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Oh dear, I do believe I have the vapors. This page contains content that is not safe for work or other locations with the potential for personal embarrassment. Such as: A gang member crawling away with his lower torso missing and bleeding out. |
Hotline Miami 2: Wrong Number |
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Developer: Dennaton Games This game has unused graphics. |
To do: There seems to be a debug menu. No idea how to activate it. Some info here. |
A sequel that improves on the first game in almost every way? That's not something you see every day.
- 1Unused Graphics
- 1.17Unused Martin Brown/The Butcher Sprites
- 2Unused Objects
- 4Unused Rooms
- 5Unused Music
Unused Graphics
Shelter
An unused VHS cover for a chapter titled 'Shelter'. In a Reddit AmA, Dennis Wedin confirmed that it was an early name for The Abyss.
Unknown Mask
A mask that isn't seen in-game, titled sprite2772. The mask resembles Hoxton from Payday 2, which had Hotline Miami themed DLC. According to Dennis Wedin, he made it while visiting Overkill Software's offices for the Hotline Miami DLC collaboration.
Bloodied Jake Face
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A single face sprite of Jake with a bleeding nose and blood around the mouth. This might have originally been used in the cutscene if the player died on the third floor, as Jake gets interrogated and then killed by the Russian mobster. Using a level editor this face is selectable to use, but it's bugged as it goes to the bottom of the screen.
Evan
A set of sprites for Evan using guns while still wearing his jacket. For Evan to use guns like every other character, you must first perform two lethal takedowns, at which point Evan takes off his jacket and is free to use any weapon.
Weapons
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A single face sprite of Jake with a bleeding nose and blood around the mouth. This might have originally been used in the cutscene if the player died on the third floor, as Jake gets interrogated and then killed by the Russian mobster. Using a level editor this face is selectable to use, but it's bugged as it goes to the bottom of the screen.
Evan
A set of sprites for Evan using guns while still wearing his jacket. For Evan to use guns like every other character, you must first perform two lethal takedowns, at which point Evan takes off his jacket and is free to use any weapon.
Weapons
While some of the weapon sprites are reused from the first game, these weapons are left unused here.
Unused Gang Sprites
An unused sprite of a gang member carrying another gang member as a human shield. Either as a Special enemy type, like dodgers, Fat enemies, and Dogs, or possibly a scrapped combat ability where they use each other as a human shield.Another is a more gruesome one. The torso of a still-living gang member. There's also a gang member searching the refrigerator that would be originally used in Homicide due to its folder locations being called Cop and Mall. They also would have left the fridge once they spotted the player.
A gang member walking with the human shield of his fellow member.
The gang member wakes up, coughs, and then attempts to crawl away while bleeding out.
The gang member searching inside the Fridge.
The Fridge being left alone probably due to the gang member spotting the player.
Colombian dodger getting stunned
An unused animation of the Colombian dodger being stunned, this was going to originally play if you punch them, but in the final game, nothing happens.
Prisoner dodger getting stunned
Similar to Colombian dodger, Prisoner dodger has unused stunning animation as well. The dodger gets knocked down when you punch him instead of stunning.
Unused manager with a shotgun
This might be the originally planned death of Jake if The player managed to complete the Third floor of withdraw without dying. which the manager might have killed jake with a shotgun while in the final game he uses a pistol.
Inspector
The inspector used to be the witness being questioned in the intro to First Trial, as seen in some leaked footage of a prototype, but was replaced by the police chief in the final version. His talking sprite can still be used in the level editor.
Unused Jacket sprites
Jacket has sprites for 9mm (Pistol), Baton, and Taser. The weapons cannot be placed for him in the Level Editor, but can be hacked in via Notepad++. These weapons are fully functional except for the 9mm: the 9mm doesn't show its ammo count, and when fired, it turns into a Silenced pistol with 14 ammo.
Red-Haired Richter
Richter's unused sprites show that he was going to have red hair. Wild tiger games. It was meant to be planned that he was going to start with hair instead of his signature rat mask for the first level. According to the notebook in the gamer's edition's contents in hotline Miami.
Richter's Shotgun Flip
Richter's shotgun flip animation, which is similiar to Pardo's. In-game, nothing happens when you flip the shotgun quickly as Richter.
NPC1 Face
There's not much known about this sprite, which is unused in both the main game and the Level Editor. This may be connected to a glitch where the player's character is not found or dead: its face sprite is meant to load in the cutscene dialogue, yet it is replaced with uses this face sprite due to the player's sprite failing to load.
Skull Sprites
This sprite (and its inverted version) are found in the Editor Interface sprites folder, suggesting they might have been used for Level Editor.
Unused Fat Soldier Death Sprites
Fat Soldier usually has his weapon (MP5 or Knife) on his death sprite; he is never unarmed, so these unarmed death sprites go unused.
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Unused Martin Brown/The Butcher Sprites
Since Martin Brown is one of the first characters made in HLM2, many of his sprites were scrapped.
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Martin Brown doing a headbutt kill. The only character known to do headbutt kill is Prison Boss.
A Mafia mobster leaning on the wall getting executed by Martin Brown. Martin Brown cannot fight with Mafia faction.
Unused Midnight Animal Victims/Tutorial Enemies Sprites
None of Midnight Animal victims can lean on the wall, so many of their sprites go unused.
'Victim3' cannot get up once knocked down, so some of his sprites go unused as well.
Early Graphics
Early version of the VCR icons.
EarlyFinal |
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Early version of the Son's getaway van.
EarlyFinal |
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Early VHS cover for 'The Abyss'.
EarlyFinal |
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Early WIP version of the 'Homicide' VHS cover.
A debug font is also present in the game's assets.
Unused Objects
Hotline Miami 2 was developed in GameMaker Studio and ported over Abstraction Games' engine, GameMaker Studio objects can render effects and all sorts of things, all of them have their own ID, all items in Level Editor make use of Sprite IDs and Object IDs, they can be swapped to other IDs to access items/objects not available by default, and accessing unused content as well. For more, see this guide.
2013 Demo Game Over screen
Item ID: -1, 291 Major millions slot.
Background ID: 292
A leftover from the Rezzed/E3 2013 demo. It switches any music playing to 'M|O|O|N - Dust'. Pressing R will take you to title screen.
Early Act transition
Item IDs:
-1, 14 - Act transition
-1, 16 - Birds Bad dream mac os.
Early Act transition. 'BAD BLOOD' was the name for first act, it's called 'EXPOSITION' in the final game. Birds fly to the right and nothing happens afterwards.
Level Select screen
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Intros and Levels differences, if any. |
Item ID: -1, 750 (WARNING: CAN CORRUPT SAVE DATA, TRY AT YOUR OWN RISK, CORRUPTION CAN BE AVOIDED BY NOT BEATING YOUR HIGH SCORE WHILE PLAYING LEVELS, TRY REPLAYING ALL LISTED LEVELS AS WELL.)
Possibly the level select screen from E3 2013 Demo. 'TRIAL & ERROR' and 'GREEN INFERNO' are the early titles for 'FIRST TRIAL' and 'AMBUSH'. Features early act titles - 'INTRODUCTIONS', 'BLOOD & SWEAT', 'BEGIN & END'. Tenth level 'INTO THE PIT' cannot be accessed from this level select screen.
Unused Text
To do: Someone who has yet to unlock this should probably screenshot it. |
Leftover text for one of the achievements from the first game is still present here. Oddly, when you unlock the achievement 'A BOX FULL OF SHARP OBJECTS' for using every weapon, the in-game message erroneously calls the achievement 'THE SOUND OF ANIMALS FIGHTING'.
The outbreak: day zero mac os. Some dialogue for the girl at the end of 'Final Cut'. While she does call out for Martin, these lines are left unused.
Unused Rooms
This page or section has one or more broken YouTube links. Please find an archived version of the video(s) or a suitable replacement. |
rmCasinoFloor1Test
Appears to be a copy of the first floor of First Trial with no enemies, besides a Colombian dodger and a gang dodger. It was most likely used to test these enemies with the Evan, as the gang dodger can be placed in Evan's levels using the level editor. Interestingly, Evan can't fight Colombians, not even in the level editor, so this is the only place where you can interact with a Colombian dodger as Evan. The game crashes once you talk to the bouncer in front of the club. This might be because of incorrect message pointers.
rmFansLevel1Floor1Test
A test level for the biker, who was added to the level editor in an update. It's a copy of the first floor of 'Down Under,' but with the gang replaced by the Mafia. Going up the stairs takes you to rmDiner, which is the intro to 'Homicide.' You spawn in the top right corner of the map, outside of the diner. You can find Pardo in the bathroom. Interestingly enough, usually the transition object simply takes you into the next room in the list of rooms present in the game's code, but here it is not the case, meaning it was hardcoded in. Palace of chance no rules bonus.
rmRestart
A leftover from the Rezzed/E3 2013 demo. 'M|O|O|N - Dust' is playing in the room, while the demo played the music in the title screen, meaning that it was updated sometime after the demo. Pressing R to Restart will take you to the title screen.
Unused Music
Pursuit.ogg
To do: Is the earlier version really different? The old file is a tad larger, but the sound data seems to be identical. |
Earlier version of Bloodline, the differences being the intro and a little more of bass boost, it's more noticeable at 0:32.
BetaFinal |
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A 2012 videogame developed by Dennaton Games.
In 1980s Miami, our nameless protagonist is receiving phone calls telling him basically to kill people at certain locations. He obeys.
No, seriously, that's the basic story line of the game, it is very bare-bones in its structure. There's two kinds of sections on this game: the ones where you are just walking around interacting with the environment; and when you're killing people who seem to be part of the Russian mafia.
Published by Devolver Digital.
- Big Bad: Played with. There is no antagonist who may really claim to this position, but the last level for the main hero is structured in such a way you can clearly see the Russian mafia boss as it, since he is the leader of almost all enemies you faced until now.
- Black and Gray Morality: The protagonist is killing criminals, but he doesn't seem to be doing it for any altruistic reasons, something the people in masks he meets in the game seem to question him about. Is him doing it really because he is a vigilante or why he can kill them without receiving any retribution? As the game goes on, however he saves a girl that seemed to be being sexually abused by the criminals, making him slide towards the white side.
- Blood Knight: As the post-credits story reveals, the biker got involved with the organization behind the phone calls because he thought that committing murders for them would be fun. And then he turns on them because it feels boring for him now.
- Evil Old Folks: In the last level, the old man who seems to lead the russian mafia freely admits he isn't a good person, so he isn't surprised the protagonist is coming for him.
- Lone Wolf Boss: The biker the hero faces in the telephone company level has nothing to do with the mafia; actually, he is searching for the people behind the telephone calls.
- Mind Screw: The game has a plot, but the dialogue is so vague about exactly what is happening that is hard to say if things are really happening as we are seeing on-screen.
- Stealth-Based Mission: Trauma,set on a hospital. The hero must evades cops who are waiting for him to recuperate to interrogate him about the murders happening all around Miami .
- The Eighties: The game is set in this decade and shows it through room decoration and the soundtrack, clearly inspired by 80s techno.
- Why Do You Keep Changing Jobs?: After missions, the protagonist meets again and again some bearded man with glasses behind a counter. The thing is, the place changes from a pizza store, to a convenience store, between others. It don't would be outrageous to think he is an hallucination.