Carmageddon is the driving sensation where pedestrians (and cows) equal points, and your opponents are a bunch of crazies in a twisted mix of automotive killing machines. Mass Debate which features a politically correct balance of both characters.Īnimals remain in the mix too – suitably accessorised… You haven’t lived till you’ve knocked the wig off of a penguin!Ĭarmageddon: Max Damage is the latest instalment in the legendary Carmageddon series. Hillaryious in which you’ll meet nothing but duplicates of the defeated Democratic candidate. Trumped-Up where every pedestrian is respectfully replaced by the President of the United States.
#CARMAGEDDON MAX DAMAGE PS4 LIGHTFORCE PC#
Impale a horrified Hillary on the end of your mighty rod! Repulsificate demented Donalds straight to frigging CHINA! It’s hours of FUN for the whole FAMILY!Ĭarmageddon: Max Damage for PC features these 3 additional game modes: This Special Edition has these game modes still in place, because it remains just as funny now as it was then to show the President and the failed candidate what you think… By MOWING THEM DOWN IN A VIDEOGAME! Not just once, but over and over again. The level progressions follow the original game fairly closely, the entire game speeding up or slowing down depending on the level you are playing.The original PC release of Carmageddon: Max Damage launched with a “US Election Special” mode, taking inspiration from topical current events - as two of the least-liked meat sacks on the planet slugged it out to become the Most Powerful Person On Earth. just to give players a bit of a surprise every once in a while. Likewise the movement restructions of not being able to turn upwards at the two center "T" shaped maze section while present, has a 1 in 10 chance of being ignored. but they've been tweaked with a bit of randomness to make them a hair less predictable. Likewise their pursuit mode logic is a bit different - for the most part the red ghost still tracks you directly, the magenta ghost tries to get in front of you, the cyan one's accuracy decreases the further away the red one is from you, and the brown one is still a bit. As such I have changed their flee logic to be a bit more intelligent, making you have to put a bit more effort into hunting them down. When the ghost go into 'flee' mode when you eat one of the four super-pellets the ghosts are cut to half speed - this proved using the 'random movement' logic to be too easy despite being remarkably close to the original game's logic. It was impractical to recreate that at such a low resolution so instead I gave the player a one pixel "boot in the patoot" at every corner to give a slight advantage. In the original you could take corners faster than the ghosts by clipping the edges of each turn - this was called "cornering" by most players. For example the animation appeared jerky trying to make the ghosts move faster or slower than PakuPaku, so they are for the most part the same speed. The game logic is similar in most respects to the original, though due to the 8:3 reduction in game resolution many elements had to be dropped or faked. Regarding gameplay logic, this is directly from the dev, Jason Knight: A new MS-DOS game? From the year 2011? Yes, they DO exist, and this awesome Pac-Man game by Jason Knight is living proof!