
Developed/Published by: Ubi Soft (it used to have a space in it…)
Released: 1986
Completed: 28/10/2025
Completion: Everyone escaped!
Man. We’ve absolutely got to get access to old games sorted. I’ve talked about this previously–most notably when discussing MULE–but I think it’s good to reflect on the fact that Zombi is the first game ever released by one of the most recognisable game publishers in the world, Ubisoft, and in order to play it I had to scrabble around online to find it–and then scrabble around even longer to find it English. And then have to fiddle around with emulators because emulating old home computers is just not as plug-and-play as emulating old consoles is.
Now, you could argue that Ubisoft might prefer that Zombi not be accessible, because one of the first things that you’ll learn about it is that it’s a completely blatant rip-off of George Romero’s Dawn of the Dead, to the point where–and I’ll go into more detail on this later–you actively need to know the plot of the film to understand how to progress in the game. Which makes sense, considering the game is called “Zombi”, the literal title of Dario Argento’s cut (released, fact fans, nine months before George Romero’s definitive version in non-English speaking countries.) The game was, at best, on some shaky legal ground (you’d think they’d just have ripped off Night of The Living Dead instead–no copyright issues there). For their part, Ubisoft haven’t tried to paint it out of their history–they do mention it right on their website–but its 2012 Wii U title ZombiU has absolutely no connection to it, and then re-releasing that as Zombi on Steam and elsewhere does go some to making finding their first game absolutely more of a ballache, whether that’s intentional or not.
(It could be worse, I suppose–most of Ubisoft’s other earliest titles, such as Fer & Flamme (“Iron & Flame”) weren’t even released in English, leaving the likes of the poor old CRPG Addict absolutely flailing.)
As Ubisoft’s first game, it would probably serve us to dig into the founding of Ubisoft a bit, because it explains quite a lot. Ubisoft began as the Guillemot’s family business (though the family, in effect, does still control it) selling, uh, the things farmers need to farmers. The five sons of the family, however, had bigger ideas: first selling audio CDs (then a brand new technology), then computers and software, before realising that they could buy hardware and software from the UK–where it was half the price of a French distributor–and resell it on to French consumers undercutting competitors and still making a tidy profit. Before long they were engaging in a roaring trade of computer games, and so obviously decided they had to take the next step in (ahem) vertical integration: making the games themselves.
Well, not exactly themselves, obviously. It’s not like the brothers got their hands dirty with that. As was usual for the time, they got school children to do it for them. Yannick Cadin–still a high school student, though eighteen so I am being a bit hyperbolic by calling him a child–would code the game despite having (in his own words) “never written a program of more than 100 lines in assembler”, along with graphic designer Patrick Daher and screenwriter Alexandre Bonan under Sylvie Hugonnier1, all of whom appear in Zombi as the main characters (though if Cadin looks like his video game equivalent, he’s a terrifying fellow.)
What makes this even more interesting is that as a French company, the games that Ubisoft will have been importing will almost certainly have been for the Amstrad CPC, because the system was uniquely popular there, meaning that Ubisoft’s first game would be a CPC exclusive for several years until it’s ported to the usual suspects (Spectrum, C64, Amiga, ST, and PC.)
As a result, I really wanted to play this through on CPC, as it was, after all, my first computer, and I so rarely have a decent excuse to play anything on it. Zombi on Amstrad CPC looks like this:

At least, this is the version that everyone seems to have online. Intriguingly, in Retro Gamer Issue 204 there’s a claim that there were “separate versions for 64k and 128k machines (the latter benefited from more detailed graphics)” though it’s completely unsourced and I can’t find any other reference to it or difference in versions online. What’s important either way is that Zombi is an absolutely fascinating example of one of my favourite things about this era of game development, something I’ve talked about many times–the fact that genre has not ossified. There are no expectations.
Zombi is, sort of, a dungeon crawler, with the dungeon here a shopping mall. It’s also sort of a graphic adventure, because most of the game is about collecting objects and then using them in particular ways. But, there are zombies roaming, and you have to fight them in real time, so it’s sort of an action game–maybe the first survival horror! On top of that, characters have to eat, and sleep, so it’s also sort of a pure survival game. And at the same time, it isn’t even that simple, because you have four characters, and you can use them all separately, switching between them whenever you like!
It is a lot, an astoundingly broad game design for a teenager at a completely inexperienced company to pull off, and apparently it only took about six months (Cadin, modestly, claims it could have been done a lot faster.) What gets so interesting about it is that there seems to have been absolutely no thought taken to make anything about the way Zombi tries to pull its disparate genre ideas together match anything gamers of 1986 might have already seen.
Now, to be fair, it is France, it is 1986, and it is the Amstrad CPC. Games such as The Bard’s Tale wouldn’t hit that system for a couple of years, so I really can’t say if the Zombi team had ever seen a first-person dungeon crawler. But if they had, they apparently rejected samey corridors to instead prioritise making each location visually unique over every other consideration, because the interface is completely bonkers.
Most apparent will be the menu at the bottom of the screen. The Amstrad CPC didn’t have mouse as a default input, so they had to get creative, meaning that you have to scroll back and forth through a list of everything you might want to do (bafflingly, the scroll direction was backward from my input, which I imagine must be how they intended it.) That already makes doing really anything awkward. But navigating is even more insane. Rather than a “dungeon” it’s better to imagine the world of Zombi the same way as a text adventure–each screen you see is a series of rooms with distinct entrances and exits. However, the game doesn’t tell you what exits there are. While you can work some of them out by what you can see, in many cases (for example, things behind you) you have to blindly attempt moving there–and the game on CPC has absolutely no feedback when you do anything wrong. You almost can’t be sure you’ve even done anything in many cases.
(Well, unless you’re outside, in which case you stumble into a horde of zombies and immediately die. Or if you move backwards off the mall’s balcony without a rope, and fall to your death.)
You don’t navigate the world by doing anything sensible like moving with the arrow keys, however. Instead on screen a tiny wireframe representation of the space appears, and then you have to select what direction you go (for example, selecting the outer frame to move backwards.) It is completely inelegant in a way that somehow also feels like a stroke of genius, in that it’s arguably far clearer than movement in an early first-person dungeon crawler (think how many times you could move in those wireframes and not actually be sure you moved) but is also unbelievably clunky and frustrating.

The game has some other quirks–similarly stylistic, similarly related to developer immaturity. The game honestly looks good for the system, with a stark grey and black palette (that again makes me wonder why they didn’t go for Night of the Living Dead) and the clever decision to make anything on screen you can interact with pop with a bright blue colour. The game feels genuinely atmospheric and lonely as you creep around the dead mall, scavenging for what you need, but it does seem that they didn’t quite know how to get the zombies into the game in an exciting way. When you’re in a room with a zombie, they’re just given a portrait on the same line as your heroes portraits, and after a number of seconds you’re officially attacked. What this means is that you have to bash keys rhythmically (boo!) to beat them to death with your hands, taking damage the whole time. You can avoid this if you have a ranged weapon–you can use the gun before you’re attacked, and take part in a simple, almost golf swing-meter like system where you just have to hit the button at the right time to kill them.
Unfortunately, navigating the menu to get to the gun in time was, for me, like trying to solve a Rubik’s cube behind my back, and so, unfortunately (and I’m not proud of it) I had to give up on the Amstrad CPC version for my own sanity. Thankfully, when the game was ported to Atari ST and Amiga four years later, Alexander Yarmitsky took over porting duties and changed the interface to something more contemporary, so I pulled up the Amiga version to try it there.
In the ported version2 all the weird controls are replaced with, thankfully, a cursor-based system and direction arrows around the screen so movement makes more sense (well, there’s some double duty taken where “forward” and “back” also mean “up” and “down” but I’ll take it.) You can also see zombies now, who sort of… toddle across the screen so you can headshot them with the cursor before they attack you. It’s maybe too easy, but it’s certainly more engaging.

I’d love to say that makes the Atari ST or Amiga version definitive, but… it’s in full colour! Not only does this remove all of the atmosphere, it means that you literally can’t tell where any of the interactibles are on the screen, turning what was a perfectly understandable adventure game into a baffling pixel hunt. It is… ruinous, and it really means that if you want to make sense of the game you have to use a walkthrough (and probably a map).
This is something you’ll want to do after a while, because you’re eventually going to need something to do. If there’s one truly disappointing thing about Zombi–outside of there not being the perfect mama bear option for me, our retro game Goldilocks–it’s that as just a survival game it’s not that interesting. It’s neat to wander the level, kill the zombies, and have to eat and sleep, but there’s no incident. I think as a kid it could have been something I loved to noodle around in–there’s a lot of space for your imagination–but the CPC’s controls just kill any thought that I would have.
When you actually intend to beat the game, it’s weirdly trivial (when it’s not tedious) as long as you can actually spot where the things you need are and know the plot of the movie. First you have to block all the entrances to the mall; then you have to kill all the zombies and put them in cold storage so they don’t reanimate (I’m not sure if you have to turn the electricity on in the basement to do this, but I did.) Once you’ve done that, the mall is immediately attacked by Hells Angels, and you just need to steal petrol from their truck for your helicopter, get in and escape.
If it wasn’t for having to trawl the whole map for every zombie–don’t forget you can move backwards, because I missed one and had to cover the map about three times–and then lug them down to the cold storage, only being able to carry about three at a time, this would be over in about ten minutes. But I don’t even think they made you kill and store all the zombies to pad the game out–I think it’s just because, well, that’s what happens in Dawn of the Dead, isn’t it?
I’m not quite entirely sure how to explain it, but a raw enthusiasm for the source material shines through via touches like that, and even if functionally they’re not good game design, something about Zombi is charming. I don’t know if I recommend it as such, but I think if there was a monochrome “can see objects” version with the updated controls I actually think I would.
At the very least, more people should know about it. I guess I’ve done my bit!
Will I ever play it again? Come on Ubisoft, release a 40th anniversary ultimate version with the proper colours. I dare you.
Final Thought: If you want to play through this, the best help is (surprisingly) Amiga Action’s walkthrough, even though as an Amiga Power boy I’d never admit it. They do screw up the map a bit–they don’t distinguish between inside and outside on the first level so it’s confusing, so you might want to use it in conjunction with this other map which is, sadly, unsourced (but I assume from one of the many French CPC mags.) Or just draw around the mall interior with a pen or something. But as usual, I recommend not just jumping straight to the walkthrough–it’s more fun to noodle around first, even just the big beats I gave you above should be enough to get you through the game really if you’re willing to map it yourself.
(Actually, that’s a lie. Even with the map and solution I usually couldn’t find where to click on most of the screens to use buttons and things without basically clicking everywhere. Sigh.)
- This is a bit of an assumption. Most sites explicitly state Hugonnier was director of marketing/PR, but Cadin refers to a “certain Sylvie” who “explain[d] that she was approached to set up a video game publishing house and, as she ha[d] some experience in this field, she [was to be] the director of this new company.” Surely the same person. ↩︎
- Well, in the ported version for Atari ST, Amiga and the ZX Spectrum. Cadin ported the PC version and doggedly stuck to his original control scheme and the Commodore 64 porting team followed his lead. Unfortunate. ↩︎


































