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Bugs:Zombieville (1997)

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This page details bugs of Zombieville (1997).

Skipping Rachel

This video showcases the luck in not only the game not crashing but zombies spawning around you and not in front of you. The game is aware that the drunkard is dead and expects to kill you right away.

However, if you sprint forward, Rachel will somehow disappear and you can reach the graveyard without needing to use silver "bullets" on her. Now that you're at the graveyard, it is unknown if you can actually proceed past the demon in the chapel and kill Walker of Winds, because you don't have the silver "bullets" but you've passed Rachel.

Red Eye Goof 1

If you get yourself hit by a zombie on purpose at the very beginning of the game, the game will try to kill you fast by spawning zombies around Matt. If you manage to go inside the Bedlam base and converse with Sgt Price, he will say "Now let me see your eyes...They ain't red...."

However, the game doesn't actually check if you have red eyes, and the conversation will carry as normal.

Red Eye Goof 2

There is another part in the game where the characters' dialogue isn't influenced by Matt's red Eyes. This is at the Town's Diner with Pearl (Waitress) and Richard (Barber).

However, the game doesn't actually check if Matt has red eyes, or even if Matt black is decomposing, and the conversation will carry as normal.

Altar Audio Bug

At the cathedral's altar, there's an unusual audio bug where zombies' spawn sound effect just loops forever.

The game spawns zombies forever as well and then crashes...

Other Bugs

  • Zombies may "zombie hit" at a distance instead of at close range.
  • If Matt is inside the Bedlam base's 1st floor where Colonel Martinez and Sgt Price are and shoots them, the game will crash if you manage to kill both of them since the game doesn't know what to do with them dead (even though they have no more player interaction after their conversation with leaving the base).
  • Zombies can be frozen in place when doors are closed on them.
  • If you kill Richard inside the city diner and attempt to kill the spawning zombies, the game will very likely crash since it doesn't expect you to actually kill the spawned zombies.
  • If you give Lavern's grandpa antidote and enter and leave the warehouse, Lavern's grandpa will be re-zombified.
    • This will let you farm more zombie antidote than planned.
      • Why this random drunkard has experimental military antidote to give you, we'll never know.
  • After playing the game for a while, upon saving or reloading the game, the game may randomly freeze despite music playing in the background. Thus rendering the save/load menu unusable.
    • To fix this, close and relaunch the game.
  • The music may play random notes really fast when sound effects are being played when transition to one place to another.
  • Music may cut out when saving and reloading in quick succession.
    • To restore music, exit and relaunch the game.
  • Music may randomly hold on a note if you're using some zombie antidote until Matt's face has finished consuming an antidote.
  • Music may bug out and stop playing after driving around in the Humvee.
    • To restore music, exit and relaunch the game.
  • Agne's brother's dialogue may randomly crash after he says "...I'm done for, boy!"
  • The game will crash randomly when spawning and killing multiple zombies outside of the Bedlam base.
  • The game may accidentally forget some early-game actions (i.e. getting shotgun shells from store owner, killing Rusty) with no rhyme or reason (possibly from exiting the game to desktop and relaunching the game multiple times).
  • The game may crash randomly when speaking to NPCs. Save often!
  • PFC Janise may give you shotgun shells when asked if she's hurt. If this happens, the game may crash randomly afterwards.
  • If you sprint right after you kill a zombie, the zombie's sprite will launch in the opposite direction.
  • When using DOSbox, the game may randomly freeze if playing on windowed-mode and clicked outside of the window, but still plays music.
  • There are some locations in Zombieville where they has no music associated with it.
    • These places just "inherits" whatever music was playing last. One can test this by loading a different save from a different location and load a save (I.e. inside Ruby Bar and Town Diner).
      • It is unknown if locations like these have their own music tracks but was overridden to play whatever music was playing last instead.
  • If Matt's shot/hurt by someone or a zombie, the hit sound effect will be whatever weapon Matt has equipped!