The Exorcist Jumpscare
The image at the center of the Scary Maze Game's jumpscare is one of the most recognizable horror movie stills ever filmed: the possessed face of Regan MacNeil from the 1973 film The Exorcist, played by Linda Blair. It's a deliberate choice, and it works for specific reasons.
The image itself
The still used in the game is from the late stages of The Exorcist, after Regan's possession has fully manifested. Her skin is heavily made up to suggest decay and damage — cracked, pale, lesioned. Her eyes are altered, often shown wide and unnatural. Her mouth is open in a scream or a snarl. The image is held briefly when the jumpscare triggers in the game, accompanied by two overlapping screams.
It is, by any reasonable measure, an iconic image. Linda Blair was 14 when the film was released. Her performance, and the makeup work that transformed her, defined the look of cinematic possession for decades. The image carries cultural weight that a generic horror stock photo would not.
Why this specific image
Several things make the Exorcist still work better than alternatives in this context:
Recognition without context. Even people who have never seen The Exorcist recognize the image. It has been parodied, referenced, and used in horror compilations for fifty years. The brain processes it as a known horror signifier almost instantly, before any conscious analysis catches up.
The face is the entire image. Many horror movie stills depend on context — a setting, a costume, a victim in the frame. Regan's possession face works in isolation. It fills the screen and demands attention without needing setup.
It violates child-face expectations. Human faces of children trigger specific recognition pathways in the brain. We are wired to pay attention to them. When a face that registers as a child is also visibly damaged and distorted, the cognitive dissonance is sharp. The image short-circuits the normal way faces are processed.
It pairs with audio. The Scary Maze Game plays two screams over the image. The audio carries the emotional payload that a still image alone wouldn't deliver. We cover the audio side in detail on the page on the scream sound.
The Exorcist itself
The 1973 film, directed by William Friedkin and based on the novel by William Peter Blatty, was a cultural event. It was the first horror film nominated for the Academy Award for Best Picture. Reports of fainting, vomiting, and walkouts during early screenings became part of the marketing — verified or not, they shaped the public perception of the film as something that physically disturbed audiences.
That reputation made the imagery a kind of public-domain shorthand for "frightening" within American culture. The crucifix scene, the head-rotation scene, and the possession face all became reference points. By 2004, when Winterrowd was choosing what to put in his maze game, those images had been in circulation for thirty years and were reliably effective on viewers who had never seen the film.
Why not a custom horror image?
An obvious alternative for a Flash game developer would have been to use a custom-drawn or custom-rendered horror image. Many later clones and copycats did exactly this — some used original art, others pulled from different horror franchises.
The Exorcist still has advantages those alternatives don't. It comes pre-loaded with cultural meaning. It doesn't require the player to learn that the image is supposed to be scary — the image already is scary, by social consensus, before the player ever sees it. A custom image has to do that work itself, in a fraction of a second, against a player who is already trying to process being interrupted.
Subsequent jumpscare games have used everything from the Exorcist still to images from Sinister, The Ring, The Grudge, original creepypasta art, and AI-generated faces. The Exorcist still tends to outperform alternatives in informal comparisons. Familiarity, in this case, breeds horror.
The legal situation
The image is from a copyrighted Warner Bros. film. The Scary Maze Game's use of it is unauthorized in any normal commercial sense. The fact that the game has run for two decades without serious legal challenge probably reflects a few realities:
- The game was free, distributed casually, and never had a corporate parent worth suing.
- The cultural value of the meme made an aggressive takedown a public relations problem.
- By the time Warner Bros. would have noticed, the image was already widespread across thousands of clone sites, making enforcement against any one of them futile.
None of this is a legal opinion. It's a description of what happened in practice. Anyone considering using the image in their own project should be aware that the legal status is gray and that gray status only protects projects that stay small and non-commercial.
The image after the game
For a generation of internet users, the Exorcist face is now associated as much with the Scary Maze Game as with the original film. Plenty of people who have been jumpscared by the game have never seen The Exorcist itself. The image has become a meme-context object — recognized first as "the scary maze face," only second as "Regan from The Exorcist."
That kind of cultural drift happens with iconic images. The Mona Lisa is a meme template more than it's a Da Vinci painting for most people who encounter it online. Norman Rockwell's Rosie the Riveter is a poster format more than it's a Saturday Evening Post cover. The Exorcist face has joined that company in a small way — pulled out of its original context, reattached to a new one, and likely to keep traveling.