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Stainless Games capitalized on the coincidence to promote the upcoming Carmageddon releases by announcing on the official web site that "L.A.
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In July 2011, the City of Los Angeles launched a massive media campaign under the title "Carmageddon" to warn drivers about a major closure on the 405 Freeway during the weekend of July 15–17. In addition, a port of the game for Apple's mobile devices ( iPod Touch, iPhone, iPad) was released on 17 October the same year. Carmageddon and its expansion Splat Pack were released on GOG.com on 27 September 2012 for modern operating systems. Ī port was in development for the Gizmondo, but was never released. The Max Pack was nominated for the 1998 Interactive Achievement award for " Computer Action Game of the Year". As a bonus, it also included a strategy guide, mousepad, and a leather car key chain with Carmageddon 's logo. The Carmageddon Max Pack, released on February 17, 1998, bundled the original game and its expansion pack into one package. It included new tracks, vehicles, environments, network levels, and 3Dfx support. An expansion pack, Splat Pack, was released in 1997.

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It won the "Game of the Year" trophy in the 1997 PC Zone reader awards and "Driving Game of the Year" 1997.
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Release Ĭarmageddon was originally released for MS-DOS, Microsoft Windows, and Mac OS in 1997. Buckland anticipated that Elite would have problems with the conversion due to Carmageddon 's open environments. The PlayStation conversion was subcontracted to developer Elite, with the plan to release the PC and PlayStation versions simultaneously.
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The game uses the BRender engine, which Stainless Software were already thoroughly familiar with one of their previous contracts was to port BRender to Macintosh and build the corresponding tools and demos. The name Carmageddon was coined, and development proceeded with the designers allowed unusually free rein with regard to the content of the game. The sequel to Death Race 2000 was later cancelled, but by this point SCi were impressed enough by Stainless's work that they felt Stainless could try creating their own intellectual property. Rob Henderson from SCi suggested increasing the potential for controversy by awarding the player points for the pedestrian kills. However, there had been a number of recent games which involved running over pedestrians, such as Quarantine and Die Hard Trilogy. The notion of running over pedestrians was added to distinguish the game from Destruction Derby and arouse controversy. Shortly after, Psygnosis released a game with this same concept, Destruction Derby. They decided it made sense to create a game where this was the objective to begin with. Īccording to head programmer Patrick Buckland, the initial concept stemmed from team members getting bored while playing racing games, leading them to ultimately drive in the wrong direction and crash into other cars. It instead secured the Death Race 2000 license, as a sequel to the original film was at that time planned. Initially, SCi wanted to use the Mad Max license, but was unable to find out who owned the rights to the franchise. This was signed by SCi in 1995, with the condition that it be made into a licensed game to guarantee popularity. The game that became Carmageddon started out as 3D Destruction Derby, a banger racing sim prototyped by Stainless Software. The game features three instrumental remixes from Fear Factory's album of 1995, Demanufacture. The game includes thirty-six racetracks, played across eleven different locations. Races are completed by either completing the course as one would a normal racing game, "wasting" (wrecking) all other race cars, or killing all pedestrians on the level. The player has a certain amount of time to complete each race, more time may be gained by collecting bonuses, damaging the competitors' cars, or by running over pedestrians. The player races a vehicle against several other computers controlled competitors in various settings, including city, mine, and industrial areas. Die Anna drives through the "Coastal Carnage" level.
