Ever since its inception, the video game industry and controversy have gone hand in hand. Custer’s Revenge, Death Race, Grand Theft Auto, Sam Fox’s Strip Poker… these titles and many more like them have secured their position in the history books by stirring up trouble, but few have instigating the kind of furore that results in the industry-wide adoption of a ratings classification system. When it comes to notorious video games, Night Trap – recently confirmed for release on the Nintendo Switch – is in a league of its own; the real irony is that its iniquitous status as highly subversive 'video nasty' is almost entirely undeserved.
Creator Rob Fulop is a man whose name might be familiar to Atari addicts – he’s the person responsible for programming many excellent domestic conversions of the company’s most successful coin-op hits. "My first commercial release was Night Driver, followed by a version of Space Invaders for the Atari 400/800 Personal Computer," he recalls. Annoyed by Atari’s refusal to credit its game designers, Fulop helped establish publisher Imagic. Demon Attack and Cosmic Ark soon followed, both released on his former employer’s 2600 hardware and both shifting an impressive volume of units at retail.
Imagic was eventually sunk by the video game crash of the '80s and Fulop joined Atari founder Nolan Bushnell’s new company, Axlon. The firm was working on an innovative entertainment system codenamed 'Project NEMO' (which, depending on who you ask, stood for ‘Never Ever Mention Outside’ or 'Nintendo Ends Mid-October') that used VHS technology to create movie-like experiences far more visually arresting than anything available at the time. "The NEMO system allowed multiple tracks of video to run simultaneously from a consumer tape deck," explains Fulop. "Still frames of the video were interleaved together, sort of like shuffled playing cards, and the hardware would freeze selected frames for a few milliseconds until the next frame of that track came off the videotape."
A prototype game called Scene of the Crime was produced in order to demonstrate what this potentially groundbreaking system was capable of, and this short demo would essentially serve as the blueprint for Night Trap. "The main difference was that Scene of the Crime was a five minute demo, where as Night Trap was a full game," comments Fulop. "Also, there were no 'traps' in Scene of the Crime. Instead, players merely followed suspicious characters around a house trying to find who stole the money." As an exhibition of what NEMO could do, Scene of the Crime clearly worked; it was shown to executives at toy giant Hasbro in 1986 and convinced the company to pick up the NEMO system for retail.
Night Trap’s production schedule was part movie shoot, part video game programming. "It was shot in 16 days in 1987 and took another few months to edit into the separate tracks," recalls Fulop. "The software was developed concurrently. I think all told, the game took about six months to get working." Because Fulop and his team were working with pioneering technology they soon discovered that old-fashioned development methods didn’t always work. "With a traditional game, the author can diddle to their heart’s content with all the on-screen elements, often right up until the game is completed," he says. "This process is referred to as 'tweaking' and is what makes a good game work so well. With a 'movie game' like Night Trap, the author has practically no 'tweaking' ability as all the assets they have to work with are handed over as a video stream; there is no way to go back and insert a new scene or change the timing of when an actor comes into view. The game must be designed as a script and the first time the game is played is much later; at that point it’s too late to make significant changes."
Indeed, one of the key differences that separates Night Trap from games of the same era is the fact that it uses real actors instead of sprites as its protagonists. However, for the thespians in question, the groundbreaking nature of the project was largely lost on them. "The actors knew it was an interactive game, but their day-to-day process was identical to making a movie or TV show," recalls Fulop. "They came on set, rehearsed their lines, and performed as directed. There were a few times they needed to work out careful timing of when they entered and left the scene, but such was coordinated by other people on the set."
Understandably, the status of the cast in question wasn’t exactly A-list. "Interactive ‘movie games' were populated by performers either on their way 'up' or on their way 'down' the Hollywood ladder; nobody aspired to appear in a ‘movie game!’" chuckles Fulop. Arguably the most famous person to be involved was Dana Plato, notable for her work on the American sitcom Diff'rent Strokes, in which she had starred from 1978 until its eventual cancellation in 1986. The termination of the show – coupled with Plato’s personal problems with drugs and alcohol – resulted in her career adopting a distinctly downward trajectory. "Dana was fine to work with at first, very professional; she needed the work," remembers Fulop. "Later she became more problematic; she’d come late and never wanted to rehearse. Her doing this project was obviously a step down from her previous popularity and she didn’t make a great deal of effort to hide this fact.”
Her involvement with Fulop’s game was something of a low point in her career, but it was by no means her professional nadir. Following several breast augmentations, a spread in Playboy magazine and appearances in soft porn movies, she tragically died in May 1999 from an overdose of prescription medication; the official reason was ruled to be suicide but many close friends insist it was an accidental death. Despite the problems experienced during the filming of Night Trap, Fulop still has a good word to say about the late actress: “Obviously I was very sad to hear about Dana; she had a very fun spirit and had a great sense of humour. She deserved better.”
With the footage in the can and the programming complete, Night Trap was readied for launch alongside another NEMO 'movie game' called Sewer Shark. However, just before NEMO was about to be officially launched at the start of 1989, disaster struck – Hasbro pulled the plug. The company cited the high cost of the hardware (thought to be in the region of around $300) as the reason for the decision, and although Sewer Shark and Night Trap had eaten through an combined budget of approximately $4.5 million – making them two of the most expensive video games of the era – it looked as though they would never see the light of day. Fulop walked away disappointed but essentially unfazed by the entire affair. He went on to form PF.Magic – which would later become famous for creating the best-selling Petz virtual pet simulation series – and allowed Project NEMO to fade into memory.
However, Night Trap refused to pass quietly into obscurity and was given a second lease of life thanks to Tom Zito. "Zito was the General Manager of the Hasbro Interactive unit based in California," explains Fulop. "He was the executive producer of both Night Trap and Sewer Shark and was my supervisor during production of both titles." When the Hasbro deal turned sour, Zito quickly purchased all the material related to the two abandoned games and founded his own company, called Digital Pictures. Rumour has it that Zito had originally hoped to bring the two games to the Super Nintendo CD-ROM unit that was being developed in conjunction with Sony, but when Nintendo’s add-on failed to materialise he decided to sign up with Sega and launch on the company’s Mega-CD system instead. Night Trap made the transition from VHS to CD-ROM and was pushed out onto store shelves in 1992 – five years after it was originally created – where it instantly became embroiled in one of the most controversial chapters in the history of video games.
The following year a joint US Senate Judiciary and Government Affairs Committee held a hearing on the sticky subject of video game violence. Senator Joseph Lieberman attacked Night Trap with the same vitriol usually reserved for rapists and murderers, claiming that it promoted a "culture of carnage" and was "a disgusting, offensive game that should not be shown to civilisation." The other title under scrutiny was Midway’s gory fighter Mortal Kombat – a fact that irks Fulop even to this day. "It was annoying to hear Night Trap compared to Mortal Kombat – a game featuring one character ripping the heart out of their defeated opponent’s chest," he admits. "The most graphic scene in Night Trap involved two hooded thugs dragging their victim off-camera."
In a move that was especially humiliating for Sega, Nintendo’s chairman Howard Lincoln was asked to give his opinion on the uproar. "Lincoln testified in front of the Senate stating Night Trap would never appear on a Nintendo system because it did not pass their guidelines," recalls Fulop, who thinks that Lincoln's iconic statement – which has been rolled out as part of the promotional campaign for the recently-confirmed Switch version of the game – was disingenuous and has ultimately been misunderstood. "He was referring obviously to the technical guidelines – the game would not run on the Nintendo system due to lack of CD-ROM – but he made it sound as if the game was unworthy of Nintendo’s moral standards."
Nintendo’s sanctimonious stance was a deliberate move to distance itself from the scandal and make its bitter rival Sega look bad, but this self-righteousness didn’t last long. "Nintendo’s subsequent licensing of Mortal Kombat on the SNES was a complete hypocrisy," Fulop exclaims, despite the fact that the Nintendo version was heavily edited to remove blood and gore. This hullabaloo ensured that Night Trap became infamous for its supposedly objectionable content and its creator is still clearly stinging from the assault even today. "I thought the whole witch hunt was ridiculous and totally without merit," Fulop recalls. "I was very embarrassed that something I had made was being torn apart like that. Many people were getting the complete wrong idea about the game." Indeed, Lieberman’s assertion that Night Trap somehow encouraged violence against women was laughably ill-informed – as anyone who has played the game will know, the aim is to save the female characters, rather than delight in their demise.
It speaks volumes that Lieberman himself later admitted that he never actually played the game. "There is no easier target than pop culture for a politician who wants to be seen as looking out for the common good," says Fulop with a wry smile. However, the veteran developer admits that one good thing did come out of all the fuss. "The controversy around Night Trap lead directly to the establishment of a rating system for games," he states. "I think it made sense. Violent or potentially disturbing games should be labelled as such, because a lot of grandparents buy these games for their grandkids, and don’t really have a clue as to what they are buying." The Entertainment Software Ratings Board (or 'ESRB') was founded in 1994 as a result of the hearings and is still running today.
Having been instrumental in developing the concept of 'FMV gaming' (or 'movie gaming' as Fulop likes to call it), does he feel that the negative critical reaction to Night Trap – and FMV games in general – was warranted? "Comparing Night Trap to a traditional video game is like comparing American Idol to Star Wars," he says. "They are two totally different experiences offered on different platforms to different audiences. Nobody intended Night Trap to hold up to a traditional game. The intent of the 'movie game' genre was to go after the 95 percent of the people in the world who don’t play traditional video games. So throwing rocks at such a thing and claiming that the gameplay doesn’t hold up compared to DOOM is silly. That said, we hardly created a breakthrough form of interactive entertainment. We took a shot, it didn’t go very far, end of story. But we never for one second thought we were making something that should be compared to a real video game. A game reviewer complaining that Night Trap isn’t a fun enough game is like a film critic complaining that a game show doesn’t have enough action scenes."
As for Tom Zito? He built his Digital Pictures empire on the success of Night Trap and went on to become something of a figurehead for FMV gaming in the early '90s; notable titles include Ground Zero Texas, Corpse Killer, Quarterback Attack and Supreme Warrior. In an ironic twist, footage from several Digital Pictures games was spliced together to create 35 minutes of action for the 2003 straight-to-DVD release Game Over (AKA: Maximum Serge Movie), in which the central protagonist must play various video games in order to save humanity. The asinine plot at least gives some justification for the hilariously unconnected nature of the action, but sadly doesn’t clarify why the video quality varies from 'passable' to 'barely VHS' standard. To top it all off, former Baywatch beauty Yasmine Bleeth is given top billing despite the fact that she only appears during the segments lifted directly from Digital Pictures’ most auspicious FMV 'movie game', Maximum Serge – which never actually saw commercial release.
Time may not have been particularly kind to Night Trap and FMV gaming in general, but Fulop is still pleased with what was achieved all those years ago. "I'm most proud that we got it to work at all, and that we managed to put out a truly novel game format, something that nobody had ever played before," he beams. Although 'movie games' have all but been forgotten as 3D graphics technology has advanced and become ever more realistic, Fulop isn’t convinced that it’s an entirely dead medium yet. "I think interactive movies haven’t reached a large enough audience," he comments. "As long as they are designed to appeal primarily to gamers there is obviously no comparison; the sheer number of times one can interact meaningfully with a 'movie game' pales to the continuous interaction offered by something like Grand Theft Auto. That said, I still maintain that there exists a huge potential market for FMV entertainment that is not so 'game-like'”.
Damien's feature previously appeared in a slightly different form in Retro Gamer magazine, and is reproduced here with kind permission.
Comments 28
Awful 'game'. No amount of sales push, PR or controversy will make me think otherwise and pick it up for the Switch.
On his last comment: people are definitely trying if The Bunker and Late Shift are anything to go by. There's also been 360/VR filming done recently and I think combining the two could have interesting results.
Fun article overall.
Do you know where "interactive movies" still have a place, at least imo--VR.
I just tried something today called Campfire Creepers (two videos: The Skull of Sam and Midnight March) and they were a lot of fun, even with the really low video quality (probably worse even than the original Night Trap!).
"Campfire Creepers is a live-action, 360 anthology series inspired by iconic 1980s horror shows Tales from the Crypt (1989), Creepshow (1982), and the creations of Wes Craven. "
You can read more about them here:
https://www.roadtovr.com/campfire-creepers-delivers-classic-80s-horror-vr-now-available-oculus-rift-gear-vr/
Once they manage to put these out in basically HD resolution, as the viewer sees it, then I think they'll be genuinely compelling.
I might actually pick it up for the lolz when limited run decides to print it.
FMV games and a lot of other CD games from that time would have been a lot better if it weren't for horrendous load times. Is this issue fixed with these rereleases? I wouldn't mind revisiting some of these if that is the case.
I won't be buying this. I don't want to be corrupted by Nintendo's new lack of morals. Now back to browsing Youporn for 5 hours.
Night Trap is terrible. The best FMV game is "Road Avenger"
As bad as this game was, it was nowhere nearly as awful as Sierra's "Phantasmagoria."
Vampires?
@samuelvictor Road Avenger is recognise by many people as the best due to the fact that it's responsive and you don't have to memorise the movements. With exception to the last level which does require memory. The game also has a scene where the car attacks a helicopter.... what could possibly top that?
the bunker is a good game.
I always consider that Mortal Kombat was the sacrificial lame that brought the end of Nintendo's infamous censorship polices at that time. Because of it Nintendo aloud more mature games on there systems SNES and beyond. Without Mortal Kombat or the formation of age rating companies we might not had any M-rated games like Doom (2016) and Wolfenstien II: The New Colossus for the Switch.
Pfft, no one cares about Night Crap.
@WiiHawk Actually liked Phantasmagoria lol, though I think my favorite of this style of gameplay was Mad Dog McCree with it's nice western theme.
Night Trap I still feel is a fun game in short bursts even if you beat it. That said there are other FMV games that play better like Road Avenger, Mad Dog Macree, Groud Zero Texas, Dragons Lair and a few others. Some of those should be resurrected as well!!
I have to agree with what 'samuelvictor' already stated: This particular game definitely was more interactive than most of the other stuff that was produced in this kind of genre. What pulled it down was the crappy video-quality the Sega-CD was to able to produce, the long loading times and surely also the witch-hunt that was started by brain-dead political idiots.
Don't get me wrong: this is not a good game by a long shot, but it also ain't a bad one either. If I had to give it a score, I'd probably rate it between 5 and 6 - and I'll get this one for sure just to revive the nostalgia of those good old times when the game was first released.
There is one thing though that puzzles me: Way back in the 80th and 90th the idiots piling [removed] on such harmless games always used to be located on the far right of the political spectrum. Nowadays, however the opposition (and basically the whole vitriol and hate) stems from idiots on the far left.
Really makes me vomit... >__<
there was a time i actualy liked FMV games(yes i'm that old).
it was an era where everything was about 2d games. one after another lame 2d platform game came out. from a jumping squirrel, a james bond like fish i even remembered a sonic clone on the cd32 named oscar. before that i think in 9192, i saw the sega CD for the first time in a small gameshop.
i remembered that i saw this game also sonic cd and i was not amazed by it, i realy disliked the grainy screen, the ugly colorpatern of the megadrive.
it was an outdated system back then with less colors then the snes, and totaly not suitable for FMV games.
at the same period phillips cdi FMV games, looked alot better, but with a cost F 900,- for the system and F 300,- for the FMV module. dutch guilders, wich was around $1100,- back then.
but those games looked sharp.
after buying the cdi, it realy felt like no games at all.
i later on prefered a combination of FMV and computer graphics like in phantasmagoria, shiver, 7th guest etc.
the developers in that time realy want to find a way to make gaming as realistic as possible, thats why FMV games where produced.
there is alot of garbage in this genre, but....
games like phantasmgoria i will buy and play on the nintendo switch.
better i hope there will be a developer who makes a new episode with todays standard, proffesional actors, great graphics. i think the genre can be reinvented.
remedy tries to do that with alan wake, and their last game on the xbox one, although they should combine the graphics with the acting like in phantasmgoria, better make the game VR.
It is a big part of video game history, but i really am not sure who would want this game besides those who want a piece of nostalgia and gaming history. This game deserves to just be in a museum: Looked at, but not touched.
@DiscoDriver44
why sega is pushing this game to the switch, is a complete mystery.
but there will always be people who like nostalgia and people who have a childhood sentiment with this game.
the insult at nintendo's adress start with the price. the game should be max $9,99
any higher is an insult to nintendo who suports sega. you can't bring out all the good sega stuff to the ps4 an certainly not the xbox one, and give switch users only crap games.
for me sega died after the dreamcast, it was a beautifull console, wich they [removed].
sega has no balls anymore, even though they claim to be the rebelious company.
how long was it when we last saw a great big sega title?
they are affraid and only make easy games and cheap games to develop, and cashing in on old [removed] even fool the audiance with this game.
@PALversusNTSC Sega has nothing to do with this. It didn't make the game.
@JHDK
5 minutes, surely?
@joey302
mad dog maccree was indeed one if the best and fun full FMV game. i had it on CDI.
i also enjoyed 7th guest wich looked stunning on cdi, even better then on pc cdrom. but that game is a mix of cgi and fmv, a trend that followed after the FMV period. the pc had alot of that games.
you had to solve puzzles in a deserted mansion, where murders took place of several guests. everytime you solve a puzzle you see their ghosts of what happend.
@PALversusNTSC wow I remember reading about 7th Guest and marveled at the screenshots but never played it being I haven’t touched a computer game since the Amiga 500! 😃
Gabriel Knight 2: The Beast Within
That is all.
@PALversusNTSC Sega had nothing to do with Night Trap outside of being the publisher of the Sega CD version.
It was not even exclusive to the Sega CD back then, it was also ported to the 3DO
Sega's rights to publish the game have long passed, and it now has nothing to do with the game coming to modern systems.
If they want to reinvent the FMV genre (now that we have digital HD film and short loading times), I suggest doing a video version of a choose-your-own-adventure book, where the story and footage changes each time depending on the choices you make. Doing it through film instead of print would also allow for more story branches than you typically get in a CYOA book.
FMV games aren't coming back. The problem with these games is there is virtually no replay value because the gameplay is exactly the same every single time. The mistake we see made time and time again by game developers is to believe that video games are about technology. They're not. They're about entertainment. Just because you can make an interactive movie doesn't mean you should. Just because you can make a game in 3D instead of 2D doesn't mean you should. Just because you can make a game console with superior graphics doesn't mean you should (Ask Sony about the PS3 debacle).
A part of video game history, and as far as I am concerned, that's really it.
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