-- NiGHTS into Dreams... --
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Formats: Sega Saturn, Tiger Hand-held
Genre: Action
Developer: Sonic Team
Rating: K-A
Debut: September, 1996
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Wizeman the Wicked, most powerful of all Nightmares, is planning the takeover of the dream
dimension -- Nightopia -- as well as the real world using Ideya (dream energy) stolen from
sleeping humans. Only two special children from the city of Twin Seeds have what it takes to
stop Wizeman, along with the help of NiGHTS, a rebel Nightmaren. During their quest, Elliot
Edwards and Claris Sinclair discover the courage within themselves, as well as a very special
friendship in each other; and NiGHTS is freed from Wizeman's grasp.
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NiGHTS into Dreams... was widely considered the first truly great
original Saturn title, and for very good reason. Not only was it the best-looking (and
best-playing) Saturn title at the time; its success and popularity can be attributed to the fact
that it is such a complete artistic experience. Never before had such a fantastic mix of story,
art, music, and of course gameplay come together so seamlessly into such a wonderfully complete
gaming experience. From the ground up, NiGHTS was built upon a foundation of imagination,
and the creative beauty shines the whole way through.
The game captured a very fluid and believable sense of flight, which was the
Team's goal to begin with. Flying along invisible 2D planes that weave throughout 3D courses at
a speed Sonic would be proud of, collecting Blue Chips in pre-set formations, and performing a
seemingly limitless amount of fluid mid-air acrobatics form the base of the gameplay board. The
object is to collect enough Blue Chips to destroy the Ideya Capture down each track. There are
four tracks to a level, and a boss is fought after all four are completed. The clock is your
biggest enemy, and rather than having a power bar, you lose five seconds off the timer each time
you take a hit. It is also possible to explore the ground in true 3D freedom as Elliot or
Claris, but there's not much to find that way, so it's little more than a superficial bonus.
Everything was held together by the simple yet involving story, and the loads
of replay value typically associated with Sonic Team games. (For the first time since the days
of retro arcade, the desire to top old scores was actually an integral part of gameplay.)
NiGHTS into Dreams... stands out as a fine example of the way games should be made,
and remains the single best reason to own a Saturn.
Spring Valley ~the IDEAL~ Spring Valley is a beautiful world lush with vegetation. Walk
on natural stone bridges which cross over small ravines. Strong breezes at the top of mountains
send you to treasures. Other items are hidden in giant trees. Look high and low or you'll miss
some of the goodies.
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Splash Garden ~the AFFECTION~ Glide above lakeside parks where fountains shoot jets of
water high into the sky. Giant blue orbs hold tempting treasures, but knock you off course when
you enter them. Plunge into the water and race along the lake bottom, picking up as many items
as you can.
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No image available
Mystic Forest ~the POSSIBILITY~ Stone blocks are solidly in place in some parts of the
forest, but pillars lay broken and scattered in others. Traffic signs which dot the land seem
out of place in the dark and silent surroundings. Look for the core of this dream, a "shining"
cave buried deep in the ground. The forest growth here might help send you on your way.
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Frozen Bell ~the CONSCIOUSNESS~ The frozen landscape is highlighted by railroad tracks
which lead to nowhere and towers which soar into the sky. Fly and climb over snowy mountains
covered with steep slopes. Look high and low while swinging on the bars, for you can find many
goodies. Race the bobsled run to gather Star Chips and Color Chips.
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No image available
Soft Museum ~the CONFUSION~ A large museum towers in the middle of an European-style
garden. The ground seems to warp underneath you, and red brick roads suddenly end without
warning. The museum has no obvious door, so you'll need to find another way to enter.
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No image available
Stick Canyon ~the REVIVAL~ The canyon is set in the middle of a desert. It is filled with
numerous traps which are designed to slow you down. Giant magnets suck in everything that
passes. Another type of machine magnetizes you, so that items and creatures stick to you as you
pass them. You need to reach amazing heights to get through this dream.
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No image available
Twin Seeds ~the GROWTH~ No description given.
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None available
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Moves List: Here's a complete list of the various moves you can perform. This only really
matters when you've got a banner trail following you, but here it is anyway:
6
8 4
2
10 NiGHTS 1
3
9 5
7
In the tables below, "Move" is the move to be performed, "Dir" is the direction as indicated
above, and "But" is the trigger to be pressed to execute the move.
Move Dir But
Twister 1 R
Parasol 2 R
Roulette R 3 R
Arrow 4 R
Screw 5 R
Tornado 6 R
V-Fall 7 R
Ax R 8 R
Typhoon 9 R
Wind 10 R
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Move Dir But
Mixer 1 L
Dance 2 L
Roulette L 3 L
L-Wing 4 L
Basket 5 L
Ballet 6 L
T-Fall 7 L
Ax L 8 L
Drill 9 L
Space 10 L
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Move Dir But
Swing 1 R + L
Moon 2 R + L
Cross 3 R + L
Rock'n Roll 4 R + L
Triangle 5 R + L
Boomerang 6 R + L
Spin 7 R + L
Sling 8 R + L
Sonic 9 R + L
Scorpion 10 R + L
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Screenshots taken from Sega
Entertainment Universe. Information compiled and arranged by Jared
"Green Gibbon!" Matte.
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