I would think building robots would be a "good" action, since you're freeing Pedro and company from the horrors of working in the burning factory made of rusty conveyor belts for no pay. But no, it's evil. :?
In other news, having worked at Sonic and McDonalds (who have the Blast and McFreeze respectively), I know a couple people who would _kill_ to have a dispenser/mixer setup like this.
My only real complaint is how ineffective the booster upgrade is. It doesn't add much speed and only lasts a short time, so it's really only good for finishing sundaes that are already 95% mixed so you can swing back to the order booth. Unless ... you're _supposed_ to overload it to stall Chunky sundaes so they don't get ahead of the Regulars?!?! =P
Thank Weird Al for Albuquerque. $8000 in one song? Hecks to the yes! (But I guess this is just a roundabout way of saying what I'm really trying to say here, which is ... I ... HATE ... SAUERKRAUT!)
Starting with Level 12, the only warez you need on the non-survival levels are Elk Cloner, Slammer, Downadup, and Cyborg -- use an early wave or three of 'Cloners to disrupt the enemy's infrastructure, then save up for the other three. Save up another 750ish Mind, then send 3 Cyborgs down the line with the most or biggest Coprocessors or Money Makers on it. This will cause your opponent to switch that line over to LEDs -- immediately send three or four Slammers after the Cyborgs to soak up the red shots. Follow _that_ with three or four Downadups. The Slammers should die, but that's okay -- your real goal is for one of the Downadups to hit the back line to trigger the Overload. Once the Overload clears, repeat the strategy on that same line -- the enemy will be down five or six thousand $ from your last attack, so it'll be easy to reopen the breach and finish off his last 90 HP.
Once you have a Mike T and the Tanker class, the Mike's Revenge quests become laughably easy -- a Mike T Tanker takes only 10% of the damage that the giant Mike T Brawlers in the quests deal, so they can take 10 or more hits (each) before they die. Meanwhile, you'll regenerate mana far faster than you have to spend it on heals. Add a poison-special Thrower to make the Revenge quest chain outright farmable.
Pizot: Did you die after picking up the treasure but before the day's end? I strongly suspect you did -- I lost freaking EXCALIBUR that way. >_< I rated 3/5; would've given 4/5 but for that one glitch.
bowen10000 -- Once you've bought a second weapon, the last row of upgrades in the menu changes to show upgrades for that weapon. Clicking the "Bullet" upgrade again reverts it. This also dictates which weapon you'll have equipped when you enter a level.
Is there a particular reason for limiting character names to 9 characters? There seems to be plenty of room left in the input screen and status box for longer names, so cutting it off at 9 seems ... I dunno, completely arbitrary and unnecessary?
Heck, a full combo will earn easily twice as many points as a run with ONE mistake halfway through. On Easy, the score requirement for "We Wish You a Merry Christmas" depends on not only making a full combo, but also delaying Frost Mode until as late in the song as possible, so you get the x8 on the notes that are potentially worth 1400 points each.
The scoring system is utter nonsense. A 100-hit combo over the first 45 or so seconds of a song (followed by an immediate fail-out) will easily earn several times as many points as "winning" the song without getting above a 20-hit streak.
Protip: The minimum distance from your engineers at which Hunters will pop out of the ground is exactly the same as the maximum range of the flamethrowers. Since Hunters also change course to attack the nearest engineer, the four flamethrowers you can afford at the start of Day 3 can safely cover the entire field with minimal firing-range overlap (one on each edge, the other two spaced out in the middle). At most, you'll need 3 more flamers (placed halfway between each pair of your starting flamers) to finish the level; all of your other resources should go into long-range units that can pick off the later waves' Bursters.
If you're having trouble, remember that a packed group of 5-10 Shovel Men is stronger than 5-10 spread-out Shovel Men. Even on Stage 4, you have enough time to build a Salvage Yard ASAP and hold out for the $250 to drop 5 Shovels at once before the zombies have done more than 10% damage to the trailer park. From there it's a matter of sending 5-10 Shovels or Farmers at a time (supported with superweapons) as you build your other three Salvage Yards, followed by a Farm, Garage, and Church. Also, the Harvester is strongest when the zombies are fairly close, since more zombies onscreen = more kills = more Yee-Haw. The Angry Mob is strongest when you have the cash to drop a few extra Farmers or a Preacher alongside it. The Preacher, especially, is VERY powerful. One Preacher in the middle of an Angry Mob is sufficient to win all four levels, as it's simply a matter of waiting for converted Tanks, Witches, and Hunters to break the city while the farmers shoot Commons.
Short background music loop is short. Also, the ridiculous number of high-powered homing tanks in the higher levels seems like more of a cop-out than anything.
@Kitty2310: There's a break point (about 5 upgrades in) in the lightning-resist upgrade chain where your engine will restart faster than clouds can generate lightning. With all 10 upgrades and the clear-weather medal, clouds have essentially no effect on you unless you intentionally kill your speed and hover inside them for extended periods of time.
I hate how zoomed-in the camera is for the first 75k feet or so of each launch. It makes the hard badge far more frustrating than it has any right to be, since with the best engine you have too much momentum for "just turn off the engine if something is coming up" to work well -- half a second doesn't decelerate you enough to avoid the booster gates of YOU FAIL. The rocket's hitbox feels a little "off," too -- there's been plenty of times where I've seen open sky between my fins and a booster gate during my entire pass through it, but still taken damage.
Fun fact: If you reach Rank 1 as a White Robe, you'll automatically win the majority of the (required) fights during the "White Robes' last stand" at Great Sea. Most of the Black Robes will run in fear when you turn to fight them, and your character will instakill them from behind, though it doesn't work on Flamier. Similarly, most of the mages (barring Shiverhorror) you'd normally have to fight to become Great Mage will either surrender or suffer another chat-cutscene-instakill. Haven't checked if it works when you play the story from the Black Robes side, though.
It'd be nice if Charge's animation was just a hair quicker, so that sword and club-wielding enemies weren't able to get in cheap hits every single time you attack them. It'd also be nice if Charge didn't consistently stop short of hitting ranged or fleeing enemies -- the character's (incorrect) assumption seems to be that every single enemy will be constantly moving towards you. Which they aren't.
It'd be nice if the +250 cash from First Blood and First Wave carried over into new games or if they could be re-earned in each game. As it is, I could see people intentionally deleting their savegame after every failed attempt just for that +250 cash. Which is extra effort on their part. Which makes the game less fun, hence more 1/5 and 2/5 ratings. Just sayin'.