Total Carnage

Total Carnage is a multidirectional shooter arcade video game originally developed and published by Midway in North America on January 1992.[1] Set in the fictional country of Kookistan during 1999, players assume the role of Captain Carnage and Major Mayhem from the Doomsday Squad in a last-ditch effort to overthrow dictator General Akhboob and his army of mutants from conquering the world, while also rescuing POWs held by his military force.

Total Carnage
Arcade flyer
Developer(s)
Publisher(s)
Designer(s)Eugene Jarvis
Mark Turmell
Programmer(s)Mark Turmell
Shawn Liptak
Artist(s)Jim Gentile
John Tobias
Tony Goskie
Composer(s)Jonathan Hey
Platform(s)
Release
Genre(s)Multidirectional shooter
Mode(s)
CabinetUpright
Arcade systemMidway Y Unit[2]
CPUTMS34010 (@ 6.25 MHz)[1]
SoundSound CPU:
M6809 (@ 2 MHz),
Sound chips:[1][2]
YM2151, DAC, OKI6295
DisplayRaster, 400 x 256 pixels (Horizontal), 32,000 colors[3]

Total Carnage was created by most of the same team who previously worked on Williams' 1990 arcade game Smash TV and shares many gameplay elements with that title. Initially released in the arcades, the game was later ported to other home computers and consoles by different third-party developers including the Amiga, Amiga CD32, Atari Jaguar, Game Boy, MS-DOS and Super Nintendo Entertainment System, with each one featuring several changes compared to the original version. The arcade original has since been re-released through compilations for various consoles. Conversions for both the Sega CD and Sega Genesis were also in development but never released.

Total Carnage received positive reception from critics who reviewed the original arcade release, however it was considered a financial flop and failed to met its sales number target, while the home computer and console ports were met with mixed critical response. After the game did not managed to meet sales expectations, designer Mark Turmell would go to work on the highly successful NBA Jam.

Gameplay

Arcade version screenshot showcasing Captain Carnage fighting against the game's first boss, Orcus.

Total Carnage is a multidirectional shooter game similar to Smash TV where players assume the role of Captain Carnage (P1) and Major Mayhem (P2) from the Doomsday Squad across three stages, each with a boss at the end that must be fought before progressing any further, in a last-ditch effort to overthrow dictator General Akhboob and his army of mutants from conquering the world by invading Akhboob's "Baby Milk Factory" base, while also rescuing POWs held by his military force as the main objective.[4][5][6][7] Players move their respective characters with the left joystick, while the right joystick shoots bullets against enemies.[7] Players can also enter a password at the beginning of the game to warp their player character into any location of the game.[7] Getting hit by enemy fire or colliding against dangerous stage obstacles will result in losing a life and once all lives are lost, the game is over unless the players insert more credits into the arcade machine to continue playing.

The weapons have been modified, at death, the user gets a rapid-fire gun instead of the normal gun, the rocket launcher now also shoots ball-bullets and is slower, the game also features two types of flamethrowers: one that shoots regular fire, one that shoots blue fire at larger ranges. The grenade lobber is faster than its Smash TV counterpart and shoots blue grenades, instead of yellow and grey ones. The game shares many gameplay elements with Williams' previous title, while also adding new ones as well including two-player simultaneous play, stage scrolling, large enemy vehicles, the ability to collect and place bombs, and a much wider range of gameplay scenarios.

Development

Total Carnage was designed by most of the same team who previously worked on Smash TV for Williams including Robotron: 2084 co-creator Eugene Jarvis.

Total Carnage was created by most of the same team behind Williams' Smash TV, some of which would also later go on to work at other Midway franchise such as Mortal Kombat and NBA Jam.[1][3][8][9][10][11][12] Mark Turmell served as lead developer and programmer of the project alongside Shawn Liptak and Robotron: 2084 co-creator Eugene Jarvis.[8][9] Artists Jim Gentile, John Tobias and Tony Goskie were responsible for the pixel art, while Jonathan Hey was in charge of its sound design.[1][8] Mortal Kombat co-creator Ed Boon was the voice of General Akhboob.[1]

Originally the game was programmed to display one of two endings upon completion of the Pleasure Dome bonus stage. One ending would feature the women and playable characters from Smash TV and was to be displayed if the player collected all the treasures in the dome. A second "bad" ending showed the same screen without the women along with a message challenging the player to collect all the dome's treasure. However, a bug in the game caused the "good" ending to be displayed with the "bad" ending text no matter how many treasures were collected. The bug was uncovered during the testing for 2012's Midway Arcade Origins compilation. In response, Turmell stated that he remembers writing working code for both endings, but was not sure why the code was changed. He suggested that he might have kept the bug as a joke on players and went unfixed in Origins.[12]

Amiga version

The Amiga and CD32 versions were created by Scottish developer ICE Software, with Keith Weatherly and Simon Fox acting as programmers of the conversion, while Ellen Hopkins and Mike Jary were responsible for adapting the artwork as well.[3][10] Both Weatherly and Fox recounted the development process and history of the Amiga version between 1993 and 1994 through publications such as The One for Amiga Games and Amiga Format.[3][10] Weatherly and Fox stated that the conversion took over a year to develop with Midway supervising its production and the team originally had plans to integrate elements that were scrapped from the original arcade release but were ultimately discarded in the end.[3][10] Midway provided both artwork and source code of the arcade original to the team at ICE, although adapting the former into the Amiga proved to be difficult, as both Weatherly and Fox stated that the number of colors and animations were reduced to fit the hardware.[3][10]

Release

Total Carnage was first released in arcades by Midway on January 1992.[1] In late 1993, The game was ported to the Super Nintendo Entertainment System by Black Pearl Software and published by Malibu Games.[7] This version mimics the dual control aspect of the arcade original by mapping the console's four main buttons (A, B, X and Y) like a D-pad, enabling the player to shoot in one direction while running in another.[4] On February 1994, a Game Boy port of the title was released by Malibu Games across North America and Europe.[7] In mid-1994, it was also ported to the Amiga and Amiga CD32 by ICE Software.[7][13][14] Around the same time period, a MS-DOS conversion by British developer Hand Made Software was released as well.[7][15] The original arcade game was first re-released in 2004 as part of Midway Arcade Treasures 2 for the PlayStation 2, Xbox and Nintendo GameCube game consoles.[7] In 2005, an Atari Jaguar version by Hand Made Software that previously went unpublished was released worldwide by Songbird Productions, nearly ten years after work on the game originally began.[7][16][17] The arcade version was later re-released in 2006 as part of Midway Arcade Treasures Deluxe Edition for the PC and in 2012 as part of Midway Arcade Origins for PlayStation 3 and Xbox 360.

Cancelled ports

Versions for both the Sega CD and Sega Genesis were in development by Black Pearl Software and planned to be published by Malibu Games but neither port were officially released to the public for unknown reasons, despite being advertised and previewed in a few video game magazines.[18][19][20][21] A prototype cartridge of the Genesis port is currently under ownership of video game collector Jason Wilson.[22]

Reception and legacy

Reception
Aggregate scores
Aggregator Scores
Arcade SNES Game Boy Amiga CD32 Jaguar
GameRankings N/A 61%[23] 54.50%[24] N/A N/A N/A
Review scores
Publication Scores
Arcade SNES Game Boy Amiga CD32 Jaguar
Aktueller Software Markt N/A N/A 2 / 12[25] (A1200) 2 / 12[26] 7 / 12[27] N/A
AllGame [28] [29] [30] N/A N/A [31]
Amiga Computing N/A N/A N/A (A1200) 50%[32] N/A N/A
Amiga Games N/A N/A N/A (A1200) 38%[33] 38%[33] N/A
Amiga Format N/A N/A N/A (A1200) 43%[34] N/A N/A
Amiga Joker N/A N/A N/A (A1200) 61%[35] 54%[36] N/A
Amiga Power N/A N/A N/A (A1200) 10%[37] N/A N/A
AUI N/A N/A N/A 88%[38] N/A N/A
GamePro N/A 15 / 20[39] N/A N/A N/A N/A
Joypad N/A 69%[40] N/A N/A N/A N/A
Nintendo Power N/A 12.2 / 20[41] 10.9 / 20[42] N/A N/A N/A
The One for Amiga Games N/A N/A N/A (A1200) 42%[43]
(A500) 44%[44]
N/A N/A
Play Time N/A N/A N/A (A1200) 32%[45] 32%[45] N/A
Player One N/A 75%[46] N/A N/A N/A N/A
Power Unlimited N/A 80 / 100[47] N/A N/A N/A N/A
ReVival N/A N/A N/A N/A N/A 8 / 10[48]
Sinclair User 96%[49] N/A N/A N/A N/A N/A
Video Games N/A 64%[50] N/A N/A N/A N/A

According to Liptak, Total Carnage failed to reach the target of 2,000 arcade cabinets ordered.[11] The game's slow sales resulted in Turmell taking on a different project for his next game, which would become the highly successful NBA Jam.[11] In a coin-op feature, Sinclair User rated the arcade game a 96 and called it a "classic cartoon style cathartic experience", dubbing it the "best game of 1992".[49] In 2009, the game's trademark was abandoned.[51]

References

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  2. "Williams/Midway Y Unit Hardware (Midway)". system16.com. Archived from the original on 16 September 2019. Retrieved 1 November 2019.
  3. Byron, Simon (August 1993). "Work in Progress – More Guts Than Most – Total Carnage". The One for Amiga Games. No. 59. EMAP. pp. 38–39.
  4. Total Carnage instruction manual (Super Nintendo Entertainment System, US)
  5. Total Carnage instruction booklet (Game Boy, US)
  6. Total Carnage game manual (Atari Jaguar, US)
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  10. Mead, Rob (March 1994). "The Next Big Thing? – Total Carnage". Amiga Format. No. 57. p. 40.
  11. Leone, Matt (2010). "The Rise, Fall, and Return of NBA Jam (Page 2)". 1UP.com. IGN. Archived from the original on 12 April 2013. Retrieved 1 November 2019.
  12. Leone, Matt (9 January 2013). "The story behind Total Carnage's confusing ending". Polygon. Archived from the original on 2 November 2019. Retrieved 1 November 2019.
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  14. "Reportage – ECTS: C'est fort en Amiga – Agenda Amiga – Mai". Amiga Dream (in French). No. 7. Posse Press. May 1994. p. 29.
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  16. "TOTAL SURPRISE FOR JAGUAR FANS". Songbird Productions. 22 September 2005. Archived from the original on 18 November 2018. Retrieved 29 September 2018.
  17. Hawken, Kieren (July 2013). "Minority Report Special: Jaguar – Total Carnage". Retro Gamer. No. 118. Imagine Publishing. p. 45.
  18. "News – Carnage Hall". Sega Power. No. 46. September 1993. p. 13.
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  34. Bradley, Stephen (May 1994). "Game Review – Total Carnage (A1200)". Amiga Format. No. 59. p. 72.
  35. Löwenstein, Richard (May 1994). "Total Carnage – Action total? – A 1200 Speziell". Amiga Joker (in German). No. 47. Joker-Verlag. p. 38. Archived from the original on 14 June 2019. Retrieved 2 November 2019.
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  38. "AUI Entertainment Now! – Total Carnage". Amiga User International. Vol. 8 no. 6. AUI Limited. July 1994. p. 104. Archived from the original on 23 September 2018. Retrieved 2 November 2019.
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  44. Nuttall, Andy (June 1994). "Updates... – Total Carnage (A500)". The One for Amiga Games. No. 68. EMAP. p. 77.
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  51. "TOTAL CARNAGE – Trademark Details". justia.com. 1 January 2009. Retrieved 11 January 2020.
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