(Intro Music)
- Night Trap.
The name no doubt brings to
mind the FMV craze of the early 90s.
The controversial bathroom scene
plastered across the news.
- "These obvious sexual
aggression against the woman in
Night Trip which kids do have access to."
- Dana Plato, the child sitcom star who suffered
from drug and alcohol abuse
and would passed away a few short years
after the release of the game.
In the early 90s society was grappling with
the fact that games once viewed as toys for
children could now have characters
that looked real, vivid worlds,
and crystal-clear dialogue.
Video games were growing up
and in clear view of the public eye.
Beneath it's perceived b-grade
movie schlock, grainy graphics, and silly
theme song is a game that made a lasting
impact on the video game industry.
This is the story of Night Trap.
How it was made,
its legacy, and how more than
25 years later we're finally able to see it
as as originally meant to be seen.
- You with me control?
We're going in.
(Theme music)
(Retro gaming music vibe)
- If you really want to kind of get the
full context of Night Trap,
I think you need to look back to
you know, Dragon's Lair,
a decade before Night Trap came out.
Ŵhich kind of introduced the
idea of video games as this cinematic
experience based on, you know,
real footage, real live video, or cartoon video
as the case may be.
That kind of set off
a sort of splinter of video game design
that was based around the idea of how
can we make movies work as video games
or video games work as movies.
It wasn't like a prevailing trend in the industry
but it definitely was a concept that
people wanted to explore.
- Dragon's Lair, Space Ace and other games of
that ilk are presented as fully animated cartoons
in which the gameplay consists of visual
cues to indicate that you must press
a button or point the joystick
in a specific direction.
- Dragon's lair is very binary.
You either you know get past the
current trap or you die,
there's not much to it,
and most you know most of those
interactive cartoon type games were like
that all the way up to like Time Gal or something.
And everyone always tried to
put their own spin on it and come up
with interesting outcomes,
but it was still pretty much just like you know,
Simon Says do you respond at the right
time at the right with in the right way.
It differs from a video game and it's
not a computer-generated signal it's,
it's recorded you know digitized video
from another source.
You can have more
realism in the the world view but it
also kind of limits the interactivity
because it can't be extremely dynamic
- These games work by combining custom
arcade hardware with laserdisc technology.
These vinyl record size discs
contain composite analog video and can
store up to about one hour of video per side.
laserdisc was high tech but the format
struggled to be widely adopted for home
use outside of Asia.
However the video home system,
or VHS format was beginning
to reach a fever pitch.
Introduced two years introduced two years,
these magnetic tape based
video cassettes were much more consumer
friendly and decks that could play these
tapes were rapidly becoming cheaper.
Hasbro, one of the world's largest toy compaines,
was experiencing a golden age
due to the success of GI Joe,
Transformers, and My Little Pony
CEO Stephen Hassenfeld was deeply
interested in breaking into the home
video game scene that had been
rejuvenated by the Japanese company Nintendo.
(Industrial Metal Tones)
Hasbro partnered with
high-tech toy manufacturer, Axlon,
a startup from Atari founder Nolan Bushnell,
to create a product that could compete with Nintendo.
What they came up with was a device they
codenamed Nemo which manipulated the
interleaves fields of a VHS tape
allowing you to switch between
multiple video tracks.
- I was working with Nolan Bushnell on a
series of interactive advertising
and interactive retailing campaigns.
And I got a call from a guy who was actually
my neighbor, Rob Philip,
who had developed Demon Attack,
and a number of Atari games.
And he knew of a guy named Tom Zito,
working with another Nolan Bushnell company
that had actually been presented,
there was a guy, an engineer who came in
with this wafer that allowed you to
attach it to a VCR and be able to
interact with the video cartridge as
your video source,
but you could interact up to four choices
at any one time.
And they were trying to figure out
what to do with it.
So Tom wanted to put together
some demos to take the Hasbro.
My focus was more about these environments where
you could go anywhere at any time or
feel as if you could move more freely
and then it wasn't you know,
decision, response, decision, response.
One of the easiest ways
to think of that is surveillance cameras.
The first demo we did was Scene Of The Crime
to kind of test out, play test,
the idea of being able to move around
and through surveillance cameras and see how
interesting that was.
The basic idea is that this wealthy man
has a safe full of money in his library
and he has this new surveillance system.
Where you, participate, is the security guy
and he tells you to
please watch the safe and if anybody
tries to break in he wants to know about it.
- Watch them with the cameras.
If anyone tries anything,
I want to know about it.
- Then you can move around the house,
switching cameras to try to follow
what's going on of course everybody has
a plot to steal the money and then after
a three to five minute a quick period
sure enough somebody stole the money.
The lights were out.
It was hard to tell exactly who it was.
You couldn't just sit in the room.
So you're trying to figure out
who's involved, how it happened,
and then he says okay who did it,
and then you guess.
So really simple concept but
I think it was one of the first times that
you could play this experience a hundred
times or more and never feel like you
were doing the same thing.
Four of us flew back to Hasbro,
pitched it to Stephen Hassenfeld,
and a boardroom of twenty-two executives.
They all got into it, they loved it.
That day we got funding.
Significant funding to start
what became Digital Pictures.
- Not so fast young lady,
did you and your little friend friend
have fun playing with Daddy's safe did we?
- Get Your hands off me! - I want the combination of that safe.
- [James] We put together five, six demos.
We did a lot of play tests,
so we would bring in things like Scene of the Crime,
or Baseball or, and in this case,
the parents were going wait a minute,
that's a real image you're interacting with TV.
I can do this.
I think in part Hasbro liked
the fact that this could be a strategy
to get into the video game business.
To get into your living room.
To, you know, generate additional revenue
in this growing accelerating market.
And would have potentially full family audience.
- Just stick to the plan.
- Then they said okay we want to
do a title that uses this and at that
point I was working on a number of other
things but I felt like surveillance
cameras is great,
but to have more effect
on what happens rather than just an
observer looking at what's going on,
if we could create some device that allowed
participants to feel more engaged and be
able to subtly change the story,
again not branching or changing the
ending but in fact be able to do
something and watch how the story changes.
There were all these different people
sitting around the table speaking
completely different languages,
having very different sensibilities,
trying to find some common ground.
We bring in a writer, a director, a game designer,
a software programmer,
who were having constructive arguments
about interactive narrative
which is very tricky.
And a lot of people will say,
we don't want people
to look the wrong way or be doing,
we want to control their experience and
to give this to novice or non filmmakers,
it goes against everything
that they've been trained to do.
The first concept was to take the sort
of wealthy guy and you know with a safe
full of money to the extreme so it was a
billionaire who had you know Fort Knox
in his house, modern house, in Lake Tahoe.
He was able to do this with comfort and
leave knowing that he had this next
generation security system which
included the latest surveillance cameras
and also this these traps of gadgets.
And so happens one weekend his daughter
shows up for a slumber party with all of
her teenage friends and the house is
attacked by ninja burglars.
And the reason I thought ninjas would be the
cool approach would be
that they move in the shadows.
You start off with this
really simple clean concept that you
know could be refined and really
have an edge to it and a look and stuff,
and you end up with this thing that is
a combination of bad notes over time.
Somehow it went from ninjas focus on
getting the money you know and the girls
being able to you know they were sort of
not the key but they were very much
caught in the mix to... vampires.
- [Coury] The setup for what we know
today as Night Trap is fairly simple.
Teenagers have been disappearing while
visiting the local winery estate
of Mr. and Mrs. Martin.
Their enormous home
has eight security cameras installed
which are oddly connected to a number
of traps that can be used to catch intruders.
The special control attack team,
or scat, has taken control of the
system so that they can monitor what's going on.
They sent an undercover agent, Kelly,
played by Dana Plato to work her
way into a group of teenagers they have
been invited to stay at the home.
You, the player, are the member of scat who has
been assigned to operating the cameras and traps.
It's up to you to help Kelly
figure out the mystery of the
disappearances but also to protect the
girls from these odd creatures dressed
all in black referred only to as augurs.
it's pretty campy but that is a huge
part of the appeal.
- And you you keep your
eyes open we're all depending on you
especially Kelly, she should be there now.
I'll switch you over and good luck.
- There was this thing called
reproducible violence.
First time I had heard that term
but it turns out to be a very real thing,
and hasbro in particular was very
concerned about that.
We went into kind
of the supernatural realm with the
vampire and they said no no we don't
want to see you know vampires biting the
girl so these were toothless vampires
and they could not move too quickly so
they actually had to be kind of sick so
they had to be toothless, sick, vampires.
(Laughing)
It just kept getting worse.
And the odd term came because they really
needed blood and the only way they could get it
was to auger in with a device like the
trocar which was that neck thing with the drill.
That cleared as a non reproducible violence.
Well it sure that should be really
gruesome frankly I mean I I thought that
in our effort
to homogenize this thing and make it
more friendly and less scary
it actually was pretty creepy in terms
of these you know strange characters
walking around with the trocar
- [Coury] Production of Night Trap began
in earnest during the summer of 1987,
with Jim Riley in the director's chair.
The entire shoot took place
in Culver City, California
and took under a month.
- In this case the
script writing was so bizarre because
you had to do two things.
You you had to
create a world then you had to navigate
within that world.
You had technical
limits of what you could actually do but
you were cheating that to make it look
like you could do anything so that was a
whole thing and then for the moment you
could write a scene but the scene had to
motivate somebody to go somewhere else.
But the script was not 120 pages the
script was like this right with a
timeline and people were going move how
do I read this I mean you know it's kind
of like I'm okay I'm here and what
because everything was by the way time.
Right because you only had that much
time for the scene so blocking was very
different you know rather than sitting
down with the actors and saying you know
what's what's the intent here and you
know should you walk over here and you know
where should you, it was like okay,
you have 24 seconds in
this room right so how do we block this
where you're going to end up going out
that door but it's got to look natural right,
and you gotta, you gotta be out
that door in 18 seconds because in 18 seconds
you're going to appear in the hallway.
I walked around with a timeline
I think became sort of a joke which is
you know where are we now and I'd have
to take the timeline out and it we've
had eight tracks, right,
four at any one time with stills and
I would be able to figure out so it was tricky.
We shot days and nights you know
sets and locations.
I was surprised at how
quickly everybody got into it and it
wasn't it wasn't difficult for them to go,
oh I get it, okay, so you know I'm
going to be here but I could be over there
and then depending on what happens
with the Auge I might and they got into it.
And and in some cases they
adjusted their performance accordingly
which was a wonderful surprise we didn't
have a lot of money to cast named
talents and that sort of thing.
Dana Plato was someone
who we were lucky to get.
- Wow there is something about Kelly.
- Hmm woman's intuition again huh.
- Oh Victor you monster,
come on let's go we don't want
to upset the Augurs.
- All the Augs were stunt guys
with trash bags taped to them,
but they, when the trap went, they had to be in a
position where they were balanced right
because when they drop through the floor
they've got to be able to do it.
How do you move, you do this,
so that became the Aug walk.
We had to figure out in the
shooting how to be most economical so we
generally shot out each environment.
The bedroom is the first when the first sets
were shot and the lobby or the foyer,
was one of the last.
Most of the continuity,
there were so many other issues
that continuity like that was the
least if anybody's concerned.
Trying to create an environment where
the cast and to some degree the DP and
the lighting guys really could
participate as if they were making a movie.
What was interesting is we shot an
Night Trap on thirty five-millimeter.
In fact Don Burgess was the DP,
an exceptional DP.
You know went on to do Forest Gump.
Not that night trap lost his career and
we had a number of really interesting
people that were experimenting it's
really the best way to say with this
sort of new platform not quite sure what it was.
There were other technical restrictions
that they were very nervous
about things that were too dark I mean
the way it was originally envisioned was
that it was really cool and edgy.
I wouldn't say film noir but it was
something that was going to be
cinematically kind of dark, mysterious, edgy,
and it turned out to be super bright.
Because they were concerned
that if it got too dark that it would pixelate.
I mean Don Burgess,
this brilliant DP,
is having to essentially
light the room like everything's got neon lights
and we were all unhappy about that,
but at the same time it's the first
time it's being done and there
were a lot of people involved and
everybody was making their best guess.
The post was very tricky.
I ended up using I think
it was edit flex at one pass.
It was the only way to cut this
because what you end up with it's a
puzzle where you're trying to figure out
okay I got a little piece right there
and I got a piece that ties into that.
So think of it as you know a 3d chess game.
- [Coury] With production wrapped on Night Trap,
along with a second title, Sewer Shark,
it was time to get down to the business of
putting these games together.
- What happened though was, you know,
everybody started to realize,
wow this is tricky stuff.
Part of it, is that there was
never a real formula and then Hasbro decided
that it didn't want to move forward.
They began I think to understand that this is
a significant investment this is like
starting a studio it's not just the
hardware it's actually you know the cost
of the titles which we're running back
then about two to three million.
- [Coury] With the Nemo and it's film project shelved,
the involved parties went their own ways,
a disappointing end to a project that
generated so much excitement.
- VHS tape is a linear medium.
It's you could I guess
automatically fast-forward to a certain
part but very inconveniently and the
advent of the cd-rom technology in like
1987 88 that was kind of seen as an
opportunity to sort of jump in and you
know all of a sudden you had a portable
affordable format for home consumers
that had the data capacity to keep
compressed movies so it really sort of
opened up all these opportunities.
- So we're in this huge house
with all your friends!
We have telephones, we have a car,
your parents are gone,
and you say so?
- Come on Sarah,
what's the first thing you think of?
- [Everyone] Party!
- [Coury] When Japanese company Sega
released a cd-rom add-on for their
successful 16-bit game console,
the Sega Genesis,
Tom Zito and companies saw a
platform that was powerful enough to
release the sorts of projects that they
had envisioned for Hasbro's Nemo.
Zito purchased the raw footage shot for the
two games for the Hasbro system.
Along with the help of some others Zita would
create the company digital pictures to
develop and release these games and
others like it for Sega CD ROM named the
Sega CD in the United States.
James Riley was brought back
into the fold to help
complete Night Trap for the new machine.
- Tom negotiated to deal with Sega who had
come up with the Sega CD which was
just powerful enough to stream.
Oddly enough the VCR was 60 fields a second
which we would break into 15 fields per track.
The CD was comparable
Back then it's Donkey Kong, it's Mario Brothers,
you know really simple pixelated graphics.
So all of a sudden
there was this option to play,
or experience a live-action interactive
world that was all photo real with
real people etc.
- [Coury] The video quality was adequate but
heavily limited by the power of the machine.
Video footage could playback at
15 frames per second at a resolution
of just 168 by 104.
This video was also hindered
by the consoles color palette
and a number of possible colors on
screen at one time.
Sega brought some of the original cast
back together to shoot additional scenes
to make Night Trap feel more
at home on their own system.
The original footage used a
mock-up controller while the new scenes
would replace this with a Sega control pad.
Also changed, SKAT now stood for a
Sega control attack team.
Finally in October 1992,
over five years since shooting had wrapped,
Night Trap released on the Sega CD
in the United States.
A glance of the box art
should have given anyone a strong
suggestion that this might not be just for kids.
(Singing)
- Night Trap was I think an attempt to
make something a little more interactive
I don't know if it was necessarily a
really successful attempt but there was
an idea there of doing something other
than just like watching a movie.
It was more ambitious than you know your
Dragon's Lair almost like a graphical
adventure where you're always in the
same place and you're just watching
different locations and kind of managing
all the things that are happening
throughout the mansion.
So I really think that they
were doing something interesting here,
- You never know at the time
whether it's a novelty or whether
it's the beginning of a major thing.
Nobody quite knew what to make of it.
You know we called it fmz,
or live-action interactive
or whatever those things were.
- [Coury] Like all FMV games,
the gameplay is limited,
but Night Trap gives the player
more agency than earlier games in the
genre by allowing the freedom to move
around the house.
You have access to eight rooms
and you can catch the Augurs as they
walk over traps with the press of a button.
A story plays out in real time
across the Martin estate with
different things going on in each room
If you fail to catch enough augers or if
any of the girls get killed,
then it's game over.
You piece together the full
narrative over multiple plays as you
learn what happens at set times in
different rooms throughout the house.
- And in fact when it was ported over Sega CD
I felt more concerned.
Yes it was being released,
but it was being released on a game platform.
And sure enough you know,
everybody was going well,
this isn't really a game.
I mean this is an interesting thing
and it's fun and,
for a lot of people they didn't
need a heavy interaction so the live
action real characters was more
interesting at least for a period of time.
- [Coury] Regardless of one's opinion of the game,
it ended up selling fairly decently.
Had average reviews by video game
publications and was considered a
showpiece for the power of Sega's new hardware.
Japan even received a fully
dubbed version of the game.
(Speaking Japanese)
Digital pictures had
a winning formula on their hands and
would put a number of other movie games,
as Rob Phillip called them, into production.
Double Switch, which features an
evolution of the trapped gameplay,
would release in 1993 shortly before Night Trap
was thrust back into the limelight,
front and center.
- Today is the first day of Hanukkah
and we have already begun
the Christmas season.
It is a time that
we think about peace on earth and
goodwill towards all people and also
about giving gifts to our friends and
our loved ones but it is also a time
when we need to take a close hard look
at just what it is that we are actually
buying for our kids and that is why we
are holding this hearing on violent
video games at this time.
That is why we
intend to introduce legislation on
violent video games as soon as Congress returns.
Night Trap goes out and,
still a new market.
Nobody quite knows what's going on,
and I don't think the sales were that great.
And then all of a sudden there's a Senate hearing
on violence and video games,
and Night Trap is one of the premier.
I'm just thinking you're kidding.
- It was so new it was so revolutionary
at the time that it first came out,
that it was ideal fodder
for somebody who wanted
to use it as a political hand grenade.
(Dangerous Tones)
- I think Night Trap got swept up sort of
unfairly in in a lot of the
controversies that were raging in the
U.S. in the early 90s about video game violence.
But I think that was, you know,
as part of the the growing pains of video games
went through because the audience
that followed videogames was growing up,
but again those video games
are still being sold in the toy section.
So there was the stigma like,
oh video games of her kids and so you had
things like doom where you're travelled
to hell and Gourley explode demons or
Mortal Kombat where you rip out the
spine of your defeated foe or whatever.
And yeah some of that stuff was pretty graphic.
It's silly in retrospect
because the graphics were
very limited but at the time like
Mortal Kombat was realistic looking because
instead of having computer drawn
and character like hand-drawn characters,
that use digitized photographs.
- Megan, this isn't going to work.
You're not scaring me.
Wait, what are you doing?
(Screaming)
- if you saw the Senate hearing what it
looked like if somebody had just edited
out the most violent things from
different games including Night Trap,
and put it together and showed it to these
guys who of course most likely
never played video games,
so they didn't really understand the market,
but what they thought
is my eight-year-old kid is
being trained to kill people.
If you talk to the kid and go
what are you talking about,
this is like it you know not a big deal.
So I think what happened is they
were selects that were made including
the trokar scene in the bathroom of Night Trap,
they said not only is this violence,
not only you're promoting violence
to our kids and somehow
subconsciously turning them into
violent criminals but because it's
real it's actually more scary.
Up until that time it was pixelated graphics
and when it became real I think everybody
thought oh my god now now this is really bad.
- I actually did see TV reports that the
object of the game which was to
kill and rape sexy coeds.
- The the downside to
courting controversy is that sometimes
it actually works and controversy does
arise and so video games ended up going
to Washington and being put before a
congressional hearing where the entire
industry was basically scrutinized and
according to parental watchdogs like
Joseph Lieberman and Tipper Gore.
They were found wanting
and found inappropriate for children.
- I don't think there was a lot of
understanding of what was
going on in the business.
I don't think that Night Trap
in comparison to some of the
other games that were out at that time,
was that violent.
It did have its moments,
and when you just like anything once you
take those things and you put them
together you can make anything look like
the worst horror film you've ever seen.
- Unlike Mortal Kombat, or Doom,
Night Trap is not an extremely violent game.
There is there is the implication of violence
and some sort of very abstract science
fictiony violence and the fact that it's
mostly inflicted on young women like
there is this element of voyeurism and
there's there's something about it
that's a little bit uncomfortable for sure,
but, you know, the women they are
never unclothed and it's never
sexual violence so it walks I think a
pretty careful line to avoid being
outright tasteless and yeah I mean you
can definitely you know talk about like
the the exploitation and targeting of
women with this with this game and there
certainly is room for you know like
discussing hey is is appropriate for your kids.
- You know we have seems to me
have to begin to exercise some common
sense to protect their children and when
you say and what others say and my guess
is the person that marketed this
particular game says this is not for
kids this is adult entertainment.
The fact is you know and I know that kids in
this country will have wide access to it.
- Well I saw something, 16 year old boys,
get it banned by Toys R Us you know you
can't keep nothing but a supply at the warehouse.
- But thank God because two
things happen one is sales as of Night Trap
just went through the roof and then they
came up with the rating system.
The irony is that Night Trap is still on the list
of most violent games
You know and you look at what's
out there I mean there's no comparison.
- The end of the hearings I walked up to
Lieberman and I said to him,
"Senator have you ever actually played this game?"
and he said, "I don't have to, this is film."
- [Coury] In January of 1994,
amid rumors of Night Trap being banned,
Sega themselves would pull
the game from store shelves.
Several months later Night Trap would return
to retail with a mature rating in tow.
This rereleased would be handled by
Digital Pictures themselves so all the
Sega centric footage had to be removed.
Other than this alteration and new cover art,
everything else would remain the same.
A common misconception is that the bathroom
scene had been censored but in fact it has not.
In addition to this re-release,
Night Trap would see ports
to other consoles throughout the year,
including Panasonic's new 32-bit 3do hardware.
This version saw an increase in
video resolution of the Sega CD although
it ran at a lower frame rate.
A higher quality version was released alongside
Sega's news 32x hardware and add-on for
the Genesis and Sega CD.
This version returned the framerate
to the original 15 while maintaining much
of the improved resolution and color
of the 3do version with some compromises.
The final versions of Night Trap were released
in 1995 for ms-dos and Mac platforms under
the title Night Trap Director's Cut.
These rented a frame rate of 12 frames
per second meaning it was closer in
quality to the 3do port.
Despite it's director's cut label the PC and Mac
versions contain no new footage in the
main game however it did feature an
exclusive user interface.
In 1996 with interest in FMV games waning
Digital Pictures released their final game,
Quarterback Attack before shutting down.
Despite a slight resurgence of interest in
Night Trap in 1999 with the death of Dana Plato ,
there simply wasn't much of a place in the
video game market for FMV games anymore.
For all intents and purposes
the genre was dead.
- A really good video game
is you have full control,
the world is very believable,
and full of fascinating characters,
and you're motivated to do a number of
things to achieve whatever the goal is.
But it's a high level of interactivity
and that's more important
than the believability of your environment.
- I think any system that had
a preponderance of FMV games tended
to take it on the chin the
Sega CD and the 3do also CDI,
like there wasn't really
much you could do with an FMV game.
- You know branching, changing the ending,
even to some degree just changing
camera angles or trapping,
that is one of 20 or 30 things
you've got to figure out to
make this compelling.
I mean to a larger market
rather than just the novelty of,
"Wow it's kind of a video game
and it's real and so that's kind of cool
and but it's not very interactive I'm
feeling sort of bored I'm gonna go over
here to my game."
And I think that was you know,
in a badly was a sad way
that was the life and death of the thing.
- Darling would you like to do the honors?
- Oh thank you my dear.
- [Coury] Over the next two decades the gaming
landscape would change significantly.
Games on cd-rom would become the norm
before moving onto DVD ROM
and then to blu-ray.
Digital downloads provided an
alternate cheaper method to release
smaller titles on home consoles.
After the success a number of independent game
developers had with using the
crowdfunding site Kickstarter,
the creative team behind Night Trap thought
it might be time to bring it to a new
generation under the name,
Night Trap Revamped.
Launching on August 10th all
the original creators came together
in a pitch video they had the industry of
buzz and long-term fans excited.
- Rob contacted me and said hey we've had
a lot of news with fans saying that
they'd really like to see Night Trap
re-released with better quality.
- Now we've come together again with the
objective of bringing full motion video,
Night Trap specifically,
to modern platforms
that can best support them.
- [Coury] Intentions were good.
With a $330,000 goal,
there was to result in digital
downloads of the game on HD platforms,
along with a physical release.
After the first day Night Trap Revamped had
accrued over ten thousand dollars toward this goal.
Unfortunately this momentum wouldn't continue.
People began to question if all the perks promised
were viable for the funding goal.
Too many the Kickstarter felt ill-conceived
and it wasn't long before
bad word of mouth began to spread.
In the end Night Trap would only raise
$39,843 of its desired
$330K goal with 664 backers,
just 12 percent of what they had hoped to make.
- I think in a way it was an
interesting exercise but I wasn't
disappointed and and I don't again
I don't feel like you know gotta bring
Night Trap back I don't have the gamer
view of that there are some people that
grew up with the game.
- [Coury] As quickly as Night Trap
had emerged from the shadows
it had the floor dropped out from
underneath it like one of the traps
in the Martin estates.
The question was was the dream of the fans dead.
In May 2016 seemingly out of nowhere a
video appeared on YouTube depicting
Night Trap being played on
a Samsung smartphone.
It was immediately picked up
by various gaming news sites and then as
quickly as it had appeared it disappeared.
This demo was the handiwork
of a programmer named Tyler Hogel,
who had been working on a number of ports
of Digital Picture games for mobile devices.
- I had a worked on Double Switch and
worked on Quarterback Attack and then
I was kind of bored and didn't have
anything to do at that time and was
basically waiting for the next job.
So I had a I had one blind up just didn't
know the start date and then my friend was
all like you know what you should
recreate Night Trap and post online
anonymously and see what happens.
I was like that's an awesome idea.
I recreated all disc one in about three days.
It was glitchy but for the most part it worked.
Recorded a five minute video of it,
posted on YouTube just see what happens.
Then two days later it had a
couple thousand views on it,
showed up on a few
different video game websites and
then um these websites they start
contacting Tom Zito asking him about it,
saying hey are you involved with this in any way.
He said no so then at that point
it was like well he already knows about
it so why not contact him and see what happens.
So send him an email with the
link to the video and then he contacted
me immediately probably within
ten minutes asking a couple questions
then he asked for my phone number.
Then the next day gave me a call and was like
what do you want to do with this
and I was like well if I'd like to release it,
if I can and he's like alright cool
let's work something out.
- [Coury] Finally in 2017,
Tyler's one-man development studio
Screaming Villains released Night Trap
25th anniversary edition for consoles and PC.
seeing a T for teen rating on this remaster
goes to show just how much the
video game industry has changed since 1993.
Fans and newcomers alike can now
experience the game as as originally
envisioned with a number of enhancements
and extra features.
Also making good on
the original promise of the Kickstarter,
stands goodbye a physical addition from
publisher Limited Run Games.
- What's happening now is it's worth bringing
back Night Trap and some other things just
because there are a lot of people that
would love to see it in in better resolution
and I don't know where the film is.
I mean fortunately I made a copy
of the original timed masters,
and those were again timed for this unknown world.
So everything's bright but even then
you're going to see a lot more contrast
in a lot more detail than you did
through the Sega CD.
- The hardest part about making it
is that the source code
to the original game no longer exists
sp that was already an issue right there,
but luckily they sent me the master footage
it was all already lined up
exactly at the exact same time and their
correct order that it appears
in the original games.
So it was actually very
easy to put everything together the way
it's supposed to be and then what the
other stuff it was basically just
playing the original versions of the
game several times to figure stuff out
like what triggers a game over for
missing too many augs and things like that.
- [Coury] Now only does Tyler Hogan's version
present a fully uncropped 4:3 aspect ratio
of the source material and a new user interface,
there's also a number of features
for old fans such as classic
screen layouts for Sega CD, 3do, and PC.
In addition we finally get to see a bunch
of cut content that has never been public.
- There is one scene the very
beginning the introduction,
there's I believe it's three minutes long,
Nobody has ever seen that which actually
explains the story better so it kind of
baffles me that it was never in the
original game and then the other one though,
was a death with the character Danny.
If I had the guess I would say it
was removed for obvious reasons because
I guess I don't know the age of Danny,
but I guess people could interpret
that as a twelve or thirteen year old
getting a drill in his neck and at the
time people probably would have
made a big deal about it.
Another thing that was done was theater mode,
but the biggest complaint
that was the storyline because
you can't really watch a story because
you're too busy you have to trap an Aug,
so now when you play the game and beat
it you unlock theater mode and then once
you play the game again any time you watch a video,
that video gets unlocked in theater mode,
so now you can actually
go back and watch all the story related videos.
Survivor mode that's another new feature,
because with Night trap it's the
same game every time,
nothing ever changes,
so with the introduction of
Survivor mode it's now a competitive
thing to where when you play the game,
Augs appear in random places so the idea
is to get as far as you can.
Basically rounds, basically you'll play round one,
three or four Augs will appear in
multiple rooms then at the next round
they'll appear in completely different
rooms so it's a different game
every time you play it.
- [Coury] perhaps the most
interesting bonus feature might just be
that scene in the crime is included and
fully playable but you're going to have
to play a perfect game to see it.
While Night Trap now looks better than ever before,
the master footage does have the
occasional hit of tape damage which
unfortunately cannot be helped.
It's not very prevalent but it does crop up
from time to time.
These tapes are also missing
a couple of scenes so Hogels best option
was to replace those with video
from the 32x edition.
This is the best that Night Trap
will ever look unless one day the original film
is found and rescanned,
not an impossibility but highly unlikely.
But the real question is,
what will gamers of today think of Night Trap?
- I actually think you could show
this game to a kid who likes
Five Nights at Freddy's and you know maybe,
when they're a little older and they
would be like oh yeah
this is like that game.
- I'm also very interested
in people that have never been in this
world before and don't think of it as a game,
and don't think of it as a movie,
but think of it as live action interaction.
- I think this could be an
interesting lesson like you know what
we're video games like in the old days,
well here's here's what we had instead
of Mass Effect back then.
We had this was this was interactive storytelling,
this was you know like dynamic
choose your own outcome type storytelling.
- Today you say interactive
and it's like yeah yeah so what,
you know what specifically do you mean.
Your computer's interactive right,
so back then it was a people didn't understand
when you said interactive,
they really didn't know what that meant
or they have very different ideas about
what that meant.
So in some ways that
part of it I think it's going to be fun.
- Night Trap is a part of videogame history,
whether you like it as a videogame or not.
Video games I think would be
different today if not for a Night Trap.
- I knew I could count on you, thanks.
You are wonderful and next time I'm on
special assignment I'm going to insist
that you back me up.
I'd go anywhere with you
and feel secure knowing that you
were at the controls.
Now you wouldn't.
I didn't think so.
Bye bye, see you next time!
(MLIG Theme Music)
- And I will say this,
Night Trap and Night Trap 2,
world of difference.
Night Trap 2 is going to have
a much darker edgier look, style,
and I think it's going to be
far more experiential and in part
because we're going to shoot significant
parts of it in VR.
There will be two releases,
one linear in one VR but it's
going to be super cool.
For years afterwards front my friends
you know who are also in the film
business would go hey Riley you know
I look over they go..
(laughing)
- I have this horrible feeling that 20
years from now somebody's in calling us
saying Jim, we want to do an interview.
And I'm going to say great you know
is it is it Wire Head is it is it this
new show
no Night Trap the classic the great the great
you know we want to get the behind the
scenes of Night Trap.
Now we're pulling this
stupid binder every five years
going yeah well we had a lot of fun.
(MLIG Theme Continues)
(Night Trap Music)
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