believable that there'd be a ton of [[Com Mons|bats in a cave or jellyfish in the sea]], but it's a bit hard to believe there are several dozen animals living in a 5x5 section of grass (especially when the animals in question are fairly large).
* If you see a grave in ''[[Champions Online]]'' chances are it will spawn undead enemies when certain missions or events are taking place. Needless to say if you hang around any graveyard long enough, you can see an endless number of enemies emerge from any given grave.
* If you see a grave in ''[[Champions Online]]'' chances are it will spawn undead enemies when certain missions or events are taking place. Needless to say if you hang around any graveyard long enough, you can see an endless number of enemies emerge from any given grave.
* ''[[City of Heroes]]'' has Dark Astoria, which originally was a section of the city with a large graveyard as its defining feature. Now, it's overrun with undead, and ''always will be'', no matter how many die.
* ''[[City of Heroes]]'' has Dark Astoria, which originally was a section of the city with a large graveyard as its defining feature. Now, it's overrun with undead, and ''always will be'', no matter how many die.
* "The Zombie Island of Dr. Ned" DLC for ''[[Borderlands]],'' despite being a logging camp that looks like it could only hold a few hundred workers has a hundreds of ''thousands'' of zombies that just keep crawling out of the swamps. Somewhat averted with {{spoiler|Dead Haven, as a good deal of corpses were already there (back when it was Old Haven), especially after you tore through there in the main story.}}
* "The Zombie Island of Dr. Ned" DLC for ''[[Borderlands]],'' despite being a logging camp that looks like it could only hold a few hundred workers has a hundreds of ''thousands'' of zombies that just keep crawling out of the swamps. Somewhat averted with {{spoiler|Dead Haven, as a good deal of corpses were already there (back when it was Old Haven), especially after you tore through there in the main story.}}
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* ''[[Drakensang]]'': In the swamps of Moorbridge you find an evil necromancer who has enchanted the local tombs, so that they now spawn zombies to no end.
* ''[[Drakensang]]'': In the swamps of Moorbridge you find an evil necromancer who has enchanted the local tombs, so that they now spawn zombies to no end.
* The Lychfield Graveyard in ''[[Fable (video game)|Fable I]]'' spawns legions of Undead as you tramp around it.
* The Lychfield Graveyard in ''[[Fable (video game)|Fable I]]'' spawns legions of Undead as you tramp around it.
* In ''[[Final Fantasy XII]]-2'', [[Our Zombies Are Different|C'ieth]] spawn constantly in Academia 400 AF, everywhere in the city, sometimes ''seconds'' after you've already killed the last group. Justified in a deeply disturbing way, ''the city's '''entire population''' [[Fridge Horror|(which is probably millions)]] is being slowly transformed into C'ieth, one by one.''
* In ''[[Final Fantasy XII]]-2'', [[Our Zombies Are Different|C'ieth]] spawn constantly in Academia 400 AF, everywhere in the city, sometimes ''seconds'' after you've already killed the last group. Justified in a deeply disturbing way, ''the city's '''entire population''' [[Fridge Horror|(which is probably millions)]] is being slowly transformed into C'ieth, one by one.''
* One level of ''[[Quake (series)|Quake]]'' has a zombie-generating graveyard.
* One level of ''[[Quake (series)|Quake]]'' has a zombie-generating graveyard.