Zombies64
PlayField notesGalleryRepository (private)

Evidence archive · 17 artifacts

The house,
frame by frame.

Captures are committed outputs, not ornamental stock images. Their hashes are checked against the emulator and Blender sources that made them.

09 frames

On cartridge

Archived August 20 Ares captures from the earlier Tiny3D/RDPQ ROM presentation.

Native N64 opening round with black blood-edged HUD panels in the theatre
native openingArchived 2026-08-20 Ares capture from an earlier native build: round one opens with the native HUD. The pictured assets predate the 2026-09-08 Blender redesign. It is not visual validation of the current 2026-09-08 rendering build.
Native N64 first wave firefight with a zombie crossing the auditorium
native first waveArchived 2026-08-20 Ares capture from an earlier native build: the first stalker crosses the auditorium. The pictured assets predate the 2026-09-08 Blender redesign. It is not visual validation of the current 2026-09-08 rendering build.
Native N64 gameplay at the purchasable theatre gate
native gateArchived 2026-08-20 Ares capture from an earlier native build: the 300-point gate changes the route. The pictured assets predate the 2026-09-08 Blender redesign. It is not visual validation of the current 2026-09-08 rendering build.
Native N64 mid-run combat in the red theatre seats
native mid runArchived 2026-08-20 Ares capture from an earlier native build: round four shows the RDPQ HUD during combat. The pictured assets predate the 2026-09-08 Blender redesign. It is not visual validation of the current 2026-09-08 rendering build.
Native N64 late-round fight with an approaching animated zombie
native late runArchived 2026-08-20 Ares capture from an earlier native build: the deterministic tape reaches round five. The pictured assets predate the 2026-09-08 Blender redesign. It is not visual validation of the current 2026-09-08 rendering build.
Native N64 final TAS frame at round six
native final hashArchived 2026-08-20 Ares capture from an earlier native build: the visual tape reaches its round-six terminal frame. The pictured assets predate the 2026-09-08 Blender redesign. It is not visual validation of the current 2026-09-08 rendering build.
Native N64 M1911 aligned on its iron sights with the synthetic crosshair absent
native iron sightsArchived 2026-08-20 Ares capture from an earlier native build: the M1911 aligns its modeled sights without a reticle. The pictured assets predate the 2026-09-08 Blender redesign. It is not visual validation of the current 2026-09-08 rendering build.
Animated Theatre Stalker close to the native N64 camera
native stalkerArchived 2026-08-20 Ares capture from an earlier native build: the animated stalker reaches gameplay distance. The pictured assets predate the 2026-09-08 Blender redesign. It is not visual validation of the current 2026-09-08 rendering build.
native tas reelArchived 2026-08-20 Ares capture from an earlier native build: a 4.6-second TAS reel now carries the current Orpheus score layers. The pictured assets predate the 2026-09-08 Blender redesign. It is not visual validation of the current 2026-09-08 rendering build.

03 frames

In browser

The client-only WebAssembly presentation port.

Zombies64 browser landing screen with a blood-red theatre frame and Open the house button
web shellArchived 2026-08-23 browser capture: the static browser shell before the house opens. The pictured assets predate the 2026-09-08 Blender redesign.
Browser gameplay inside the dark Orpheus Theatre with the M1911 held at the hip
web hip fireArchived 2026-08-23 browser capture: the WASM presentation runs the same deterministic C rules as the cartridge. The pictured assets predate the 2026-09-08 Blender redesign.
Browser gameplay aiming down the centered M1911 iron sights without a reticle
web iron sightsArchived 2026-08-23 browser capture: right mouse aligns the modeled rear notch and front post. The pictured assets predate the 2026-09-08 Blender redesign.

05 frames

At the workbench

Blender authoring scenes and animation evidence.

Blender overview of the abandoned Orpheus Theatre auditorium
theatre authoringV7 theatre refinement: fuller upholstered seats, mounted Deco ornament and substantial closed architecture; 2,500 visible triangles. Studio lighting is an authoring preview.
Blender view of the Orpheus Theatre lobby and ticket area
lobby authoringV7 theatre refinement: recessed ticket kiosks, a new original grille tile and connected trim deepen the aged brass, worn inlay and blood-stained picture-palace palette.
Blender render of the original M1911 and first-person hands model
m1911 authoringV7 reference-based M1911: shaped receiver, sights, recessed port, closed muzzle and natural right-handed grip; 480 equipped triangles with room for combat effects. Three additional weapons join the playable arsenal.
Blender preview of the reusable first-person hands rig
hands authoringV7 anatomical refinement: a separate editable 500-triangle, 35-bone hands rig with connected palms and fingers, varied knuckles and coherent skin UVs.
Four-panel contact sheet showing the Theatre Stalker idle, walk, attack, and death poses
stalker animationV6 geometry refinement: the 500-triangle usher retains its asymmetric damaged face, 17-bone rig and four clips with closed anatomy and blunt clothing edges; static 120- and 24-triangle meshes serve distant views.

An original N64 survival FPS. No extracted Call of Duty data.

ROMLicensesGitHub (private)