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NiGHTS into Dreams...

Dream a Little Dream
NiGHTS
   Flashback to 1992: Development on Sonic the Hedgehog 2 has just been wrapped-up in the states. Leaving the rest to the Sega of America marketing department, Yuji Naka heads back home to SushiLand (that's Japan for those of you not keeping score). Ah, but just as he thought he could relax, having just applied his most recent artistic vision to silicon, the tides of fate do a double-take. As the plane takes off, Naka-san is struck by one of those rare moments of gaming genius that starts as a simple idea and expands into a brilliant concept: a game that captures an exhilerating sense of flight. Unfortunately, it would be four years before technology felt obliged to accomodate that vision.

   The 32-bit Sega Saturn seemed to be up to the task, and the Team got right down to business. Naoto Ohshima and Takashi Iizuka, the game's lead directors, began tossing around various ideas on the character model and general theme of the game. The original concept was of a dinky bird too weak to fly, but who gained the ability as he grew and strengthened. That premise was ditched for fear it would draw direct comparisons to Sonic (not to mention the fact that it's just plain stupid). After deciding upon a more human-esque character, they came up with a couple of other ideas also destined for the trash bin, including an Indiana Jones wannabe and a military-themed (!) character.

   Once a dream theme was decided upon, those wacky kids known as Team Sonic hit the books. (And you thought game design was all fun.) They studied various texts on psychology, most notably the works of Frederick Holtz and Carl Gustav Jung. They compared the two and drew their ideas upon those foundations.

   After a year or so in development, NiGHTS hit the streets in fall of '96, going head-to-head with Nintendo's entirely overrated (but really cool nonetheless) 64-bit behemoth Super Mario 64. Many were surprised that the Team would choose to do a new original title as their first Saturn project, rather than give the console the 3D Sonic game it needed so badly. (Actually, to this day, they're ever assumed to be churning out sequels whether such is actually the case or not.) Although sales-wise, the Team's creative Saturn masterpiece couldn't hold a candle to the Great Plumber, it was an artistic success in every sense of the word. Acclaimed by critics and exhalted by fans, NiGHTS showed the gaming world that Sonic Team wasn't strictly about blue hedgehogs. Dream on!


Get Flying!

Blame this mess on Jared "Green Gibbon!" Matte. But make no mistake, NEO GHZ is a part of SonicNEXT. All Sonic related materials are copyright Sega Enterprises. SonicNEXT is created by Zifei Wu. Space provided by VGHQ.com. Hey, how do you guys think I'd look in purple tights? No, really!