Showing posts with label true story. Show all posts
Showing posts with label true story. Show all posts

Wednesday, September 25, 2024

Why I Shouldn't Blog E3 For 1UP! - A 1UP classic from April 07, 2005

There are a lot of qualified people going for the coveted spot of 1UP E3 blogger, but there are several reasons why I feel I'm the most qualified for the spot. I define myself as a gamer. Hardcore, true-blue, never give up, that all applies to me. From the moment I wake up to the moment I go to sleep all I think about is breaking into the game industry. For the past few years this is all that I obsess about. The only thing that keeps me going after many letters of rejection are those 3 days in May.

You can ask my family and you can ask my friends. I live and breath for only three days of the year. My birthday, Christmas, New Years and Superbowl combined don't mean as much to me as the E3. Sounds crazy? I can only say that after having touched the face-of-God known as the E3. Nothing else compares. But let me take you back a few years, way back to 1999.

Well even before 99 really. Back when my brothers and friends first found out about the E3 we were in high school. The E3 had moved from LA to Atlanta following on the heels of the new ATL Convention Center and the Olympics. My friend Robert and I were trying to convince our parents to let us fly out to Altlanta, stay at his sister's house and forge passes to get into the expo. Our parents thought we had completely lost our minds. Just how much did videogames really mean to us? People talk the talk but my friend and I walk the walk. We had budgeted ourselves for the expo and had even talked to a travel agent about tickets. We would do and try anything to get into the expo even if it meant running away... but our parents kept us on lock-down until we finished high school.

A few years later my friend Robert and I were newly-enrolled college students. The E3 was returning to Los Angeles. Being a lifer since the pinball machine was replaced with Asteroids (I can actually remember a time when pinball machines still took about 60% of the arcades). I knew that we had no excuse to miss out on the E3 happening in our back yard.

We concocted a plan, an impossible dream that you can't get away with today. We were going to get into the E3 with false credentials... We got hold of some applications, went to the local Kinkos and made up some phony business cards.

Since the E3 is supposed to be "industry only" we figured to put on our best suits and look the part. Although we later found out that it's casual, people treat you a lot better when you look like a professional.

This part may come as a shocker but in 1999, the tickets for the E3 (exhibits only) were $50. Moreover you got one guest pass for every ticket purchased. My two brothers bought tickets so they joined Robert and I and we invited four more friends. In 2000 ticket prices went up to $150 and no guest passes were given out to ticket purchases. Prices for E3 tix has steadily increased and security has become more stringent in the past few years.

We set out to the LA Convention Center with our friends, cameras and skateboards in tow. You'll find out about the skateboards later. We parked a few blocks away, walked to the CC, waited in the registration line and picked up our badges. On the way we ran into some publicity seekers.

The next few hours and days were filled with many sights and sounds, and easily could be more than enough to overwhelm even the most jaded gamer or industry veteran. Just typing about the E3 in 1999 makes my heart pound.

The first thing you notice is the deafening sound coming from all of the booths. The sound levels have been cut back but Electronic Arts always seems to ignore that policy. The displays themselves are glorious. I mean, Walt Disney would even take a step back in amazment at the sheer scale of some of the bigger booths. Giant robots, military vehicles, skateboard halfpipes... you simply cannot brace yourself for what you can expect to see.

We split into groups and all went our separate ways. Robert and I were checking out the skateboarding games, Tony Hawk's Pro Skater was being debuted and almost the entire Neversoft staff and Tony Hawk himself was out there promoting the game. Now you know why I brought skateboards.

The sad part was that most of the attendees (even Robert) had no idea who Tony was or what the game was about. So many people passed on the title... Little did they know that a few months later Tony would land his first 900 at the X-Games and the momentum would carry over to the game where it would become an instant hit and bring skateboarding to the mainstream...

Fortunately for me I was a skateboarder, knew them by sight and could approach them at the expo and seek autographs. The first person I saw after Tony was Colin McKay, I was turning a corner when I saw him sitting down behind a ramp and just chilling before a demo. I asked "You're Colin McKay?" And he turned, nodded and looked at me funny.

I was wearing a tux after all and looked like just another businessman at the expo. I looked over his shoulder "And you're Bucky Lasek, and you're Rune Glifburg, and you're Bob Burnquist! Holy shi... can I have some autographs?!?!?!?!"

The skaters were more than happy to oblige as I was the only person in a sea of suits that knew who they were and was down with skateboarding. Many an attendee just stared as I pulled out skateboard after skateboard and poster after poster from my backpack. Not a one knew why I was getting autographs or even who the riders were. (Today you can't go to the expo without seeing one or two skateboards being carried by autograph hounds)

When the demo started the arm candy on many power players would whistle and yell "go higher!" as if the skaters were trick ponies sent to amuse them. I walked away wondering if any of the people would ever remember who they saw that day.
 
We went on to convention hall after convention hall picking up swag and playing games. Sony had impressed us with the scale of their display, they were put between Sega and Nintendo in the North Hall. Promoting Gran Turismo 2 Sony put real race cars on the walls of their booth.

Not to be outdone, Nintendo featured the full-scale Anakin Skywalker racing pod from Star Wars Episode I just above their name. It was so low overhead that you could look inside the pod and touch it... Now that's money!

We walked and walked and walked until we were exhausted. Our legs gave out shortly before the expo had ended and very few of us had the strength to return the following days. Having carried around 30lbs. of skateboards had left me the most drained but also the most determined to return the following two days. My legs cramped so bad that night that I awoke vomiting from the pain. But the following day I put on my suit and went back to war.

The expo meant so much to me that I had to share my experiences with my friends and family that couldn't make it. So I gave up all my swag and carefully documented the experience in pictures and video for them so they wouldn't feel left out. To this day I still give away all of my swag and make videos and now DVD's for my family and friends. I know that I could cover the magic of the expo better than any blogger or journalist only because I have been there and each and every day I think about videogames even more than food or sex!

In 2000 I offered the webmaster of the Tony Hawk's Pro Skater Online FAQ (later renamed PlanetTonyHawk.com) full coverage of the THPS2 title. He accepted and I began writing for the site on that day. Given our dedication to the series we've dropped more exclusives online thanks to the E3 and all of the skateboarders I had first contacted in 99.

I was also the webmaster of the Hydro Thunder Fanpage and had scored an exclusive interview with Team Hydro regarding the arcade sequel.

The industry knew the arcade scene was coming to an end, at least in the US, so Hydro Thunder 2 never came to fruition and the team left Midway to found Swinging Ape Studios and release the critically acclaimed Metal Arms - Glitch in the System.
 
Although Midway seemed to have the budget to finish the lackluster Mortal Kombat 4, Off Road Thunder and Arctic Thunder (which G4TV claims as the most interactive arcade game) they spurned the arcade community by not following through on HT2. I still have the only two screenshots know to exist on the remade HT2 boats straight from Team Hydro.

2000 was also a turning point in the industry. Booths weren't as lavish as the industry entered a slight recession that followed through to the E3 for the next few years. I still have yet to see displays grander and more over the top than in 1999. Ticket prices to the expo had gone up and this time only Robert and myself went. We made the most of it and still look back with fond memories.

In 2001 Robert and I no longer qualified as members of the industry since we were full-time college students. But after having seen so much I would not let myself be denied. A friend at Crave scored me a guest pass and then let onto something that would turn out to be very true these past two years.

Although the E3 is an industry only event, guest passed used to be given out to developers by the box load. Many a kid under-18 managed to get in and more than a few guest passes ended up on eBay. So from 2001 on guest passes would be restricted. My contact at Crave had to sign off for me and I had to vow now to share the pass with anybody. He did this favor for me again in 2002.

In 2003 Crave had cut backs and my friend was laid-off. I was still determined to go to the expo and I asked Neversoft if they could do me a huge favor. Since I had now been covering the expo for PlanetTonyHawk.com for the past few years, plus had submitted volumes of ideas for the series (many of which made their way into the games), if they could score me a guest pass. They obliged and made it into the expo by the skin of my teeth.

The webmaster of PTH Trevor "Slateman" Esposito flew in from New York on his own dime and was given a guest pass from GameSpy. GameSpy offers one pass for each hosted site but does not offer to pick up the tab for flying or rooming during the convention. From that day on Slate and I have covered the expo as a team. I even made tee shirts to celebrate the expo given to Slate, myself, some of the people at Neversoft and Tony Hawk himself.

Where else but at the expo can you get the chance to meet and talk with the president of a small publisher and then share that information with a fan site dedicated to the game rather than some big magazine site? For example I got a chance to talk to the president of Torus games about Carmageddon 3 since Torus had aquired the rights from Stainless. There were many fans around the world wondering what the quality of the game would be like coming from a different publisher. This small news and many others would be overlooked by many magazines going to the convention only to cover the biggest game releases.

Last year was the straw that broke the camels back. Organizers of the Expo had taken so much criticism for allowing non-industry types in that guest passes were only given out by royal decree. Even Neversoft was not given any passes last year.

Having exhausted all of my contacts I called in the favor of all favors. I asked Tony Hawk if he could ask Activision for a guest pass on my behalf. They looked and looked and when they got back to Tony even they were flabbergasted, there is one guest pass among one of the biggest publishers in the world and they passed it on to me. Has the security policy become so bold as to deny anyone that even inquires about guest passes let they be a multi-billion dollar publisher or a small developer?

Since that time Tony has "lost" my e-mail address and Neversoft is under a strict no outside contact policy. I asked well in advance this year to see if there was any possible way I could get into the expo. The prognosis was grim. Neversoft had been denied guest passes again and even Activision was not an option. The word is that guest passes were requested from an Activision-sponsored talent for the family of a boy battling leukemia... that selfless request sparked friction from the industry and E3 organizers. It is still not determined if the boy can go. Can you believe that? It is one thing to do the right thing, but given that the industry is money-driven let's put it another way, "You can't buy that kind of PR for granting the wish of a kid that's had to battle uphill just for the right to live"...argh!!!

So it looks that for the first time in my miracle six-year run I too will be denied the glory. I had requested the time off from work already. I had even ordered new tee's for Slateman, Tony and the guys at Neversoft. I was budgeting myself for MiniDV film and a pair of comfortable shoes for the expo. I was looking forward to producing another video for my brothers and my cousins and my friends, but the closer we get to the E3 the more I realize it may not happen. On the second week of May I may be forced to settle for sitting in front of the TV playing games knowing full-well that not more than 15 minutes away my Christmas/ Birthday/ SuperBowl/ NewYears has been taken from me.

I am reduced to begging for passes from 1UP, whose editors I may have already spurned. I am reduced to competing against far more talented wordsmiths. I am forced to admit that a person that has never been should get the chance to go more than a fat skater that's been so many times.
Damned if I didn't want to give it one more go around.

Or maybe I want to go to the E3 so I can see her again. The super-cute British Activision employee that made a pass at me in 2000, and in my ignorance did not notice so I have been kicking myself every day since.

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Wednesday, June 16, 2021

My favorite games of all time, the story of Carmageddon part 7...

Publisher SCi would like you to believe that there were three main Carmageddon games. I count three all right, Carmageddon, the Splat Pack, and Carmageddon II Carpocalypse Now. The one known as Carmageddon TDR 2000 was released in 2000, and has only the name in common. Many were hopeful that the TDR stood for "The Death Race," but again SCi failed in acquiring the license, so it actually stood for "Total Destruction Racing." It slightly resembles a Carmageddon game, but it certainly doesn’t play like one. Something happened with the franchise that came as a shock to fans. SCi had a contract dispute with Stainless Games. This was nothing new in the industry. Developers have been hired, and fired since the industry was founded. What was uncommon was for a developer with a proven track record to create a hit, be let go, and replaced with a relative unknown.

Torus Games out of Australia took over the IP. I hold no ill will to Torus for what went down. In my photograph archives I actually have a picture of myself shaking hands with the President of Torus.We met at the E3 in Los Angeles back in 1999. We talked about what they had planned for Carmageddon 3. The Australian company was trying to make a name for themselves in PC development, and in this case they bit off more than they could chew. It was apparent from the get-go. 

What happened between Stainless Games, and SCi, mirrors what happened between SingleTrac, and Sony. The Twisted Metal series was pretty much the brainchild of David Jaffe, and his team at SingleTrac. They had cut their teeth developing many of the first generation hits for the Playstation, and Playstation 2. The first wave included Warhawk, Jet Moto, and Critical Depth, in addition to the first two Twisted Metal games. They showed that they were capable of innovating in the combat department. It didn't matter if the fights were in the air, on the ground, or underwater. It was a niche they had carved out for themselves. This track record gave them the creative flexibility to begin developing another string of original games for the Playstation 2, including War of the Monsters (another of my absolute favorite games), and Downhill Domination. These titles were all good, but it was Twisted Metal that really took off for them. Then Twisted Metal 2 completely rewrote the book on vehicle combat. Everything that made the first game good was expanded upon. This included the library of characters, cars, physics, animation, combat design, levels, storytelling, music, and especially control. The things that were lacking were polished, and made better. A studio may get lucky out of the gate, but it takes real talent to build a greater sequel. This leap from game to game was not unlike the work that went into Carmageddon, and Carmageddon II by Stainless.

Fans were excited about a third game was in the works from Sony. It would debut two years later, but this time by a new developer. That was roughly the same window of time that Torus had to create an all-new game. 989 Studios took over for Sony, and although they had helped a little with the previous games, they had never been directly in charge of the franchise until Twisted Metal III. Audiences, and reviewers could tell that the game had taken a considerable dip. The control was unpolished, the vehicles lacked the creative spark or the prior games, the combat felt sluggish, and the story didn’t seem to fit the mold. When SingleTrac was dropped the team turned around, and released Rouge Trip which audiences could tell was the spiritual successor to Twisted Metal 2. Even with Sony’s powerful marketing arm, and great soundtrack (although Rob Zombie’s “Dragula” seemed to be featured in every other game), it was not enough to convince audiences that Twisted Metal 3 was  good. Things improved in Twisted Metal 4, which came out in 1999. Most sites commented that the things that were lacking had been fixed, and 989 had finally made a good sequel. By then the damage to the franchise had been done. Word of mouth killed the momentum, as did the bad reviews.

The best thing Sony could do was save face, and ask Jaffe and his team to return. They were given lots of creative freedom to reboot the franchise. The much darker Twisted Metal Black debuted in 2001. It was possibly the highest rated entry in the series. Shortly after Jaffe moved to Sony Santa Monica to begin development on another new idea, a game called God of War. Carmageddon TDR 2000 had dismal reviews, only SCi wouldn’t be able to save face by going back to Stainless. The franchise seemed dead, and buried. Fans got word of mouth that the new game was bad. Really, really bad. Those living in denial waited for a review from a trusted site, or magazine before deciding to pass on it. Their fears were only confirmed. GameSpot gave it a 5.7 out of 10, IGN gave it a 5.8 out of 10, PC Gamer gave it a 59%, and PC Zone gave it a 6.9 out of 10. 

The fallout from critics, and audiences was almost immediate. For starters the game was ugly. Yes it was in 3D, and yes the models, pedestrians, and environments had nice, high resolution textures, and improved lighting effects. But all of this was on a clunky engine. It wasn’t just rough around the edges, it felt like a tech demo for things their company could do. Had this game been on the demo disk I tried out in 1996 I would have passed on the series. The story became a convoluted mess about the apocalypse, a zombie outbreak, and the Carmageddon tournament being a chance for Max Damage to be let into a gated paradise. None of it felt thematically like anything that Stainless had even set up prior. Stages were dressed more like levels in a console game. The whole racing in a dystopian future seemed to take a back seat to mission objectives, and elaborate set pieces. Exploration didn't seem to be as much of a priority as the game seemed to hold your hand from start to finish. Not to mention there was a time traveling element to the levels. Where did that come from? To be fair however, the studio did a few things right. They returned the Suppressor, and squad cars of the first game. Also the studio added pedestrians that fought back against the cars, some even threw molotov cocktails!

You could almost sum up what was wrong with the game by looking at the rides. The Eagle was a shadow of its former self. It was fatter, rustier, and sported a jet exhaust, barely resembling what audiences remembered. Not only that, but the co-stars of the game, Die Anna, and her Hawk were nowhere to be found. Torus was keenly aware of the reputation of the series, their home government  had been very vocal about banning the game. They knew that violence was a strong selling point, and the cars had to go above, and beyond in their design. Several of the cars were very odd, whether they were three-wheeled, shaped like a brick, a hamster cage, or were made of translucent material with a naked driver. Torus was trying to be creative. Yet they would then turn around and put a garbage truck in the lineup. It was a literal work truck that didn’t have any extra flair added to it. To be fair Stainless put a combine in Carmageddon II, but at least it was designed for mowing down wide swaths of pedestrians. Torus also knew how influential the Mad Max movies were to the creation of the franchise. A car styled on Max’s Interceptor from the first film, both the black, and yellow versions, was featured in the game. Other cars like KITT from the TV show Knight Rider was introduced as KNAVE. It was an odd mix of street cars, hot rods, movie cars, and science fiction vehicles that didn’t mesh well together. Torus was trying their best to keep the series going, but they were just the wrong team for this project.

Part of the greatness of the original series were the vehicle designs. I hold the library with the same reverence I have for the Street Fighter cast. Every ride seemed to have a following. It wasn’t enough to just copy a design from a movie. Stainless put a lot of forethought into the look, and handling of each car. It is true that many were inspired by real world rides, but they were made to fit thematically as modified killing machines. The use of colors, spikes, blades, drills, and scythes gave each vehicle personality. No two looked alike. They could easily be made out even in the most heated multiplayer game. More important, each ride had a different effect on the game play experience. Stainless made sure to give the vehicles appropriate handling. It wasn’t meant to be a perfect simulation of driving, or even racing. A real big rig could have up to 18 gears. It would lose half a lap to a sports car just getting out of the first three gears. All you had to do in Carmageddon was point the Rig O’Mortis in the right direction, and mash the gas pedal. No shifting required, and in about four seconds you could be breathing down the neck of almost any opponent. This was arcade control, this was arcade handling. No driving experience needed, not even a steering wheel. A keyboard would do the job. From the biggest truck, to the smallest buggy, Stainless had built a simple-to-use universal set of controls. The cars from Carmageddon, the Splat Pack, and Carmageddon II were all easy to pick up, and play. 

These vehicles not only accelerated faster than their real world counterparts, they often handled better too. Plus they were much stronger than any real car. Audiences could randomly choose any ride, and enjoy the experience. Granted, some cars were more difficult to control, and this was a design choice from the team. It created a challenge for those looking to see the benefits of each ride. There was often an upside to a car that went too fast, or one whose suspension seemed to have more travel than the others. When it was on the right level, perhaps the street vs off-road, it was the car that could dominate the opponents. Then there were the cars that simply existed because they were over-the-top. Maybe they were too slow, rolled, or spun out easily. They’d be extremely difficult to win a race with, but the challenge was worth it for many players. Don’t believe me? There are people that try to beat first person shooter games using only a knife, instead of the biggest guns. To them a greater challenge is the experience they want. I find myself doing the same thing by choosing cars much smaller, or difficult to control, than my opponents. These subtle but important game play elements were lacking in TDR 2000. The majority of the cars were evenly matched, any real strengths or weaknesses were negligible. Torus tried to fix their shortcomings by releasing an expansion pack. The Nosebleed Pack could not hold a candle to the Splat Pack.

SCi had painted themselves into a corner. The franchise had sold millions of copies earlier, and was a game of the year at one point. Now it couldn’t find an audience. No studio would touch Carmageddon because of the controversial reputation. Now they wouldn’t touch it because it was a bad game. The publisher merged with Eidos in 2005. They were eventually taken over by Square Enix in 2009. Square Enix did not want to tarnish their reputation by bringing back the franchise. To audiences it was dead, and buried. That made me sad, but it wasn’t the first game that would never get a worthy revival. Work seemed less interesting after Carmageddon II. Most of my coworkers graduated, or transferred. I left college too, and started working at JPL. It was there that I got news that changed everything. Find out about the Reincarnation in the next blog. If you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Friday, June 11, 2021

My favorite games of all time, the story of Carmageddon part 5...

In the history of Carmageddon, the Splat Pack expansion is always glossed over. It does not get nearly enough respect from game journalists, or game historians. Those that know could testify to how important it was in shaping the franchise. Carmageddon came out in February of 1997, the Splat Pack was ready by November of that same year. I consider it to be a more complete vision of what Stainless Games wanted to release on day one. It added eight new environments, with several levels dedicated specifically to multiplayer games. Plus it added 18 new cars, including multiple color version of the new Eagle, and Hawk. The version 2 cars had updated bodies. Many noticed that the Eagle was less aerodynamic. It now looked like a bruiser, closer to the Batmobile from the Batman Animated Series than a dupe of a '70s exploitation film. The Hawk on the other hand had all of its angles pushed further, making it more into a science fiction racer. 

They were not the only cars to be replaced for the drivers. Stig O’Sore previously drove the Volkswerker, an armored Volkswagen Beetle. In the Splat Pack he had the much sportier Carrerasaurus by Porky Motor Corp. It looked like a Porsche with metal Stegosaurus plates welded over the top. Fans enjoyed the changes to the game. The graphics had a bump thanks to the native support for 3D acceleration. There was also a patch to add 3DFX support to the original Carmageddon. For those that lived in a country with the “zombie" or censored version, the devs included a Blood Pack file to restore the game to its full blood, and guts glory. When it came to stirring up controversy Stainless wasn't messing around with the Splat Pack. There was a level that had you racing around a prison, running over inmates, and cops alike. The final stage of the game, the Ring of Fire, took place in a cemetery filled with mysterious hooded figures. A mausoleum portal took the racers straight to Hell which was made up of fire, brimstone, demons, and a disco club. If you reached the lowest point on the map you actually came across a gigantic model of the devil. Where he's seating in front of his P666 computer playing Carmageddon. Talk about being self aware! The media stirred up more controversy. Princess Diana had died in a car accident in August 1997, a few months before the Splat Pack dropped. The studio was asked to change the name of Die Anna out of respect. The studio did not.

Stainless was very much counterculture to the games industry, and for many they were counterculture to good taste. They seemed to love the fans, but not the business so much. Every chance they could they stuck their collective middle fingers up to the establishment. Studios were expected to submit a list of cheat codes so magazines could publish them. In Carmageddon typing a short phrase on a keyboard would enable a power up, as if the cars had driven over a barrel. Stainless made sure that magazines would have a hard time printing the phrases. Things like WEHATEMARIO, HAMSTERSEX, and SEXWITHFISH were just some of the individual codes you could enter. There was a master code that allowed you to type a number for a particular power up. This code was IBETYOUCANTPRINTCUNT. You can imagine that this didn't make things easier for publisher SCi. Players were very much on board with this brand of humor. Stainless reciprocated the love by dropping the dev tools to the modding community, which began calling themselves the CarMod Community. This was an international effort, as there were literally fans of the game all around the world. Their updates became CarModgeddon. People like CoffeyCup, and Crimson in the late '90s began releasing new skins for cars, and tracks. The Third Reich Mod for Carmageddon was arguably their most ambitious work. This patch replaced the theme for Bleak City, turning it instead into Berlin during World War II.

The modders went so far as to add goose-stepping Nazis where there were normally pedestrians. They replaced the Cops with SS APC’s, and added a few seconds of Hitler giving a speech on the projection screens in the game. The level had a story, somewhere in the city Hitler was giving a speech to his base, it was up to the racers to find out where he was hiding, and kill him. As if running over pedestrians wasn’t already fun, the mod made it a pleasure to mow down Nazi’s by the hundred. It was another example of the British humor that Stainless had built their reputation on. This time however, it came from fans, and Stainless gave it their blessing. I was eager to see what other changes the community would drop. Since I did not have a computer at home I had to wait to get to work to try out each update. My coworkers, and I got a chance to download every patch as it was released. If a new skin didn’t work, or was just plain ugly, it was easy restoring the original files from the CD. The one thing that many in the community missed was having access to the original Eagle, and Hawk. Yes, the new versions were nice, but so too were the first ones. The modding community released a patch that would allow players to choose any version. They then set their eyes on fixing what Stainless didn’t get around to.

One of the biggest disappointments in the original release was the car driven by Ed 101. It was a sporty Japanese-styled import called the Tashita Coupe. Fans didn’t have a problem with how it looked or handled. They didn’t have a problem with Ed’s design either. It was great storytelling that a robot went rogue, and entered the Carmageddon tournament. This wasn’t however the car that we were promised. In their website, and official material. It was stated that when Ed 101 went against his programming he stole a prototype race car for the tournament. This car looked like a UFO, the type of vehicle used in the F-Zero series by Nintendo. Of all the rides in the game, it was possibly the one I most look forward to stealing. You can imagine how disappointed I was that the car ended up looking like a Toyota Supra with a blade splitter up front. Again, it was fun in game, but not what I was promised. Stainless had meant for the car to be in the game all along. They just didn’t have the time to finish the model. 

Stainless actually left the textures for the flying car in the Devil's Canyon Mining Town game files. They invited the community to see what they could come up with. Modders found the file names, they were clearly labeled pieces for fins, a cockpit, and boosters. They got to work. Before too long they had a patch in place, and released it to the world. Players were welcome to use either of Ed 101's cars in game. The community figured out a clever way to make the prototype appear like it was floating. There were four wheels under the body, however they did not have a texture applied to them, so they were invisible. The only clue that there were wheels was when the car skidded out, it left behind the streaks from where the tires should have been. It was a clever work around, and remains one of the most fun surprises I’ve ever had in my time playing games. The community then set their sights on an even more complex file. They wanted to know if they could restore Tanka to its original design as well. I mentioned previously that Stainless couldn’t get the trailer mechanics working properly in their engine. So they cut out the back half, and left the cab to bounce about in the game. 

It took years but modders Carnage / Crimson eventually figured it out, as did Toshiba-3. Not only that, fellow community member Trent took up the challenge to get the tanker up and running in the later release of Carmageddon Reincarnation. The community that modified the games had as much passion for the IP as the people that created it. In some instances Stainless did reach out to the best modders, and offered them work. They would actively listen to the fans, and run polls on fan favorites. This helped shape the direction of the series. None of this would have been possible if the Splat Pack, and the modding tools had never been released. It opened our eyes to the possibility of changing an already published game. It’s certainly rare for a developer to have an open dialogue with audiences today. Most studios are insulated, and many online forums have devolved into shouting matches. For what it was worth the ones coming together under the Carmageddon banner seemed to vibe well together. This was something that never came up in any "making of" articles.

The Splat Pack had many other things going for it. Stainless never stopped working once Carmageddon went gold. There were many ideas that they had written down that they meant to be released in the original game. Several cars, and characters that appeared in the Splat Pack were in the works from the very beginning. Time, money, and resources just meant that they were left out. The success of that first game, plus the audience reception, gave them the push to complete the Splat Pack, and finish the vision they had originally. The additional vehicle types provided a bigger cross section of the Carma experience. Other studios may have been content to just draw up race cars with spikes for an expansion, and call it a day. Stainless was anything but an ordinary company. The vehicle types often came out of left field. An ambulance coated in blood, driven by the mad surgeon Sawbones was listed in the early concept drawings. The Blood Mobile was now official. The Ramraider, an SUV with a battering ram  driven by USA sports fanatic Big Daddy was now plowing through opponents. Other cars were jabs at Stainless' contemporaries. A blue, and white-striped muscle car, the Stodge Barger, driven by Carkey, and Clutch, was a direct call-out to the Picard Piranha, and Groove Champion from Interstate ’76.

The Splat Pack made the monster trucks bigger, like Herman Monster and his Monster Masher. The 10-foot tires were based on the tires used by Bigfoot V, and Bigfoot VII. It added a rampaging diesel truck to the lineup, Mother Trucker, and her Rig O’Mortis. It added full-blown race cars like the Fearari F999 driven by Ashteroid. The studio also expanded on the Auto Scum gang member rides. The Mech Maniac got the smallest car in the expansion, the slippery little Grunge Buster. Sports cars, trucks, just about anything with wheels was well represented. One of the influences for the studio, and a movie that isn’t always given enough credit for in car circles, was the Italian Job. I’m talking about the original from 1969, not the remake from 2003. The scene stealers were three Mini Coopers hauling a ton of stolen gold out of Italy. The stunt driving was amazing, and the producers made it look like the little cars were unstoppable. It inspired the Killer Coop, driven by Mike O’Kane (Michael Cain was the star of the film). It stood to reason that the mighty British Cooper with a jousting lance attached to the door would symbolize Britannia in the game. It would surely slay the giants of the tournament, and bring home the glory.

At the end of 1997 there was no argument. Carmageddon, and the Splat Pack were certified hits. In spite of all the negative publicity the outlets came to a consensus. This was a great game. To help get the title on as many computers as they could SCi bundled the game, and expansion together as the Max Pack. It was uncensored, as the developers had originally meant it to be. The bundle was nominated for Computer Action Game of the Year in the 1998 D.I.C.E. Awards. The awards given to Carmageddon were numerous, here's a sample; Winner - Best Action Game - Ultra Game Players, Game of the Year - PC Zone Magazine, 5 out of 5 - Computer Life, 4 out of 5 - Next Generation, 4 out of 5 - C:/Net’s Game Center.com, 9 out of 10 - Computer & Net Player, GameRevolution - B+, GameSpot - 8.8 out of 10. The quotes in the reviews did the team at Stainless proud. “Very playable, and addictive" - PC Gamer, “A complete blast to play" - Computer & Net Player, and “It’s been a long time since a driving game has been as much fun as Carmageddon." - Computer Gaming World. This was vindication for everything the studio had gone through in the prior three years. With everything they learned from Carmageddon, and the Splat Pack they were ready to go even bigger in a sequel. We will talk about that in the next blog. If you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!

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