PlayStation · May 28, 1998 · Japan only

Paranoiascape

First-person pinball through organs, bone, and demons — two skeletal imps for flippers. George's PlayStation pinball game, playable in English since 2025.

What it is

Screaming Mad George’s Paranoiascape shipped for the PlayStation on May 28, 1998, in Japan only. It has never had a Western release. It calls itself pinball, and technically it is one: a ball, a table, targets, stages. But the table is built out of a body — internal organs and bone standing in for wood and rubber, demons standing in for the usual pinball mascots. It turns the grotesque designs George had been building in foam latex for a decade into a playable level.

George's hand in it

George didn't program this game. Game databases credit Jorudan Co., Ltd. with that, a Japanese company better known for transit-routing software. What George supplied was the concept and the creature designs — the skeletal imps, the organic corridors the ball travels through — plus the music, with Screaming Mad George & Psychosis on the theme song. His own official site credits him with 「デザイン・音楽」 (design and music) on the game, so the credit for the score comes from George himself. He also recorded his own voice for the game: he appears in-engine as a giant face in the sky, guiding the player through a series of guesses. A Did You Know Gaming video essay featuring Dazz points out imagery in the game apparently lifted from his earlier film Society (1989).

The name itself predates the game. Screaming Mad George & Psychosis released a song called 「パラノイアスケープ」 ("Paranoiascape") in 1992, six years before the game shipped — see the Psychosis page for the single itself (Extasy Records EXS-002, November 1992, backed with "Dried Up Scream"). The game takes its name from that record, and the song appears to double as the game's theme. The same essay reports that George's site described the disc as a playable audio CD as well as game software. We haven't confirmed this, how many audio tracks the disc holds, or whether a standalone soundtrack was ever released.

The audio-CD, in-game face, and Society-imagery details above come from the Did You Know Gaming essay, a well-researched but secondary source, not from George or his official site.

Bone paddles, first person

The mechanical idea is the strange part. Pinball is normally a table viewed from above; here the camera drops into first person, and your flippers are two skeletal imps swinging bone paddles. The player stands where the flipper mechanism would normally be hidden inside the cabinet. Stage 3-2 — later relevant to the translation patch below — runs on hit/miss target feedback: clip the right target and the game reacts differently than if you clip the wrong one.

Mathilda and Jorudan

The credits are not fully settled. Mathilda is the publisher, a small label with no other releases we have found. The Did You Know Gaming essay goes further, calling this the only game Mathilda ever developed or published and suggesting the company was probably set up for it. Listings on GameFAQs and Kotaku name Jorudan as a developer or associated company, which is where the Jorudan credit above comes from. Until the game's own credits screen is checked, the exact split between the two is not documented.

Import only

No Western release meant no domestic box and no English manual, and we have found no contemporary American review. The only way to play it in 1998 was to import the disc.

The Aeon Genesis patch (2025)

On October 11, 2025, the fan translation group Aeon Genesis (Gideon Zhi) released the English patch — and it did more than translate the pre-level tip screens. Buried in the disc's audio archives were English voice clips recorded by George himself, unused in the Japanese release. The files do not by themselves establish whether a Western release was scheduled. The patch wasn't the first to find these clips: the Did You Know Gaming essay had already reported the same unused English audio around 2020. The 2025 patch is the first release to put that audio into the game. The clips were feedback lines for Stage 3-2, the same hit/miss target logic described above. Because the sound files were scattered through the game's data with no clean map to what triggered them, Gideon Zhi reverse-engineered the executable in Ghidra, matched known PS1 SDK library code to find the functions that fire audio, and traced which reaction — hit or miss — pointed at which sound. The patch then swapped the pointers, replacing the Japanese audio with George's unused English lines 27 years after the game shipped.

The translator has asked that the patch not be mirrored on general patch databases.

Why this site exists

I vividly remember the first time I saw the Paranoiascape case. I instantly recognized Screaming Mad George’s name from the movies and spent way, way too much time with this, uh, unique game.

It’s goofy, it’s janky, and it’s got a lot going on. As far as I know, it’s also the only first-person pinball game out there.

When I discovered PS1 recomp projects, I immediately wanted to do Paranoiascape. That spun out into: hey, more motherfuckers should know who Screaming Mad George is.

What if I paired the recomp with a wiki that was really a love letter to SMG? Maybe I could get in touch with him. The game’s 30th anniversary is coming up.

How sick would a remaster with cleaned-up visuals and a redone soundtrack be? I have some industry contacts. Maybe somebody would be interested.

So I kept plugging away at both projects in my spare time, slaving through recomp opcodes and Psy-Q bullshit while listening to George’s music, doing research, and watching movies.

Every dive was eye-opening. This man’s art had threaded through my life: the free rent A Nightmare on Elm Street 4: The Dream Master took up in my head, and how much I loved Big Trouble in Little China as a kid.

Then came The Guyver and Society on premium cable in my early teens, while Bride of Re-Animator and Freaked were big discoveries in my friend group as VHS rentals. Later it was Nine Inch Nails’ “Closer,” Marilyn Manson’s Mechanical Animals, and Paranoiascape itself.

I did not realize how present he had been in the media I consumed until I sat down and started the recomp.

Then his family announced his passing. This person I had been reading about, listening to, and watching was no longer with us. Gone.

I knew people loved the shunting in Society, and it would show up on social media every once in a while, but I truly thought George was underappreciated. I rarely heard his name spoken with the same reverence as Stan Winston, Tom Savini, or KNB.

The outpouring of love after his passing was incredible. Everyone came out with posts about how great his art was, how cool a motherfucker he was, and how much he would be missed.

It lit a fire under me to finish this site.

I know this is buried at the end of the page, but this is the page I was editing when I felt the need to say it. Most of the site is cobbled together from notes and research.

I wasn’t able to complete the “narrative” version I had in mind. I raced to finish the “historical” version instead. It is still a work in progress, and I’m going to keep updating it over time.

Thanks for taking a look.

Paranoiascape videos