data/claims/karnov-history.yamlKarnov (history and reception)
Game: Karnov.
By Akagi Masumi's list of arcade games, Data East released Karnov in Japan in January 1987, on its DECO Motherboard 1 (DM 1) hardware. karnov-history/arcade-japan
p. 48 (scan image n49), 国内編 (Japan), Data East's section — read on the page image: the row sits between "86/11 ブレイウッド (Shackled)" and "87/02 魔境戦士 (Gondomania)" in the run of Data East games that continues from p. 4787/01カルノフ ( DM 1)Our translation87/01 (January 1987) Karnov (DM 1)アーケードTVゲームリスト 国内・海外編 (1971-2005) · introduction, board abbreviations (OCR text line 421) — the line opens "データイースト" (Data East), whose board codes it explains; the OCR reads "[~ DM 1 |" before it=デコマザーボード1Our translation(DM 1) = DECO Motherboard 1Checked by a second AI model, 2026-11-06.The list gives year and month only and names no source for its dates.
Cited by: Karnov
The same list files Karnov under Data East USA in March 1987. karnov-history/arcade-us
p. 115 (scan image n116), 海外編 (overseas), DATA EAST USA — read on the page image, between "86/12 Last Mission" and "87/03 Kid Niki [Irem]"; the section's heading, "DATA EAST USA", is on the page before (OCR text line 30647), and p. 115 continues it without a new heading87/03 KarnovChecked by a second AI model, 2026-11-06.The list gives year and month only.
Cited by: Karnov
Famicom Tsushin's release schedule of 25 December 1987 lists Namco's Karnov cartridge for the Famicom as released on 18 December 1987, at ¥4,900. karnov-history/release-famicom
p. 124 (PDF p. 122), 発売日スケジュール表, 12月発売のソフト — read on the page image: the next line reads "12月18日/4900円" (18 December, ¥4,900), in black type, which the page's footnote gives to cartridges (blue to disk cards)カルノフ〈ナムコ〉Our translationKarnov (Namco)Famicom Tsushin, no. 39 (25 December 1987) · p. 124 (PDF p. 122), 発売日スケジュール表 — the OCR reads "月 18白 /4900円" with the 12 on the line before12月18日 /4900円Revised after a check by a second AI model, 2026-11-06: The display says "(listed)": the date is Famitsu's schedule listing.The table lists December's games with past and coming dates alike, so the listing gives the date, not proof of a ship day.
Cited by: Karnov
Namco published the Famicom cartridge; its booklet's back cover gives Namco's Namcot section in Tokyo. karnov-history/famicom-publisher
back cover (PDF p. 20) — read on the page image; the text layer reads only "(株)ナムコ" for the service centre below it株式会社 ナムコOur translationNamco Ltd.カルノフ ファミリーコンピュータ 取扱説明書 (Karnov Famicom instruction booklet, NAM-KA-4900) · back cover (PDF p. 20) — read on the page image; the OCR reads "東京都大田区多摩1 … 28 5ナムコ ソ ト係"東京都大田区多摩川2-8-5 ナムコット係Our translation2-8-5 Tamagawa, Ōta-ku, Tokyo, Namcot sectionChecked by a second AI model, 2026-11-06.Cited by: Karnov
The Famicom booklet sets the game in the peaceful country of Creamina, overrun by a demon army under the dark emperor Arakatai. To rescue its people a man is sent from heaven by God, and his name is Karnov; the stage changes from town to sky to sea. karnov-history/famicom-story
inside back cover (PDF p. 19) — read on the page image; the OCR reads クリコフミナ, 住みついだ, and 戸ラカタイ平和な国クリアミナに住みついた暗黒の帝王アラカタイ率いる悪魔軍団。Our translationThe demon army, led by the dark emperor Arakatai, that has settled in the peaceful country of Creamina.カルノフ ファミリーコンピュータ 取扱説明書 (Karnov Famicom instruction booklet, NAM-KA-4900) · inside back cover (PDF p. 19)天国の神様より1人の男が遣わされた。男の名はカルノフ。Our translationA man was sent by God from heaven. The man's name was Karnov.カルノフ ファミリーコンピュータ 取扱説明書 (Karnov Famicom instruction booklet, NAM-KA-4900) · inside back cover (PDF p. 19) — the sentence goes on "舞台は場所を変え" (the stage changes its place); read on the page image街、空中、海の中…Our translationTown, sky, under the sea…Checked by a second AI model, 2026-11-06.The booklet writes the country クリアミナ; the NES manual's Creamina is used for it here. The translation is the atlas's.
Cited by: Karnov
The Famicom booklet's profile gives Karnov's real name as Jinborov Karnovski, his age as unknown because he has died once, and his home as Creamina, and says he grew up the strongest man in his village, did nothing but wrong, and was made to serve the land of the gods after breaking a god's statue in the village shrine. karnov-history/famicom-profile
p. 1 (PDF p. 3), profile — on the line 本名 (real name); the OCR reads "ジンボ口フ"ジンボロフ・カルノフスキーOur translationJinborov Karnovskiカルノフ ファミリーコンピュータ 取扱説明書 (Karnov Famicom instruction booklet, NAM-KA-4900) · p. 1 (PDF p. 3), profile — on the line 年令 (age); read on the page image不詳(1度死んでいるので、定かではない。)Our translationUnknown (he has died once, so it isn't certain.)カルノフ ファミリーコンピュータ 取扱説明書 (Karnov Famicom instruction booklet, NAM-KA-4900) · p. 1 (PDF p. 3), profile — read on the page image15歳の頃には村一番の怪力として、近在では名が通っていたが、悪事ばかりをはたらいていた。Our translationBy fifteen he was known around the district as the strongest man in the village, but he did nothing but wrong.カルノフ ファミリーコンピュータ 取扱説明書 (Karnov Famicom instruction booklet, NAM-KA-4900) · p. 1 (PDF p. 3), profile — read on the page image村の神殿に祀られていた神像を壊してしまったために神の怒りに触れてしまい、神の国の召使いをさせられることになってしまったOur translationHaving broken the god's statue enshrined in the village temple, he incurred the god's wrath and was made a servant of the land of the gods.Checked by a second AI model, 2026-11-06.The translation is the atlas's.
Cited by: Karnov
On the Famicom, the control pad moves Karnov and picks among collected items with left and right, Select uses the chosen item, A jumps, and B attacks; controller II isn't used. During play the item cursor moves along with Karnov's left and right movement. karnov-history/famicom-controls
p. 4 (PDF p. 6), コントローラーの使い方 — read on the page image (the + button)カルノフの上下左右の移動に使います。また、手に入れたアイテムは左右の操作で選びます。Our translationUsed to move Karnov up, down, left, and right. Items you have collected are also chosen with left and right.カルノフ ファミリーコンピュータ 取扱説明書 (Karnov Famicom instruction booklet, NAM-KA-4900) · p. 4 (PDF p. 6) — the Select button, after "+ボタンで"; the OCR reads 戸イテム選んだアイテムを使用する時に使います。Our translationUsed to use the item you've chosen.カルノフ ファミリーコンピュータ 取扱説明書 (Karnov Famicom instruction booklet, NAM-KA-4900) · p. 4 (PDF p. 6) — read on the page imageカルノフのジャンプに使います。Our translation(The A button) is used for Karnov's jump.カルノフ ファミリーコンピュータ 取扱説明書 (Karnov Famicom instruction booklet, NAM-KA-4900) · p. 4 (PDF p. 6) — read on the page imageカルノフの攻撃に使います。Our translation(The B button) is used for Karnov's attack.カルノフ ファミリーコンピュータ 取扱説明書 (Karnov Famicom instruction booklet, NAM-KA-4900) · p. 4 (PDF p. 6) — the OCR reads "(コントローラー I Iは益いません。)"(コントローラーIIは使いません。)Our translation(Controller II isn't used.)カルノフ ファミリーコンピュータ 取扱説明書 (Karnov Famicom instruction booklet, NAM-KA-4900) · p. 4 (PDF p. 6) — the OCR reads "カルノフのを右方向への" and splits the line; read on the page imageゲーム中はカルノフの左右方向への移動と一緒にアイテムのカーソルも動きます。Our translationDuring the game the item cursor moves together with Karnov's movement to the left and right.Checked by a second AI model, 2026-11-06.The translation is the atlas's.
Cited by: Karnov
The Famicom booklet counts nine stages spread across Creamina, with varied terrain and building interiors, and says learning each stage's features is a key to the fight. karnov-history/famicom-stages
p. 10 (PDF p. 12), ゲームを進めるために — read on the page image; the OCR garbles most of the sentence ("フ lj戸ミナ昌に鼠ガる 9つ の義盃の詩舗")変化に富んだ地形、建物の内部など、クリアミナ国に広がる9つの舞台の特徴をつかむことも、戦いを有利に進めるポイントです。Our translationGrasping the features of the nine stages spread across the country of Creamina, with their varied terrain, building interiors and so on, is also a key to fighting to your advantage.Checked by a second AI model, 2026-11-06.The translation is the atlas's.
Cited by: Karnov
Karnov came out for the NES in North America in January 1988, with Data East as licensee. karnov-history/release-nes
PDF p. 7 — the row gives title, licensee, and month, not a dayKarnov Data East January 1988Checked by a second AI model, 2026-11-06.Cited by: Karnov
Data East USA of San Jose, California, published the NES cartridge; its manual's back cover reads © 1987 Data East USA, Inc. karnov-history/nes-publisher
back cover (PDF p. 16) — read on the page image, under "DATA EAST USA, INC."; the back cover isn't in the text layer470 Needles Drive, San Jose, California 95112, USA.Karnov NES instruction manual (Data East USA) · back cover (PDF p. 16) — read on the page image, above "PRINTED IN JAPAN"© 1987 Data East USA, Inc.Karnov NES instruction manual (Data East USA) · warranty page (PDF p. 15, no printed number), Limited WarrantyData East USA warrants to the original purchaser only that the cartridge provided with thisRevised after a check by a second AI model, 2026-11-06: The warranty locator now gives PDF p. 15 (the page has no printed number).The manual names no developer.
Cited by: Karnov
Chris Scullion's NES encyclopedia (2019) credits the NES version to Data East as both developer and publisher, in 1988. karnov-history/nes-scullion
entry "Karnov"Year 1988 Publisher Data East Developer Data EastChecked by a second AI model, 2026-11-06.The NES manual begins the story in the peaceful village of Creamina, where the Treasure of Babylon has been kept hidden for centuries. Ryu, a huge and evil dragon, carries it off and leaves his minions behind, and the villagers' one hope is Jinborov Karnovski, known as Karnov, a one-time circus strongman who shoots fireballs. karnov-history/nes-story
p. 5 (PDF p. 6), How to PlayThe story of Karnov begins in the peaceful village of CreaminaKarnov NES instruction manual (Data East USA) · p. 5 (PDF p. 6), How to PlayThe Treasure has been sought by Ryu , a huge and evil dragon , for thousands of years .Karnov NES instruction manual (Data East USA) · p. 5 (PDF p. 6), How to PlayRyu has made off with the Treasure , leaving his monstrous minions behind to terrorizeKarnov NES instruction manual (Data East USA) · p. 5 (PDF p. 6), How to PlayThe helpless townsfolk have only one hope: Jinborov Karnovski, otherwiseKarnov NES instruction manual (Data East USA) · p. 5 (PDF p. 6), How to Playknown as Karnov, a one-time circus strongman with a unique talent for shooting fireballs .Karnov NES instruction manual (Data East USA) · p. 2 (PDF p. 3)He runs, swims, jumps, climbs and flies through nineKarnov NES instruction manual (Data East USA) · p. 5 (PDF p. 6), How to Playwhere the Treasure of Babylon has been kept for centuries , hidden away from the outside world .Revised after a check by a second AI model, 2026-11-06: Quoted the manual's "kept for centuries" sentence; the statement says "kept hidden".Cited by: Karnov
On the NES, the control pad moves Karnov and left and right also select Options; A jumps, B shoots, Select uses an Option, and Start pauses. The game is for one player, and controller 2 isn't used. karnov-history/nes-controls
p. 3 (PDF p. 4), Names of Controller Parts and Operating InstructionsController 2 - Not used - no second playerKarnov NES instruction manual (Data East USA) · p. 3 (PDF p. 4)(Left and Right also selects Options .)Karnov NES instruction manual (Data East USA) · p. 3 (PDF p. 4) — the text layer reads "AbuUon: Jump ." and "BbuUon: Shoot." for the A and B buttonsJump .Karnov NES instruction manual (Data East USA) · p. 3 (PDF p. 4)Shoot.Karnov NES instruction manual (Data East USA) · p. 4 (PDF p. 5) — under "SELECT button"Press this button to make use of an Option.Karnov NES instruction manual (Data East USA) · p. 4 (PDF p. 5)To interrupt play in the middle of a game , press the START button .Checked by a second AI model, 2026-11-06.Cited by: Karnov
Karnov starts with three lives on the NES. A first hit turns him blue and a second while blue costs a life; a Super Fireball restores his colour, and two or three of them give him double or triple fireballs. After the last life the game can be continued from where it ended, three times. karnov-history/nes-lives
p. 7 (PDF p. 8), Super FireballsKarnov begins each game with three lives . If he is hit once, he turns blue. If he is hit againKarnov NES instruction manual (Data East USA) · p. 7 (PDF p. 8), Super Fireballswhile he is blue, he loses a life.Karnov NES instruction manual (Data East USA) · p. 7 (PDF p. 8), Super FireballsBut if Karnov picks up a Super Fireball while he is blue, he will be restored to his normalKarnov NES instruction manual (Data East USA) · p. 7 (PDF p. 8), Super FireballsCollecting two Super Fireballs will enable him to shoot double fireballs, and collecting three will enable him to shoot triple fireballs .Karnov NES instruction manual (Data East USA) · p. 7 (PDF p. 8), Continuation ModeNote: You may only continue the same game three times.Karnov NES instruction manual (Data East USA) · p. 7 (PDF p. 8), Continuation ModeBut the Continuation Mode allowsRevised after a check by a second AI model, 2026-11-06: The Super Fireballs quote now carries the triple-fireball clause the statement uses.Cited by: Karnov
The NES manual lists ten Options, some of which can be stocked and used later: Boots, which double his jumping power for a time; Bombs, which also break walls; a Ladder, to reach a high Option or dodge an attack; a Boomerang; a Clapper, which destroys every enemy on screen but a stage's boss; Glasses, which show hidden Options; a Swimming Mask for the swimming scene of Stage 5; Wings for the flying scene of Stage 8; a Shield good for five hits; and the K Mark, fifty of which give an extra life. karnov-history/nes-options
p. 9 (PDF p. 10), OptionsThere are ten Options available throughout all the levels .Karnov NES instruction manual (Data East USA) · p. 9 (PDF p. 10), OptionsCertain Options can be collected and inventoried .Karnov NES instruction manual (Data East USA) · p. 9 (PDF p. 10), BootsDoubles Karnov's jumping power. This Option loses its effectiveness over aKarnov NES instruction manual (Data East USA) · p. 9 (PDF p. 10), BombNot just for defeating enemies, but also for destroying certain obstacles and walls.Karnov NES instruction manual (Data East USA) · p. 10 (PDF p. 11), ClapperThis will destroy every enemy on the screen at one time (except for the BossKarnov NES instruction manual (Data East USA) · p. 10 (PDF p. 11), GlassesAllows you to see and retrieve hidden Options .Karnov NES instruction manual (Data East USA) · p. 10 (PDF p. 11), Swimming MaskThis will allow you to go faster underwater in Stage 5, a swimming scene .Karnov NES instruction manual (Data East USA) · p. 10 (PDF p. 11), WingsStage 8, a flying scene . They can be stocked .Karnov NES instruction manual (Data East USA) · p. 10 (PDF p. 11), ShieldProtects Karnov from an enemy's attack up to five times .Karnov NES instruction manual (Data East USA) · p. 10 (PDF p. 11), K MarkYou will receive one extra life when you collect fifty of these.Karnov NES instruction manual (Data East USA) · p. 9 (PDF p. 10), LadderLadder Use it to reach an Option positioned in a high place, or to avoid an enemy's attack.Karnov NES instruction manual (Data East USA) · p. 9 (PDF p. 10), BoomerangBoomerangRevised after a check by a second AI model, 2026-11-06: Quoted the Ladder and Boomerang entries; the Ladder's use is stated as the manual gives it.Cited by: Karnov
Each stage of the NES game ends with a hint for the next. By the manual's hints, Stage 4 crosses icy mountains, Stage 5 the Black Sea, and in Stage 9 Karnov meets Ryu in a deep forest atop the mountain. karnov-history/nes-stages
p. 11 (PDF p. 12), Playing HintsAt the end of each Stage, there is a hint for the next Stage.Karnov NES instruction manual (Data East USA) · p. 11 (PDF p. 12), Playing HintsStage 4: You will need a good stock of Bombs to make it across the icy mountains.Karnov NES instruction manual (Data East USA) · p. 12 (PDF p. 13), Playing HintsStage 5: You should don the Swimming Mask to cross the Black Sea faster .Karnov NES instruction manual (Data East USA) · p. 12 (PDF p. 13), Playing HintsStage 9: Here you will encounter Ryu in a deep forest atop the mountain.Checked by a second AI model, 2026-11-06.Cited by: Karnov
Nintendo's Official Nintendo Player's Guide covers the NES version; it calls Ryu a gigantic, greedy dragon and describes nine stages, from buildings to mountains to the skies, with enemies including the knife-throwing Lion Keeper, Snake Woman, Rock Man, and the two-headed Gidora. karnov-history/nes-guide
p. 145, Karnov, Dragons and TreasureRyu is gigantic. And his greed is almost as big.The Official Nintendo Player's Guide (1987) · p. 145, KarnovNine challenging stages— from buildings to mountains toThe Official Nintendo Player's Guide (1987) · p. 145, Karnovknife-throwing Lion Keeper, Snake Woman, Rock Man,The Official Nintendo Player's Guide (1987) · p. 145, Karnovand Gidora, a two-headed monster.Revised after a check by a second AI model, 2026-11-06: Says the guide covers the NES version.The page number is the guide's contents line "KARNOV-ZANAC-SQOON 145".
Cited by: Karnov
Computer Entertainer's January 1988 issue, in its round-up of Nintendo licensees' titles, reported Karnov as the one more game Data East had due soon, at $34.95. karnov-history/ce-nes-coming
p. 10, Data East USAWith all the new titles they have released just recently, Data East has just oneComputer Entertainer, vol. 6, no. 10 (January 1988) · p. 10, Data East USAmore due soon: KARNOV ($34.95).Computer Entertainer, vol. 6, no. 10 (January 1988) · p. 10, Nintendo licensees — the section heading over the alphabetical run of licensees that includes Data East USAThere are now 23 Nintendo licenseesRevised after a check by a second AI model, 2026-11-06: Quoted the "23 Nintendo licensees" heading the round-up sits under.The review a month later gives a suggested retail price of $39.95 (karnov-history/ce-nes-score).
Cited by: Karnov
Computer Entertainer's February 1988 review gave the NES version three and a half of four stars for graphics and four for game play, and recommended it, at a suggested retail price of $39.95. karnov-history/ce-nes-score
Value
{
"review": "Computer Entertainer",
"of": 4,
"scores": {
"graphics": 3.5,
"game play": 4
}
}p. 11 (image n10), Nintendo Software — the OCR reads the stars as "(xxx1/2/XXxx)"; the researcher and the lead read "★★★1/2/★★★★" on the page image (jp2 leaf 0010, printed p. 11)KARNOV (xxx1/2/XXxx) is the latest from Data East, and we thinkComputer Entertainer, vol. 6, no. 11 (February 1988) · p. 11 (image n10), Nintendo SoftwareRecommended. (MSR $39.95)Computer Entertainer, vol. 6, no. 11 (February 1988) · p. 2, The Rating System4 STARS = EXCELLENTComputer Entertainer, vol. 6, no. 11 (February 1988) · p. 2, The Rating System — the line before reads "(lst set of stars=quality of"graphics; 2nd set=quality of game play and entertainment value)Checked by a second AI model, 2026-11-06.The review is unsigned.
Cited by: Karnov
The review called Karnov Data East's best game yet: highly challenging, imaginatively programmed, graphically interesting, and fun to play, with some of the most wonderfully grotesque creatures the reviewers had met in a video or computer game, and full of surprises, so that it isn't the same every time. karnov-history/ce-nes-verdict
p. 11 (image n10), Nintendo Softwareit’s their best game yet.Computer Entertainer, vol. 6, no. 11 (February 1988) · p. 11 (image n10), Nintendo Softwareis highly challenging, imaginatively programmed, graphically inter-Computer Entertainer, vol. 6, no. 11 (February 1988) · p. 11 (image n10), Nintendo Softwareesting, and just plain fun to play.Computer Entertainer, vol. 6, no. 11 (February 1988) · p. 11 (image n10), Nintendo Software — the sentence opens "And he meets some of the most wonderfully grotesque"creatures we’ve ever encountered in a video or computer game.Computer Entertainer, vol. 6, no. 11 (February 1988) · p. 11 (image n10), Nintendo Softwaregame is full of surprises, too, so it’s not exactly the same every time youChecked by a second AI model, 2026-11-06.Cited by: Karnov
Computer Entertainer's Top Fifteen Videogames for July 1988 placed the NES Karnov seventh. karnov-history/ce-chart
p. 1, Top Fifteen Videogames — read on the page image, between "R.C. ProAm (Nin/NES)" and "T&C Surf Designs (LJN/NES)"7. Karnov (DE/NES)Checked by a second AI model, 2026-11-06.The page doesn't say how the chart is compiled.
Cited by: Karnov
Computer Entertainer reviewed a Commodore 64/128 version in Data East's packaging in July 1988, giving it three of four stars for graphics and two and a half for game play, and did not recommend it, at a suggested retail price of $29.95; an IBM version was coming. karnov-history/c64-us
Value
{
"review": "Computer Entertainer",
"of": 4,
"scores": {
"graphics": 3,
"game play": 2.5
}
}p. 4 (image n3), Commodore 64/128 Software — the OCR reads the stars as "(xx#/*x1/2)"; the researcher read "★★★/★★1/2" on the page imageKARNOV (xx#/*x1/2) brings Data East's original coin-op to theComputer Entertainer, vol. 7, no. 4 (July 1988) · p. 4 (image n3) — the line goes on "$39.95. IBM version coming soon. Not recommended. (MSR $29.95)", read on the page imageC64/128 version reviewed; also available for Nintendo System atComputer Entertainer, vol. 7, no. 4 (July 1988) · p. 2, The Rating Systemgraphics; 2nd set=quality of game play and entertainment value)Computer Entertainer, vol. 7, no. 4 (July 1988) · p. 4 (image n3), Not As Good As Nintendo VersionEast's practice of using arcade screen shots on their packaging with theChecked by a second AI model, 2026-11-06.Cited by: Karnov
Computer Entertainer found the Commodore version good-looking but nowhere near as lively as the NES game, sluggish and less responsive, and faulted its instructions for not saying how to use an Option, and Data East's boxes for showing arcade screens. karnov-history/c64-us-verdict
p. 4 (image n3), Not As Good As Nintendo Versiongraphics, it is nowhere near as lively a game as the Nintendo version.Computer Entertainer, vol. 7, no. 4 (July 1988) · p. 4 (image n3), Not As Good As Nintendo VersionWe found KARNOV on the Commodore to be sluggish and lessComputer Entertainer, vol. 7, no. 4 (July 1988) · p. 4 (image n3), Not As Good As Nintendo Versionoption will flash when it can be used, there is not a hint of how to goComputer Entertainer, vol. 7, no. 4 (July 1988) · p. 4 (image n3), Not As Good As Nintendo Versionstatement, "Screens shown are from arcade version. Computer versionChecked by a second AI model, 2026-11-06.Cited by: Karnov
In Britain, Electric Dreams Software presented the Commodore 64/128, Amstrad CPC, and ZX Spectrum versions, programmed by Mr Micro as a Software Studios production and made under licence from Data East USA; the player's guide reads "Computer game © 1988". karnov-history/uk-makers
cover (PDF p. 1)Player's Guide for Commodore 64/128 Amstrad SpectrumKarnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 2Computer conversion by Mr Micro.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 2Presented by Electric Dreams SoftwareKarnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 2 — the line before reads "All nights reserved. Manufactured under", the OCR's "rights" misreadlicense from DATA EAST USA, INC.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 2Computer game © 1988. Electric Dreams SoftwareKarnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 2A Software Studios ProductionChecked by a second AI model, 2026-11-06.The guide's loading instructions cover Commodore cassette and disk, Amstrad cassette and disk, and Spectrum cassette.
Cited by: Karnov
The British player's guide makes Ryu an evil wizard rather than a dragon, puts Creamina in the Russian Steppes, "otherwise known as Wunderland", has Karnov retired from a life as a circus strongman, and sends him after the fragments of a long-lost map. karnov-history/uk-story
PDF p. 3Ryu, an awesome and evilKarnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 3wizard, looked for the Treasure of Babylon.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 2, Can Karnov Save the World?expanse of land known as the Russian Steppes, otherwise known as Wunderland.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 2, Can Karnov Save the World?had returned to the village after a lifetime of travelling theKarnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 3the fragments of a long lost map to guide him on his way.The NES manual begins the story in the peaceful village of Creamina, where the Treasure of Babylon has been kept hidden for centuries. Ryu, a huge and evil dragon, carries it off and leaves his minions behind, and the villagers' one hope is Jinborov Karnovski, known as Karnov, a one-time circus strongman who shoots fireballs. ManualRevised after a check by a second AI model, 2026-11-06: The quote now includes "otherwise known as Wunderland".The guide's opening paragraph (PDF p. 2) also calls him "the evil Wizard Ryu".
Cited by: Karnov
The guide lists eleven items for the computer versions: K's, fifty of which give an extra life; Apples for extra firepower; and nine icons stored in windows at the bottom of the screen: Boots, Bombs, Ladders, Boomerangs, Flames, Wings, a Swimming Helmet, a Mask of Perception, and a Trolley that kills every monster in its path downhill. The icon highlighted as Karnov moves is used with the Y key on every version. karnov-history/uk-items
PDF p. 7, Icons and How to Use ThemThere are 11 items to be collected:Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 750 of these are needed to gain an extra lifeKarnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 7These will give you much needed extra fire power.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 7The remaining nine items are icons that may be collected and saved forKarnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 7you want is highlighted. Then press the ‘Y’ key (all versions).Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 7Flames: These give Karnov superior firepower for a limited time.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 8 — under "Trolley:"Use this for downhill travel. It kills all monsters in itsKarnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 7Boots: These double Karnov's jumping power and help him run faster.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 7These can also be used to destroy obstacles, like walls.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 7Ladders: Use these to collect ‘out of reach’ icons.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 7Boomerangs: These give Karnov extra attacking power.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 7Wings: for flying!!! Swimming Helmet: Allows you to swim faster.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 8Mask of Perception: This will flash when invisible icons are on screen.Revised after a check by a second AI model, 2026-11-06: Quoted each item the statement names from pp. 7-8 of the player's guide.Cited by: Karnov
On the Spectrum and the Amstrad the guide's keys are Q to jump or climb, A down, O and P left and right, Space to fire (Copy too on the Amstrad), and Y to use the selected icon; the Commodore uses ; and / for up and down and Z and X for left and right. Each takes a joystick. karnov-history/uk-controls
PDF p. 9, Quick Control GuideJump/Climb Up - QKarnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 9, Quick Control GuideOr Kempston Joystick.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 9, Quick Control Guide, Commodore 64/128Or Joystick, Port 2.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 9, Quick Control Guide, Amstrad CPC 464/664/6128Or joystick 1, or Cursor Keys.Karnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 9, Quick Control Guide, SpectrumDown/Climb Down - AKarnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 9, Quick Control Guide, SpectrumRight - P Fire - Space Use selected icon - YKarnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 9, Quick Control Guide, Commodore 64/128Jump/Climb Up -; Down/Climb Down -/ Left -Z Right -XKarnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 9, Quick Control Guide, Amstrad CPC 464/664/6128Jump/Climb Up -Q Down/Climb Down -A Left -O Right -P Fire -Space or Copy Use selected icon -YRevised after a check by a second AI model, 2026-11-06: Quoted each machine's control block; the Amstrad's Copy key is stated.The Spectrum block's text layer reads "Left - 0" for O; the Amstrad block prints O.
The computer versions load each of the nine levels as the last is completed; on cassette, a player who is killed rewinds the tape and loads Level One again. karnov-history/uk-multiload
PDF p. 6, Multi-load InstructionsKarnov is a multi-load game, with each of the nine exciting levels beingKarnov Player's Guide for Commodore 64/128, Amstrad, Spectrum (Electric Dreams Software) · PDF p. 6, Multi-load Instructions — the sentence opens "When killed you will be"asked to rewind the tape and load Level One.Checked by a second AI model, 2026-11-06.Cited by: Karnov
Previewing the Spectrum version in March 1988, Your Sinclair called it the most accurate conversion of an arcade hit in years, with all the original's colour squeezed into the Spectrum, for £9.99. karnov-history/ys-preview
p. 9, Future ShocksThis has to be the most accurate conversion of an arcade hit in years, with all the colour pizazz of the original squeezed down into the Speccy, and all for £9.99.Revised after a check by a second AI model, 2026-11-06: Dropped "possibly": the preview says "the most accurate".The magazine says it had seen a demo; the preview is unsigned.
Cited by: Karnov
Your Sinclair's April 1988 preview, whose standfirst names its writer "Phil Snoutovitch", said Electric Dreams' Spectrum version didn't do away with the attribute problem but had each sprite pick the colour combination that suited it best, a routine it called a "dynamically optimised sprite routine". karnov-history/ys-colour
p. 18Fire breathing comrade, Phil SnoutovitchYour Sinclair, issue 28 (April 1988) · p. 18Karnov doesn’t do away with the attribute problem, but just forces the computer to make the best of it.Your Sinclair, issue 28 (April 1988) · p. 18the sprites decide which colour combination will suit them best and use that.Your Sinclair, issue 28 (April 1988) · p. 18‘dynamically optimised sprite routine,’Revised after a check by a second AI model, 2026-11-06: "April 1988 preview", not "cover preview".The preview compares it with Don Priestley's Trap Door games.
Cited by: Karnov
The same issue ran a competition with Activision for a Karnov arcade machine worth well over £1,000, with twenty copies of Electric Dreams' Karnov as runners-up prizes. karnov-history/ys-competition
p. 25Activision and yours truly are offering a huge blimmin’ great Karnov arcade machineYour Sinclair, issue 28 (April 1988) · p. 25It’s worth well over £1,000Your Sinclair, issue 28 (April 1988) · p. 25you can always console yourself with one of 20 copies of Electric Dreams’ Karnov.Checked by a second AI model, 2026-11-06.Cited by: Karnov
Crash's May 1988 review of the Spectrum version, from Electric Dreams at £9.99 with Mr Micro credited as author, described nine multiloaded levels across a horizontally scrolling landscape, five lives, a one- or two-player option, and a final fight with the wizard in which Karnov is stripped of his bonus items. karnov-history/crash-review
p. 88 (image n87)Producer: Electric DreamsCrash, issue 52 (May 1988) · p. 88 (image n87)Authors: Mr Micro, from a Data East coin-opCrash, issue 52 (May 1988) · p. 88 (image n87) — read on the page image; the OCR reads "nine muttiioaded ievete across a / hcMizontally scatiUing wstam"nine multiloaded levels across a horizontally scrolling eastern environmentCrash, issue 52 (May 1988) · p. 88 (image n87) — read on the page image; the OCR garbles itContact with any of these means the loss of one of five lives.Crash, issue 52 (May 1988) · p. 88 (image n87) — read on the page imageFollowing the selection of a one or two player optionCrash, issue 52 (May 1988) · p. 88 (image n87) — read on the page image; the sentence before has "the colossal cossack faces the final challenge of combat with the wizard"Stripped of all his bonus items and restricted to single fire powerChecked by a second AI model, 2026-11-06.The review's comments box adds that the second player didn't work on the finished version the magazine had, read on the page image. The retail price, £9.99, heads the review.
Cited by: Karnov
Crash gave the Spectrum version 76% overall, with 77% for presentation, 84% for graphics, 66% for playability, and 73% for addictive qualities. karnov-history/crash-score
Value
{
"review": "Crash",
"of": 100,
"scores": {
"presentation": 77,
"graphics": 84,
"playability": 66,
"addictive qualities": 73,
"overall": 76
}
}p. 88 (image n87), ratings — the ratings box isn't in the OCR; read on the page image by the researcher and again by the lead (jp2 leaf 0087)OVERALL 76%Crash, issue 52 (May 1988) · p. 88 (image n87), ratings — read on the page imagePresentation 77% Graphics 84% Playability 66% Addictive qualities 73%Checked by a second AI model, 2026-11-06.Cited by: Karnov
Crash's three reviewers split. Kati found it an enjoyable and addictive game for all its slightly jerky jumping and slowdown; Nick recommended it to anyone wanting a challenging shoot 'em up with good graphics, despite slowdown when many enemies appear; Paul called the scrolling terribly jerky and the game "merely a poor game heavily disguised". The comments box summed up that the slow, unresponsive gameplay kills much of its potential. karnov-history/crash-verdicts
p. 88 (image n87), Kati — read on the page image; the sentence opens "Still – despite these limitations"Karnov is an enjoyable and addictive game.Crash, issue 52 (May 1988) · p. 88 (image n87), Kati — read on the page imageKarnov's jumping movements are slightly jerky and scrolling slows down while he is up in the air.Crash, issue 52 (May 1988) · p. 88 (image n87), Nick — read on the page imageIf you're looking for a great shoot 'em up that's challenging and has good graphics then look no furtherCrash, issue 52 (May 1988) · p. 88 (image n87), Nick — read on the page imageMy only moan is that the game slows down terribly when more and more nasties arrive on-screenCrash, issue 52 (May 1988) · p. 88 (image n87), Paul — read on the page imageThe scrolling backgrounds are terribly jerkyCrash, issue 52 (May 1988) · p. 88 (image n87), Paul — read on the page imagethis is merely a poor game heavily disguised.Crash, issue 52 (May 1988) · p. 88 (image n87), Comments — the General rating line, read on the page imageit looks lovely, but the slow and unresponsive gameplay kills much of the potential Karnov hadChecked by a second AI model, 2026-11-06.Cited by: Karnov
By January 1989 the Spectrum Karnov was one of eight games on Ocean's compilation The In Crowd, at £12.95 on cassette and £17.95 on disk, beside Combat School, Gryzor, Barbarian, Predator, Platoon, Crazy Cars, and Target Renegade; Crash's roundup said Karnov added "a touch of colour". karnov-history/in-crowd
p. 93 (image n93), The In Crowd — read on the page image: "£12.95c, £17.95d Ocean", then Combat School, Gryzor, Barbarian, Predator, Platoon, Karnov (52/76%, the issue of Crash that reviewed it and its score), Crazy Cars, and Target; RenegadeTHE IN CROWDCrash, issue 60 (January 1989) · p. 93 (image n93) — the line before ends "With Kar-"; read on the page imagenov adding a touch of colour,Checked by a second AI model, 2026-11-06.Sinclair User's February 1990 issue also lists Karnov among the compilation's games (p. 90), in the OCR only.
Cited by: Karnov
Scullion notes that although Karnov is a platform game, it lets the player collect ten different options and store them at the bottom of the screen, a feature more often found in shoot 'em ups. Its fact box says that, most notably, he is the boss at the end of the first level of Bad Dudes vs. DragonNinja. karnov-history/scullion-view
entry "Karnov"Although it’s a platform game, Karnov lets the player collect ten different ‘options’ - a feature that’s more often associated with shoot ‘em upsThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · entry "Karnov"and store them at the bottom of the screen.The NES Encyclopedia: Every Game Released for the Nintendo Entertainment System · entry "Karnov", Fact box — the OCR garbles the line before, after "Karnov has appeared"East games. Most notably, he’s the end-of-level boss in the first level of Bad Dudes vs DragonNinja.Revised after a check by a second AI model, 2026-11-06: Restated the fact box's "most notably" line instead of "best-known later appearance".Cited by: Karnov