CarnEvil

Last updated
CarnEvil
Carnevil arcade flyer.jpg
North American arcade flyer
Developer(s) Midway Games
Publisher(s) Midway Games
Producer(s)
  • Neil Nicastro
  • Kenneth J. Fedesna
Designer(s) Jack Haeger
Programmer(s) Samuel Christian Zehr
Artist(s)
  • Scott Pikulski
  • Samuel Lewis Crider
  • Martin Murphy
  • Rowan Atalla
  • Martin Martinez
  • Jack Haeger
Composer(s) Kevin Quinn
Platform(s) Arcade
Release
  • NA: October 31, 1998
Genre(s) Light gun rail shooter
Mode(s) Single-player, multiplayer
Arcade system Midway Seattle hardware

CarnEvil is a 1998 light gun shooter arcade game released by Midway Games. It is often noted for its heavy use of graphic violence and dark humor. It is Midway Games' most successful light gun shooter.

Contents

Gameplay

An example of gameplay in CarnEvil, during the Rickety Town level CarnEvil Gameplay.png
An example of gameplay in CarnEvil, during the Rickety Town level

CarnEvil plays similarly to Sega's House of the Dead series. It consists of four levels, each ending with a boss fight. The first three levels (Haunted House, Rickety Town, Freak Show) can be played in any order, but the fourth (Big Top) can only be accessed after all three are cleared. The players shoot enemies while progressing through carnival and amusement park environments. The gameplay is considerably violent and features various gory scenes. The controller is a pump-action shotgun attached to the cabinet by a cable; to reload, players must either pump the fore-end or fire off-screen.

Occasionally, a girl named Betty will appear as an innocent civilian. Shooting her gives a life penalty, but does not garner any long-term consequences or changes to the game.

Health and weapon power-ups can be found throughout the game. Weapon power-ups include a machine gun, shotgun, flamethrower, acid bath gun, and an increase in the magazine capacity for the standard gun. They can be obtained by shooting floating icons, such as a shotgun shell or a barrel of acid. The special weapons cannot be reloaded, but the magazine increase remains in effect until the player's health meter is exhausted. Grabbing these power-ups also provides bonus points.

Plot

The game is set in the fictional town of Greely Valley, Iowa. An urban legend claims that, if a golden token is inserted into the jester skull's mouth on top of the gravestone of a ringmaster named Professor Ludwig von Tökkentäkker, his haunted carnival will rise from the earth.

The game begins with a group of teenagers taking a hayride tour through the Greely Valley cemetery, courtesy of the local "ghost expert", Spooky Sam. The unnamed protagonist leaves the tour and approaches Tökkentäkker's tombstone to find a golden coin sitting in its slot. The protagonist inserts the coin into the jester's mouth, resulting in the haunted amusement park rising from the ground. Trapped within, they take a shotgun from the shooting gallery and uses it to fight off hordes of zombies and other undead monsters in order to escape. After fighting through the Haunted House, Rickety Town and the Freak Show, they enter the Big Top and fights their way through in order to face Tökkentäkker directly aboard his airship.

Soon after killing Tökkentäkker, the protagonist falls from the airship as it explodes. In the morning, they and the only other survivor, Betty, wake up in front of the tombstone, where the token falls back into its slot. The protagonist re-inserts it into the mouth of the jester, causing it to laugh wickedly as Betty screams in horror.

Development and release

CarnEvil was conceptualized by Jack Haeger in 1988 when he was working on the video game Narc . As part of the development team's experiments with live digitized footage for video games, Haegar began working with stop motion puppets in an attempt to recreate a cinematic experience. Haegar was fond of the classic horror movie premise of a teenager daring a friend to run through a graveyard, and sketched a concept piece based on this idea titled "Horror Show". The sketch, primarily depicting a decrepit haunted house, featured a poster with the "CarnEvil" name and a prototypical version of Umlaut named "Smeek". Although Haeger was aware that technical limitations at the time made the concept impractical, he saw potential in the "dark carnival" theme. [1]

Midway Games approved Haeger's concept following the successful releases of the light gun shooters Terminator 2: Judgment Day (1991) and Revolution X (1994), which Haegar co-directed. The game originally had a tone similar to The Haunted Mansion, and featured an old caretaker character with a Punch and Judy-style puppet. After this version was harshly reviewed by Midway's management, the development team revamped the concept with characters that were more aggressive and darkly humorous. This tone was set by Haeger's conceptual character Hambone, a large brute with a goaltender mask and a gatling gun arm who would become the miniboss of the Haunted House stage. Over 40 characters were created and modeled in 3D Studio Max. Artist and 3D modeler Scott Pikulski recalled that "Many ideas for characters and level content came from us just joking around while working on the game. It always felt like the project would be cancelled at any time, so we worked on it like we had nothing to lose. Jack has a great sense of humor, and many of the great ideas came from his head". [1]

The spindly, angular qualities of Haeger's concept sketches were influenced by The Nightmare Before Christmas , while the expressive and disturbing qualities of the characters' faces were inspired by a black-and-white photobook titled Fellini's Faces. The Avengers episode "Look — (Stop Me If You've Heard This One) — But There Were These Two Fellers...", which features a pair of murderous clowns, was also an influence. The fatalities in Midway's Mortal Kombat pushed the development team to increase the game's graphic violence, with Pikulski responsible for many of the game's goriest effects. However, in response to objections from potential distributors, the development team installed a DIP switch that would allow operators to replace the giant infant boss character Junior with a giant teddy bear character named Deaddy. [1] The opening and closing cutscenes were created by Blur Studio under the direction of Tim Miller. [1] The music was composed by Kevin Quinn. [2] Haeger voiced the game's opening narration as well as the characters Umlaut, Tökkentäkker, Hambone and Krampus. The enemy character Muertito the Bat Boy was created and voiced by artist Martin Martinez. [1]

In September 1998, CarnEvil was showcased at the Amusement & Music Operators Association Expo in Nashville, Tennessee. [3] [4] It was released on Halloween 1998, and it was considered a competitor to Atari Games's Area 51: Site 4 and Namco's Time Crisis II . [5] In 1999, Midway confirmed that the game would not be ported to consoles. [6]

Reception and legacy

Mark Hain of Electronic Gaming Monthly praised the game's visuals and comfortable pump action gun, but was disappointed by the lack of extra gameplay features and hidden background secrets compared to Atari Games' Area 51 and Maximum Force . [5] Jason Wilson and Tyrone Rodriguez of Tips & Tricks also praised the graphics, writing that "the stunning 3D environments are portrayed in such gruesome detail, you will think you're trapped in a horror film". [7] French magazine Player One gave the game a score of 69%, regarding it as a House of the Dead clone, but commending the gun's design and precision as well as the gory graphics. [8] Adam Bregman of LA Weekly considered CarnEvil to be "undoubtedly the best of the genre" and "perhaps the most twisted video game ever created". [9]

According to Haeger, the game's sales exceeded those of Mortal Kombat 4 , which encouraged Midway's arcade team to conceptualize a 4D ride adaptation that ultimately never materialized. CarnEvil was never ported to home consoles despite the success of The House of the Dead , Time Crisis and Point Blank on those platforms. Pikulski claimed that a developer had intended to create an original home console game that bore the CarnEvil title. [1]

In September 2015, the fansite "Greely Valley Cemetery" was created as an archive for the game's concept sketches, promotional art, music tracks and voice clips. Lucas Sullivan of GamesRadar+ considered Killing Floor and its sequel to be spiritual successors to CarnEvil, and he saw a thematic influence on the "Loony Park" level in Painkiller's Battle Out of Hell expansion pack and Until Dawn: Rush of Blood . [1]

Related Research Articles

Resident Evil, or Biohazard in Japan and parts of Southeast Asia, is a Japanese horror game series and media franchise created by Capcom. It consists of survival horror, third-person shooter and first-person shooter games, with players typically surviving in environments inhabited by zombies and other frightening creatures. The franchise has expanded into other media, including a live-action film series, animated films, television series, comic books, novels, audio dramas and merchandise. Resident Evil is the highest-grossing horror franchise.

<i>Area 51</i> (1995 video game) 1995 video game

Area 51 is a light gun arcade game released by Atari Games in 1995. It takes its name from the military facility. The plot of the game involves the player taking part in a Strategic Tactical Advanced Alien Response (STAAR) military incursion to prevent aliens, known as the Kronn, and alien-created zombies from taking over the Area 51 military facility.

<i>Joust</i> (video game) 1982 video game

Joust is an action game developed by Williams Electronics and released in arcades in 1982. While not the first two-player cooperative video game, Joust's success and polished implementation popularized the concept. Players assume the role of knights armed with lances and mounted on large birds, who must fly around the screen and defeat enemy knights riding buzzards.

Shoot 'em ups are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of character movement, while others allow a broader definition including characters on foot and a variety of perspectives.

Survival horror is a subgenre of horror games. Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition or weapons, health, speed, and vision, or through various obstructions of the player's interaction with the game mechanics. The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game. Games make use of strong horror themes, such as dark mazelike environments and unexpected attacks from enemies.

<i>The House of the Dead</i> (video game) 1996 video game

The House of the Dead is a 1996 horror-themed light gun shooter arcade game developed by Sega AM1 and released by Sega. It is the first game in the House of the Dead series. Players assume the role of agents Thomas Rogan and "G" as they combat an army of undead experiments created by Dr. Curien, a mad scientist.

An action-adventure game is a video game hybrid genre that combines core elements from both the action game and adventure game genres.

Shooter video games or shooters are a subgenre of action video games where the focus is almost entirely on the defeat of the character's enemies using the weapons given to the player. Usually these weapons are firearms or some other long-range weapons, and can be used in combination with other tools such as grenades for indirect offense, armor for additional defense, or accessories such as telescopic sights to modify the behavior of the weapons. A common resource found in many shooter games is ammunition, armor or health, or upgrades which augment the player character's weapons.

<i>Robotron: 2084</i> 1982 video game

Robotron: 2084 is a multidirectional shooter developed by Eugene Jarvis and Larry DeMar of Vid Kidz and released in arcades by Williams Electronics in 1982. The game is set in the year 2084 in a fictional world where robots have turned against humans in a cybernetic revolt. The aim is to defeat endless waves of robots, rescue surviving humans, and earn as many points as possible.

<i>1943: The Battle of Midway</i> 1987 video game

1943: The Battle of Midway is a 1987 vertically scrolling shooter arcade video game developed and published by Capcom.

<i>Gun Fight</i> 1975 video game

Gun Fight, known as Western Gun in Japan and Europe, is a 1975 multidirectional shooter arcade game designed by Tomohiro Nishikado, and released by Taito in Japan and Europe and by Midway in North America. Based around two Old West cowboys armed with revolvers and squaring off in a duel, it was the first video game to depict human-to-human combat. The Midway version was also the first video game to use a microprocessor instead of TTL. The game's concept was adapted from Sega's 1969 arcade electro-mechanical game Gun Fight.

<i>Wild Gunman</i> 1974 video game

Wild Gunman is a light gun shooter game developed and published by Nintendo. Originally created as an electro-mechanical arcade game in 1974 by Gunpei Yokoi, it was adapted to a video game format for the Famicom console in 1984. It was released in 1985 as a launch game for the Nintendo Entertainment System (NES) with the Zapper light gun.

Point Blank, known as Gun Bullet, or Gunvari in Japan, is a series of light gun shooter games developed by Namco for the arcade, PlayStation and Nintendo DS; the trilogy was first released in arcade in 1994 and was later ported onto the PlayStation. Point Blank DS was released in 2006 for the Nintendo DS featuring 40 challenges from the original series.

<span class="mw-page-title-main">Joypolis</span> Indoor amusement park chain

Joypolis is a chain of indoor amusement parks created by Sega and run by CA Sega Joypolis. Beginning on July 20, 1994 with the original location sited in Yokohama, Japan, Joypolis centers have since opened in several cities in Japan and later China. The parks feature arcade games and amusement rides based on Sega's intellectual properties, original themes, and licensed franchises. Alongside the predecessor Galbo venues and the overseas spin-offs SegaWorld London and Sega World Sydney, they were officially referred to under the "Amusement Theme Park" or "ATP" concept by Sega in the 1990s.

<i>The House of the Dead</i> Video game series

The House of the Dead, also referred to as Curien Mansion, is a horror-themed light gun shooter video game franchise created by Sega in 1996. Originally released in arcades, it utilizes a light gun on the platform, but can be played with standard controllers on consoles and a mouse or keyboard on home computers. For the PlayStation Network releases of III and 4, they can also be played using the PlayStation Move controller.

<i>Trog</i> (video game) 1990 Maze arcade game from Midway, later ported to NES and DOS

Trog is a maze arcade video game developed and published by Midway Manufacturing in 1990 in North America under the "Bally/Midway" label and later by Williams Electronics in Europe. In the game, players control one of four dinosaurs chased by the titular cavemen. Its gameplay includes elements of Pac-Man—collect all items in a maze, eat a special item to turn the tables on pursuers—but supports up to four players at once. Initially envisioned as a hybrid puzzle/strategy project, its original concept was later reworked into a Pac-Man-like title after poor reception from testers and features claymation graphics, advertised as "Playmation" by Midway. Conversions for the Nintendo Entertainment System and MS-DOS were released by Acclaim Entertainment in 1990 and 1991 respectively, reducing the number of simultaneous players to two. Both the arcade and NES versions garnered positive reception from critics.

Light-gun shooter, also called light-gun game or simply gun game, is a shooter video game genre in which the primary design element is to simulate a shooting gallery by having the player aiming and discharging a gun-shaped controller at a screen. Light-gun shooters revolve around the protagonist shooting virtual targets, either antagonists or inanimate objects, and generally feature action or horror themes and some may employ a humorous, parodic treatment of these conventions. These games typically feature "on-rails" movement, which gives the player control only over aiming; the protagonist's other movements are determined by the game. Games featuring this device are sometimes termed "rail shooters", though this term is also applied to games of other genres in which "on-rails" movement is a feature. Some, particularly later, games give the player greater control over movement and in still others the protagonist does not move at all. On home computer conversions of light-gun shooters, mouse has been often an optional or non-optional replacement for a light gun.

Electro-mechanical games are types of arcade games that operate on a combination of some electronic circuitry and mechanical actions from the player to move items contained within the game's cabinet. Some of these were early light gun games using light-sensitive sensors on targets to register hits, while others were simulation games such as driving games, combat flight simulators and sports games. EM games were popular in amusement arcades from the late 1940s up until the 1970s, serving as alternatives to pinball machines, which had been stigmatized as games of chance during that period. EM games lost popularity in the 1970s, as arcade video games had emerged to replace them in addition to newer pinball machines designed as games of skill.

A horror game is a video game genre centered on horror fiction and typically designed to scare the player. The term may also be used to describe tabletop games with horror fiction elements.

References

  1. 1 2 3 4 5 6 7 Sullivan, Lucas (November 15, 2018). "The story of CarnEvil, an arcade frightfest once called "the most twisted video game ever created"". GamesRadar+ . Archived from the original on November 18, 2018. Retrieved April 15, 2021.
  2. CarnEvil (arcade) end credits
  3. Johnny Ballgame; Major Mike (December 1998). "Hot at the Arcades: Arcade World '98". GamePro . No. 113. International Data Group. p. 132.
  4. Webb, Marcus (December 1998). "Arcadia: Games Galore". Next Generation . No. 48. Imagine Media. p. 18.
  5. 1 2 Hain, Mark (October 1998). "Arcade Previews: Carnevil" (PDF). Electronic Gaming Monthly . p. 202.
  6. Frost, Stephen (November 1999). "Letters". PlayStation: The Official Magazine . No. 27. Imagine Media. p. 182.
  7. Wilson, Jason; Rodriguez, Tyrone (March 1999). "Arcade Strategy: CarnEvil". Tips & Tricks . p. 28.
  8. "L'Arcade Dépasse les Bornes!: CarnEvil". Player One (in French). No. 96. Média Système Édition. April 1999. p. 79.
  9. Bregman, Adam (July 14, 1999). "Cruising for Zombies". LA Weekly . Archived from the original on August 9, 2020. Retrieved April 15, 2021.