Karnov arrived in arcades in 1987, a period when Data East USA was carving out a niche with character-driven action games that leaned into spectacle and personality. The mid-1980s arcade landscape was dominated by platformers and run-and-gun titles following the commercial explosion of Capcom's Ghosts 'n Goblins and Konami's Contra-style shooters, and Karnov slotted into that competitive space with a distinctive visual identity. Players control Jinborov Karnovski — a barrel-chested, fire-breathing strongman of Russian origin — across a series of side-scrolling stages set against a backdrop of ancient ruins, deserts, and mythological environments. The premise involves Karnov seeking a legendary treasure, battling through waves of fantastical enemies drawn from folklore and mythology.
Gameplay is structured as a single-plane side-scroller with light platforming elements. Karnov walks, jumps, and crouches, and his primary offensive tool is a projectile fireball he breathes from his mouth — a mechanic that immediately distinguishes him from the sword-and-gun protagonists common to the genre. The fireball supply is finite and must be replenished by collecting power-up items scattered throughout each stage, which adds a resource-management layer absent from many contemporaries. Beyond fireballs, the game features an inventory system where Karnov can collect and carry multiple item types — ladders, boomerangs, bombs, shields, and wings among them — each mapped to a dedicated button or triggered contextually. This inventory depth was relatively ambitious for an arcade action game of the era and gave Karnov a puzzle-adjacent quality: certain obstacles or routes required specific items, encouraging players to plan their item usage rather than simply blast through enemies.
Each stage ends with a boss encounter, and the game comprises a series of increasingly demanding levels that cycle through varied visual themes. Enemy variety is high, with creatures ranging from armored knights and giant insects to dragons and other mythological beasts, keeping the visual experience fresh across the game's runtime. The hit detection and jump physics are deliberate and somewhat weighty, reflecting the design philosophy of the era where memorization and patience were expected of players rather than twitch reflexes alone.
In its arcade release, Karnov attracted attention partly because of its protagonist — a heavyset, bald, tattooed strongman was an unusual hero for the medium at a time when slender, agile characters were the norm. The game's difficulty curve was steep in the tradition of coin-operated arcade design, where challenge was calibrated to encourage continued credit insertion. Despite this, the game built a following, and Karnov himself became something of a mascot figure for Data East, later appearing as an enemy character in Bad Dudes vs. DragonNinja (1988), cementing his place in the company's internal mythology. The arcade version was subsequently ported to the Nintendo Entertainment System and other home platforms, broadening its audience beyond the arcade floor.