- Release Year: 1999
- Platforms: Windows
- Publisher: Macmillan Digital Publishing USA
- Developer: ManMachineGames
- Genre: Action, Driving, Racing
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Hunting, Off-roading, Vehicular
- Setting: City park, Countryside, Mountain slope, National park

Description
Carnivorous is a hybrid racing and hunting game released in 1999 for Windows, where players drive a truck across four diverse locations—including national parks, countrysides, city parks, and mountain slopes—to score points by running over animals unique to each area, such as cats, dogs, geese in urban settings or pigs in rural ones, while facing threats from rival hunters (who can be run over) and police (who shoot at the player). The game ends when the truck’s damage meter reaches 100% and explodes, with a photo album feature allowing players to capture memorable moments of their rampages.
Carnivorous Cheats & Codes
Carnivores PC
Type “debugon” during gameplay to enable debug mode (dinosaurs ignore you until shot, infinite ammo, immune to lava/drowning, partial invisibility). Type again to disable. Additional cheats require debug mode.
| Code | Effect |
|---|---|
| debugon | Enables debug mode |
| Ctrl | Run very fast |
| Shift + S | Toggle slow motion |
| Ctrl + N | Longer/super jumps |
| Shift + N | Toggle long jumps |
| Shift + T | Toggle frame rate/polygons per frame and render time display |
| Ctrl + T | Display time |
| Tab | Reveal full map |
| Ctrl + L | Flight mode |
| Ctrl + Space | Super jump |
| Shift + A + Z + S | Slow motion |
| Space (hold before entering water) | Swim/float |
Carnivores 2 PC
Enter key sequence D + E + B + U + G + U + P (“debugup”) during gameplay to enable debug mode. Type again to deactivate. Required for other cheats.
| Code | Effect |
|---|---|
| D + E + B + U + G + U + P | Enables debug mode (invincibility to drowning/lava, partial invisibility, infinite ammo) |
Carnivores Ice Age PC
Enter key sequence D + E + B + U + G + U + P (“debugup”) during gameplay to enable debug mode. Type again to deactivate. Required for other cheats.
| Code | Effect |
|---|---|
| D + E + B + U + G + U + P | Enables debug mode (invincibility to drowning/lava, partial invisibility, infinite ammo) |
Carnivorous: Review
Introduction
Imagine hurtling through a national park in a hulking truck, engine roaring as you swerve toward unsuspecting deer, the sickening thud of impact echoing through your speakers—welcome to Carnivorous, a 1999 Windows title that dared to blend vehicular mayhem with the primal thrill of the hunt. Released at the tail end of the PC gaming boom, when Deer Hunter clones were saturating the market and road-rage simulators like Carmageddon were reveling in destruction, Carnivorous carves out a niche as a hybrid racing/hunting abomination. Developed by the obscure ManMachineGames and published by Macmillan Digital Publishing USA, it posits a world where “hunting” means plowing over wildlife for points, turning empathy into exhaust fumes. This review argues that Carnivorous is a gloriously unhinged artifact of late-’90s budget gaming: mechanically intriguing in its vehicular sadism but ultimately undermined by technical fragility, cementing its status as a forgotten cult curiosity rather than a landmark.
Development History & Context
ManMachineGames, a shadowy developer with scant credits to their name, unleashed Carnivorous in September 1999 amid a landscape dominated by shareware experiments and bargain-bin releases. Powered by the A5 engine (Gamestudio), a toolkit popular for its ease in crafting 3D worlds on modest hardware like Pentium-era PCs with 32MB RAM, the game reflects the era’s DIY ethos. Publishers Macmillan Digital Publishing USA, known more for educational software than edgy action titles, likely scooped it up as a low-risk oddity to capitalize on the hunting sim craze sparked by Deer Hunter (1997) and its endless sequels.
The late ’90s PC scene was a wild frontier: 3D acceleration via Glide or Direct3D was nascent, off-roading vehicular combat echoed Monster Truck Madness (1996), and animal-crushing antics nodded to Carmageddon‘s pedestrian-smashing glee. Technological constraints abound—CD-ROM distribution meant no online patches initially, and some retail copies shipped as buggy pre-release alphas time-locked to May 31, 1999, rendering them unplayable post-deadline. This wasn’t malice but haste; budget devs like ManMachineGames operated on shoestring timelines, prioritizing raw concepts over polish. Vision-wise, it feels like a twisted riff on Road Rash meets Cabela’s Big Game Hunter, but with players as poachers in pickup trucks. In a market flooded with mouse-aimed rifles, Carnivorous‘ truck-bound perspective innovated by making mobility the weapon, though era-specific bugs (e.g., crashes before menus) suggest it was rushed to shelves amid Y2K panic.
Narrative & Thematic Deep Dive
Carnivorous shuns traditional storytelling for a barebones premise: rack up points by mowing down fauna across four biomes before your truck explodes from accumulated damage. No cutscenes, no voiced protagonist—just a photo album to immortalize your kills, capturing “best moments with running over fellow critters or your own man.” Dialogue? Absent. Characters? Limited to faceless cops and rival hunters, who serve as obstacles rather than personalities.
Thematically, it’s a grotesque satire of anthropocentrism and consumerist violence. Locations parody human encroachment: city parks overrun by domestic pets (cats, dogs, geese), countrysides with pigs evoking factory farms, national parks as playgrounds for vehicular genocide, and mountain slopes testing off-road dominance. Police gunfire enforces a faux morality—hunt animals freely, but evade authority—mirroring real-world roadkill ethics debates. Rival hunters flip the script (“hunters are the hunted”), introducing PvE tension amid animal slaughter. Underlying motifs probe machismo: your truck as phallic extension, points as trophies for fragile egos, explosion as karmic boom(erang). Yet, without exposition, it risks trivializing cruelty; the photo album, meant for dark humor, feels voyeuristic. In extreme detail, kills yield visceral feedback—bodies crumple realistically under tires—amplifying themes of disposability, but the lack of consequence (no ecosystem collapse, no narrative arc) renders it nihilistic pulp, echoing Grand Theft Auto‘s early amorality but confined to fauna.
Gameplay Mechanics & Systems
At its core, Carnivorous loops around vehicular hunting: accelerate, steer, collide. Four maps—national park (deer, bears?), countryside (pigs), city park (cats, dogs, geese), mountain slope—offer escalating challenges. Points accrue per kill, scaled by rarity/threat; totals unlock… nothing explicit, but survival hinges on damage management. Trucks handle like beefed-up 18-Wheelers sims: behind-view camera emphasizes mass, physics simulate weight-shifting off-roading with Gamestudio’s rigid-body quirks (slippery inclines, bouncy suspensions).
Combat is passive-aggressive: ram animals for instant points, squash rivals for bonuses, dodge police volleys that chip your health bar (0-100% to kaboom). No weapons beyond the truck—pure momentum mayhem. Progression? Minimal; replay maps for high scores, photo album as meta-reward. UI is spartan: dashboard HUD for speed, damage, score; no minimap, forcing memory/exploration. Innovations shine in risk-reward: city parks cram dense targets but tight alleys invite crashes; mountains demand skillful drifting. Flaws abound—alpha bugs halt play, collision detection janks (ghosting animals), AI pathing traps cops in loops. Controls (keyboard/mouse or wheel?) feel era-typical: responsive acceleration, twitchy turns. Loops addict initially via dopamine-hit kills, but grind sets in sans variety, culminating in explosive resets.
| Mechanic | Strengths | Weaknesses |
|---|---|---|
| Vehicle Handling | Weighty physics, off-road fun | Slippery on slopes, no upgrades |
| Hunting Loop | Varied fauna per map, point multipliers | Repetitive ramming, no tools |
| Threats | Dynamic cops/rivals | Predictable AI, unavoidable damage |
| UI/Progression | Clean HUD, photo album | Buggy menus, no unlocks |
World-Building, Art & Sound
Settings evoke distorted Americana: national parks as verdant kill-zones with procedural foliage; countrysides as pastoral farmlands; city parks blending urban sprawl (benches, paths) with pet hordes; mountains as craggy, fog-shrouded climbs. Gamestudio’s engine yields blocky polygons—low-poly trucks, simple animal models (cats as scaled dogs?)—but atmospheric: dynamic weather implied via trivia, day-night? Unclear. Visuals prioritize function: readable distances, deformable terrain for ruts post-crash.
Art direction: gritty realism, blood-splattered hoods, crumpling wildlife. Textures pop era-authentic (grainy asphalt, leafy greens), but pop-in and LOD betray budget roots. Sound design amplifies carnage: crunching impacts, squealing tires, animal yelps (geese honks, pig squeals), police sirens building dread. Engine roars dominate, with explosive finale punctuating failure. No music noted, emphasizing immersion—silence broken by chaos fosters tension, akin to OutRun‘s isolation but lethal. Collectively, elements forge a hostile ecosystem where humanity’s machines desecrate nature, visuals/sounds heightening grotesque intimacy.
Reception & Legacy
Launch reception? Nonexistent—MobyGames lists zero critic/player reviews, Metacritic barren. IGN’s infamous “Carnivorous Successfully Avoids Review” (Sep 1999) skewers its instability: five PCs crashed pre-menu, site unresponsive, dubbing it psoriasis-afflicted roadkill. Commercial flop inferred—collected by 2 players on MobyGames, no patches noted beyond alpha trivia. Evolved rep: abandonware obscurity, fan-preserved via ISOs. Influence? Marginal; prefigures Fuel‘s open-world off-roading, vehicular hunting in Redneck Rampage, but bugs stifled discourse. Industry ripple: highlights budget pitfalls (rushed alphas), inspires mod-scene curiosity (Gamestudio tinkers). Cult status via irony— “unreviewable” meme endures on forums.
Conclusion
Carnivorous endures as a mutant relic: bold vehicular-hunting fusion undone by fragility, its four-map rampage a testament to ’90s ambition amid constraints. ManMachineGames’ vision—truck as apex predator—delivers fleeting thrills, but crashes and sparsity relegate it to trivia. In gaming history, it slots as cautionary budget bomb, eclipsed by polished kin like Carnivores (dino irony noted), yet whispers “what if?” for vehicular poachers. Verdict: 5/10—play for schlocky kills if you dodge bugs; otherwise, swerve. A flawed fossil, preserved for historians.