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Karnov ( カルノフ , Karunofu ) is a platform game released in arcades in 1987. A Nintendo Entertainment System port followed. Players take control of the title character Jinborov Karnovski, or "Karnov" for short. Karnov is a strongman popularly illustrated as being from an unspecified part of the Soviet Union's Central Asian republics as shown on the arcade flyer and again in Karnov's Revenge .

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40-429: As a character created by Data East , Karnov was reintroduced in several other games from the company, including Bad Dudes Vs. DragonNinja in which he is a boss in the first level. Karnov later appeared in the 1993 fighting game Fighter's History , in which Karnov is the final boss, and as a playable character in its sequel, Karnov's Revenge , also known as Fighter's History Dynamite . The game's hero, Karnov,

80-458: A 2014 interview with the Spanish version of Retro Gamer that he, Quinglés and Valero initially started programming but later directed the games as they grew, with Jonama collaborating on the project as a programmer alongside Albert Sunyer while Quinglés specialized on sound design . Julian Goicoa was in charge of marketing the game worldwide but also acted as director and proposed changes from

120-539: A brief stint as a Neo Geo arcade licensee in the mid-1990s, starting with Spinmaster and co-published with SNK . Following its arcade success, Data East made a successful entry in the home computer game market with a 1985 port of Karate Champ , which became the first home computer game to sell more than 500,000 copies in the United States by January 1989. It became the subject of the litigation Data East USA, Inc. v. Epyx, Inc. , in which Data East alleged that

160-448: A commercial viewpoint. Artist Xavier Arrebola G. also created artwork for the game with Yeste. Arrebola was first introduced to video games Asteroids during his college days and joined Gaelco in 1989 when Big Karnak was in a more advanced development state due to his interest with computer graphics , being in charge of both character animations and level design. Yeste stated that when production started, several elements from

200-540: A good relationship with Ocean Software to publish titles for the American market throughout the late 1980s and early 1990s, even before Ocean started its own American arm led by Data East boss Ray Musci. Data East also made pinball machines from 1987 through 1994, and included innovations such as the first pinball to have stereo sound ( Laser War ), the first usage of a small dot-matrix display in Checkpoint along with

240-459: A horizontal-scrolling arcade game similar to Double Dragon , Bad Dudes Vs. DragonNinja and Ghouls 'n Ghosts , recruiting writer Toni López Yeste to create the artwork, scripts and animation. Yeste studied comics and illustrations at Escola Joso in Barcelona before being proposed by the school to work at Gaelco, despite never having contact with video games until then. Yeste began writing

280-538: A medical company he established in December 2015 at the age of 76. Big Karnak Big Karnak is a 1991 platform arcade video game developed and released by Gaelco . Taking place in an Ancient Egypt setting, players assume the role of a pharaoh warrior who embarks on a journey to save his wife while fighting against mythical beings and Egyptian gods. The game was a commercial success for Gaelco and garnered positive reception from critics. Big Karnak

320-570: A muscular fire-breathing ex-circus strongman , goes on a quest through nine different levels to search for the ultimate treasure. However, between him and the treasure are several horrendous monsters, including sword-wielding monks, dinosaurs, djinn , hopping fish men, gargoyles , tree monsters, will-o-wisps , rock creatures, centipede women, and ostrich-riding skeleton warriors. Karnov can walk, jump, and shoot to make his way through these levels and find special items that help him. Acquiring red orbs can upgrade Karnov until he shoots three fireballs at

360-557: A new building in Ogikubo , Suginami , where it stayed for the remaining of its lifespan. In March 1985, Data East Europe was established in London . Data East continued to release arcade video games over the next 15 years following the video game crash of 1983 . Data East distributed three major arcade hits in North America between 1984 and 1985: the fighting game Karate Champ (1984),

400-521: A series of interchangeable systems compatible with its arcade games, notably the DECO Cassette System which soon became infamous among users due to technical problems. Data East dropped the DECO Cassette by 1985. It was the first interchangeable arcade system board , developed in 1979 and released in 1980, inspiring later arcade conversion systems such as Sega 's Convert-a-Game in 1981 and

440-583: A time. The end of each level has one or more bosses which he must defeat to receive a new piece of a treasure map. The end of the game features a powerful boss called "The Wizard" who defends the last map piece that leads to the treasure. Karnov was later ported to numerous home systems, such as the NES , Commodore 64 , ZX Spectrum and others. The IBM PC compatibles port was developed by Quicksilver Software . Like Quicksilver's other Data East ports, such as Commando , Ikari Warriors , and Guerrilla War , it

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480-548: Is a platform game reminiscent of Trojan and Ghouls 'n Ghosts , where players assume the role of a pharaoh warrior who embarks on a journey through four increasingly difficult levels taking place in an Ancient Egypt setting to save his wife by defeating the Egyptian gods Horus , Nut , Isis and Osiris . During gameplay, players fight against mythical beings, acquire different weapons, solve puzzles and jump between front and back movement planes while avoiding hazards along

520-755: Is now owned by Marvelous . G-Mode also owns the Data East trademark. However, some games are owned by Paon DP instead of G-Mode, notably Karnov , Chelnov , Windjammers , the Glory of Heracles series and the Kuuga trilogy, while the rights to the series Metal Max and Jake Hunter currently are the properties of Kadokawa Games and Arc System Works , respectively. The RoboCop titles related to Data East were acquired by D4 Enterprise in September 2010. The other properties of Data East were transferred to

560-565: The Gaelco game, Big Karnak , is almost identical to Karnov's and Kusamoci Karnov's sprites from Bad Dudes vs. DragonNinja . Karnov has also made various cameo appearances . He appears in the alley background of the Neo-Geo game Street Slam . He is shown wearing a shirt with a "K" on it. Karnov also appears in the credits of the independently-developed freeware game I Wanna Be the Guy . In Shantae and

600-552: The Nintendo VS. System in 1984. Data East abandoned the DECO Cassette System in favor of dedicated arcade cabinets , bringing Data East greater success over the next several years, starting with the hit title BurgerTime (1982). In 1981, three staff members of Data East founded Technōs Japan , who then supported Data East for a while before becoming completely independent. In 1983, the company moved its headquarters to

640-412: The beat 'em up title Kung-Fu Master (1984), and the run and gun video game Commando (1985). These three titles catapulted Data East to the forefront of the amusement arcade industry in the mid-1980s. Karate Champ , Kung-Fu Master and Commando were the top three highest-grossing arcade games of 1985 in the United States. Karate Champ was the first successful fighting game, and one of

680-455: The Future , Batman , RoboCop , The Simpsons , and Teenage Mutant Ninja Turtles . Data East is the only company that manufactured custom pinball games (e.g., for Aaron Spelling , the movie Richie Rich , or Michael Jordan ), though these were basically mods of existing or soon to be released pinball machines (e.g., Lethal Weapon 3 ). The pinball division was created in 1985 by purchasing

720-502: The Pirate's Curse , a ghostly silhouette who helps the titular character is highly similar to Karnov, and is even implied to be her long-lost father. Data East Data East Corporation ( データイースト株式会社 , Dēta Īsuto kabushiki gaisha ) , also abbreviated as DECO , was a Japanese video game , pinball and electronic engineering company. The company was in operation from 1976 to 2003, and released 150 video game titles. At one time,

760-460: The United States, several were released in Japan by the parent company. Although video games represented the majority of the company's revenue, Data East had always been involved in engineering. Outside of video games, Data East produced image transmission equipment, data communication adapters for satellite phones from NTT DoCoMo , and developed electrocardiogram equipment for ambulances. According to

800-526: The arcade industry entirely on December 4, 1997 and had accumulated a debt estimated at 3.3 billion yen. Data East filed for reorganization in 1999 and stopped making video games altogether. All customer support pertaining to video games was halted in March 2000. For the following three years, Data East sold negative ion generators, continued to develop compatible devices for NTT DoCoMo phones and licensed some of its old video games to other companies. Nonetheless,

840-498: The asset management company of the Fukuda family. The latter sued Nintendo twice during the 2000s for patent infringement , but both cases were dismissed. Data East's former building in Ogikubo, which was located in an area largely residential, was demolished around 2014 and replaced by an apartment or condominium construction. Founder Tetsuo Fukuda was still active in 2017 as president of

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880-602: The company had annual sales of 20 billion yen in the United States alone but eventually went bankrupt. The American subsidiary, Data East USA, was headquartered in San Jose, California . Its main headquarters were located in Suginami , Tokyo . The majority of Data East's video games, its trademark and logo, are owned today by the mobile gaming company G-Mode , a subsidiary of Marvelous . A small number of Data East video games are owned by other companies, notably Paon DP . Data East

920-534: The company's restructuring efforts were not enough to put back the financial problems brought by the 1990s. Consequently, in April 2003, Data East filed for bankruptcy and was finally declared bankrupt by a Tokyo district court on June 25, 2003. The news was released to the public two weeks later, on July 8. Most of Data East's video game library was acquired in February 2004 by G-Mode , a Japanese mobile gaming company that

960-569: The company's website, its Datafax product, released in 1983, was the world's first portable fax machine. By the end of the 1990s, the company's American division, Data East USA, was liquidated. No official announcement of this was made; instead, calls to Data East USA's offices were greeted with a prerecorded message from marketing manager Jay Malpas stating that the company had closed its doors before Christmas 1996. Its final releases were Defcon 5 and Creature Shock: Special Edition . The Japanese parent company itself announced its departure from

1000-558: The computer game International Karate (1985), published by Epyx , infringed the copyright of Karate Champ . Data East entered the video game console market in 1986 with the release of B-Wings for the Famicom . In North America, the subsidiary Data East USA was the first licensee announced for the Nintendo Entertainment System and consequently was one of the four original third-party publishers to release games for

1040-565: The console in late 1986. In Japan, Data East would become a licensee for several home systems over the years, notably the Famicom (1986), PC Engine (1988), Game Boy (1990), Mega Drive (1991), Super NES (1991), Neo Geo (1993), Sega Saturn (1995), PlayStation (1996), WonderSwan (1999) and NeoGeo Pocket Color (1999). Several of Data East's video games series, such as Tantei Jingūji Saburō , Glory of Hercules and Metal Max , were created specifically for home consoles. Data East had

1080-489: The first usage of a big DMD (192x64) in Maverick . In designing pinball machines they showed a strong preference for using high-profile (but expensive) licensed properties, rather than creating totally original machines, which did not help the financial difficulties the company began experiencing from 1990 on. Some of the properties that Data East licensed for its pinball machines included Guns N' Roses , Star Wars , Back to

1120-464: The game. According to the credits sequence of the Japanese version of the game, this version of Karnov is called Kusamochi Karnov, after the green sweet kusamochi. Karnov is also the last opponent in the original Fighter's History , and becomes a playable character in its sequels: Karnov's Revenge and Fighter's History: Mizoguchi Kiki Ippatsu!! . Although not an official cameo, the guard boss from

1160-494: The month. Karnov ' s sales had surpassed 250,000 copies by November 1989. Bill Kunkel reviewed the game for Computer Gaming World , calling it an off-beat variation on a familiar videogame play mechanic. The IBM PC version of the game was reviewed in 1989 in Dragon #142 by Hartley, Patricia, and Kirk Lesser in "The Role of Computers" column. The reviewers gave the game 4½ out of 5 stars. Although no direct sequel to Karnov

1200-600: The most influential to modern fighting game standards. Some of Data East's other most famous coin-op arcade games from its 1980s heyday include Heavy Barrel , Bad Dudes Vs. DragonNinja , Sly Spy , RoboCop , Bump 'n' Jump , Trio The Punch – Never Forget Me... , Karnov and Atomic Runner Chelnov . Data East also purchased licenses to manufacture and sell arcade games created by other companies. Some of its licensed games included Kid Niki: Radical Ninja , Kung Fu Master and Vigilante , all licensed from Irem , and Commando , licensed from Capcom . It had

1240-418: The number was ultimately reduced to four. When designing the carnivorous plant enemies for a level, Arrebola was inspired by Frank Oz 's Little Shop of Horrors . Jonama and the team used PCs with ARPA, an in-house tool created by Gaelco that allowed artists transpose their hand-drawn animation work from graph paper into pixel art . Big Karnak was released on arcades by Gaelco in 1991. The game

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1280-410: The option is not visibly present after all lives are lost, instead requiring pressing Select and Start at the same time. The NES game, however, provides unlimited continues, and it also allows Karnov to be killed when both the A and B buttons are pressed on the second controller. In Japan, Game Machine listed Karnov on their March 1, 1987 issue as being the fourth most-successful table arcade unit of

1320-427: The original script for Big Karnak were added or scrapped due to either not working in the game or being deemed too difficult. Arrebola also stated that team members gave their ideas during development, as equipment and resources were limited, with Yeste claiming that enemies which broke the Egyptian aesthetic was due to the collaborative effort. Yeste also claimed a total of eight levels were originally envisioned but

1360-415: The pinball division of Stern Electronics and its factory and assets. Amidst plummeting sales across the entire pinball market, Data East chose to exit the pinball business and sold the factory to Sega in 1994. At the time of the buyout by Sega, Data East Pinball was the world's second-largest pinball manufacturer, holding 25 percent of the market. Although all of Data East's pinball games were developed in

1400-483: The script for what would later become Big Karnak in June 1988 and he stated that once the script was shown, Gaelco realized it would work and production of the project began in September of that year. Yeste went to arcades in order to check recent games on the market and study them, with Ghouls 'n Ghosts being the title he studied the most but did not know Bad Dudes Vs. DragonNinja until production started. Jonama stated in

1440-575: The way. Players can also deflect certain enemy projectiles to avoid damage. Losing all the energy results in losing a live and the game is over once all lives are lost but players can insert more credits into the arcade machine to continue playing. Big Karnak was created under the working title El Faraón by a small team at Gaelco, a Spanish game development company co-founded in 1985 by former Tecfri members Luis Jonama, Josep Quinglés and Javier Valero, serving as one of their first arcade projects alongside Master Boy . Gaelco decided to work on

1480-660: Was founded on April 20, 1976, by Tokai University alumnus Tetsuo Fukuda. Data East developed and released in July 1977 its first arcade game Jack Lot , a medal game based on Blackjack for business use. This was followed in January 1978 by Super Break which was its first actual video game. More than 15 arcade games were released by Data East in the 1970s. Data East established its U.S. division in June 1979. In 1980, Data East published Astro Fighter which became its first major arcade game title. While making games, Data East released

1520-513: Was presented on various trade shows across Europe such as the 1991 European Computer Trade Show . The title was never ported to other systems, until its inclusion as part of the Gaelco Arcade 2 compilation for Evercade , marking its first console debut. According to the book Video Games Around the World , Big Karnak "achieved great success" commercially. David Wilson of Zero magazine rated

1560-458: Was released, Data East has used the title character as an enemy. In some games, such as Garyo Retsuden , Tumblepop and Trio The Punch - Never Forget Me... (featuring enormous stone statues and even mini versions of the character), Karnov is featured as a regular enemy. In other Data East games, he is featured as a boss character. In Bad Dudes Vs. DragonNinja , Karnov is the first level's boss. A pale grey version of Karnov appears later in

1600-504: Was sold as a self-booting disk . The Famicom version was co-developed by Data East (design and audio) and SAS Sakata (programming). It was released on December 18, 1987 in Japan by Namco , and shortly thereafter on its North American equivalent, the NES, in 1988 by Data East itself. Although it plays similarly to the arcade game there are some noticeable differences: The Famicom game is noticeably more difficult since it has limited continues, and

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