Videogame Rating Council

The Video Game Ratings Council (V.R.C) was introduced by Sega of America in 1993 to rate all video games that were released for a sale in the United States of America. The rating had to clearly appear on the video game box and on all the advertisements for the video game. The three different ratings were as follows:


 * GA: The game was suitable for all audiences. No blood or graphic violence.  No profanity, no mature sexual themes and no usage of drugs or alochol.


 * MA-13: The game was suitable for audiences thirteen years of age or older. Game could have some blood in it and more graphic violence then a "GA" game.


 * MA-17: The game was suitable for audiences seventeen years of age or older. Games could have lots of blood, graphic violence, mature sexual themes, profanity, drug or alochol usage.

=Before The Video Game Ratings Council=

Before 1993, Sega was known for a more liberal policy with regards to what type of content it would allow in a video game release on a Sega home console. Where as Nintendo became famous for its strict censorship polices, Sega allowed blood and graphic violence in video games provided that such games had a generic parental advisory label on it.

The first company to take advantage of Sega's moral liberal polices was the company Razor Soft. In 1990 they released the 1988 computer game Techno Cop for the Sega Genesis. In the game you played a cop waging a one-man war against crime. Bits of what was intended to be red blood would come out when you shot criminals and civilians. The game had limited commercial sucess, but Razor Soft would continue use mature themes in video games.

In 1991 they released a second computer game called Storm Lord for the Sega Genesis. In the game you played a knight out on a quest to rescuse female faries you were impriosned by an evil queen. In the computer version the faries were nude, but Sega forced Razor Soft to give the faries clothing when the game was released for the Sega Genesis. Like the game Techno Cop, Storm Lord had limited commercial success and the implied nudity was panned as a cheap gimmick to cover up medicore games.

That same year Tengen released the popular arcade game 'Pit Fighter for the Sega Genesis. The fighting game's characters were created by digital filming. The character looked realistic and the game was a preview of what Midway would perfect with its Mortal Kombat arcade game. Pit Fighter had limited success because while it fighting looked more realistic then anyone seen before on the Genesis, the animation was choppy and control did not provide you with many fighting moves. Activism would try and create a popular fighting game when it released Mondo Fight Palace for the Sega Genesis. Fight Palace created characters through the traditional means of animation, but the game's alien characters had a certain subtle mature allure. One of the characters was a female punk that would attack with her mohawk hair.

In 1992 Namco released Splatterhouse 2 for the Sega Genesis. In the game you played a male character who wore a cursed mask, and had to fight the forces of evil to save your girl friend. The blood in the game was green ooze that came out of the monsters that you killed. As with the case of the two Razor Soft games, Splatterhouse 2 had a parental advisor label on the game's box in tiny, red print. Splatterhouse 2 was a commercial success and led to the release of Splatterhouse 3 in 1994.

These games represented a small trickle of pre-V.R.C. games for the Sega Genesis. Most games were suitable for all audiences and most of these more mature games had limited commercial success because the blood or partial nudity was treated as a gimmick. Yet, two Sega Genesis games in 1992 created a national debate over the content of video and compelled Sega to develop the Video Game Ratings Council.

=Mortal Kombat=

Previous attempts had been made at making an arcade fighting game that had realistic graphic violence and gore. Yet, Mortal Kombat was the first arcade game to combine realistic digitally created characters with the graphic violence and gore without making the objective mistakes that video & computer game reviewers would point out. The game had a wide range of fighting moves and combination of fighting moves that the player could learn. The arcade game had great graphics and animation and sound. Thus the controversial content could not be seen as a simple gimmick to cover up a medicore game.

The video game company Acclaim brought the popular and ultra-violent video game to the Sega Genesis and Super Nintendo in 1992. Both Sega and Nintendo ordered the game's graphic violence and blood to be toned down.

However, Sega allowed the player to restore the controversial content with a secret code, announced the creation of the Video Game Rating Council and gave Mortal Kombat a MA-13 rating because you need the secret code to get the controversial content. The result was that the Sega Genesis version of Mortal Kombat outsold the sanitized Super Nintendo version. However, the commercial success of the game, including a huge marketing campaign by Acclaim to prepare consumers for Mortal Monday, and the fact that the Video Game Ratings Council opened the doorway for games to be sold on a Sega console system with adult content promoted national outrage.

Mortal Kombat was not the only game to prompt Sega to create the Video Game Rating. =Lethal Enforcers=

In 1993 Konami released the popular acrade game Lethal Enforcers for the Sega Genesis and Sega CD. In the first person game you shot at digitally created images of criminals. The game worked with an optional, blue toy gun that you could buy and shot at the game's criminals with, as opposed to simply using the regular controller. Lethal Enforcers was part of a serious of first person shooting games that came out for the Sega Genesis and Sega CD in the early 1990's.

The major differnce in each game was the setting and the introduction of games on a compact disc (CD). A CD could store much more memory then a catridge and thus replaced the digitally created characters with streaming, full motion video. In 1993 American Laser Games brought Mad Dog McCree to the Sega systems set in the world of the Old West. In 1994 Who Shot Jonny Rock changed the setting to the era of 1920's American gansters, while Drug Wars was set in the contemporary environment of our Drug Enforcement Agenices War on Drugs.

Digital Pictures entered into the first person, shooting genre with zombies Corpse Killer in 1994 and space aliens in Ground Zero Texas. Sega even got into the genre with enemy aircraft in Tom Cat Alley. These full motion video Sega CD games had cheesy actors, low budget special effects and the Sega CD video capabilities where no where neare film quality. Often the full motion video was not full screen and it looked grainy and pixeled due to the hardware limitations of the Sega CD. Yet, the graphics were realistic enough to ensure that the games automatically got a MA-13 or a MA-17 rating.

=Night Trap=

Games such as Lethal Enforcers restricted game play to shooting digitally created criminals, zombies and aliens. Yet, in 1992 Digital Pictures would release a second type of full-motion video game based on voyeurism.

The premise of Night Trap was borrowed from slasher films. Sometime in the 1980's, a group of attractive, college coeds drive up to a lakehouse for a weekend slumberparty only to find out that their friendly hosts -- the Martian family -- are Yuppie Vampires and that house is invaded by the "Augers." Your mission is watch the B-minus acting, low budget special effects and [PG-13] violence to trap the Augers, save the college girls and their annoying kid brother. The game has a timmer running and you must figure out when you have to switch the cameras to trap an Auger, save one of your special forces soliders -- including [Dana Plato]-- or listen to when the Martian family decided to change the security code. Once you memorized what camera you needed to view at what time, the game became a simple mad rush to switch between cameras leaving little time to watch the story unfold. Needless to say Night Trap has not aged well as full motion video games quickly became an "interactive" fad that died quickly.

Yet, in 1992 Night Trap's extensive full motion video was groundbreaking and while the game's content was PG-13 the fact that it had scenes with red liquid in jars and another scene with a female in a nightgown hinted at what full motion video could do in the future. Sega gave Night Trap a MA-17 label and the video game industry soon forgot about full motion video games because consumers grew weary of playing games that were either a format of a first person perspective shooting game or a format of switching between cameras in a house or hotel.

The only reason that anyone remembers Night Trap is because it was the game mosted often cited by media watchdog interest groups and members of the U.S. Congress that the video game industry was allowing games with graphic sex and violence in them.

=ESRB=

Sega phased out the Video Game Ratings Council in 1994 when the entire American video game industry agreed to follow the independent [Entertainment Software Ratings Board]. The old Sega ratings can still be found on video games and advertisements that appeared from 1993 - 1994.