Editorials
Super Cartridge from Hell: The Unreleased ‘Hellraiser’ NES Video Game!
There may have been a recent boom in horror properties being turned into popular video games, but we’ve been seeing interactive adaptations of films like Halloween and even The Texas Chain Saw Massacre as far back as the 1970s. In fact, the sheer amount of these licensed horror titles suggests that genre fans have always enjoyed seeing their horrific icons brought to life through pixels and polygons– it’s just a lot easier to market digital murder now that society has mostly accepted that video games aren’t just for children.
However, with everything from The Thing to The Evil Dead having received licensed games to varying degrees of success, there’s still one prolific horror franchise that never got the chance to scare players in a virtual setting despite literally releasing a sequel about a cursed videogame. Naturally, I’m referring to Hellraiser, a forty-year-old multi-media empire that is only now being adapted into a fully-fledged video game after decades of false starts and canceled projects.
And in honor of Saber Interactive’s upcoming single-player scare-fest, today I’d like to look back on one of the most infamous entries in the Hellraiser series’ long list of unreleased media: Color Dream’s first-person Hellraiser game for the Nintendo Entertainment System.
A California-based studio established by Dan Lawton in 1988, Color Dreams had a negative reputation due to their penchant for janky low-budget games (which included notorious titles like Baby Boomer and Robodemons). Not only did these games cut corners in order to speed up the development cycle, but they were also released on custom cartridges meant to bypass NES lockout chips – a clever way of getting around quality control and Nintendo’s official seal of approval.
Color Dreams’ work on Hellraiser was different, though. Lawton actually came across a VHS copy of the film sometime around 1989 and ended up falling in love with Clive Barker’s vision of a hell filled with chains and psychosexual monstrosities. Naturally, the studio founder thought that this unique aesthetic could also work in video game form, so he immediately set out to convince his colleagues that they should acquire the rights to the franchise and try their hand at developing something a little more ambitious.

After spending anywhere between $30,000 and $50,000 on the Hellraiser license (an absurd amount for such a small developer), the team began envisioning a first-person action title with emphasis on exploration and combat. Magazine ads from the time promised that the game would feature over a million “worlds” to explore and over a hundred demons to battle, features that suggested some kind of procedural generation going on behind the scenes.
From the limited information available in ads and interviews, it appears that Hellraiser on the NES would follow a gameplay loop inspired by the sequence at the end of the original film where Kirsty Cotton uses the puzzle box to banish the Cenobites as their realm folds into ours. And while the unreleased title is commonly cited as running on an improved version of the Wolfenstein 3D engine, Id Software’s seminal FPS would only be released in 1992, meaning that Color Dreams was essentially creating the 3D FPS genre from scratch.
Some of you are probably suspecting that these promises are way beyond the capabilities of the original NES, and you’d be correct in thinking so. However, Color Dreams had planned to get past the system’s hardware limitations by releasing the game on an unlicensed “Super Cartridge” that would come with its own additional processor.
There are conflicting reports about exactly how far the team got into development before the game was canceled, but the fact is that the Super Cartridge would have made the title prohibitively expensive. Of course, the final nail in Hellraiser’s coffin was the announcement of the Super Nintendo, with the new console almost completely eliminating interest in experimental NES games.
And so, an early build of Hellraiser was supposedly trashed as Color Dreams decided to move on to more profitable endeavors. The company even created new labels for their games, with “Bunch Games” meant to continue releasing low-effort cash-grabs without further damaging the parent-company’s reputation and “Wisdom Tree” attempting to tap into the Christian games market. Ironically, the Wisdom Tree team would re-use elements from Hellraiser when developing the infamous Noah’s Ark 3D – a title that actually was developed with an advanced version of the Wolfenstein 3D engine.

This would be the end of Hellraiser on the NES, were it not for the rise of the online Lost Media community and their endless search for forgotten artifacts. For the longest time, rumors of a playable build of Hellraiser circulated on forums and imageboards, though no one could ever come up with anything more convincing than easily modified screenshots and the occasional press blurb.
That is, until April of 2021, when retro gaming YouTuber Civvie 11 posted a video where he proceeded to review an unfinished build of the game while commenting on its turbulent production. Civvie made sure to include a disclaimer explaining that the video was an April Fool’s joke achieved through digital “smoke and mirrors,” but fans soon began reposting screenshots and clips from his review as proof that the unreleased game had been found.
To be fair, Civvie made it easy to be fooled by his hard work on what was essentially a Doom mod enhanced by clever editing. Not only did the YouTuber include factually correct information in his review, but what really sold the illusion was the fact that the game appeared to be poorly made, featuring awkward controls and crunchy visuals (though I adore the chip-tune rendition of Christopher Young’s Hellraiser theme).
Civvie never meant for his fun little video to be anything more than an entertaining “what if?” scenario, but can you really blame fans for wanting to believe that a playable (and possibly cursed) Hellraiser game exists somewhere in the far corners of the internet? The franchise itself hinges on obsessed protagonists solving intricate puzzles and falling down hellish rabbit holes, so it makes sense that the NES Hellraiser game continues to be one of the most infamous cases of Lost Media out there.
Thankfully, it seems that the Hellraiser video game curse is on the verge of being conquered thanks to the upcoming release of Saber Interactive’s Hellraiser: Revival. And if the trailer is any indication, the end product appears to be well worth the wait. That being said, there’s always a chance that the project is yet another clever ploy by Pinhead meant to attract new playthings for the Order of the Gash…
Editorials
Neon-Soaked Cult Classic ‘Vamp’ Starring Grace Jones Still Has Bite 40 Years Later
College kids, strippers and vampires—those were Donald P. Borchers’ only requirements when he approached Richard Wenk about writing and directing a movie for New World Pictures. As requested, Wenk cooked up Vamp (1986), a tailor-made blend of the decade’s teen movie craze as well as its horror boom.
Grim and earnest stories were still very much a part of the ’80s horror landscape, yet Vamp is something of a comedy. One difference between it and, say, Saturday the 14th, though, is the former avoids using schtick. Wenk’s movie proves that horror comedies also don’t have to subtract thrills from their recipes. Of course, it takes a minute before reaching that point; college antics and culture shocks preface this one macabre misadventure.
Vamp‘s initial setup is apt for a typical college-set, sex-driven comedy; to bribe their way into a fraternity house, two pledges (Chris Makepeace, Robert Rusler) go looking for some adult entertainment. Without wasting time on any further exposition, the characters embark on an all-in-one-night trip that quickly detours into terror.
To procure their elusive MacGuffin—a stripper willing to gyrate for some frat boys—Keith (Makepeace) and AJ (Rusler), plus a third wheel named Duncan (Gedee Watanabe), trade the safety of their remote college campus for the seediness of some unnamed city. The setting is recognizably L.A. by day, but as soon as night falls, downtown, along with the characters, slips into a kind of surreal universe. Director of photography Elliot Davis gave this early entry on his prolific résumé an unusual yet distinctive look; that Mario Bava-esque, magenta-green lighting is omnipresent, so much so that it’s almost its own character.

Chris Makepeace and Robert Rusler in Vamp
The faint comparisons to Martin Scorsese’s After Hours are merited, although not just because of Vamp’s distinguishing nighttime aesthetic. Save for the primary characters, the supporting roles in Wenk’s movie are also quite colorful and transactional in their behavior. The difference here, though, is the additional urge to ruin Keith and his friends at every turn. Some of that harm is humorous and tolerable enough, whereas the moment Vamp dishes out its first fatality, it’s abundantly clear how this movie qualifies as horror.
Vamp falls into that category of horror movie that reveals its genre with a scream rather than a series of whispers. The opening scene can function as a hint of what lies ahead—things are not at all what they appear to be—but otherwise, Wenk is more than happy to hold off on the horror. When that time does come, though, it catches the viewer off guard. In addition to the pure shock value is that sudden decision to upend the movie’s foremost feature. Or so it would seem.
If afraid of major spoilage, those new to Vamp would be wise to stop reading here. There’s just no skirting around the fact that the central fellowship in this buddy movie hits a serious snag when AJ is killed. That development causes the story to become more of a “long, bad night” journey for Keith and his romantic interest. So while Wenk scores points for subverting expectations, there is also a touch of sadness in his decision. Because if Vamp does anything well, it’s making the characters likable.
Something that comes easily to Vamp—and other teen horror movies from this same era—is its ability to invent young characters worth caring about, or at the very least, are interesting and not so immediately off-putting. More impressive is how Wenk did all this without actually fleshing out those characters. Still and all, Keith and his kind are a grade above cookie-cutter, and in some cases, aren’t completely devoid of growth.

Grace Jones in Vamp
Vamp appeals with an assorted cast of characters. No two are the same, nor are they operating on the same wavelength. The cinematically extroverted AJ, whose actor conveyed charm and vulnerability in near equal amounts, comes alive when he’s at his most undead. Makepeace then makes the chronically cautious Keith a sympathetic fellow, even as he’s more and more affected by the night’s bizarre events. Meanwhile, Duncan is indeed the designated loser of the whole bunch, but Watanabe still manages to humanize him. As a bonus, the role didn’t require him to pull a Long Duk Dong.
As for Dedee Pfeiffer, she is plain adorable as the mysterious After Dark server nicknamed “Amaretto”. She spends all night fixing her dress strap while at the same time trying to get Keith to remember how he knows her. As their offbeat romance grows, it becomes another highlight of this movie. Whether or not Pfeiffer’s character is really a vampire also creates some welcome tension in the story.
Like a lot of its contemporaries, Vamp went on to become a bit of a cult classic. That current status is determined by several factors, but without a doubt, the casting of Grace Jones is the most considerable. The image of her writhing on that unique-looking chair, a Keith Haring original, springs to mind whenever this movie is brought up.

Chris Makepeace, Billy Drago and Paunita Nichols in Vamp
Prior to that first display of unequivocal horror, local vampire queen Katrina (Jones) took to the stage and delivered a strip show like no other. One would expect nothing less from that renowned model and performance artist. By now reports of Jones’ tardiness on set are no secret, yet it’s also hard to deny her commitment to the part of Katrina. It was, in fact, Jones who took charge of her character’s appearance—on top of Haring painting her body and that now-iconic chair, she had Andy Warhol handle her costuming. And not too many actors could seize a room’s attention without saying a single line of dialogue.
In 2022, Vamp received a retrospective novelization from Encyclopocalypse. This literary union of preexisting source material—Wenk’s original screenplay—and new ideas from author Christian Francis amounts to a more comprehensive visit to the After Dark Club. The basic story there is no different than what’s shown on screen; however, Francis gets creative with the characters’ origins and designs, and he enhances a number of key scenes.
The novelization expands on the urban and social decay of the main setting, and supplies a background for the After Dark Club. Sandy Baron’s character, Katrina’s emcee and familiar, is given ample motivation for sticking around; up until the fiery end, he is loyal to his friend and former business partner “Squeak”, who looks like he was “fed through a combine harvester, and left as nothing more than a heap of mangled remains”. Then there is Billy Drago’s character Snow, the leader of a street gang called The Dragons. His reason for menacing Keith and AJ is more altruistic than in the movie; he and his peers act tough to scare off any potential food for the vampires.

Lisa Lyon in Vamp
If not for all the backstories, Francis’ Vamp would be a hell of a lot shorter. Instead, this tie-in read dives into how AJ met Keith—the orphaned Anthony Joseph hailed from a broken home back in Brooklyn—and how their friendship flourished over the years. Keith’s archership is no longer just an assumed part of his entire being; it’s a confidence-building extracurricular for a boy who got picked on before coming into the protection of the new kid in town. These supplemental, in-depth looks at the protagonists, plus their close connection, are maybe unnecessary. The movie already did a fair and concise job of addressing their platonic intimacy without the need for flashbacks and insights, specifically in that scene where AJ lays it all out as he sacrifices himself.
Where the novelization gets off course is its approach to the minor characters. Intermittently backstorying the likes of Katrina’s indentured servants, Seko (Leila Hee Olsen) and Vlad (Brad Logan), ends up disturbing the flow of the writing. Was it absolutely essential that readers know Vlad was the Grand Duke of the House of Romanov, or how Snow’s accomplice Maven (Paunita Nichols) became so dentally challenged? No, not really. However, one’s mileage with these random biographies may vary.
The novelization is a more substantial experience, but for a movie like Vamp, less is more. And as plentiful as they are, it never simply coasts on its campy charms, either. The character work sits comfortably in that realm between cursory and meticulous, the script is sharper than first realized, and Greg Cannom’s vampire makeup is straightforward yet effective. Most of all, the movie didn’t squander its out-of-the-box concept. Richard Wenk made his vision of a “comic nightmare in which just about anything that can go wrong does” come true, and it is very enjoyable.

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