NiGHTS into Dreams (ナイツ into dreams) is a video game developed by Sonic Team, and was originally released for the Sega Saturn in mid-1996. It was the first game to be produced by Sonic Team not feature Sonic the Hedgehog, and debuted with the 3D Control Pad, Sega's answer to the Nintendo 64's innovative controller.
NiGHTS is seen by many to be one of the strongest original titles for the system, with cutting edge visuals and surprisingly complex gameplay. In the western world, NiGHTS was used as a marketing ploy to allow the Saturn to compete against Super Mario 64 for the Nintendo 64, and other 3D titles for the PlayStation in the 1996 winter holiday season. Today it is seen as a cult classic and one of the flagship products of Sega during the Saturn era.
Players take the role of either Claris or Elliot, two children living in the city of Twin Seeds. In their dreams, they enter the world of Nightopia, where all human dreams are played out. An evil creature known as Wizeman is gathering power to take control of Nightopia. The children team up with NiGHTS, a rogue Nightmaren (nightmare-dweller) trying to stop Wizeman.
Gameplay
For the most part, NiGHTS into Dreams is a "2.5D" video game, where the world is rendered as 3D textured polygons, but gameplay is played on a two dimensional field. The basic goal of the game is to reclaim the four stolen "Ideyas" from the four Ideya Captures spread across the level, and return them to the Ideya Palace. Ideya Captures are destroyed by collecting with them, however 20 Blue Chips dotted across the level need to be collected first.
Players usually have to take control of the jester, NiGHTS to achieve this goal. NiGHTS traverses across the 2.5 plane through the skies, performing aerial acrobatics, defeating enemies and ranking up points. However at the start of the level, NiGHTS is held captive within the Ideya Palace, and players need to control the children, Claris or Elliot. The children are not restricted to the 2.5D plane, and can in fact traverse across the map as if the game were a 3D platformer, scaling mountains and wandering across valleys. The children are, however, restricted to the map's boundaries, and will be pursued by the infamous "Alarm Egg" - a floating egg with a clock face on one side. Getting caught by the Alarm Egg is the only way the game can end within a regular level - enemies will slow the children down, but not cause any damage.
Freeing NiGHTS is as simple as entering the palace (usually placed a short distance in front of the starting point), but is not strictly necessary to rescue Ideyas from Ideya Captures. In the 3D children mode, many of the items usually found in the skies lie on the ground (including Blue Chips), and Ideya Captures are within jumping distance. This style of gameplay was adapted for the Sonic into Dreams minigame of Christmas NiGHTS.
Like Sonic the Hedgehog the game is played almost entirely with one button (, or ) and the D-Pad (or analogue stick), allowing the children to jump or NiGHTS to speed up and spin. Spinning however, drains power from the meter in the bottom left of the HUD, and is replenished by flying through large yellow/orange rings. The and buttons allow NiGHTS to perform acrobatics, though are only useful if the player flies through a "Power Loop". NiGHTS can defeat enemies by performing a "paraloop", otherwise known as moving in a clockwise or anticlockwise circle. This can also reveal bonuses and collect multiple items at once (including sometimes those in the background).
Each of the four Ideyas is located on separate looped 2.5D "courses" (or "mares") for NiGHTS, each of which passes through the Ideya Palace. Players will travel around in circles until the Ideya Capture is destroyed, but items will re-spawn if the far away from the camera. NiGHTS' play is timed, and once the time runs out, you will lose any collected blue chips and become the children once more. The scoring system of NiGHTS is rather complex - scores are multiplied considerably by forming chains (links) of rings, and the value of items on the current course will increase further if the Ideya Capture is destroyed (the blue chips turning gold within this time).
To confound things further, NiGHTS has a surprisingly complex "A-Life" system, in which friendly Nightopians littered across the stage, can have their moods changed, be bred (not just with other Nightopians, but with enemies (Nightmaren), creating genetically modified "Mepians"), and be killed with very little effect on gameplay. If the player manages to not kill any Nightopians, an extra point award will be available on the fourth and final path for NiGHTS. The mood of the Nightopians can affect the level's music, though the change will only be heard if the player re-enters the stage.
Collecting all four Ideyas and taking them to the Ideya Palace will take NiGHTS to a boss, which needs to be destroyed within a certain timeframe. Here, it is impossible to play as the children, though getting hit will cause you to lose valuable seconds. Bosses vary depending on the stage, though usually involve bouncing off a weak spot or paralooping.
Dreams
There are eight "dreams" (or levels) in NiGHTS, four for Claris, and four for Elliot, all split into two halves. The first half acts as a traditional level, while the second half (nightmare) acts as a boss. Both halves must be completed to access the next dream.
Claris
Spring Valley ~the IDEAL~
Boss: Gillwing
Mystic Forest ~the POSSIBILITY~
Boss: Gulpo
Soft Museum ~the CONFUSION~
Boss: Jackle
Elliot
Splash Garden ~the AFFECTION~
Boss: Puffy
Frozen Bell ~the CONSCIOUSNESS~
Boss: Clawz
Stick Canyon ~the REVIVAL~
Boss: Reala
Both
Twin Seeds ~the GROWTH~
Boss: Wizeman
Twin Seeds occurs over the fictional city, and is identical for both Claris and Elliot. It is also the only stage where you do not play as NiGHTS - the children fly around instead.
Nightmaren
Enemies, or "Nightmaren," serve little purpose in NiGHTS into Dreams other than to get in the way and slow your progress. Most can be knocked out of the way with a spin, and destroyed completely with a paraloop.
In December 1996, a special one-level Christmas version, Christmas NiGHTS was developed, being released as a stand-alone product in Japan. Elsewhere it was bundled as a free promotional item.
In 2008 the game was re-released as a budget game for the PlayStation 2 in Japan. This conversion was handled by Sega Studios China, and features enhanced graphics (and 16:9 widescreen support), content from Christmas NiGHTS and a number of minor tweaks to gameplay. It also features image galleries, a movie viewer mode and different seasonal outfits.
Sega Heritage Digital Re-release
The PlayStation 2 version was not released outside of Japan, but was used as a base for a set of "HD" conversions for the Xbox Live Arcade, PlayStation Network and Steam services. These versions are almost identical to the 2008 PlayStation 2 adaptation, though lack some content (most notably the Sonic into Dreams minigame from Christmas NiGHTS) and reportedly lack true 360-degree analogue controls. The game is rendered at widescreen 720p, though the textures, models and technical features such as draw distance remain similar to their PlayStation 2 counterparts.
12. NiGHTS and Reala : Theme of A Tragedic Revenge (2:08)
Composed by: Naofumi Hataya
13. The Mantle (2:08)
Composed by: Tomoko Sasaki
14. Deep it Lies (2:02)
Composed by: Fumie Kumatani
15. D'Force Master (Intro) (0:34)
Composed by: Tomoko Sasaki
16. D'Force Master (2:03)
Composed by: Tomoko Sasaki
17. Gate of Your Dream (1:28)
Composed by: Tomoko Sasaki
18. After The Dream (1:29)
Composed by: Naofumi Hataya
19. Message From Nightopia (1:29)
Composed by: Tomoko Sasaki
20. Dreams Dreams : In Silent Memory (1:29)
Composed by: Tomoko Sasaki
21. Dreams Dreams : Kids Ver. (5:39)
Vocals: Jasmine Ann Allen & Cameron Strother
► Running time: 30:05
Extra content
This game has extra content which can be viewed when accessing the disc on a PC.
Saturn (JP) Extra files
Folder / File
Type
Size
description
\EXTRA
Folder
9,839,456
It contains 8 wallpaper images of truecolor and 256 colors each.
NITS_ABS.TXT
TXT (Abstract)
21
Default text.
NITS_BIB.TXT
TXT (Bibliographiced)
25
Default text.
NITS_CPY.TXT
TXT (Copyright)
33
Copyright
Save data
The Sega Saturn version game makes use of the Saturn's internal battery back-up as well as the Saturn Backup Memory to save progress. In addition, it saves data for the A-Life system separately due to its large file size.