Clown Car Grave: Difference between revisions

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== [[Film]] ==
 
* ''[[Plan 9 Fromfrom Outer Space]]'' featured a clown car tomb in which [[Bela Lugosi]]/[[Fake Shemp|Guy Who Replaced Bela Lugosi]] was interred. Quite a few mourners pour out of the tiny crypt, including, as indicated by the [[RifftraxRiff Trax]] gang, an unintentional cameo by ''[[Cheers|Norm!]]''
 
== [[Literature]] ==
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== [[Theatre]] ==
* In the ''Ewigkeit'' scene in ''[[Tanz Derder Vampire]]'', there are more horrible, shambling vampires than there are graves in the castle's crypt. For logistics reasons this is because of trapdoor placement but in execution it's like they just keep coming...
 
== [[Video Games]] ==
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** 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.
* Occurred in the second stage of Kasandora in ''[[ActraiserAct Raiser]]'', with mummies walking out of the walls every few seconds.
* The Mummy Sarcophagi in ''[[Diablo (Video Gameseries)|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 zombies in the same game's second quest spawn like crazy out of a few broken plots. [[Justified Trope|Slightly justified]] in that there's a mausoleum and a crypt right by the main graveyard itself.
** Played straight with bottomless spawn points, but averted with PCs/monsters who can raise the dead. There needs to be a body before your necromancer can create a skeleton; and though enemy necromancers can raise the same corpse as many times as you can kill it, they're still limited to the same number of bodies they started with. Hence the usefulness of the Corpse Explosion spell.
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** ''[[Heroes of Might and Magic]] V'' initially had this as well, but the reworked necromancy system averts it, as you can't raise more undeads after fight than there are enemy corpses (that is, if you have the limited power required to raise them all in the first place). Instead, you can also raise higher level undead types depending on the enemy you fought. Then again, the necropolis buildings seem to work as Clowncar Graves considering the considerable amount of undeads you can hire per week.
*** In [[Might and Magic]] III, there are coffins said to be far too narrow to hold a human. Yet if you open them three mummies manage to pop out to kill you.
* In ''[[War CraftWarcraft]] III,'' a necromancer can animate two skeletons from the bones of a single corpse--even the corpse of a small animal like a crab (which logically shouldn't have bones). The Undead also have buildings like graveyards that spawn skeletons and undead units out of nowhere.
** On that note, graveyards in ''[[World of Warcraft]]'' tend to be treated in one of two ways: either they're the location of a spirit healer (who resurrects dead players) and therefore safe havens, or they're avoided like the Plague (pun not intended) because they're zombie factories.
*** There are a few dangerous graveyards that have small, safe pockets where you can resurrect.
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** 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.
* ''Dark [[Gauntlet (1985 video game)]]'' has spawn points for enemies that look like coffins and graves.
* The very first stage of ''[[Ghosts N'n Goblins (Video Gameseries)|Ghosts N Goblins]]'' seems to qualify.
** By extension, ''[[I Wanna Be the Guy]]'' did this in the stage based on ''Ghosts 'n' Goblins''.
** And its sequel, ''Ghouls 'n' Ghosts''.
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* The "Ravenholm" level in ''[[Half Life]] 2'' features an infinite number of Zombies. Of course, given that [[Half Life]] zombies are formed by coupling alien crabs and human heads, this is more a case of Ravenholm having a very large population (and, presumably, getting hit by far more headcrab shells than are seen ingame) rather than a very large graveyard. Ironically, it ''does'' have a very large graveyard. In an inversion of most examples, however, headcrab zombies aren't formed from corpses, so the large graveyard has no impact on the number of zombies!
* ''[[Dead Rising]]'' has an achievement given for killing a number of zombies equal to the town's population, mentioned in the opening. The zombies continue to spawn even after this achievement is earned.
* ''[[The Legend of Zelda (Videovideo Gamegame)|The Legend of Zelda]]'' features a six-screen graveyard where you can get multiple Ghinis (one of the series' earliest undead creatures) from touching one grave.
** At the same time, no less.
*** After a while, the Ghinis stop spawning, but that is more due to hardware limitations than anything else (proven in that you can keep spawning invincible Ghinis after dispatching the leader).
** And in ''[[The Legend of Zelda: LinksLink's Awakening (Video Game)|The Legend of Zelda Links Awakening]]'' two screens just keep pouring out zombies ad infinitum, just slightly northeast of the first village.
** Hyrule Field for young Link in ''[[The Legend of Zelda: Ocarina of Time (Video Game)|The Legend of Zelda Ocarina of Time]]''. For as long as night lasts, it endlessly spawns Stalchildren, and every time you kill a certain number of them a bigger one spawns.
* In ''[[Arcanum]]'', a sidequest in Ashbury centers around a necromantic artifact under the graveyard that causes the dead to rise. Until you go down and fetch the item, zombies will continuously crawl out of the ground with no apparent upper limit to the number. This makes for wonderful XP spamming.
* The original arcade game ''Gauntlet''. The monsters spawned fast enough on some levels where, if the player didn't start for (and kill) the monster spawn points immediately upon entering a level, the ''entire level'' would be wall-to-wall monsters, making the level Unwinnable on a single coin. The fact that the player's "health" decreased as a factor of both taking damage AND time didn't help, either.
** Not to mention it gets worse in the 3D installments, especially as in some levels the monster spawning huts' doors clearly lead NOWHERE, yet reinforcements continue to pour through.
* Some versions of ''[[Nethack]]'' would allow the player to spawn an infinite number of ghouls by repeatedly attempting to engrave on a headstone. (''You disturb the undead!'')
* [[Play Station]] 2 version of ''[[BaldursBaldur's Gate]]: Dark Alliance 2'' (not to be confused with the RPG-style PC games of the same name). It has a place called the Battle of the Bones. You can't take five steps without waking up a skeleton. Moving to hit him wakes up another one, or two if you're lucky. And there are THREE incredibly long screens of this hell. Bring potions, be they healing or mana. A lot of them.
* ''[[BaldursBaldur's Gate]] 1'' had a cave containing 2 flesh golems. If you try to sleep in the cave, 95% of the time, you'll be "Awakened by stomping feet approaching", and discover a golem is attacking. Said golems are extremely easy to kill with summons.
* All playable undead characters in ''[[World of Warcraft]]'' rise from the same exact plot of dirt. Then again, it has been indicated that the Forsaken are collecting potential recruits and storing them in the crypt to see whether they're friendly or not.
** Of course, they are also all directly hired to kill sixteen mindless undead in the nearest vicinity. Assuming only a hundred thousand undead PCs which don't kill anything they aren't given a quest for, this would mean the town has been plagued by 1.6 million of Undead by now. To compare: In medieval times the large city Cologne had 50000 inhabitants...
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* In ''[[King's Quest IV]]'' not only was it instant death if you walked in there without the scarab, but there were way more zombies than graves. The whole mess got [[Lampshaded]] during the fan remake of ''[[King's Quest II]]''.
* In ''[[Starcraft]] 2,'' Meinhoff has that problem. Initially, it makes sense: A refugee camp-turned city will have a lot of people. Hence the waves and waves and waves of infested terrans are understandable. But when there are a few buildings left and they still spawn hundreds of infested terrans ''every night''...well things get a bit odd.
* Oh, ''[[Plants vs. Zombies (Video Game)|Plants vs. Zombies]],'' how I love thee... what with your virtually endless supply of zombies that can be beaten by [[Punny Name|peashooters, Snow peas,]] and the like, you provide hours of entertainment for those of us with nothing better to do. Also, tombstones regularly pop up in the player's backyard (sometimes behind your own lines of defense) during nighttime levels.
** 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 (Franchise)|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 (Video Game)|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.
* "The Zombie Island of Dr. Ned" DLC for ''[[Borderlands (Video Game)|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.}}
* In ''[[Dragon Slayer (Video Game)|Dragon Slayer]]'', tombstones functioned as [[Mook Maker|Mook Makers]].
* [[Clive BarkersBarker's Undying]] had a spell where you yanked skulls out of the ground and fired them like a rocket launcher. The [[All There in the Manual|manual]] [[Justified Trope|explained]] that the area you were in had been a battleground for centuries, and there basically was not one square inch that ''something'' hadn't died on.
* ''[[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 I (Videovideo Gamegame)|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.''
* One level of ''[[Quake (Video Gameseries)|Quake]]'' has a zombie-generating graveyard.
 
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