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COLUMN: ‘Game Collector’s Melancholy’ - Carnage Heart

['A Game Collector's Melancholy' is a bi-weekly column by Jeffrey Fleming that follows the subtle pleasures and gnawing anxieties of video game collecting. This week we take a look at Carnage Heart, a high point for strategy games and a key title for Playstation collectors.]

artdink_logo.jpgArtdink has a reputation as an unusual game developer with an aggressively creative streak. Most famous here in America for creating the bewildering “non-games” Aquanaut’s Holiday and Tail of the Sun, Artdink is also responsible for the No One Can Stop Mr. Domino puzzler, and the A-Train urban development sim. Less well known is Carnage Heart, one of the most unique strategy games ever offered for a home console.

Over Kill

tsuki_kage.jpgCarnage Heart was designed by Masaki Iizuka with mecha designs by artist and kit modeler Kow Yokoyama. It was firmly rooted in the ‘realistic robots’ tradition of Japanese sci-fi and featured mechs fighting corporate battles across the moons of Jupiter. Packaged with two dense manuals and a separate tutorial disc, Carnage Heart was not a game that one could just pick up and start playing.

You begin by designing your combat units called Over Kill Engines, choosing their body type, engine size, armaments, and other accessories. This part is fairly generic and familiar to anyone who has spent time with Armored Core. Once a design is settled on, you also have to put it into mass production which involves managing factory assembly lines while making sure income levels stay in the black. There are also opportunities to do business with various trans-national corporations, buying technology, funding research, and engaging in a bit of industrial espionage.

If... Then...

europa.jpgSo far, all of this sounds interesting but not radically different from many other strategy/economic sim games. What really makes Carnage Heart distinctive is that you have no direct control over your Over Kill Engines when they enter combat. Instead, during the design phase you must preprogram the combat behavior of your Over Kill Engine. This is done by laying out modules of set commands on a grid and linking them together in a flow chart of “IF... THEN...” statements. A simple example would be IF enemy detected within 100 meters THEN fire main weapon.

Of course, success in the game requires much more subtle strategies. There is a wide variety of modules to work with, including the ability for OKEs to communicate with each other, enabling complex, coordinated attacks. Once you become familiar with Carnage Heart’s programming language much of the pleasure of the game comes from working out clever OKE programs. It is a remarkable and creative experience to able to “play” the game while sitting at a table with pencil and paper, writing new programs to try out.

Black Coffee

ch_cover.jpgFirst published for Japan in 1995, Carnage Heart was brought to the U.S. in 1997 by Sony Computer Entertainment in an ambitious attempt to push the boundaries of console video games. Unfortunately, the game’s indirect and rigorously intellectual style of play was a hard sell to an audience more accustomed to fast action and glossy visuals. Spare, complex, and difficult, Carnage Heart was like a cup of hot, black coffee that few had the taste for.

Although Carnage Heart quickly vanished without a trace in America, the game enjoyed an extended life in Japan. In 1997 Artdink brought out a revised version of Carnage Heart called Carnage Heart EZ (Easy Zapping). A full sequel followed in 1998 titled Zeus Carnage Heart Second for both Playstation and Windows. In 1999, Artdink brought out Zeus II Carnage Heart and sponsored national Carnage Heart competitions in Japan to promote the game. The series lay dormant for several years until Carnage Heart Portable for the Sony PSP was recently published in Japan by Genki in the fall of 2006.

Resources for English speaking Carnage Heart enthusiasts are scarce. In the spring of ‘97 Sony began publishing its Playstation Underground CD magazine. Included in Volume 1, Issue 1 was a Carnage Heart demo along with a set of OKE designs from Artdink that could be downloaded on to a memory card. Issues of Playstation Underground show up from time to time for auction but generally do not sell for much.

Sometimes the most interesting games in a collection are not necessarily the most expensive ones. Carnage Heart can be found with relative ease for around $20, making it a painless acquisition for those wanting to add some depth to their collection.

[Jeffrey Fleming is an East Bay writer. To read more, please visit Tales of the Future.]

Images: (C) Artdink/SCEI/Kow Yokoyama All Rights Reserved

Comments

ahhh carnage heart! I read your site everyday and the retrogaming stuff I usually gloss over. Critical analyses of Bosconian never did much for me.BUT although I was probably the worst carnage heart player of all time, this game is probably one of my favorite for the PS1. My top game of all time being Tobal 2. Hats off on the excellent write up.

I still regret selling Carnage Heart. I never did try the code that supposedly let you control your robot directly.

I also remember the manual included an example program, rendered almost useless due to the US manual being black & white. (Some program info was color-coded.)

As a teenager just getting into computers and, indeed, computer programming, this game was about the most perfect game that existed for me back then.

I remember spending hours crafting the perfect logic for my mech. Seeing the time investment pay off, by having a weak but smart mech take out enemies with twice the armour and armament, was immensely satisfying.

Had no idea that there were sequels though. Would be great if there were to be another domestic release, but it's a hard sell.

This sounds a lot like an evolution of an Apple IIc game I had called Robot Odyssey. In it you had to navigate maps and obstacles by programming the movements of a robot.

You did the programming by "soldering" together a circuit board that would fire the correct rockets and actions depending on different inputs.

hi me a noob cool a loser i saw online today i kill him very easy a noooooooooooooooooooooooooooooooooooooooooob
( D.A.T.A 19r5/ 846khfg56458-3612mig-fip 10.10.10.103//.//5485dewr56/10imb )

I stil have my original coppy from way back then and play it all the time on ePSXe. Wish I had somewhere to share and compeet programs, but english fans seem few and far between. Like other fans of the game I'm working on an old-old idea to build my own Mech Programer game. With a hexagon program grid. If only I could get my hands on the Japanese Sequals see how its improved from that low budget original. This Series Will sell in the west, Bring it over!

I'm not the best ever at this game, but i still play it years later, and would VERY MUCH like to re-invent it. However I've had no success, because it's hard to remake a video game that you can barely fathom the mechanics of. Still very fun to play.

hahaha!!!
just Challenge me!!

There was a Windows version of Zues?!?
No way!
I played the original Carnage Heart over and over until my wife threatened to leave me and I drooled over the screen-shots of Zues, but I never could find it.
Not even imports...
I wonder if the Windows version would be easier to locate?

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