In this episode of Stuff You Should Know, the hosts explore the history and impact of Night Trap, a video game that sparked controversy in the 1990s. They discuss the game's evolution from its original concept by Atari co-founder Nolan Bushnell through its development changes, including the transformation of its antagonists from ninjas to creatures called "augers" to make it more family-friendly.
The episode examines how Night Trap, despite its relatively mild content, became central to the debate over violent video games alongside Mortal Kombat. The hosts detail how congressional hearings about the game led to the creation of the Entertainment Software Rating Board (ESRB), and they track the game's journey from commercial struggles to cult status, including its 25th anniversary release on Nintendo platforms.
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Night Trap, initially conceived as a live-action full-motion video (FMV) game by Atari co-founder Nolan Bushnell's company Axalon, underwent significant creative changes during its development. The game's original antagonists, ninjas, were transformed into slow-moving creatures called "augers" due to Hasbro's concerns about violence. Jim Riley notes that these augers used a special blood-drawing device that, while creepy, was deemed less likely to inspire dangerous imitation by children.
These changes led to what Bryant describes as a cartoonish and campy product, featuring slapstick elements like Murphy beds flipping characters out windows and trapdoors causing falls, making the game more family-friendly despite its horror elements.
Night Trap became a focal point in the early '90s debate over violent video games, alongside Mortal Kombat. Despite featuring relatively mild content, the game's use of real actors and perceived control over female characters drew criticism. A campaign by Senators Lieberman and Kohl against violent video games, sparked in part by Night Trap, led directly to the creation of the Entertainment Software Rating Board (ESRB).
The controversy ironically boosted the game's popularity, leading to a cult following. The game's lasting impact is evidenced by its 25th anniversary edition, which was released even on Nintendo platforms—a company that had previously vowed never to feature Night Trap.
After purchasing the rights from Hasbro, the developers released Night Trap through Digital Pictures in 1992. However, the game struggled commercially due to its outdated visuals, which were filmed in the late '80s but looked more like the late '70s. Later attempts to revive the franchise, including a Kickstarter campaign by Jim Riley that raised only $40,000 of its $330,000 goal, and an unofficial mobile port by Tyler Hogle, failed to gain significant traction.
Night Trap's legacy remains deeply connected to the 1990s video game violence debates, serving as a crucial example of how video game content shapes cultural and regulatory discussions in the gaming industry.
1-Page Summary
The game "Night Trap," initially conceived as a live-action full-motion video (FMV) game, underwent significant creative changes from its original design that ultimately led to its unique blend of horror and campy humor.
The game was developed by Axalon, a company founded by Atari co-founder Nolan Bushnell. The initial concept was heavily reliant on VHS technology, which allowed players to switch between different camera views to follow the action.
Hasbro, the company backing the game, was concerned about the potential for violence and the risk of children imitating dangerous behaviors. The game's original antagonists, ninjas, were transformed first to vampires to address these concerns. However, Hasbro was worried children could mimic vampiric behavior by biting necks.
Ultimately, the vampires in the game used a contraption to extract blood, resembling a Ghostbusters proton pack with a collar clamp, rather than engaging in traditional biting. The augers, as they were called, moved slowly and lumbered around in a manner that appeared less threatening, which further toned down the violence in the game.
Jim Riley further explained that the trocar device used by the augers to draw blood ended up being far creepier than if a vampire had bitten someone's neck. Still, it wasn't considered as directly reproducible violence, which was a significant concern for Hasbro at the time.
The changes made to avoid reproducible violence ended up contributing to "Night Trap" becoming a campier and more cartoonish product. Bryant empha ...
The Origins and Development of Night Trap
Night Trap, a full-motion video game released in the early '90s, became a controversial piece in the video game industry and shaped the direction of content regulation through the creation of the Entertainment Software Rating Board (ESRB).
Night Trap was targeted in hearings alongside Mortal Kombat regarding violent video games. While Mortal Kombat featured explicit violence, Night Trap was described as cartoonish, without any blood from a person's body. The game, which featured women in lingerie, might have been unfairly targeted because its film-realistic style involved real actors and gave players a sense of control over these characters.
During the hearings, a misconception prevailed that the game allowed players to commit violence against women; however, the game's objective was actually for players to prevent such violence. This misunderstanding contributed to the controversy surrounding Night Trap.
Night Trap was pivotal in the controversy that led directly to the formation of the Entertainment Software Rating Board (ESRB). Due to the campaign by U.S. Senators Joe Lieberman and Herb Kohl against violent video games in 1993, an industry-created self-regulated rating system was established.
Despite—or perhaps because of—the controversies, Night Trap has retained a certain notoriety and gained a cult following. Josh Clark and Chuck Bryant discussed how the senatorial hearings had ironically boosted the game's popularity, a trend usually observed when games face such scrutiny.
The game's continued appeal is evident as the hosts talk about the memorable elements ...
The Controversy and Cultural Impact of Night Trap
The video game Night Trap has a tumultuous history, marked by commercial challenges and a significant role in the debate on video game violence in the early 1990s.
The original designers of Night Trap took a bold step by purchasing the game from Hasbro and then founding Digital Pictures, aiming to bring the game to the emerging CD-ROM platform. Despite these aspirations, the game faced significant hurdles upon its 1992 release. The footage used in the game had been shot several years prior in the late '80s, resulting in a visual presentation that appeared outdated, resembling the late '70s rather than the contemporary early '90s. This mismatch in visual aesthetics was a key criticism of Night Trap and contributed to its lack of commercial success. While it sold enough copies to break even, its playability and overall quality were often criticized.
Digital Pictures, undeterred by the setback with Sega, chose to re-release Night Trap themselves, this time with an M rating aiming it at a mature audience.
Efforts to revitalize Night Trap were made over the years, but they failed to achieve substantial support or success. In 2014, Jim Riley put forward a Kickstarter campaign to resurrect the game, seeking $330,000 in funding. However, the campaign failed to capture widespread interest, raising only about $40,000. Additionally, Tyler Hogle, a mobile game programmer, attempted to bring Night Trap to modern platforms by creating an unofficial ...
The Troubled History and Legacy of Night Trap
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