Part Twenty-One: Revival And Backlash:
With the growth of Apple's share of the video game market, Atari found its own sales dwindling in the face of competition from Apple and Nintendo. While being one of the leading forces in video games, the slump of the early 1980's in that industry damaged its dominance and allowed other competitors to step in. Atari's attempt to make a deal with Nintendo over the release of the Famicon console fell through, leading to one other possibility be raised. Microsoft's MSX had proven to be a popular home computer system in countries outside the US, with it being a popular system for many games in Japan. With the deal with Nintendo falling through, and the Famicom and GAME making waves in the North American market, Atari approached Microsoft in an attempt to find a way to distribute the system in the region. After six months of talks, the deal was struck with Atari looking to release the MSX2 system in time early 1987.
- Extract from 'Atari: The Rise And Fall of a Video Gaming Giant', 2010
Although there were some successes for the MSX in 1987 in the US, it wasn't until Metal Gear, and the advertising campaign that was led by Chiat/Day, that the system started to see its star rise. Actually taking out television advertisements, Chait/Day put forward a vision of the game that was gritty and portrayed games beyond the family friendly medium they'd been thought of as. While this helped increase the popularity of Metal Gear and increased the sales of the MSX2 by over 50% over the summer of 1987, it also started the calls for greater investigations into the levels of adult themes in video games.
- Extract from 'Censorship: A History', 2007 (1)
“Looking back by modern standards, even the standards of the late 90's, Splatterhouse really feels quite tame. There is gore and a lot of unpleasant imagery there, but arcades had been experimenting with this for quite a while. If not for the controversy around the death of that kid, it'd probably be forgotten by now.”
- Quote from RoganHules, member of the Freakin' Awesome Network, 2010
“It wasn't just about video games, the late 80's saw a lot of pop cultural shift with the rise of Dungeons And Dragons, anime dealing with mature themes getting Oscar nominations and one of the biggest Sci-Fi franchises coming from overseas. There was a sense among some that the US culture scene was ebbing in the face of foreign and Satanic forces among certain groups. When the Splatterhouse thing came along, that was all that was needed for these groups to strike in one of the biggest backlashes against an aspect of pop culture since the strike back against black rock and roll of the 1950's.”
- Quote from Doctor B, member of Alternate History Forums, 2012
“These vile tools of supposed entertainment are merely trickery forged by the Devil to turn our children away from God! You've heard the news from Boston! You've heard of the ruin of an entire family because of the Devil's tools! Well it's time to take a stand! These companies, in the pocket of Satan himself, are leading the charge against decency and wholesomeness of a Christian nation such as ours! We must stand up and be counted! These tools of the Devil must be sent back to the darkness from which they came!”
- Extract from a sermon by Jimmy Swaggart, 1989
The Splatterhouse Murder, as it was eventually dubbed, damaged video gaming with the sheer scale of the moral panic drawn up from it. The imagery of the game, featuring demons and gore, led Christian groups to condemn the medium as being a way for Satanists to influence their children. Sales of consoles and games plummeted as the panic spread throughout North America, many becoming fearful that the systems could turn their children to killing their siblings as they believed had happened in Boston. What these groups left out, whether due to ignorance or omission, was that the child in question had never played the game, having been denied to by the owner of the local arcade. The murder in question was largely accidental and the defence of being influenced by Splatterhouse a cynical tactic employed by the family and defence team. These facts failed to get in the way of the hysteria though, with the US Congress and Senate holding investigations into the standards of video game content with the companies having to move forward rapidly on the matter.
- Extract from 'Video Games & Violence: A History', 2007
“It is obvious that the time for consistent regulation for video games has come. This medium has risen unchecked and without any sort of regulation. Our children cannot be subjected to the violent and dark imagery of these games any longer. The office of Arkansas Governor will be among the first to take steps to ensure a greater sense of responsibility from the companies as they publish such material.”
- Extract from a speech by Hilary Clinton, speaking as chair of the Children's Defence Fund, 1989
The backlash over the level of violence in video games was impossible for the companies to ignore. In April 1989, a group of representatives from Apple, Nintendo, Atari and other publishers and developers met to hammer out a response to Senate hearings on the level of violence in video games. With the threat of actual federal regulations a strong possibility, self-regulation was deemed the best way forward and an announcement was made by the companies that a new organisation designed to regulate the age and content ratings would be created. While welcomed by the American public, the organisation was under great pressure to be as strict as possible and to make examples to prevent the matter of censorship being taken out of the hands of the industry completely. This policy would go onto become of the strictest examples of self-censorship in media since the Hays Code and would remain in effect until the mid-90's.
- Extract from 'Video Games & Violence: A History', 2007
“The role of Jimmy Swaggart really can't be understated here. Even without a Splatterhouse Murder, the controversy around the role of violence in video games goes back to the early 80's and would have had an effect somewhere down the line. Swaggart led the charge against violence and he easily could have been a major figure in it without Splatterhouse at all. Video games were just starting to become a big thing and there was almost certainly going to be a backlash of some kind at some point. It was similar to how people were organising boycotts of Kiki's Delivery Service, the Christian groups were really cracking down on these things and Swaggart led the way.”
- Quote from Rupan3, member of Alternate History Forums, 2011
ADULTS ONLY – Contains scenes of any sexual nature, graphic violence, blood and gore, gambling with real currency and strong language.
- Initial guide for the Adults Only rating as defined by the ESRB, 1989
“While there were things understandable about the backlash, it really did go too far. The home console release for World Warrior got a Teen rating for pity's sake. And that was after they had to censor it just to avoid a Mature rating. If Sega hadn't burst onto the scene with the Mercury in the mid-90's, there's no telling how bad it could have gotten.”
- Quote from Green Keaton, member of the Freakin' Awesome Network, 2012
Removal of all weapons from the character's sprites and backgrounds.
Hongxi Fang's outfit changed to cover her midriff.
Victory screens to remove shots of beat up characters.
Cries of pain from defeated characters removed.
Background of Hoshi's stage changed to remove images of Oni.
Balrog's stage changed to remove images of dancing women.
The Crosses on Gunson's stages were removed.
Master Vega's sprite changed to avoid similarities to Confederacy uniform.
Prestos' sprite changed to give him more clothing to cover more of his body.
All references to characters in the background of playable characters being dead were removed.
- List of edits made to home console versions of World Warrior to bring it down to a Teen rating. All censoring was dropped when the game was ported over to the Sega Mercury.
1: Ciat/Day was the advertising company behind Apple's '1984' advert. Something that hasn't happened in OTL, so this is how they'll make their mark.
With the growth of Apple's share of the video game market, Atari found its own sales dwindling in the face of competition from Apple and Nintendo. While being one of the leading forces in video games, the slump of the early 1980's in that industry damaged its dominance and allowed other competitors to step in. Atari's attempt to make a deal with Nintendo over the release of the Famicon console fell through, leading to one other possibility be raised. Microsoft's MSX had proven to be a popular home computer system in countries outside the US, with it being a popular system for many games in Japan. With the deal with Nintendo falling through, and the Famicom and GAME making waves in the North American market, Atari approached Microsoft in an attempt to find a way to distribute the system in the region. After six months of talks, the deal was struck with Atari looking to release the MSX2 system in time early 1987.
- Extract from 'Atari: The Rise And Fall of a Video Gaming Giant', 2010
Although there were some successes for the MSX in 1987 in the US, it wasn't until Metal Gear, and the advertising campaign that was led by Chiat/Day, that the system started to see its star rise. Actually taking out television advertisements, Chait/Day put forward a vision of the game that was gritty and portrayed games beyond the family friendly medium they'd been thought of as. While this helped increase the popularity of Metal Gear and increased the sales of the MSX2 by over 50% over the summer of 1987, it also started the calls for greater investigations into the levels of adult themes in video games.
- Extract from 'Censorship: A History', 2007 (1)
“Looking back by modern standards, even the standards of the late 90's, Splatterhouse really feels quite tame. There is gore and a lot of unpleasant imagery there, but arcades had been experimenting with this for quite a while. If not for the controversy around the death of that kid, it'd probably be forgotten by now.”
- Quote from RoganHules, member of the Freakin' Awesome Network, 2010
“It wasn't just about video games, the late 80's saw a lot of pop cultural shift with the rise of Dungeons And Dragons, anime dealing with mature themes getting Oscar nominations and one of the biggest Sci-Fi franchises coming from overseas. There was a sense among some that the US culture scene was ebbing in the face of foreign and Satanic forces among certain groups. When the Splatterhouse thing came along, that was all that was needed for these groups to strike in one of the biggest backlashes against an aspect of pop culture since the strike back against black rock and roll of the 1950's.”
- Quote from Doctor B, member of Alternate History Forums, 2012
“These vile tools of supposed entertainment are merely trickery forged by the Devil to turn our children away from God! You've heard the news from Boston! You've heard of the ruin of an entire family because of the Devil's tools! Well it's time to take a stand! These companies, in the pocket of Satan himself, are leading the charge against decency and wholesomeness of a Christian nation such as ours! We must stand up and be counted! These tools of the Devil must be sent back to the darkness from which they came!”
- Extract from a sermon by Jimmy Swaggart, 1989
The Splatterhouse Murder, as it was eventually dubbed, damaged video gaming with the sheer scale of the moral panic drawn up from it. The imagery of the game, featuring demons and gore, led Christian groups to condemn the medium as being a way for Satanists to influence their children. Sales of consoles and games plummeted as the panic spread throughout North America, many becoming fearful that the systems could turn their children to killing their siblings as they believed had happened in Boston. What these groups left out, whether due to ignorance or omission, was that the child in question had never played the game, having been denied to by the owner of the local arcade. The murder in question was largely accidental and the defence of being influenced by Splatterhouse a cynical tactic employed by the family and defence team. These facts failed to get in the way of the hysteria though, with the US Congress and Senate holding investigations into the standards of video game content with the companies having to move forward rapidly on the matter.
- Extract from 'Video Games & Violence: A History', 2007
“It is obvious that the time for consistent regulation for video games has come. This medium has risen unchecked and without any sort of regulation. Our children cannot be subjected to the violent and dark imagery of these games any longer. The office of Arkansas Governor will be among the first to take steps to ensure a greater sense of responsibility from the companies as they publish such material.”
- Extract from a speech by Hilary Clinton, speaking as chair of the Children's Defence Fund, 1989
The backlash over the level of violence in video games was impossible for the companies to ignore. In April 1989, a group of representatives from Apple, Nintendo, Atari and other publishers and developers met to hammer out a response to Senate hearings on the level of violence in video games. With the threat of actual federal regulations a strong possibility, self-regulation was deemed the best way forward and an announcement was made by the companies that a new organisation designed to regulate the age and content ratings would be created. While welcomed by the American public, the organisation was under great pressure to be as strict as possible and to make examples to prevent the matter of censorship being taken out of the hands of the industry completely. This policy would go onto become of the strictest examples of self-censorship in media since the Hays Code and would remain in effect until the mid-90's.
- Extract from 'Video Games & Violence: A History', 2007
“The role of Jimmy Swaggart really can't be understated here. Even without a Splatterhouse Murder, the controversy around the role of violence in video games goes back to the early 80's and would have had an effect somewhere down the line. Swaggart led the charge against violence and he easily could have been a major figure in it without Splatterhouse at all. Video games were just starting to become a big thing and there was almost certainly going to be a backlash of some kind at some point. It was similar to how people were organising boycotts of Kiki's Delivery Service, the Christian groups were really cracking down on these things and Swaggart led the way.”
- Quote from Rupan3, member of Alternate History Forums, 2011
ADULTS ONLY – Contains scenes of any sexual nature, graphic violence, blood and gore, gambling with real currency and strong language.
- Initial guide for the Adults Only rating as defined by the ESRB, 1989
“While there were things understandable about the backlash, it really did go too far. The home console release for World Warrior got a Teen rating for pity's sake. And that was after they had to censor it just to avoid a Mature rating. If Sega hadn't burst onto the scene with the Mercury in the mid-90's, there's no telling how bad it could have gotten.”
- Quote from Green Keaton, member of the Freakin' Awesome Network, 2012
Removal of all weapons from the character's sprites and backgrounds.
Hongxi Fang's outfit changed to cover her midriff.
Victory screens to remove shots of beat up characters.
Cries of pain from defeated characters removed.
Background of Hoshi's stage changed to remove images of Oni.
Balrog's stage changed to remove images of dancing women.
The Crosses on Gunson's stages were removed.
Master Vega's sprite changed to avoid similarities to Confederacy uniform.
Prestos' sprite changed to give him more clothing to cover more of his body.
All references to characters in the background of playable characters being dead were removed.
- List of edits made to home console versions of World Warrior to bring it down to a Teen rating. All censoring was dropped when the game was ported over to the Sega Mercury.
1: Ciat/Day was the advertising company behind Apple's '1984' advert. Something that hasn't happened in OTL, so this is how they'll make their mark.