--
NiGHTS into Dreams... -- Fluff
your pillow and gulp down some NyQuil, it's off to dreamland for
Sonic Team's first original game since Sonic 1. And a beautiful
thing it is, firmly establishing Sonic Team as the crossroad where
games meet art. Sure, the gameplay in itself is fun, but the real
beauty of NiGHTS lies in its expertly crafted presentation. A simple
yet charming story, a beautifully detailed world for it to unravel
in, and one creative twist after another all serve to make NiGHTS
more than a normal game: it is a complete experience. Fun gameplay,
a touching story, and a beautiful world...you couldn't ask for
anything more in a game (except maybe some half-naked anime babes,
but nevermind...).
--
Story -- Wizeman the Wicked,
chief bad dude of the Nightmaren and general scourge of Nightopia,
has designs on the real world. In order to help him achieve total
domination of both dimensions, he plans to harness the power of
dream energy, or Ideya. Ideya come in five colors, each representing
a different attribute: White (purity), Green (wisdom), Yellow
(hope), Blue (intelligence), and the rare Red (bravery). It's this
rare Red Ideya that Wizeman so desires, and he's finally found two
children that hold it...
...Elliot Edwards and Claris Sinclair, two
troubled teens from the beautiful city of Twin Seeds. Elliot loves
basketball, but rethinks his career choice after being humiliated in
front of all his friends by the older kids in a "friendly" game.
Claris loves to sing, but blows her first big break by freaking out
at the Twin Dreams audition and running off the stage like a coward.
And these two schnooks have the dream energy of courage? Well
sure they do, they just need to unlock it! That very night, they are
each visited by a Nightopian, who informs them of Wizeman's plot and
requests their help.
Upon arriving in Nightopia, Elliot and Claris
are trapped by Wizeman in surreal dream worlds developed from the
depths of their minds. However, they have attracted the attention of
NiGHTS. NiGHTS was a former Nightmaren who rebelled against Wizeman
and his evil designs. As a result, Wizeman had NiGHTS imprisoned in
Ideya Palaces, where he remains trapped...unless he possesses the
body of a sleeping human. Being naturally attracted to the rare Red
Ideya, NiGHTS recognizes this attribute in both Elliot and Claris.
With the aid of NiGHTS, the two teens lay the
smack down on Wizeman, saving both the dream realm of Nightopia as
well as the real world. In doing so, they discover the courage
within themselves as well as a very special friendship in each
other. And as for NiGHTS...well, now you know what that silhouette
in front of the moon is.
--
Gameplay Info -- Oh dear, now
how can I go about describing this? Not even the instruction manual
manages to lay the rules down straight; you really have to play it
yourself to understand. But, let's take a crack at it...
The object is to complete each level (Dream) by
destroying all the Ideya Captures. Ideya Captures are destroyed by
collecting the requisite number of Blue Chips and depositing them
into the machines, thus freeing the stolen dream energy. Once you've
destroyed an Ideya Capture, move on back to the Ideya Palace to
start the next round, or Mare. Each Dream consists of four Mares,
and thus four Ideya Palaces to destroy. Once you've trashed the
fourth and final capture, return to the Ideya Palace to be warped to
the boss. The catch is the time limit...you can only spend so long
on each Mare, and taking damage will result in having five seconds
shaved off the ol' timer.
So how do you go about collecting these Blue
Chips? Well, when you start the level, you'll be roaming the ground
(as either Elliot or Claris, depending on the Dream). You can
explore the level on foot and pick up a few Blue Chips in that
manner, but it's not very functional. On top of that, after walking
around for a bit, an Alarm Egg will appear and begin chasing you
down...should it capture you, it's game over. So what you want to do
is walk to the Ideya Palace, in which you'll find NiGHTS hovering
about. Walk into it and you assume control of the purple-tights clad
freak. As NiGHTS, you will be flying along a 2D plane throughout the
3-dimensional course. You can perform slick aerial acrobatics of all
manner by pressing the L and R buttons as you fly, but NiGHTS'
primary two moves are the Drill Attack and the Paraloop. The Drill
Attack is similar to Sonic's spin only NiGHTS just twists around
like a tornado rather than spinning into a ball. The Paraloop is
done by simply loop-de-looping in the air. The Paraloops can be just
about any length, and anything within the loop will be sucked away.
Okay, so now you can get flying! Nightmaren can
be destroyed either with a Drill Attack or a Paraloop, although if
you're interested in breeding Mepians (see below), you'll want to
opt for a Drill Attack. (Latching on to the enemy first gives you
more control over which direction you shoot it off in.) Blue Chips
are collected simply by flying into them, or in big clusters by
Paralooping 'em. Don't worry if you missed any, they'll reappear on
your second round. Just keep on running the course until you've
collected enough Blue Chips to bust the Ideya Capture...then you can
opt to cash in at the Ideya Palace and start on the next Mare, or
continue around the course for points. All the Blue Chips are
replaced with Gold Chips on these "extra" rounds. Only by spending
every last second gaining "extra" points will you earn a higher
grade.
You are given a grade of A-F based on your
performance on each Mare and the boss. You'll move on to the next
stage regardless of your grade, but you must have an average of at
least C in every stage if you wish to play the final two levels.
(And you darn should, 'cause they're the most sublime things in all
of videogame history.)
Other point-grabbing goodies you'll find around
the levels include Star Chips, Rings (as in giant orange Rings you
fly through, not the little golden Rings Sonic collects), and Power
Loops. Star Chips are worth 10 points a piece. Rings are set up in
cool formations...pass through one and you get 10 Points, but Link
them together into massive chain combos for SUPER points. (My record
number of links is just over 500 in Frozen Bell, which gives you an
idea of just how many you can tie together if you're good.) Fly
through a Power Loop and you'll note a yellow streamer trailing you.
Loop the streamer for some extra points, making sure to use lots of
cool aerial tricks to up your score even more. When the streamer
runs out, you'll be given a score based on your performance...the
highest is "Dreamy!!!", which I was only able to obtain once...
And then there are Nightopians! Nightopians
function as the A-life breeding sim, similar to the Chao mini-game
for those familiar with Sonic Adventure. Not quite that
complex, though...you'll find Nightopian eggs scattered on the
ground around each level. They'll hatch on their own eventually, but
speed 'em up by latching onto 'em as NiGHTS or just passing over
them as Elliot or Claris. A Nightopian is born! If you're nice to
them, they'll love you and will wave at you as you pass by or sing
for you. If you're a stinker (done by Paralooping 'em, Drilling into
'em, and other mean actions), they'll hate you and run away when you
appear. If you keep them happy enough, they'll begin breeding and
more Nightopians will appear! That's all good and well, but you get
to be creative when there are Nightmaren around. After you pop a
Nightmaren, it will roll into a ball and begin bouncing around the
level. Should it smack a Nightopian on its journey, the stunned
'Pian will spout a psychadelic egg. Hatch the egg and the offspring
will be part 'Pian and part whatever 'Maren you smacked it with. The
resulting mutation is known as a Mepian. There's no limit to the
kinds of Mepians you can create when you mix & match, so have
fun and experiment! (Keep an eye on free Nightmaren,
though...they'll kill your Nightopians if you don't keep them in
check.) Should you manage to fill a level up with enough 'Pians, the
rare king Nightopian will appear and build a palace. This is
useless, but at least it shows you're a good 'Pian breeder. (And
better than me, as I was never able to obtain one of those elusive
kings...)
The levels stack up like this. Claris' Dreams:
Spring Valley ~the IDEAL~, Mystic Forest ~the POSSIBILITY~, and Soft
Museum ~the CONFUSION~. Elliot's Dreams: Splash Garden ~the
AFFECTION~, Frozen Bell ~the CONSCIOUSNESS~, and Stick Canyon ~the
REVIVAL~. Both kids play the final level, Twin Seeds ~the GROWTH~.
There are four different endings to see: Claris' ending, Elliot's
ending, the combined ending (without all A's) and the perfect
ending. The only way to view the full ending (the perfect one) is to
score an average of A in every stage. It's not really as
difficult as it sounds once you're into the swing of the game. In
the full ending, you get to hear the real version of "Dreams
Dreams", not the kids version (which, ironically, most people prefer
anyway).
--
Screenshots --
--
Behind the Screens -- A special
analog control pad was created solely for use with NiGHTS,
undoubtedly as an answer to Nintendo's analog N64 pad. Rumor has it
that Yuji Naka actually demanded an analog peripheral be
created for the Saturn. I don't know how much truth is behind that,
but I do know one thing for sure: what Naka wants, Naka gets.
Anyway, when NiGHTS was released, it was available by itself or
packaged with the new analog pad.
When NiGHTS hit the shelves, it was going
head-to-head-to-head against the triumphant return of Mario and
Sony's successful bid at mascothood, Crash Bandicoot. Sadly, NiGHTS
was not enough to secure a position for the ill-fated Saturn in the
three year war that followed. However, ask any Saturn-owner what
their favorite game for the little console that could was, and the
answer will almost always be NiGHTS. There's also no question that
NiGHTS is the top contender for the collective Dreamcast sequel
wishlist, and nobody can argue that it wasn't an artistic success in
every sense of the word.
--
Codes & Cheats --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
|
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
|
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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Information compiled and arranged by Jared "Green Gibbon!" Matte. Make
no mistake, this site is a part of SonicNEXT. All Sonic
related materials are copyright Sega
Enterprises. SonicNEXT is created by Zifei Wu. Space provided by
VGHQ.com. Claris...take my advice. That Elliot is a dead-end road.
I'm the man who'll make you dreams come true,
babe.
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