Retronauts - Retronauts Micro 86: Night Trap
Episode Date: May 4, 2018Recorded live at Super Famicon in Greensboro NC! Jeremy Parish and Chris Sims chat with Josh Fairhurst from Limited Run Games about the mad adventure of bringing schlock-horror FMV classic Night Trap ...to modern consoles.
Transcript
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This week in Retronauts, we're trapped in the closet.
Good one. Okay. Great. Hi, everyone. Welcome to the second exciting retronauts panel for this weekend at Super Famicom in Greensboro, North Carolina. Yes, that's the state. I'm Jeremy Parrish, with me again, flanking the stage.
Chris is. Ready to talk about the augurs. The augurs. And here in the middle from Limited Run Games.
I'm Josh Fairhurst, and the co-founder of Limited Round.
games. And if you've ever longed for a copy of a digital only game and physical form
and been unable to purchase it because it sells out in five minutes, this is the man you can
talk to. Yep. You probably want to kill me. A lot of people do. I actually tried picking up
what did you guys put out this week. I probably blake-only. Read-only memories. 2064.
Maybe it was last week. It was something that just went up a couple, like, within the past week or two.
Last week was Next Machina from the Housemark, a really good arcade shooters.
and La Malana.
Yes, that was a La Blanana.
I really wanted a copy of that.
Just like that, 10 minutes.
The standard edition went really fast,
and we had a collector's edition.
That's actually really beautiful,
but the common perception was that it was too expensive,
which I guess I could see,
but we've got a four-disc soundtrack in there
when you're dealing with Japanese soundtracks.
I mean, in Japan, soundtracks are 30 to 40 bucks.
So to license that, I mean, the cost was pretty high.
So we probably overgaged the demand on the collector's edition there.
It should have had more standards out there.
Fair enough.
Hindsight. It's always hindsight.
But Josh is here with us today because we're talking about Nighttrap and Limited Run games
helped publish the physical edition of the 20th anniversary of Nighttrap for PS4.
What else was that, Steam?
PS4 and Steam.
Yeah.
And that's a, it's kind of crazy to look back, you know, and say, wow, the game.
Nighttrap has reemerged into the public consciousness and is playable on game systems in the year
2017, because I don't know that anyone thought it would have that kind of longevity at the time.
It turned very bright and then sort of guttered out and was kind of the punchline of a lot of
jokes for a long time and then more or less forgotten, but it sort of come back and become
newly relevant, I think, in the past few years.
Yeah, I think it was pretty common to Kempner Nighttrap in that
right around
2001 way of making fun of video games on the internet
that's how I first heard about Nighttrap
because I never had to say a CD when I was a kid
Yeah, most people being able to be able to share video online
Nighttrap was a popular kind of punching bag
That and what was it last alert
You don't want to be too stingy
Some really great high quality voice acting
And just acting in general from early 90s
CD-ROM games
but I feel like a night trap
was maybe more influential
than people realized at the time
and I've given it credit for
because one of the big sort of underground
cult games now is Five Nights at Freddy's
and Five Nights at Fridays is Night Trap.
It's Night Trap not taking place in a mansion
but in a pizzeria
but the concept is the same.
You're sort of sitting at a switchboard
controlling video cameras and watching things happen
sort of at a distance
and kind of playing this
god's eye view of things
and it's got this sort of horror element to it
I mean it's very much
a descendant of night trap
I don't even know if I've got five minutes of Freddy's
like a cult game like you can get
five nights of Freddy's merchandise and target
it's all over target
they have they have Freddie right next
to Ariel from the little mermaid
in the kids department it's insane
and imagine
imagine the parallel world
where all of that is night trap
merchandise
Deanfully do it.
Thank you.
Plus all.
Ash and burns
The changes come
So girls go out
I'll read you dead
You better be good
You've been to be where
Night Trap
And once will find
Anyway so yeah
We just wanted to talk a little bit about
The history of Night Trap
Sort of the context behind it
I think Chris will talk more about
The actual game itself
and why he loves it so much.
And hopefully Josh can talk about some of the behind-the-scenes experiences he's had
relicensing the game.
I know you guys weren't the sort of the driving force behind getting the game back into circulation,
but you definitely played a part of it because the limited run physical release
was sort of part of the overall strategy for the game's relaunch,
which usually you guys kind of step in after a game's been out for a while.
Yeah, usually it's a case of we're trying to preserve a game,
so we're trying to get something on disk
that has all the patches or whatever,
so it's after the release.
But sometimes when we've got a game like Nighttrap
where it just makes sense to push it that way,
because I mean, Nighttrap existed physically.
That's what it was.
It wasn't a download game,
so we kind of all thought
this is a game that should come out physically
alongside the digital release,
because that's how a lot of people
are going to want to consume it.
They're going to want it the way that they remember it.
Actually, let's go about this backward.
Josh, how did you get involved
with the Night Trap Reissue project?
So a while about,
back, I guess it was about three months after we had started this company, these guys from
my life in gaming, which is kind of a big YouTube channel for retro-oficionados who want to
view their games and the best quality possible on modern TVs, it came to us and they were like,
hey, we're trying to do a documentary series on various game development companies and publishers,
and one of the people they picked was us. I was like, sure, yeah, come on down here, film us,
talk to us a bit. They ended up really liking us. So about seven months or
Eight months later, Corey from My Life in Gaming just comes out of the blue, and he's like,
hey, there's this guy nearby, and I think you want to talk to him about what he's working on.
He is doing Nighttrap for PS4, and this was before.
Anybody knew it was there, and I was like, yeah, we got to get in on this.
And I reached out to Tyler, who runs one man, gave a development operation called Screaming Villains,
and said, hey, I do this thing called Limitigran.
I think Nighttrap would be a big fit.
I'm a huge Sega CD fan.
this is something that would be really big for me.
So I'd love to help you get this out there in physical form.
Do you want to do it?
And it was an immediate, yes.
It was like, no negotiation or anything.
Just boom, yes, let's do it.
And from there, we just kind of rolled.
So you said that, you know, immediately you were drawn to it.
What was it about this game project that made you say, like, jump at it?
So I've always been a big Sega fan.
My brother had a Super Nintendo who never let me play it.
But I had a Sega Genesis that my grandparents gave me.
I grew up playing Sega. I couldn't afford a Sega CD. I couldn't get one. I had a neighbor nearby
that had one, and he had a night trap, and I'd kind of seen it, and it was one of those
coveted things that I always wanted as a kid. So I grew up kind of
with this, this high opinion of night trap. I put it on a pedestal, I guess, because I couldn't
afford it. My friend had it. It was cool. It was something my parents didn't want me to play
or whatever. Later on, I ended up acquiring a Sega CD, and that was the first thing I got,
and I became a big fan at that point.
So it was kind of big to me to have somebody come and say, like, hey, we're doing a new night trap.
That's something that you could be involved with.
And I was like, yes, I need to do this.
This is something that's important for me.
How old were you when you first played a night trap at your friend's house?
Probably nine, I think.
Were you scarred?
Do you think it twisted and broke you?
Yes, I think it was absolute filth that I should not have been exposed.
All that.
horrifying realistic violence.
Yeah, I was machines, man.
I couldn't sleep for several weeks.
That's for sure.
Yeah, that was kind of the sort of the big stink around Night Trap when it came out.
debuted on Sega CD in October 1992.
And shortly after, it became sort of, I guess it took its first turn as a punching bag,
but in a different way, not as the butt of a joke,
but rather as sort of the boogeyman that,
some politicians held up to say video games or, you know, destroying America's youth.
They're evil and corruptive.
And, you know, this was part of the sort of early 90s media backlash by some of the more hovering, you know,
Dinn mother type left-wing politicians like Joe Lieberman and Tipper Gore, you know,
people who, for whatever reason, felt that they, they, they, they,
needed to be sort of everyone in America's mom and protect us from things like two live crew
and the trap.
And so video games came under a lot of fire in the early 90s.
They were starting to become more graphic, more violent.
Game graphics were starting to look quote-unquote realistic.
You had grainy video in games like Night Trap, and you had digitized video images, you know,
in games like Pit Fighter and Mortal Kombat.
And so there was, yeah, like, you look back at these things and they're laughable now.
But at the time, you, you know, you have probably like these 50-year-olds who were thinking of video games in terms of like Pong and Pac-Man, you know, very simple, very abstract.
And all of a sudden, you know, you have photo-realistic images and low-resolution bleeding on the screen and, you know, girls running around in their nightgowns.
And so all of a sudden it became, you know, kind of came out of nowhere for these people who weren't really paying attention to video games.
And I think they just kind of represented, you know, every parent in America thinking, oh, my goodness, what's happening to my children?
They're so wild and rambunctious and out of control.
Never mind that those parents, you know, 20 years before were, you know, listening to the Rolling Stones and the Beatles and going to Woodstock and, you know, horrifying their own parents in terms.
It's just a generational thing.
Can you imagine living in a world where the worst thing you had to worry about was Night Trap and two live crew?
I miss those days.
And now we're turning into that generational thing where we're complaining about five nights of Freddy's or whatever.
Well, these kids today are different.
That's true.
They're out of control.
Yeah, so anyway, Night Trap was kind of held up at these congressional hearings that came into inaction.
around 1993, 94.
And, you know, the result of those hearings was that we got the ESRB,
and the industry basically kind of self-censored and said,
we'll put a rating system on our games, just like the motion picture industry has.
And, you know, that came about in part because of Nighttrap.
And this was a case also where Nintendo sort of famously threw Sega under the bus.
A lot of these games that came under fire were, you know,
like the Genesis version of Mortal Kombat, which had blood.
versus Nintendo's version where you punch a guy
and they would sweat a lot.
And Nighttrap, which was on Sega CD.
All those graves in Castlevania
worked with boomerangs.
Exactly.
So, yeah, Nintendo, of course,
came out and we're like, oh, we're wholesome and clean
and wonderful. Sega, though, they're evil.
So you got a little bit of
kind of backstabby nastiness here, too.
But none of that really had to do with Nighttrap itself.
It was more like a symbol than it
anything else. You know, it was something, I guess
it made for good sound bites. You could take
little snippets of the game and be like,
look at this horribleness, look at what's happening
here, and really kind of skew
the public perception of the game
based on a few of the more
if you could call them
salacious, but almost
salacious parts of the game.
The bathroom scene is the
classic one where the
one of the women is in front of the mirror in a nightgown
and an auger comes in and drills into her
neck, and they played this over and over
and over again in Congress and demonized this one scene because it was so easy to take out
of context because you've got a scantily clad woman getting her neck drilled into by a man
in dressed in all black or whatever and then dragged off while she's screaming so it was an
easy way to send suburban moms into a panic and a terror oh what are my kids playing this is
awful yeah and they also kind of painted it as though you were the one who was victimizing
the women in the game, which was the opposite of the case.
It was very much, you know, like the idea was that you were playing some, I guess, agent who
was kind of behind the scenes setting up traps in a mansion to prevent the women from being
killed and from being abducted or whatever these augured people were going to do.
So, yeah, so very, very much a case of misrepresentation in the media, but the irony is that
the creators of Nighttrap went to pretty great pain.
to make the game less realistic, less, you know, less like it's an endorsement of violence.
They created the augurs who are kind of goofy acting, the way they move around.
Yeah, they had this weird shuffling gate.
And they use these huge machines to drink blood from people as opposed to, like, syringes or something, or being vampires.
The idea was, you know, they didn't want to encourage kids to do this at home, you know, to think that, oh, maybe I should become a vampire.
Or whatever it is that people think kids are going to see.
a violent movie in Doom.
And even with
that preposterousness built
into the game, you know,
the senators, the
congressional panel,
still, or congressman, I guess,
whatever, you know, the politicians,
still managed to take out that little snippet
and find something to
beat on over and over again. And so
Nighttrap became sort of the emblem of
everything that was wrong with video games.
But Chris, clearly
you as a fan of Night Trap don't
feel that it's a great
evil, the great Satan?
Night trap is brilliant.
As a game, Nightrap
in its original form is deeply flawed.
It's weird.
It's
counterintuitive in a lot of ways.
I do like that it tells you
how many you could possibly get
and how many you have gotten.
And you can lose that game
and never realize it.
But the thing that's really brilliant about Nighttrap is if you look at any science fiction from the 40s, the 50s, the 60s, the 70s, one of the big things that everybody's like, oh, this is a marker of the future, are interactive movies.
And that's what Nighttrap is.
And it's a relatively decent attempt at creating a movie that you can interact with.
Like you said, Jeremy, you as a player are a character.
you are tasked with your
assignment at the beginning
and then
it's
the exact experience of watching a horror
movie and telling someone
don't go up the stairs made into a game
like hey don't go up there
but you have the ability to
affect it and that's
really smart that's a really good concept
more than anything else I've said this a couple
times this weekend talking at the table
to people it reminds me of Castlemania too
because Castlevania 2
is a game that was ambitious
and that arguably
gave a pattern for what would happen with a lot
of games in the future. It's
a kind of weird prototype action RPG
but the technology
is not there. It fails
not by virtue of ambition
but by virtue of not knowing how to
do this. And I feel like Nightraps the same way.
Well, the difference between
Nighttrap and Castlevania 2 is that Castlevania 2
probably could work out.
Castlevania 2 probably could work except
for whatever reason the creators decided
everyone in the game should lie to you
about the things you're supposed to do. Instead of giving you
helpful hints, they should tell you to
hit your head
against the cliff, which is actually
not a game mechanic. You can't actually do that in the game.
But yeah, I think the technology could have been there,
but that's beside the point. I get what you're saying.
I think a lot of the problems
with Nitro have to do with the fact that
it took
so long to create. The game
was originally conceived in the mid-80s,
It was going to be part of a video, like a VHS-based system that Hasbro, I think Hasbro was developing.
It was Hasbro, it was called Nemo.
Yeah, it was created by a company called NEMO.
I can't remember what they were going to call it, but they sold it to Hasbro.
And, yeah, it was going to be a VHS-based video game system.
So the idea there was interactive movies, you know, interactive videos that you can affect as a game.
And that technology kind of shook out in some different form.
but the console itself, the Nemo, never actually launched.
So this game that was being developed and, you know, filmed,
they had the footage for it with Dana Plato and all the other actors and actresses.
That was shelved, and the guy who kind of was sort of one of the movers and shakers
on the original project, Tom Zito, took that content and launched digital pictures,
who would be one of the sort of the big players in the series.
Sillywood movie. Silicon Valley
meets Hollywood.
That was kind of the
up-and-coming
this is going to be a big thing
that video games wanted everyone to buy and do.
It's kind of like the VR of
the early 90s, where
interactive movies
were going to change the world. And they didn't.
But, you know, they kind of
laid the base for actual
games that have interactivity, things like
Dragon Age, origins,
or Uncharges, or Uncharacterial.
or whatever. Like those are kind of
the realization of what they were
trying to do with Sillowood.
But anyway, that
is kind of the origin of this game
and it sort of kicked around until
1992 when they finally
Sega CD came out and
so Digital Pictures was able to create
a proper game out of
this concept and take that footage and finally
turn it into a product.
You see something like
a Dragon's Layer, which I think is a really
similar concept. It is much more fondly remembered
but is, honestly, like, Nighttrap has way more interactivity.
Like, you're way more involved in the plot of Nighttrap
than you are just waiting to see yellow light in Dragon's Lair.
But one of the things that really surprised me,
I think it's really entertaining to just watch as a movie
because it's really fun.
I think it's really good.
I think it's, there's a lot of, like, really,
decent jokes. It's really self-aware. I think in that first round of internet comedy writing,
you know, where it was a punching bag, I think a lot of people mistook, like, a knowing kind
of cheesiness that was meant to blunt the reception by people who were going to think it was violent
as, oh, this is so stupid. And it's like, no, well, it knows exactly what it's doing. It's making
a cheesy horror movie, because cheesy horror movies are fun, and they're easy to get into
and think about. So there's a video on YouTube that I don't know if
you've watched where it's every single security cam streamed at the same exact time.
And you can see, like, this incredible amount of care was put into each scene and the timing
of each scene where when one character walks out of the kitchen, you see them immediately
walk into the next security camera with the exact timing and start having their own conversation
threads with other characters. So you actually see all these threads playing out across multiple
cameras on the same time. And it's kind of incredible.
how they were able to do this with such early technology.
Yeah, it's fascinating.
It's really interestingly put together,
and in a way that I don't think it gets credit for him.
I think one of the most important things a game can do
if it's trying to convey, you know,
like you are part of a world to make it immersive,
is to create working, like a working self-consistent space.
And that's something Nighttrap does really well.
Like, they went to great pains, as you said,
you know, have continuity between the different cameras
that you see the mansion throughout.
I think what separates this game, you know, the sense of space from like a VR game or something,
is that you're sort of dissociated.
You're not actually within that space yourself.
Instead, you're watching it, you know, there's the security camera panel.
So you're not actually taking part of that space.
You kind of have to piece it together in your head.
But once you understand how these cameras work together, how they interact and relate to one another,
then yeah, like there is, you know, there's a map kind of constantly on screen most of the game.
that shows the layout of the mansion
and once you kind of get a feel
for how the cameras represent
that layout map
the game I think actually fits together
pretty well. It's a game that
you have to play through multiple times
to figure out how you can actually play it
and I think a lot of people don't
like games like that. They want to be able
to play through a game once and with a first time
and have a chance at winning but with Nitrap
you can't really play a perfect game
your first time through. You have to play it
multiple times. And I think
that's kind of been one of the things that's
given the game a bad rep is people
they play it, they lose, and then they think
it's a bad game because they don't
know what they're supposed to do yet. It's a little obtuse,
but if you play it multiple times, you can learn
it and master it and get a lot
better at it. It's that Tom Cruise movie
they had to rename.
You just have to keep going back for it.
The age of tomorrow?
Yeah, okay.
I mean...
Yeah, that movie very much
was about the experience of playing a video
game, and this is, you know, kind of that, that experience as a video game where, you know,
you keep trying, keep going out like Ground Dog Day, you just, you know, you keep throwing
yourself at it and eventually you'll learn how all the pieces fit together.
Yeah, which people love stories of time loops, right? They love stories like Ground
Hawk Day, like that Ark of the Adventure Zone, where the characters go through and they put
things together. But people don't tend to like that experience themselves. Yeah. Because they get
tired of the repetition. But I think
it's really interesting.
But like you said, things
in that game happen whether you're around
or not. And that's something that games
today get a lot of credit for. Like
Skyrant.
NPCs will get up and have breakfast
and go shopping and come home
and go to work.
They'll do that whether you're around the theater or not.
And I think, Jeremy, you made a really good point
that if you want to follow them,
you're in the game. Well, you can follow
them and spy on them and
do weird Skyron voyeur
stuff and watch them eat breakfast
but you can still like go off and interact
with it. In Nighttrap your role
is very passive until
like the two seconds where
it's not and I think
that combination of
the dissociation and
the only being able to affect things in a
small window of time
A is
what we call put time events
now that are very
popular and B I think
I think that loves them.
Yeah.
Popular among developers.
Popular in that they have in a lot.
But I think that's something that people weren't ready for or conditioned to accept
in a time when you press A and Mario jumps, you know?
And the game is limited by the technology that was possible at the time.
The game consists of footage that was taped in the mid-80s,
and by the time they had created the game, you know, five or six.
later and actually put it together, they were working with this footage that was filmed
a certain way with certain actors, and they had to kind of make the best of it and piece it
together that way. Whereas, you know, contemporary games, you don't have that limitation. You
get the digital scan of, you know, the guy who played Kin Cosgrove, and then you can make
your L.A. Norr work however you want it to. You can change things up. You have control over
how your actors perform where they appear
the sets that they're in.
You're no longer limited as a video game developer
by what is
fixed on film.
And I think that's kind of
the threshold that needed to be crossed
for something like Night Trach to work.
And nothing looks more dated
than something from three years ago.
Like something that's just recently gone out of fashion.
No song sounds more dated right now
than Gengham style, you know.
So nothing's more dated in 1990 than the footage of Nitrack from 1986.
Right.
I think it was filmed in 84 even, right?
Yeah.
So it was like, by the time it came out in 92, it was eight years old.
And you've got this theme song that sounds like straight out of 1984, and that's...
Highly underrated.
Oh, the theme song's great.
Wonderful.
We were released it on two different formats, so we have a cassette tape version of it and vinyl.
So, like, we're doing our part in getting that...
Nobody knows who composed.
it. Nobody knows who the singer is.
Even Tom Zito doesn't know.
Wow. We have zero idea
who actually made that song. That's right,
everybody. Jack White.
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Maybe.
Better guess than any.
we kind of boiled it down from the credits
there was something in there named Sunny Blue Skies
and Martin Lund did the actual
composing for the game I think
but nobody can figure out who Sunny Blue Skies is
like you Google search that
and you're not going to get anybody composing music
it's we couldn't figure anything out
so it sounds like a folk singer from 1976
yeah
maybe part of the Yacht Rock movement or something
I don't know we've talked
kind of around how the game works
but haven't actually discussed
what you do in Nighttrap.
Yeah, you're at a security panel,
but what are augurs and how are you stopping them?
Like, what's the whole point of the game?
That's probably something worth touching on
just to add some context
to what we've been discussing.
I don't know if one of you guys
wants to jump in on that.
So, I mean, in the game, you've got these teenagers
who are visiting this wine house,
the Martin Winehouse,
and, spoiler, the Martins are vampires.
They need blood.
So they invite these teenage girls over
for sleepovers or whatever.
And then these augurs come in to drain them of their blood for the Martin family.
You're playing in the game as somebody who's operating security cameras.
You're a member of the special control attack team, the SCAT team,
which is a really bad name for a team.
I mean, there was a Nintendo Entertainment System game.
So clearly people were making bad choices with their naming back then.
They knew what they were doing.
That they knew.
Maybe in this game, probably not Natsubay.
Probably not Natsune.
So you've basically, one of the members of the SCAT team had previously been inside of the house
and it rewired this security system that they had so that you could turn it against them.
The security camera was installed to trap the teenagers, but you're going to use it to trap the augurs instead.
The thing is, the security system is operated on these color codes, like red, green, purple, blue, or whatever,
and you have to listen for cues in the dialogue to know what to change them to.
otherwise the traps are not going to work.
Because the Martens are changing the trap keys
to make sure that you are not
using the traps against them.
So one of the things people are
saying in Steam reviews or whatever when they're
playing this game is they have no idea what
changing the access
code is so the traps are never working and they're like
this game is broken, it doesn't work.
You'll get half the reviews on Steam right now. It's literally people
saying the game is broken and it doesn't work
and it's because they don't know how to play the game
because they can't figure it out that you have to be
in a specific time and a specific place
to hear one of the characters say
the access code is changing the blue
and you don't hear that
you have no idea what to do. Well I think this
game is the product of a specific time
and a specific place which is before
a game sort of gave you everything
you need up front and
you know kind of held your hand and walked you through.
I actually sent the guy who developed
Nitrepe was complaining about this and I sent him
the picture of the Meevers from Super
Metroid where the kids are like
how do you get past this? Why can't
Sam this crawl? Yeah that
And he was like, is this real?
And I was like, yes.
And you are experiencing this right now.
Because the people that are downloading Nighttrap on Steam, you know, they might be 15 years old and they have no idea what this is.
They got it because angry video game or trashes it and they thought it would be a laugh to buy or whatever.
So he's dealing with that exact thing where these, the tutorial culture or whatever that kids have now where they need everything tutorialized and told to them they don't experiment that.
That was at play there for him.
the game concept is extremely
sort of abstract there's a lot happening in this premise
just to get to the point where you're like
occasionally you know
opening trap floors to trap augurs
I mean that is really what it is
it's a really baroque setup
there's a lot happening in this premise
is the most understated review
of knife trap so yeah they're vampires
they have 50 vampire
who aren't vampires?
They have vampire
guns. There's
a group of teenage
girls, one of whom is an undercover agent
who will talk to you.
There's also, like, are there scientists?
I feel like they're a scientist.
Maybe I missed the color.
There might be on the SCAT team. I don't think
there is in, like, the actual Martin's house,
but the Martins themselves
are vampires. They have, like, one cool son
vampire and, like, a cool daughter vampire.
There's access
codes, there's traps hidden in
furniture
that basically when you activate,
everybody has to look shocked at and then
walk into themselves
and get, like, what happens
if they're just flying outside the window?
Like, they're still out there.
That doesn't kill a vampire. It's night time.
Maybe it breaks their auger machine.
Maybe so. But they're not vampires. They're just like
vampire buddies.
Vampire buddies would be a much better title for no job.
Nighttrap cool
with a vampire buddy
He's going to see origins.
I love that for us.
No, it's a lot going on.
There's a lot happening.
But I've never beaten Nighttrap.
What is the winning condition for Nighttrap?
Like all the girls survive
and you capture the Martins?
You capture all the Martins
and you capture all of the augurs
and that's the wind condition
and then Dana Plato gets all excited
and then makes some playful remark about not trapping
her or whatever and then it ends
and it's credits roll. But one of the things you can do is
accidentally trap the good
guys like the scat agents and the girls
right? And
that comes down to
watching the little thing that tells
you when you can have activated trap and activating
at the right point. You have to activate it when the
auger is nearby. But sometimes that's really
obtuse because the auger
or the actor playing the auger has to stumble
like three feet into the trap.
So you don't really know if they're near the trap or not.
The first time you play it, you don't even know where the traps are.
So you don't really have a good sense of this.
So I feel like the ideas in this game, you know,
we've kind of talked about how technology came along later
to help sort of realize its ambitions.
But, you know, I feel like the idea of being sort of this god's eye view
trapping people, that came to fruition better in things like dungeon keeper,
where you're actually, or, what is it, deception,
techno's deception, where you're basically given,
much more control over the traps that you can set.
But the idea is kind of the same.
You know, you're sort of overseeing this dungeon or, you know, this space
and trying to lay down traps and prevent someone from achieving their objective.
And even later Digital Pictures games did this concept better.
Like, double switch is a much better form of what Nighttrap wanted to do.
Double switch is a much better game, but it, like, doesn't get as much credit because it doesn't have the contrary.
mercy around it.
I think it also, people get confused with Switch,
which was another Sega CD game
that's nothing at all like Nitrata.
And I know from my standpoint, when I was a kid,
I didn't even know what Double Switch was, because the cover
art for it says nothing about what the game is.
It's just like this Egyptian relic
or whatever. I thought it was like a
platformer in like an Egyptian tomb or something.
I had no idea what Double Switch was, so I didn't interact with it
until I started doing the Nighttrap
thing with Tyler,
the developer, and then he
brought up, you know, double switch and some other games, and I was like, I should go look at these again and try them because they were totally off my radar because I didn't know what they were because the art was so bad.
Well, I think one of the things that I appreciate about Nighttrap, watching it as a story, as opposed to something that I interact with.
Because I'm not, I'll be honest, I like Nighttrap. I do not particularly enjoy playing Nighttrap. It's difficult.
but it's a meta-commentary on horror movies
in a way that 20 years later
would be a huge thing.
Like, it goes through all the bits and pieces
of a horror movie in a way that, again,
is very self-aware, very funny.
Like, right down to, you know,
there's a scene where the kids are all having fun
and having a party, and other weird dudes
are sneaking around the house, getting ready to murder them.
And there's a scene where everybody's like,
hey, I was going to take my shirt off, just walk around for a while,
in what is basically a bikini top.
And then, you know, Dana Plano into being the final girl.
Like, it's very,
it very much plays with the tropes and ideas of horror movies
in a way that is way ahead of its time
for being filmed in 84, way ahead of its time.
And the technology there is way ahead of its time, too.
The idea of having basically, like, multi-track video
where you're looking at multiple security cameras,
like that was a pretty new concept
in, you know, close-circuit TV cameras
in the real world.
And trying to make that work
with a VHS-based system,
I can't imagine how this would have worked
if the Nemo had actually happened.
How would you switch cameras
and it would have to fast forward
to the right place on the tape?
You have six VHS days?
Yeah, I don't understand
how I would have worked.
If I remember correctly
from how it was described
in some of the things that I'd read,
it was a multi-track tape.
So these video tracks
were all playing at the exact same time.
So it was actually just kind of moving
where it was tracking
and displaying video.
So it was a higher density magnetic tape inside of the Nemo cartridges,
so they could actually have these videos playing simultaneously.
Okay, so it might have actually switched faster than it does on CD-ROM.
It's possible.
Like a single-speed CD-ROM or whatever.
It would have looked a lot better than what came out on Sega CD, that's for sure.
Interesting.
So, yeah, that's one of those great, you know, what-if kind of situations in video games.
Like, how would this game have been received if the Nemo had happened in 1986, 87?
I mean, that would have been coming out at the same time as the NES, basically.
It wouldn't have had the controversy around it.
The original idea with the Nemo that has what it looked at was,
at the time, you had the Nintendo Entertainment System
and the Atari, whatever version of the Atari was on the market at the time,
and they were looking at it, and they were saying,
these are for kids, but I bet parents would like a way to interact with a game.
So the Nemo was going to be kind of pitched at parents as a way for,
after the kids go to sleep, you guys can play this because it's like,
playing a movie. It's not like playing these little, like, cartoons that your kids are playing.
So they were very much going to kind of aim it at adults. And I think that would have
skirted the controversy. And at this point, Nighttrap would probably be forgotten.
Because I bet the Nemo would have ended up like the CDI or whatever. It would have been just this,
this relic that people have as a centerpiece to joke about and see their collection.
That's true. Yeah, I mean, you look at things like the laser active. Like, no one knows
what that is. So, yeah, you're right. Probably would have been forgotten. So maybe it's just as well
that it got bogged down and put on
to a format that couldn't support it quite as well
and ended up getting, you know, thrown
in Congress's face is
a sign of corruption and
devilness in video games.
It's kind of
interesting to think about, though. But I'm wondering
like, would it have changed
how, like, you know, if this game had come
out on the Nemo in
1986, 87, would it have
changed how people saw
interactive movies and, you know, would have
pushed things forward? Because the idea
there is a lot more ambitious than
something like Space Aves or Dragons Layer, which is basically just, you know,
kind of choose your own adventure condensed into a video with tied button presses.
Whereas this is much more, you know, despite its limitations, it is much more interactive.
This game, it gives you much more agency over how you're looking at the world and what you're doing.
I don't know if it would have necessarily impacted the industry in a different way.
I think with the dawn of multimedia or whatever they were calling it when CD-ROMs were.
we're starting to get into computers.
I think that we still would have seen the same movement
towards live action stuff, seventh guests,
those kind of things that still would have happened.
But I don't think Nighttrap would get the hate that it gets today
if it had come out on the Nemo.
I think being in the context of being on this system
that's all games like this,
it would have shed a different light on it.
I think people would have understood the game better.
They would have kind of seen it in a different light
where the angry video game nerd would not be taking it
to whatever.
and burning it on a stake
he would have, you know, probably wouldn't have even known
about the game, honestly. It probably just would have
kind of existed, I think.
Yeah, nobody ever gets mad at those
VHS board games.
Yeah, or like, no one's having
hateful videos about, making hateful videos
about Captain Power, which
is basically the same thing. Like, a VHS...
Check out my YouTube channel.
Or...
The Angry Caton Power.
I have this Robocop
VHS board game, and like, I've
never seen anybody really make fun of that or
mention that, and it's not very good. I have to Star Wars
1, too, and, you know, those
are just kind of, they just exist. People
understood what the format was. It was in a different
context, so I guess it just didn't
set itself up to be a punching bag, as
well as something on Sega CD did.
Because on Sega CD, you know, it was being
held up against Snatcher or Lunar or
whatever other shining examples of games
were on that system. When you put Night Trap up against
those, it's going to
get some flack.
So, you know, having been
involved sort of behind the scenes with the revival
of the game? What's been your biggest,
I don't know, your biggest surprise or
the thing that most sort of
you found unexpected about working
with night draft? So I didn't, I didn't
think there was as big of a fan
base around it as there was, and
I don't even think Tyler knew
what he was going to deal
with in terms of fan base.
We went into it thinking,
you know, we're going to print 4,000 copies of this
and that's going to be enough, that's going to serve demand.
They might not even sell out, it's night trap.
It's on like every worst games of all.
all-time list. Who's going to buy this? And we announced it on Twitter, and within six hours
we had gotten 2,000 likes, which is kind of crazy. It was the most engagement we've ever had
with the social media post. Firewatch, which was our previous biggest one that we'd done,
award-winning indie game that everybody knew about, everybody had played, had only gotten like
1,700 likes over the course of a month when we announced that. Nighttrap, in a couple
hours, got 2,000. And we were like, we totally under game.
demand for this. We totally
underestimated how big of a fan base
there was because the game
wasn't just playing to
gamers or collectors.
There was this whole side we didn't realize of people
who love B horror stuff.
So a lot of the people were coming out
of the B horror community or just
like the cult horror community, whatever
and expressing excitement over
this thing that they'd never interacted
with us before and now they're like night trap.
We got to get it. So it kind of
coalesced into this perfect
storm of us being completely
unprepared for it because
we signed it at 4,000 copies, thought if we
doubled that it would
be enough and then even then it wasn't
I mean we sold out of everything night trap related
in like under a minute and
it was our biggest run of anything ever
and it was night trap.
Have you considered opening a new studio called second run
games and you're not
really lying
no we like to just
kind of move on to the next thing
it keeps us light and on our feet and it
helps us avoid the risk of ever getting stuck
with too much stuff, but
other publishers have been picking up stuff that we
underprint. Nick Hallis picked up Wonderboy
and is kind of bringing that out to a wider
audience. So we don't restrict
anybody we work with from going to somebody else
and reprinting later. We're kind of, I like
to say we're kind of like a test pilot
program. You know, if they feel like we serve
the demand, they won't do another reprint, but if they
feel like we completely
misjudged like with Wonderboy and
Nighttrap, you know, they could go with somebody else.
But in the case of Nighttrap, I think Tyler and Tom Zeta are just very happy with how it went.
Now they're just kind of focusing on getting it out on Xbox, which is kind of the next big thing because it's not out on Xbox yet.
I still get like every day, when's Nighttrap coming out on Xbox?
I'm like, I don't know.
We don't publish on Xbox, so.
Nobody saw that one coming.
Nightraught on Xbox.
Keep coming like when's Nighttrap going to be on Xbox?
Yeah.
So we get this on the enemy thing.
What is this world for them then?
And I mean, we get a lot of people saying, like, is Nighttrap going to come to Switch, too?
People do want NightTrap on everything.
I mean, I would rather get a double switch on Switch.
I mean, that would be great, right?
Just for the, like, the World Within World kind of thing.
People want to take Night Trap on trips.
You want to be in a plane playing Night Trap next to someone?
There's kind of a way to get a multiplayer into that, like, you know, past the controller around.
Like, you can control this video stream.
I'll control this one.
He added, in the 25th anniversary re-release, he added a survivor mode where it's kind of just non-stop camera feeds
of augurs coming in that you have to trap and see
how many you can trap before you get overwhelmed
if you put in basically a horde mode to night trap
which is kind of crazy to think about
there's leaderboards on Steam where you can play night trap
against other people so it's kind of
multiplayer I guess it's about as multiplayer
as I think the concept allows and that was
using the existing footage of the augers
yeah it's it's really crazy
that you can take footage you know
30 year old footage and
create something new out of it yeah and it's
actually it works seamlessly it looks good
I was really surprised when he said he was putting this in.
I was like, there's no way he's going to be able to pull this off, and he did.
And it's incredible because this is one guy doing this, and he managed to get so much extra stuff.
The 25th anniversary re-release also contained Scene of the Crime.
Scene of the Crime was the original video that Axelon pitched to Hasbro to sell the Nemo concept to them.
It was this five-minute, basically, prototype for Nighttrap, and it had never been seen before.
and now it's out there
with the Night Trap re-release.
I didn't know about that. That's really interesting.
I need to go check that.
Yeah, and it's the only right that I have with it
is really hard to unlock.
You have to play a perfect game of Night Trap
to unlock scene of the crime,
and there's no way around that.
So it's kind of like,
it's going to stay this little unknown relic,
even though it's like,
from historical perspective,
it's very interesting that it's in there.
I'm going to use the special unlock achievement
called search YouTube.
Yeah, I think it's watching that way.
I'm genuinely glad to hear
that Nighttrap is finding an audience
among like B-movie fans
but I will say
if Nightdrap came out today
and it was 16-bit graphics
with like text bubbles
like word balloons it would be huge
it would be the biggest game of the year
I mean there
I don't know that's true but there
have been some games done in that style
it was a slight exaggeration
but no
what I'm saying is the
The idea there is, you're not wrong.
I can't remember the name of the game, but there have been a couple of games.
There's a corpse party, which is like a 16-bit VG take on a horror thing.
No, it's an FMV game.
It's like her or something.
I can't remember that.
Oh, her story?
Her story?
Okay, yeah.
It seems very much kind of cut in the FMV cinematic game.
It's definitely kind of an evolution of FMV games, and it wasn't.
all sorts of awards and it's shown
that there's a valid approach
to release an FMV game in
2017. There's still an audience. I mean, these games
sold, this is something that
I bring up when people are like, why Night Trab?
And I'm like, these games sold millions of
copies. I mean, there's people who
bought them because they enjoy the game. They're still
fans of the genre. They still exist.
They didn't disappear, so there's still a market for
it. It's just people forgot about
them in the same way until Double
Find Adventure came out. People had forgotten about
point-click adventures. Yeah, and you know,
people have tried kind of reviving this
genre from time to time. There were a few
of those, I don't know if they were digital
pictures, but like Matt Dog McCree and a couple of other
games showed up on Wii. I guess
the idea being that like, you know, you're doing
simple point and shoot type things. There was a company
that, I guess, acquired
all the rights to Mad Dog McCree
and Space Ace and Dragon's Lair and they just
re-released it on everything no demand for a while. I remember
GameStop had it on DVD. You could buy it.
Yeah, you would use like the
skip functions to control your
way through. I think they put it out
on the Nguyen. It was one of like the 10 games on
the Nguyen. Well, with Merlin Racing or Merlin
car. Yeah.
What is the new on?
Boy.
The talk for a little time. Yeah, that's a whole
rabbit hole right there.
Yeah, but I feel like
the reissue of NITRAP
has been very successful, very
gotten lots of sort of
acclaim and a lot of interest. And maybe I'm just saying
that because I was, I like, got the limited run
documentary, or not limited run.
my life in video, my life in gaming video that they did, so I'm a little biased, but I feel like
it's shown a better way to, to approach this content and resurface it and, you know,
represent it to a new audience than, you know, just slamming it on a DVD or whatever,
putting it on new on.
Yeah, it was definitely not one of the cheap approaches at doing it, which people would typically
look at these classic stuff, like Mad Dog McCree, where they'll just throw it out to die,
on a shelf, whatever, and hope that somebody buys it.
It was done with a level of care that a lot of re-releases of big games don't even get.
Tyler put a lot of extra love and care and hardship into preserving this in the best way possible.
He added in scenes that were cut.
He actually, there was a scene where the young boy gets killed by augurs that had to cut out because they were afraid that this was going to be too far if a kid was dying.
And he added that back in.
He added some other scenes in as well that I think overall there's four minutes of extra
footage in this version and that was something that he just felt very important to present this game
with all of the extra stuff everything related to it kind of create a time capsule for that game
for fans of the game to really enjoy and love for years it was a great way to preserve it kind of
and close the book on it I guess yeah and that's that's really how game preservation game reissures
should be done you know to take that extra step to say you know we're not just shoveling this out
the door you can buy it again you know play it on your current system
but rather, like, here's some context, here's some extra substance,
here's something new to experience,
and here it is presented in the best possible way.
So that's great.
I mean, I think if you asked someone 10 or 15 years ago,
like, what's a game that would deserve that sort of deluxe reissue treatment?
I don't think a lot of people would have said Night Trap.
Even when we announced it, it was like,
this is my least favorite thing that I see every time we announce a game.
Like, why this? Why not this?
Like, as if this game comes at the expense.
of another game.
I don't, I didn't even count
how many times when we announced Nighttrap
it was, why Nighttrap and not Snatcher?
It's like, Konami,
Kajima, what are we going to do?
Yeah, let me just call up Kajima.
Hey, Kajima, let me get Snatcher over here.
It's not that easy.
And nothing we released ever comes
at the expense of anything else, but
I feel like a game
as important as Night Trap, even if
people think it's horrible, it
deserves this
preservation. I think a lot of
I'm of the opinion that almost
every game should be preserved even if you had.
I feel like the thing that you've been doing
with Game Boy going through and playing all
of the old Game Boy games from the first release
to the last and documenting it, nobody's
going to be able to do that on VS4 because
of the digital games that are being elisted and lost.
There's not going to be able to be an anthology
there. So I feel like there's
something important in preserving
these games, even if it's at a minimal
run size like we're doing, at least it exists.
so somebody can track it down and play it later for context
without having to mod their PS4
and download something from the Pirate Bay.
There's already PS4 games that are missing.
A client that I worked with on my dev company,
they put out a game on PS4 called Speak Easy.
Nobody remembers it.
It got a 3 out of 10 on GameSpot.
It's like basically just rock, paper, scissors on PS4 or whatever,
but it's gone forever.
Never made it to Pirate Bay.
It only sold like 300 copies.
At this point, because that game is missing,
there is no way that anybody can ever do a complete anthology of PS4 releases
because that game is gone.
It's lost the time forever.
And I think that's sad.
Even though it was a bad game,
I feel like there should be some way for people to go back and play that.
And there's not.
Yeah, I agree.
I mean, I think game preservation is important.
And I'm wondering, do you guys set aside a few copies of your games
that you produce for, like, the Library of Congress or something,
or some sort of catalog?
There's one company that Ben has been working at,
Not really a company.
A museum.
The other game museum.
Okay.
That's great.
We actually send copies to them, so there is some preservation there.
I've talked about trying to get them into the Library of Congress and some of the other stuff.
We haven't acted on it, but we still have copies of our past releases to send them when we do get through to it.
Because I do feel like that's a very important thing, getting it into the strong museum so people can go there and play it.
Just making sure that these are accessible and playable is a very important thing for me.
That's awesome.
So I think that's pretty much it for Night Trap.
I don't know if you have anything more to say as a fanboy, Chris.
A closet trap?
That's right.
All right.
Well, I guess we will wrap it up then.
Make way for the next panel, whatever that's going to be.
Josh, thank you for your time.
Thank you.
And for your thoughts.
And if you haven't checked out the 25th anniversary reissue of Night Trap, I highly recommend it.
although you won't be able to buy it physically
I think. No, but you can buy it on Steam
any purchase really
helps the developer out. I mean
it's a one-man team that developed
that, so I
highly encourage you to pick it up.
If anything, you're just supporting a
really great developer
who went out of his way to preserve a game
the best way possible.
And thanks everyone who came to the panel.
Of course, we are retronauts, and if you
haven't listened to us before,
I'm glad you found your way here by mistake.
Check us out at Retronauts.com or on iTunes.
It's a podcast. It happens every week.
And this episode will, or this panel will go up as an episode at some point.
So you might get to hear yourself laughing at the audience sometime on the podcast.
Chris, thank you for hearing.
And I think that's it.
So thanks, everyone.
You get caught in the night
In the night
Yeah
Oh
Oh
Oh
My turn
The Mueller Report. I'm Ed Donahue with an AP News Minute.
President Trump was asked at the White House,
if special counsel Robert Mueller's Russia investigation report should be released next week when he will be out of town.
I guess from what I understand that will be totally up to the Attorney General.
Maine Susan Collins says she would vote for a congressional resolution disapproving
of President Trump's emergency declaration to build a border wall, becoming the first Republican senator to publicly back it.
In New York, the wounded supervisor of a police detective killed by friendly fire was among the mourners attending his funeral.
Detective Brian Simonson was killed as officers started shooting at a robbery suspect last week.
Commissioner James O'Neill was among the speakers today at Simonson's funeral.
It's a tremendous way to bear, knowing that your choices will directly affect the lives of others.
The cops like Brian don't shy away from it.
It's the very foundation of who they are and what they do.
The robbery suspect in a man, police say acted as his lookout have been charged with murder.
I'm Ed Donahue.
