Night Trap (Sega CD 32X) - A Pervert's Delight - Fanstravaganza 2020
Finally you too can live out the fantasy of being a pervert in the 80s!
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I'm Gaming Jay: Youtube gamer, let's player, and fan of retro games... This holiday season I asked fans to help me pick a lineup of games to play and the result is this 2020 Fanstravaganza! I'll be playing retro games ranging from NES to Sega Genesis, from DOS to N64, and from Atari to Intellivision. So join me this holiday season and let's play some games! Today's game is...
Night Trap
from https://en.wikipedia.org/wiki/Night_Trap
Night Trap is an interactive movie video game developed by Digital Pictures and originally released by Sega for the Sega CD in 1992. The game is presented primarily through the use of full motion video (FMV). In Night Trap, the player takes the role of a special agent tasked to watch over teenage girls having a sleepover (starring Dana Plato) visiting a house which, unbeknownst to them, is full of danger. The player watches live surveillance footage of the house and triggers traps to capture anyone seen endangering the girls. The player can freely switch their view between different cameras to keep watch over the girls and eavesdrop on conversations to follow the story and listen for clues.
The origins of Night Trap can be traced back to a 1986 prototype game developed by Axlon to demonstrate their Control-Vision game console to Hasbro. The system used VHS tape technology to present movie-like gaming experiences. With the system picked up by Hasbro, production of Night Trap commenced. The video footage was recorded the following year in 1987 and was 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 its production. Night Trap was eventually released as the first interactive movie on the Sega CD in 1992, five years after filming.
The game received mixed reviews. Critics praised the game's B movie-esque quality, warped humor, and smooth video animation, but criticized the shallow gameplay. The title is particularly notable for being 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 βRβ Us and Kay-Bee Toys to pull the game from shelves that December, and Sega to cease its production entirely the following month. The Senate hearing eventually 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 re-released and ported to other consoles. These later ports received more harsh reviews due to the aging appeal of full motion video as a game medium. Night Trap was re-released in 2017, commemorating its 25th anniversary.
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.[8][9] 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.[8] 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).[8][9]
Scene of the Crime was created to demonstrate the NEMO to Hasbro and test new gameplay ideas.
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.[8] 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.[10] A prototype game titled Scene of the Crime was produced to demonstrate the new technology to Hasbro and test the surveillance camera gameplay.