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Clown Car Grave: Difference between revisions

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== [[Tabletop RPG]] ==
* The ''Keep On The Shadowfell'' adventure for 4th edition [[Dungeons and& Dragons]] features this in one of its encounters.
** A 1E compilation pack of one-off set piece encounters justified this trope, as its undead foes weren't actually arising from the spooky graveyard's plots, but from a cursed gate to a [[Zombie Apocalypse]]-style world that was built into one of its crypts.
* In ''[[GURPS]]'' the Mass Zombie spell raises "(R*R)/2 undead(round down), where R is the radius of the spell in meters" when cast in graveyards. Not sure if that's played straight or an aversion.
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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 [[100% Completion]] of the bestiary, this is the only way.
* Occurred in the second stage of Kasandora in ''[[Act RaiserActRaiser]]'', 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 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.
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* 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.
* 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 ''[[StarcraftStarCraft]] 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]],'' 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.
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