Carmageddon 1997 pc download






















That it managed this largely through the medium of wholesale pedestrian slaughter is no small achievement. After all, running people over isn't funny, is it? Is it? Black humour is one of the things that keeps us all sane," claims co-designer Patrick Buckland. Also, driving is something that most of us do. And we've all seen that bloody stupid old bloke hobbling across the road in front of us and shouted, 'F-k off you coffin-dodging old XXXX!

Get out of my f--king way! I don't care what fking war you fought in you whingeing wanker. I've got a f--king pub to get to.

Something of an extreme attitude, perhaps, but one that clearly infused itself into the game. Apart from an irrational hatred of slow-moving war veterans. Patrick claims that the idea for Carmageddon also came from me hating driving games. Every time I played them, I got bored after half a lap, turned my car around and tried to head-on the pack coming the other way. Due to shite collision detection and zero physics in the games at that time, this was rarely satisfying, so I set out to write a game where this was the actual core gameplay mechanic.

I was into some pretty banzai Banger Racing at the time, specialising in yanks, Jags and '60s British classics. I decided to try to capture some of the excitement of this in the game. It was signed up as 3D Destruction Derby. SCi then tried to procure the Mad Max licence for it, and when this failed they tried for Death Race Eventually this fell through as well, so we all thought.

Co-designer Neil Barnden has similar memories of the game's original inception: "We put together a very basic demo for 3D Destruction Derby, which had three different cars trundling round a very basic oval track. The player was able to chase 'em in their car and twat 'em. The demo featured the 'PratCam', where you got to see the driver - in this case, me - reacting to the impacts, which helped add the humour we wanted to convey. On the strength of touting this demo around ECTS we got some publisher interest, but it was SCi that most quickly signed on the dotted line.

Given the final content of the game, it was a brave move by SCi. However, far from attempt to tone down the violence, it seems that SCi actively encouraged it. According to Patrick, Early on in the development you actually lost points for hitting pedestrians, but it was Rob Henderson of SCi - now boss of Smoking Gun - who said, F k- it, let's just go the whole hog and reward the player for killing people.

The pedestrian collisions were an aspect of the game that the team set about recreating with some gusto, as Neil recalls: In order that our sprite-based pedestrians be made to look incredibly lifelike ahem , we based them on video frame grabs of ourselves 'in action' in the lorry car park outside our office.

As part of this highly technical process, we enlisted the help of our friend Tony - who was also the in-game face of Max Damage - as stuntman. Wearing professional stuntman padding cardboard boxes stuffed up his jumper and using Patrick's Chevrolet Caprice station wagon as stunt vehicle, we proceeded to run Tony over.

Many times. While my colleague filmed from the passenger seat, Tony encouraged me to drive into him at higher and higher speeds, as he was determined to roll completely over the roof of the car. That's the kind of guy Tony is. In the end, I drove at him fast enough that he crashed straight through the windscreen.

This, and the office workers in the building overlooking the car park calling the police, signalled that we'd 'got it in the can' for the reference material.

Which I then drove up to the local windscreen repair shop with this bloody great person-sized dent in the glass. As Patrick casually lists, There was the shooting of the chandelier. First with air guns, and then with a homemade rocket launcher. And the way we got the footage for whiplash on the PratCam - belting Tony around the back of the neck with the thick end of a pool cue.

And the computer equipment thrown over balconies while working late at night. And the placing of a microwave oven on top of a car that we'd set fire to the week before, filling the microwave with petrol and camping gas cylinders, taping oxyacetylene-filled balloons to it, and turning it on.

But we re a perfectly normal, sensible development company. Amazingly, the game did actually make it to completion, but getting it on the shelves was to provide an even greater challenge in the shape of the notorious British Board of Film Classification. I had to attend a meeting at their London office with the late James Ferman, the man whose signature famously graced the BBFC certificate for many years, recalls Neil.

When the game was submitted to them, they refused to allow it to be released. I admit my recollection of the details of the meeting is hazy. As we were about to go into Ferman's office, I noticed my flies were completely open, and spent the whole meeting preoccupied with whether the Great Man would notice this too and assume I was making some sort of grand gesture. This, and what followed, made it a surreal occasion.

They asserted that the idea of gaining reward for killing innocent people was unacceptable. In order to make their point that the game was morally bankrupt, they had one of their staff, a young guy, play the game in front of us all. He was clearly having a whale of a time, going for 'artistic impression' bonuses, giggling gleefully as old ladies exploded across his bonnet.

James Ferman stood with us behind him, straight-faced, explaining to us how this man was being 'corrupted' by the experience. And the young man agreed: 'Yes, it's really not Our explanation that the game was meant to be a surreal comedy experience fell on deaf ears," recalls Neil. Without changes that would deal with their central objection, the game could not be given a certificate, and so would not be released. It was perhaps for the best that Patrick Buckland wasn't at the meeting.

As he says, Neil did all that stuff, which suited me fine, as I would probably have driven a large vehicle through their building had I been directly on the receiving end of their double standards. We once got a hard time from them because Ferman had spent 'all morning having to watch hardcore gay pornography'. Poor dear. I bet the twat was just embarrassed because it gave him a hard-on the size of a policeman's truncheon Back to the matter in hand, and both Stainless and SCi were faced with a problem, namely the lack of a game.

A compromise had to be reached and the concerned parties eventually agreed to replace the pedestrians with zombies, replete with censor-pleasing green blood. According to Neil, The zombies were created over the course of one long angst-ridden weekend as the solution to this impasse with the BBFC. Already dead, and filled with nothing more offensive than pus, the zombies were deemed acceptable victims for the young homicidal racing-game fans of Great Britain.

As Patrick remembers. They took out an injunction on us. The zombies were bloody irritating. If red blood is good enough for The Holy Grail, it's good enough for us. Carmageddon was finally released to critical and commercial acclaim and. Other more low-rent publications were less complimentary though, and the inevitable lazy tabloid backlash promptly ensued, something that Patrick found absolutely bloody hilarious! One of the funniest was that Age Concern officially complained to us because we were depicting the running-over of old people".

Similarly, Neil thought that the tabloid coverage was great! Uninformed, bandwagon-jumping rubbish. Just the stuff to shift more units".

And shift units it did, with the game hogging the number one spot like a blood-soaked Bryan Adams if only. Carmageddon also received the ultimate accolade, picking up the coveted Game Of The Year, as voted for by the readers.

At a gala occasion at London's Camden Palace, the Stainless team joyously lifted the trophy, and were spotted revelling late into the night, drunk on success and cheap wine. Even Tony the stuntman got involved, doing a passable impression of Mel Gibson, who he has actually doubled for in the movies or so he claimed.

There was a third Carmageddon game in the shape of TDR Part of the reason I hate the mine level so much is that it's exceedingly easy to get your car stuck on the train tracks. Many cliffs can lock your car up even though your wheels are spinning, and smashing into any course barriers frequently leaves you on the wrong side or falling off the track altogether.

The restore key will drop you instantly back for a small fee, but again, these moments are maddening when you're focused on accomplishing one of the race's goals. Some other minor complaints: AI cars will freely warp around to try and get closer to you you can watch this happen on the map.

It's meant to be helpful, but often results in you trying to chase the last car while it keeps changing to new locations. It's also annoyingly difficult to earn new wheels. In my journey to the top, I only earned four you'll unlock them all by beating the game, but unless you're prepared to play again, it's too late. It's certainly a pretty game, even today. Any of the options were quite playable, with 3Dfx offering the sharpest textures, but Windows giving the smoothest gameplay.

Both the polygon worlds and the cars themselves deliver a decent amount of detail with only slightly obtrusive tearing and draw-in. Cars spit polygon shards in crashes and take predefined damage along crumple zones, which can be viewed in a post-race gallery - it's also endlessly fun to hit the "repair" key and watch your own car inflate back out.

For sound, Carma can best be described as loud. Every race is a cacaphony of drums, squealing tires, screaming pedestrians and grinding metal. Unfortunately, there's only a handful of everything recorded, so the novelty gets lost pretty quickly. I'm going to sound unavoidably grumpy here, but honestly, I feel like I'd enjoy Carmageddon a lot more if I was 11 years old and had no idea how a car handled. I respect that there's more to it than its crass exterior, and the idea of a freeform racing game was certainly novel.

It still can be fun to play today, so long as you're not expecting to do any actual racing. When you're focused on trying to win the game is when the frustrations start to pile on. Fun and laid back, but a better driving system would have helped it be legendary instead of merely infamous.

Contact: , done in 0. Search a Classic Game:. Download full Carmageddon: Download It unleashes our imagination and lets us do the worst things without suffering consequences, and it's fantastic for blowing off steam when you're angry or in a bad mood. It is pure evil, and that's why I love it so. Even without the running over and killing ,the game is very fun and exciting. The graphics are great for that time and age and the soundtrack, just like in its sequel Carmageddon 2 , is just fantastic - perfect for rock and metal heads!

You either love the game or hate it, there is no middle way. Books Video icon An illustration of two cells of a film strip.

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