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Super Carnage was a 2D top-down action game developed by Jonatan Soderstrom between 2004 and 2005. It is the spiritual predecessor to Hotline Miami.

Status[]

Super Carnage was created in Game Maker 5, and was released on a forum in 2006, along with a download. H̶o̶w̶e̶v̶e̶r̶,̶ ̶s̶a̶i̶d̶ ̶l̶i̶n̶k̶ ̶n̶o̶ ̶l̶o̶n̶g̶e̶r̶ ̶i̶s̶ ̶a̶v̶a̶i̶l̶a̶b̶l̶e̶.̶ New Download Link.

Premise[]

The premise of Super Carnage was simple: a man wakes up nude in a bathroom one day, and finds himself in a hostile environment swarming with enemies. Using a number of assorted weapons scattered throughout the level, the only goal was to dispatch all the enemies while avoiding being killed himself.

Super Carnage had several weapons:

  • Submachine gun (Uzi)
  • Silenced machine gun
  • Minigun
  • Rocket launcher (RPG-7)
  • Plank
  • Crowbar
  • Baseball bat
  • Pipe
  • Flamethrower
  • Automatic shotgun
  • Grenades
  • Molotov cocktails

Gameplay[]

Below is the gameplay of Super Carnage, played during an interview with Jonatan Söderström and Dennis Wedin of Dennaton Games.

 	Hotline_Miami_Prototype_(Super_Carnage) 	 			  

Trivia[]

  • Super Carnage was inspired by Mark Millar's Kick-Ass, along with the top-down action games of Japanese developer Ikiki.
  • Only one map was made for Super Carnage, a map that would eventually become Full House in Hotline Miami.
  • Super Carnage had no melee enemies, and the AI's pathfinding was irregular (which forced Cactus to stop working on the game).
  • As a prelude to the mask system of Hotline Miami, Super Carnage instead had unlockable clothes; for example, body armour, which would provide more protection against bullets; while being completely naked would result in a higher score.
  • Super Carnage was almost completely impossible to beat, as the game was extremely hard due to the slow overall speed of the character.
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