Night Trap 25th Anniversary

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Adah Orhenkowski

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Aug 5, 2024, 5:15:12 AM8/5/24
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Originallydeveloped by Digital Pictures in 1987 and released in 1992, Night Trap has been completely rebuilt, bringing it to a level of video quality never before seen.

Night Trap tells the story of five teenage girls spending the weekend at the Martin home. As a member of the Special Control Attack Team, your job is to monitor the home and protect the girls using an intricate system of cameras and traps as it is being invaded by vampires.



Night Trap - 25th Anniversary Edition also includes new features such as deleted scenes, two documentaries, the all-new Theater that allows you to watch all story-related videos uninterrupted, a new mode called Survivor that will test your skills at trapping intruders and behind the scenes production images. For the first time ever, the unreleased prototype Scene Of The Crime will be fully playable and included with Night Trap - 25th Anniversary Edition.


Night Trap is a 1992 interactive movie developed by Digital Pictures and published by Sega for the Sega CD. Presented primarily through full-motion video (FMV), Night Trap has the player observe teenage girls having a sleepover visiting a house which, unbeknownst to them, is infested with vampires. The player watches live surveillance footage and triggers traps to capture anyone endangering the girls. The player can switch between different cameras to keep watch over the girls and eavesdrop on conversations to follow the story and listen for clues.


The Night Trap concept originated in a 1986 prototype game developed by Axlon to demonstrate their Control-Vision game console to Hasbro. The system used VHS tape technology to present film-like gaming experiences. With the system picked up by Hasbro, the production of Night Trap commenced. The video footage was recorded in 1987, followed by six months of editing and game programming. Hasbro suddenly canceled the Control-Vision in 1989, which prompted the game's executive producer, Tom Zito, to purchase the film footage and found Digital Pictures to complete Night Trap. Night Trap was eventually released in October 1992 as the first interactive movie on the Sega CD.


Night Trap received mixed reviews; critics praised the B movie-esque quality, humor, and video animation, but criticized the gameplay as shallow. The game was one of the principal subjects of a 1993 United States Senate committee hearing on violent video games, along with Mortal Kombat. Night Trap was cited during the hearing as promoting gratuitous violence and sexual aggression against women, prompting toy retailers Toys "R" Us and Kay-Bee Toys to pull the game from shelves that December, and Sega to cease producing copies in January 1994. The Senate hearing led to the creation of the Entertainment Software Rating Board (ESRB), the North American video game ratings board still used today.


After the controversy subsided, Night Trap was ported to other consoles, including the 32X, 3DO Interactive Multiplayer, MS-DOS, and Mac OS. It was re-released in 2017 and 2018 for eighth-generation consoles to mark its 25th anniversary. Retrospective reviews of Night Trap were negative, owing to FMV's aging appeal as a game medium, and it has been cited as one of the worst video games of all time.


Night Trap is an interactive movie video game that uses full motion video (FMV) to present the story and gameplay.[2][3] The player is instructed by the in-game police squad to watch live surveillance footage of the Martin household and trigger traps to capture anyone that is seen endangering the house guests. Cameras are situated in eight locations in and around the house: the entryway, living room, kitchen, bedroom, bathroom, driveway, and two hallways. A map is available as well so the player can see how the rooms are connected. The player can freely switch between viewing the different cameras to keep up with house activities and pick up clues from conversations. Kelli, an undercover agent, will also provide clues to the player.[4] The player must avoid trapping her, any other agent, or the house guests.[5]


When someone is within range of a trap, a sensor bar will move into a red zone. Activating the trap at this moment will capture them.[4] If the trap is activated when the bar is not in the red zone, the trap will not work and will become disabled for a short period of time.[5] The traps will also only work if the access code is correct. There are six possible access codes, and the player can eavesdrop on conversations to find out when the Martins change the code. When a new code is learned, the player must wait until the speaker leaves the room before changing the access code to the correct color to maintain control of the traps. Counters on the screen indicate how many perpetrators have entered the house and how many have been captured.[4]


The opening exposition to Night Trap is presented to the player by Cmdr. Simms of the Sega Control Attack Team (S.C.A.T.) on Sega CD, or Special Control Attack Team in other versions. He explains that the team was alerted to the disappearance of five teenage girls who were last seen at the Martin winery estate. The Martin family consists of Victor Martin, his wife Sheila, their children Jeff and Sarah, and cousin Tony.[6] The missing girls were reportedly invited to stay for the night. Police questioned the Martin family, but they claimed the girls had left safely, and they refused to let the police search the property. The police then handed over the case to S.C.A.T., which investigated the house and discovered a series of traps, security cameras, and an operational unit in the basement to control the apparatus. The S.C.A.T. agents spliced an override cable onto the control system and connected it to a control panel in the back hallway of the house. The player is given the role of an internal S.C.A.T. operative charged with controlling the traps and cameras from this back hallway.[4]


Five more teenage girls head towards the estate, Kelli, Ashley, Lisa, Cindy, and Megan. S.C.A.T. has placed agent Kelli Medd[a] within the group as an undercover agent. The girls are not aware of her true identity.[4] Also with the girls is Danny, Lisa's younger brother. The house is invaded by Augers, vampiric beings that need blood to survive. The Martin family themselves are full vampires. The following events and the ending vary widely depending on which characters the player saves from the Augers.[8]


Rob Fulop, developer of Demon Attack (1982) and other Atari games, began working with Atari founder Nolan Bushnell at his company Axlon shortly after the video game crash of 1983.[9][10] James Riley was also working with Bushnell at the time on a series of interactive retail advertising campaigns. Riley received a call from Fulop, his neighbor, who explained that an engineer presented an interesting device to another one of Bushnell's employees, Tom Zito.[9] The system used VHS technology to create movie-like gaming experiences and allowed four video tracks to be played simultaneously. The team dubbed this system "NEMO" (Never Ever Mention Outside).[9][10]


Zito wanted to put together some demos to present the technology to Hasbro. Riley wanted to create an environment the player could move freely about, leading to the idea of surveillance cameras.[9] Fulop and Riley were inspired by the play Tamara (1981) which ran parallel stories running in 13 different rooms. The audience would need to decide for themselves which stories they wanted to follow. Fulop and Riley watched the play three times over the course of a weekend in 1985. Fulop and Riley liked the design model and thought it would make a good basis for an interactive media experience.[11] A prototype game titled Scene of the Crime was produced to demonstrate the new technology to Hasbro and test the surveillance camera gameplay.[9][10] It was a short five-minute demo where the player follows suspicious characters around a house to find who stole a stash of money.[10] The player switches between cameras to observe the characters and eavesdrop on their conversations; all the characters have a plot to steal the money. At the end of the game, the player must guess who stole the money.[9] In December 1986, the team flew to Hasbro headquarters in Pawtucket, Rhode Island and pitched the technology to Hasbro CEO Stephen Hassenfeld and a boardroom of 22 executives who liked the system and gave funding to support further development for the technology and games.[9][10][12]


Ready to begin work on a full game, the NEMO team returned to the idea of surveillance cameras but wanted to make a more interactive and engaging experience.[9] Zito originally had a plan for an interactive movie based on the A Nightmare on Elm Street film series. After negotiations with the film studio fell through, Zito hired Terry McDonell to write an original script.[13] A cross-functional team of writers, directors, game designers, and programmers discussed how to blend the art of film with the interactivity of video games to create a compelling interactive narrative. The initial idea was to take the basis of Scene of the Crime to an extreme with a billionaire leaving an extremely large sum of money alone in a large house, guarded by a state-of-the-art security system. In this concept, the billionaire's daughter is staying at the house with her teenage friends when the house is attacked by ninja burglars who are attempting to steal the money. Through much deliberation, the game evolved into the final vampire concept seen in Night Trap. Hasbro was concerned that the game may feature "reproducible violence". As a result, Hasbro did not want the vampires, later dubbed Augers, to bite or move too quickly. In addition, the device used by the Augers to drain blood from their victims was purposely designed to pass Hasbro's non-reproducible violence requirements.[9]

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