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==Development== The game that became ''Carmageddon'' started out as ''3D Destruction Derby'', a [[banger racing]] sim prototyped by [[Stainless Games|Stainless Software]]. This was signed by [[Square Enix Europe|SCi]] in 1995, with the condition that it be made into a licensed game to guarantee popularity. Initially, SCi wanted to use the ''[[Mad Max]]'' license, but was unable to find out who owned the rights to the franchise. It instead secured the ''[[Death Race 2000]]'' license, as a sequel to the original film was at that time planned.<ref name=makingof>{{cite magazine |url=http://www.next-gen.biz/features/making-of%C3%B6-carmageddon |title=The Making Of... Carmageddon |archive-url=https://web.archive.org/web/20120509211733/http://www.edge-online.com/features/making-of%c3%b6-carmageddon |archive-date=May 9, 2012 |magazine=[[Edge (magazine)|Edge]]}}</ref> According 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. They decided it made sense to create a game where this was the objective to begin with.<ref name=makingof/> Shortly after, [[Psygnosis]] released a game with this same concept, ''[[Destruction Derby]]''. The notion of running over pedestrians was added to distinguish the game from ''Destruction Derby'' and arouse controversy.<ref name=NGen25>{{cite magazine |title=NG Alphas: Carmaggedon{{sic}} |magazine=[[Next Generation (magazine)|Next Generation]] |issue=25 |date=January 1997 |pages=125β6}}</ref> However, there had been a number of recent games which involved running over pedestrians, such as ''[[Quarantine (video game)|Quarantine]]'' and ''[[Die Hard Trilogy]]''.<ref name=NGen25/> Rob Henderson from SCi suggested increasing the potential for controversy by awarding the player points for the pedestrian kills.<ref name=makingof/> 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]].<ref name=makingof/> The name ''Carmageddon'' was coined, and development proceeded with the designers allowed unusually free rein with regard to the content of the game. 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.<ref name=NGen25/> The [[PlayStation (console)|PlayStation]] conversion was subcontracted to developer Elite, with the plan to release the PC and PlayStation versions simultaneously. Buckland anticipated that Elite would have problems with the conversion due to ''Carmageddon''{{'}}s open environments.<ref name=NGen25/>
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