Nights into Dreams: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
Neier (talk | contribs)
Revert to revision 161364970 dated 2007-09-30 18:46:23 by Cyrus XIII using popups
→‎Reception: Source fix.
 
Line 1: Line 1:
{{Short description|1996 video game}}
{{Infobox CVG
{{Redirect|Reala|the photographic film|Fujifilm Superia}}
| title = Nights into Dreams...
{{Featured article}}
| image = [[image:Nights.jpg|256px|Nights box art]]
{{Use dmy dates|date=September 2017}}
| developer = [[Sonic Team]]
{{Use British English|date=August 2016}}
| publisher = [[Sega]]
{{Infobox video game
| designer = [[Yuji Naka]]<br />[[Naoto Oshima]]<br />[[Takashi Iizuka (game designer)|Takashi Iizuka]]
| engine =
| title = Nights into Dreams
| image = NightsIntoDreamsBox.jpg
| released = {{vgrelease|Japan|JP|[[July 5]], [[1996]]}}<br />{{vgrelease|North America|NA|[[August 31]], [[1996]]}}<br />{{vgrelease|European Union|EU|[[October 7]], [[1996]]}}
| caption = European cover art
| genre = [[Action-adventure game|Action-adventure]]
| developer = [[Sonic Team]]
| modes = [[Single player]], [[multiplayer]]
| publisher = [[Sega]]
| ratings = [[Entertainment Software Rating Board|ESRB]]: K-A (Kids to Adults)<br />[[Entertainment and Leisure Software Publishers Association|ELSPA]]: 3+<br />[[Unterhaltungssoftware Selbstkontrolle|USK]]: 3
| platforms = [[Sega Saturn]]
| director = [[Naoto Ohshima]]
| media = 1 x [[CD-ROM]]
| producer = [[Yuji Naka]]
| designer = [[Takashi Iizuka (game designer)|Takashi Iizuka]]
| requirements =
| programmer = Yuji Naka
| input = 3D Control Pad
| artist = {{plainlist|
*[[Kazuyuki Hoshino]]
*Naoto Ohshima}}
| writer =
| composer = {{plainlist|
*Naofumi Hataya
*Tomoko Sasaki
*Fumie Kumatani}}
| platforms = {{plainlist|
*[[Sega Saturn]]
*[[PlayStation 2]]
*[[Windows]]
*[[PlayStation 3]]
*[[Xbox 360]]}}
| released = {{collapsible list|title=5 July 1996|titlestyle=font-weight:normal;font-size:inherit;background:transparent;text-align:left|
'''Sega Saturn'''{{vgrelease|JP|5 July 1996<ref name="saturnfan"/>|NA|20 August 1996<ref>{{Cite web |date=2023-11-15 |title=Press release: 1996-08-12: $10 million "NiGHTS" launch is largest ever for Sega Saturn |url=https://segaretro.org/Press_release:_1996-08-12:_$10_million_%22NiGHTS%22_launch_is_largest_ever_for_Sega_Saturn |access-date=2023-11-15 |website=Sega Retro |language=en |archive-date=15 November 2023 |archive-url=https://web.archive.org/web/20231115023619/https://segaretro.org/Press_release:_1996-08-12:_$10_million_%22NiGHTS%22_launch_is_largest_ever_for_Sega_Saturn |url-status=live }}</ref>|EU|5 September 1996}}
'''PlayStation 2'''{{vgrelease|JP|21 February 2008}}
'''Windows'''{{vgrelease|WW|2 October 2012}}
'''PlayStation 3'''{{vgrelease|NA|2 October 2012|EU|3 October 2012|JP|4 October 2012}}
'''Xbox 360'''{{vgrelease|WW|5 October 2012}}}}
| genre = [[Action game|Action]]
| modes = [[Single-player]], [[Multiplayer video game|multiplayer]]
}}
}}


'''''Nights into Dreams...''''' (or '''''NiGHTS into Dreams...''''') is a [[video game]] released by [[Sega]] in 1996 for the [[Sega Saturn]] [[video game console|video game system]]. The game's story follows two children entering a [[Dream world (plot device)|dream world]], where they are aided by a being called Nights. ''Nights'' was developed by [[Sonic Team]], with [[Yuji Naka]] as [[Game producer|producer]] and [[lead programmer]], and [[Naoto Oshima]] as [[Game director|director]] and designer of the titular character. The developers' intention was to make the sensation of [[flight]] the central gameplay element,<ref>[http://web.archive.org/web/20050326165059/homepage.ntlworld.com/big_smile/web+site/sts/interviews/1997/sonic_1997_unknown.htm Get the Facts ''Edge'' Interview]</ref> achieved through 3D graphics and a combination of both 2D and 3D gameplay.
{{nihongo foot|'''''Nights into Dreams'''''|ナイツ|Naitsu|stylised as '''''NiGHTS into dreams...'''''|lead=yes|group=lower-alpha}} is a 1996 [[action game]] developed by [[Sonic Team]] and published by [[Sega]] for the [[Sega Saturn]]. The story follows the teenagers Elliot Edwards and Claris Sinclair, who enter Nightopia, a [[Dream world (plot device)|dream world]] where all dreams take place. With the help of Nights, an exiled "Nightmaren", they begin a journey to stop the evil ruler Wizeman from destroying Nightopia and consequently the real world. Players control Nights flying through Elliot and Claris's dreams to gather enough energy to defeat Wizeman and save Nightopia. The game is presented in [[3D computer graphics|3D]] and imposes [[time limit]]s on every level, in which the player must accumulate points to proceed.


Development began after the release of ''[[Sonic & Knuckles]]'' in 1994, although the concept originated in 1992, during the development of ''[[Sonic the Hedgehog 2]]''. Development was led by Sonic Team veterans [[Yuji Naka]], [[Naoto Ohshima]], and [[Takashi Iizuka (game designer)|Takashi Iizuka]]. Naka began the project with the idea of flight, and Ohshima designed Nights as an [[androgynous]] character that resembles an angel that could fly like a bird. The team conducted research on dreaming and [[REM sleep]], and was influenced by the works and theories of psychoanalysts [[Carl Jung]] and [[Sigmund Freud]]. An analogue controller, the Saturn 3D controller, was designed alongside the game and included with some retail copies.
==Story==
Every night, all human dreams are played out in Nightopia and Nightmare, the two parts of the [[dream world (plot device)|dream world]]. In Nightopia, distinct aspects of [[Wiktionary:personality|personalities]] are represented by luminous colored spheres known as "Ideya", which give energy to the dreams. However, the evil ruler of Nightmare, Wizeman the Wicked, is stealing this dream energy from sleeping visitors, in order to gather power to take control of Nightopia and eventually the real world. To achieve this, he creates numerous beings called "Nightmaren", including three acrobatic [[jester]]-like, flight-capable beings called Nights, Reala, and Jackle. However, Nights is good and rebels against Wizeman's plans, and is punished by being imprisoned inside an Ideya palace, the machine like containers for the Ideya of dreamers, in the center of Nightopia.


''Nights into Dreams'' received acclaim for its graphics, gameplay, soundtrack, and atmosphere. It has been cited as one of the [[List of video games considered the best|greatest video games ever made]]. A shorter Christmas-themed version, '''''Christmas Nights''''', was released in December 1996. ''Nights into Dreams'' was [[porting|ported]] to the [[PlayStation 2]] in 2008 in Japan and a high-definition version was released worldwide for [[Windows]], [[PlayStation 3]], and [[Xbox 360]] in 2012. A sequel, ''[[Nights: Journey of Dreams]]'', was released for the [[Wii]] in 2007.
One day, Elliot Edwards and Claris Sinclair, a boy and girl from the city of Twin Seeds, go through failures. Elliot likes to play basketball, but is challenged by kids from another grade and loses. Claris wants to sing in a play but is overcome by stage-fright in front of the judges. That night, the two of them arrive in the dreamworld and dream about their failures. The dreams turn into nightmares as they escape into Nightopia and find that they each possess the rare red Ideya of courage, the only type Wizeman cannot steal. They release Nights, who tells them about Wizeman and his plans, and the three begin on a journey to stop Wizeman's plans in order to restore peace to Nightopia.


==Characters==
== Gameplay ==
[[File:NiGHTs into Dreams, Saturn version, Spring Valley.jpg|thumb|270px|left|Nights flying through Elliot's first level, Splash Garden, in the Saturn version. From left to right, the interface displays the number of orbs required to proceed, time limit, and score.]]
===Claris Sinclair===
''Nights into Dreams'' is split into seven [[level (video game)|levels]], referred to as "Dreams".{{sfn|Hickman|1996|p=35}} The levels are distributed between the two teenage characters: three are unique to Claris, three to Elliot, and each play through an identical final seventh level, "Twin Seeds". Initially, only Claris' "Spring Valley" and Elliot's "Splash Garden" levels are available, and successful completion of one of these unlocks the next level in that character's path.{{sfn|Hickman|1996|p=36}} Previously completed stages may be revisited to improve the player's [[high score]]s; a grade between A and F is given to the player upon completion, but a "C" grade (or better) in all the selected character's levels must be achieved to unlock the relevant "Twin Seeds" stage for that character.{{sfn|Hickman|1996|p=40}} Points are accumulated depending on how fast the player completes a level,{{sfn|Hickman|1996|p=37}} and extra points are awarded when the player flies through rings.{{sfn|Hickman|1996|p=39}}
'''Age:''' 15 (Japan) / 14 (United States)


Each level is split up into four "Mares" set in Nightopia and a [[boss fight]] which takes place in Nightmare. In each level, players initially control Claris or Elliot, who immediately have their Ideyas (spherical objects that contain emotions) of hope, wisdom, intelligence and purity stolen from them by Wizeman's minions, leaving behind only their Ideya of courage.{{sfn|Hickman|1996|p=36}}<ref name="EGM86">{{cite magazine|title=Nights|magazine=[[Electronic Gaming Monthly]]|issue=86 |publisher=[[Ziff Davis]]|date=September 1996|pages=74–75, 78}}</ref> The goal of each Mare is to recover one of the stolen Ideya by collecting 20 blue chips and delivering them to the cage holding the Ideyas, which overloads and releases the orb it holds.<ref name=EuroG /> If the player walks around the landscape for too long, they are pursued by a sentient [[alarm clock]] which awakens the character and ends the level if it comes into contact with the player.<ref name=interview5>{{cite web|last=Sheffield|first=Brandon|title=Out of the Blue: Naoto Ohshima Speaks|url=http://www.gamasutra.com/view/feature/4208/out_of_the_blue_naoto_ohshima_.php?print=1|website=[[Gamasutra]]|publisher=[[UBM plc|UBM Tech]]|date=4 December 2009|access-date=30 November 2015 |archive-url=https://web.archive.org/web/20160304082628/http://www.gamasutra.com/view/feature/4208/out_of_the_blue_naoto_ohshima_.php?print=1|archive-date=4 March 2016}}</ref> The majority of the gameplay centres on flying sequences, which are triggered by walking into the Ideya Palace near the start of each level so that the character merges with the imprisoned Nights. Once the flying sequence is initiated, the time limit begins.<ref name=IGN />{{sfn|Hickman|1996|p=34}}
A talented singer, Claris' ambition is to perform on stage. She auditions for a part in the events commemorating the centenary of the city of Twin Seeds. However, upon standing in front of the judges, she is overcome by [[stage fright]] and does not perform well.


In the flying sections, the player controls Nights' flight along a predetermined route through each Mare, resembling that of a 2D [[platform game|platformer]].<ref name=appre /> The player has only a limited period of time available before Nights falls to the ground and transforms back into Claris or Elliot, and each collision with an enemy subtracts five seconds from the time remaining.<ref name=radarrev>{{cite web|last=McGarvey|first=Sterling |title=Nights into Dreams HD review|url=http://www.gamesradar.com/nights-into-dreams-hd-review/|website=[[GamesRadar]]|publisher=[[Future plc]]|access-date=30 November 2015|date=3 October 2012|archive-url=https://web.archive.org/web/20160512123350/http://www.gamesradar.com/nights-into-dreams-hd-review/|archive-date=12 May 2016}}</ref> The player's time is replenished each time they return an Ideya to the Ideya Palace.{{sfn|Hickman|1996|p=36}} While flying, Nights can use a "Drill Dash" to travel faster, as well as defeat certain reverie enemies scattered throughout the level.<ref>{{cite magazine|date=July 1996|title=Night on Earth|url=https://archive.org/details/Official_Sega_Saturn_Magazine_009/page/n55/mode/2up|magazine=[[Sega Saturn Magazine]]|publisher=[[Emap International Limited]]|issue=9|pages=56–59}}</ref> Grabbing onto certain enemies causes Nights to spin around, which launches both Nights and the enemy in the direction the boost was initiated. Various acrobatic manoeuvres can be performed, including the "Paraloop", whereby flying around in a complete circle and connecting the trail of stars left in Nights' wake causes any items within the loop to be attracted towards Nights.<ref name=appre /> The game features a [[Combo (video gaming)|combo]] system known as "Linking", whereby actions such as collecting items and flying through rings are worth more points when performed in quick succession.{{sfn|Hickman|1996|p=39}}<ref name=radarrev /> [[Power-up]]s may be gained by flying through several predetermined rings, indicated by a bonus barrel. The power-ups include a speed boost, point multiplier and an air pocket.{{sfn|Hickman|1996|p=40}}
Claris loses all hope of getting the role, and when she falls asleep that night, the evil spirits of Nightmare seize upon that fear, placing Claris in a nightmare version of the audition. Fleeing from the stage, she suddenly finds herself in a lush spring valley, with someone calling to her for help. It was Nights.


The player receives a grade based on their score at the end of each Mare, and an overall grade for the level after clearing all four Mares.<ref name=IGN /> Nights is then transported to Nightmare for a boss fight against one of Wizeman's "Level Two" Nightmarens.{{sfn|Hickman|1996|p=39}} Each boss fight has a time limit, and the game ends if the player runs out of time during the battle. Upon winning the boss fight, the player is awarded a score multiplier based on how quickly the boss was defeated, which is then applied to the score earned in the Nightopia section to produce the player's final score for that Dream.{{sfn|Hickman|1996|p=38}} The game also features a [[Multiplayer video game|multiplayer]] mode, which allows two players to battle each other by using a [[split screen (computer graphics)|splitscreen]]. One player controls Nights, whereas the other controls Reala. The winner is determined by the first player to defeat the other, which is accomplished by hitting or paralooping the other player three times.{{sfn|Hickman|1996|p=39}}<ref name="EGM86"/>
===Elliot Edwards===
'''Age:''' 15 (Japan) / 14 (United States)


The game features an [[artificial life]] system known as "A-Life",<ref name="interview">{{cite web|url=http://www.1up.com/features/nights-dreams-sega-saturn-retroactive?pager.offset=0|title=Nights into Dreams RetroActive|last1=Mielke|first1=James|date=11 July 2007|website=[[1UP.com|1UP]]|publisher=[[Ziff Davis]]|pages=1–3|archive-url=https://web.archive.org/web/20160701144030/http://www.1up.com/features/nights-dreams-sega-saturn-retroactive?pager.offset=0|archive-date=1 July 2016|url-status=dead|access-date=28 November 2015}}</ref> which involves entities called Nightopians and keeps track of their moods.<ref name=xmas /> It is possible to have them [[mating|mate]] with other Nightopians, which creates hybrids known as "Superpians".<ref name=appre>{{cite web|last1=Towell|first1=Justin|title=Classic game appreciation section: NiGHTS into Dreams|url=http://www.gamesradar.com/appreciation-section-nights/?page=3|website=[[GamesRadar]]|publisher=[[Future plc]]|access-date=30 November 2015|pages=1–3|date=1 September 2011|archive-url=https://web.archive.org/web/20151208100543/http://www.gamesradar.com/appreciation-section-nights/?page=3|archive-date=8 December 2015}}</ref><ref name=interview4>{{cite web|last1=Taylor|first1=Mike|title=Interview: Takashi Iizuka Talks NiGHTS|url=http://www.nintendolife.com/news/2007/12/interview_takashi_iizuka_talks_nights|website=[[Nintendo Life]]|publisher=Gamer Network|access-date=30 November 2015|date=5 December 2007|archive-url=https://web.archive.org/web/20160303175007/http://www.nintendolife.com/news/2007/12/interview_takashi_iizuka_talks_nights|archive-date=3 March 2016}}</ref> The more the game is played, the more inhabitants appear, and environmental features and aesthetics change.{{sfn|Hickman|1996|p=36}} The A-Life system features an evolving music engine, allowing [[tempo]], [[pitch (music)|pitch]], and [[melody]] to alter depending on the state of Nightopians within the level.<ref name=CVG />{{sfn|Hunt|2012|p=30}} The feature runs from the Sega Saturn's internal clock, which alters features in the A-Life system depending on the time.<ref name=appre />
Elliot is a budding [[basketball]] player, enjoying a game with his friends one day. A group of older high school students arrive and challenge them to a game, causing Elliot to suffer a humiliating defeat on the court. That night, a nightmare replays the events, and Elliot runs blindly into the world of Nightopia, where he discovers the imprisoned Nights.


===Nights===
== Plot ==
Every night, all human dreams are played out in Nightopia and Nightmare, the two parts of the [[dream world (plot device)|dream world]]. In Nightopia, distinct aspects of dreamers' personalities are represented by luminous coloured spheres known as "Ideya". The evil ruler of Nightmare, Wizeman the Wicked, is stealing this dream energy from sleeping visitors in order to gather power and take control of Nightopia and eventually the real world. To achieve this, he creates five beings called "Nightmaren": [[jester]]-like, flight-capable beings, which include Jackle, Clawz, Gulpo, Gillwing and Puffy as well as many minor maren. He also creates two "Level One" Nightmaren: Nights and Reala. However, Nights rebels against Wizeman's plans, and is punished by being imprisoned inside an Ideya palace, a container for dreamers' Ideya.<ref>{{cite web | title=Nights into Dreams... cast | url=http://www.sega.com/Nights/cast/text.html | website=Sega.com | publisher=[[Sega]] | access-date=2 August 2007 |archive-url=https://web.archive.org/web/19970215174910/http://www.sega.com/Nights/cast/text.html |archive-date=15 February 1997}}</ref>
Nights is a Nightmaren created by Wizeman to steal Red Ideya. Nights is androgynous, a conscious design decision by Sonic Team and wears a purple [[jester]] style hat and outfit, with a diamond on the chest.


One day, Elliot Edwards and Claris Sinclair, two teenagers from the city of Twin Seeds, go through failures. Elliot, a basketball player, is challenged by a group of older students and suffers a humiliating defeat on the court. Claris, a singer, is overcome by [[stage fright]] when auditioning for judges, which causes her to lose all hopes of getting the role. When they go to sleep that night, both Elliot and Claris suffer nightmares that replay the events. They escape into Nightopia and find that they both possess the rare Red Ideya of Courage, the only type that Wizeman cannot steal. Elliot and Claris release Nights, who tells them about dreams and Wizeman and his plans; the three begin a journey to stop Wizeman and restore peace to Nightopia. When they defeat Wizeman and Reala, peace is returned to Nightopia and the world of Nightmare is suppressed.
In the story, Nights turns on Wizeman and is sealed in the Ideya Palace until Elliot or Claris merge with it.


The next day, in Twin Seeds, a centenary ceremony begins. Elliot walks through the parade and has a vision of Nights looking at him through a billboard. Realizing that Claris is performing in a hall, Elliot runs through the crowd and sees Claris on stage in front of a large audience, singing well. The two look at each other and transition to Nightopia.
===Reala===
Reala is Wizeman's most trusted servant. Like Nights, he is a First-level Nightmaren with a [[circus]]-themed appearance. However, unlike Nights, Reala is cruel, brutal, and completely loyal to Wizeman. Reala was responsible for Nights' imprisonment in the Ideya Palace.<ref>{{cite web | author=Sega staff | title=Nights Cast | url=http://web.archive.org/web/19970215174910/www.sega.com/Nights/cast/text.html | work=Sega.com | accessdate=2007-08-02}}</ref> Reala delivers one of the only two spoken lines in the entire game, which is "There is no Nights" when he prepares to battle Nights in the game. Reala is seen in the trailer of the upcoming Nights game for the wii.


== Development ==
===Wizeman the Wicked===
{{Quote box
Wizeman is the main antagonist of the game. He is the evil ruler of Nightmare, the bad dream half of the dreamworld. Wizeman is the creator of the Nightmaren: Nights, Reala and Jackle. When Nights rebelled against Wizeman, Reala became Wizeman's henchman. Wizeman is the final boss of the game. He has an array of mystical powers and abilities. During the boss battle, he brings Nights into different locations.
| quote = I headed back to Japan so that I could work with [[Naoto Ohshima|Mr Ohshima]] and while I was waiting for the plane to take off, I thought, 'Let's make a game where we can fly!' So I guess that's where it all started.
| source = Producer [[Yuji Naka]] in an interview with ''[[Sega Saturn Magazine]]''<ref name="SatMag8">{{cite news|title=This is the Sonic Team|work=[[Sega Saturn Magazine]]|issue=8|publisher=[[Emap International Limited]]|date=June 1996|page=54}}</ref>
| width = 30em
| quoted = 1
}}


''Nights'' was developed by [[Sonic Team]], the [[Sega]] development division that had created the ''[[Sonic the Hedgehog]]'' games for [[Sega Genesis|Genesis]]. The ''Nights'' concept originated during the development of ''[[Sonic the Hedgehog 2]]'' in 1992, but development did not begin until after the release of ''[[Sonic & Knuckles]]'' in late 1994.<ref name="interview2">{{cite journal|title=Game Masters: Interview with Yuki Naka|journal=[[Hobby Consolas]]|publisher=[[Axel Springer SE|Axel Springer]]|date=1 August 1996|issue=59|pages=28–29 |url=https://archive.org/stream/HobbyConsolas059/Hobby_Consolas_059#page/n27/mode/2up/search/nights|access-date=7 March 2016|language=es}}</ref> Programming began in April 1995 and total development spanned six months.<ref name=interview2 /> [[Yuji Naka]] was lead programmer and producer,{{sfn|Hunt|2012|p=27}} while [[Naoto Ohshima]] and [[Takashi Iizuka (game designer)|Takashi Iizuka]] were director and lead designer, respectively.<ref name=interview2 /><ref name="big">{{cite web|author=blackoak |title=NiGHTS into dreams... – 1996 Developer Interview |url=http://shmuplations.com/nights/|website=Shmuplations|publisher=[[Sega Saturn Magazine]]|access-date=3 March 2016|date=1996 |archive-url=https://web.archive.org/web/20160514132608/http://shmuplations.com/nights/|archive-date=14 May 2016}}</ref> Naka and Ohshima felt they had spent enough time with the ''Sonic'' franchise and were eager to work on new concepts.<ref name="SatMag11">{{cite magazine|date=September 1996|title=Pillow Talk: An Interview with Team Sonic|url=https://archive.org/details/Official_Sega_Saturn_Magazine_011/page/n37/mode/2up|magazine=[[Sega Saturn Magazine]]|publisher=[[Emap International Limited]]|issue=11|pages=38–41}}</ref> According to Naka, the initial development team consisted of seven people, and grew to 20 as programmers arrived.<ref name=interview2 />{{sfn|Hunt|2012|p=27}}
== Levels ==
===Spring Valley===
Claris's first level. A lush hilly terrain, complete with waterfall, a large tree, and a snowy mountaintop.
===Mystic Forest===
Claris's second level. A dark forest, with the remains of an old civilization, such as a car, several signs, and stone blocks.
===Soft Museum===
Claris's third level. A European-style garden, complete with two funhouse buildings and a cannon.


''Sonic'' creator and project director Ohshima created the character of Nights based on his inspirations from travelling Europe and western Asia. The character design incorporated Japanese, European, and American stylistics in order to give Nights as universal an appeal as possible.<ref name="SatMag11"/> Ohshima later decided that the character should resemble an angel and fly like a bird.{{sfn|Hunt|2012|p=28}} In the context of the game, Nights is a part of every human's subconsciousness, and so was purposely designed to be neither male nor female.<ref name="SatMag11"/> Nights' personality is intended to be a "a mirror of the child's personality."<ref>{{cite web|author=Justin Towell|date=2007-11-27|title=Nights team prefer Gamecube pad to Wii-mote|url=https://www.gamesradar.com/nights-team-prefer-gamecube-pad-to-wii-mote/|url-status=live|archive-url=https://web.archive.org/web/20110517134555/http://www.gamesradar.com/wii/nights-journey-of-dreams/news/nights-team-prefer-gamecube-pad-to-wii-mote/a-20071127112247116075/g-20070402143948293070|archive-date=May 17, 2011|access-date=2007-12-21|publisher=[[GamesRadar]] UK}}</ref>
===Splash Garden===
Elliot's first level. A beautiful shoreside garden with many large water bubbles, and a final portion taking place in an underwater cove.
===Frozen Bell===
Elliot's second level. An icy land, with a train plowing through the level, and an end portion of the dream which features Elliot riding Nights as a sled.
===Stick Canyon===
Elliot's third level. A desert boasting large amounts of machinery, including a magnetiser, a large demolition tower, and several roller coaster portions of the dream.
===Twin Seeds===
A level taking place within the city which the two dreamers Elliot and Claris inhabit. Both dreamers are capable of using this level.


Naka originally intended to make ''Nights into Dreams'' a slow-paced game, but as development progressed the gameplay pace gradually increased, in similar vein to ''Sonic'' games.<ref name=interview2 /> The initial concept envisioned the flying character in a rendered 2D sprite art, with side-scrolling features similar to ''Sonic the Hedgehog''.<ref name=big /> The team were hesitant to switch from 2D to 3D, as Naka was sceptical that appealing characters could be created with polygons, in contrast to traditional pixel sprites, which the designers found "more expressive".<ref name=big /> According to Iizuka, the design and story took two years to finalise.{{sfn|Hunt|2012|p=27}} The difficulty was designed with the intent that young and inexperienced players would be able to complete the game, while more experienced players would be compelled by the replay value.<ref>{{cite magazine|date=July 1996|title=An Interview with Mr. Yuji Naka|url=https://archive.org/details/Next-Generation-1996-07/page/n45/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=19|page=45}}</ref>
==Gameplay==
[[Image:link329.jpg|thumb|right|Screenshot of Nights in the Soft Museum level. The player has retrieved the Ideya from its capture and has since acquired 99 further blue chips, has three seconds remaining as Nights, has linked together 329 actions, and has a score for this Mare of 90110.]]
''Nights into Dreams...'' is split into seven [[level (video game)|levels]] or "Dreams", each divided further into four "Mares" and a boss battle. The levels are distributed equally between the two child characters; three are unique to Claris, three to Elliot, and each play through an identical final seventh level, "Twin Seeds". Players may progress through each character's levels one by one, but can revisit previously completed stages. Initially, only the Spring Valley and Splash Garden are available for play; further levels are unlocked once a "C" grade is obtained in the previous dream. A "C" grade in all the selected child's levels must be gained to unlock the relevant Twin Seeds dream for that character.


''Nights'' was developed using [[Silicon Graphics]] workstations for graphical designs and Sega Saturn emulators running on [[Hewlett-Packard]] machines for programming. There were problems during early stages of development because of a lack of games to use as reference; the team had to redesign the Spring Valley level numerous times and build "everything from scratch".{{sfn|Hunt|2012|p=28}} The team used the Sega Graphics Library operating system, said by many developers to make programming for the Saturn dramatically easier, only sparingly, instead creating the game almost entirely with custom libraries.<ref name="NGen19">{{cite magazine|date=July 1996|title=Sonic Team Presents: Nights into Dreams|url=https://archive.org/details/Next-Generation-1996-07/page/n41/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=19|pages=40–44}}</ref> Because the Sonic Team offices did not include soundproof studios, team members recorded sound effects at night.<ref name=interview2 /> According to Naka, every phrase in the game has a meaning; for example, "abayo" is Japanese slang for "goodbye".<ref name=interview3 /> The team felt that the global market would be less resistant to a game featuring full 3D CGI cut scenes than 2D [[anime]]. Norihiro Nishiyama, the designer of the in-game movies, felt that the 3D cutscenes were a good method to show the different concepts of dreaming and waking up. Naka said that the movies incorporate realism to make it more difficult for the player to disambiguate the boundary between dreams and reality.<ref name=big />
At the start of each level, Wizeman's minions steal all the character's Ideya except the rare red type representing [[courage]]. The other Ideya colors in the game are yellow for [[hope]], green for [[wisdom]], blue for [[intelligence]] and white for [[purity]]. The goal of each of the four "Mares" in each level is to recover the stolen Ideya by collecting 20 blue chips and delivering them to the Ideya capture, which will overload and release the orb it holds. It is possible to complete some of the levels' goals by wandering around the landscape of Nightopia as Claris or Elliot (pursued by an egg-shaped [[alarm clock]] which will end the level if it catches the player), but the majority of the gameplay centers on Nights' flying sequences, triggered by walking into the Ideya palace near the start of each level and merging with the imprisoned acrobat.


The development took longer than expected because of the team's inexperience with Saturn hardware and uncertainty about using the full 560 megabyte space on the CD-ROM.<ref name="big" /> The team initially thought that the game would consume around 100 megabytes of data, and at one point considered releasing it on two separate discs. Iizuka said that the most difficult part of development was finding a way of handling the "contradiction" of using 2D sidescroller controls in a fully 3D game.<ref name="big" /> Naka limited the flying mechanic to "invisible 2D tracks" because early [[beta release|beta]] testing revealed that the game was too difficult to play in full 3D.<ref name="NGen19" /><ref name="nextgen" /> The standard Saturn gamepad was found to be insufficient to control Nights in flight, so the team developed the Saturn analog controller.<ref name="NGen19" /> It took about six months to develop, and the team went through many ideas for alternate controllers, including one shaped like a Nights doll.<ref name="SatMag11" />
In the Nights sections, the player flies around a particular [[Linearity (computer and video games)|linear]] route through the Mare. The gameplay as Nights is not completely 3D: players can only fly in the 2D plane of the screen, with their actual motion through the level determined by the automatic camera angle at that point in the Mare. The player has only a limited period available before Nights falls to the ground and turns back into Claris or Elliot, and each collision with an enemy subtracts five seconds from the time remaining.


Iizuka said ''Nights'' was inspired by anime and [[Cirque du Soleil]]'s ''Mystère'' theatrical performance.{{sfn|Hunt|2012|p=28}}<ref name=dev>{{cite web|title=Behind The Scenes: NiGHTS Into Dreams|url=http://www.gamestm.co.uk/features/behind-the-scenes-nights-into-dreams/|website=[[GamesTM]]|publisher=[[Imagine Publishing]]|access-date=24 November 2015|archive-url=https://web.archive.org/web/20160304094038/http://www.gamestm.co.uk/features/behind-the-scenes-nights-into-dreams/|archive-date=4 March 2016}}</ref> The team researched dream sequences and [[REM sleep]], including the works of psychoanalysts [[Carl Jung]], [[Sigmund Freud]] and Friedrich Holtz.<ref name=interview3 /> Iizuka studied dreams and theories about them, such as Jung's theories of dream archetypes. Naka said that Nights reflected Jung's analytical "[[Shadow (psychology)|shadow]]" theory, whereas Claris and Elliot were inspired by Jung's [[animus and anima]].<ref name=interview3 />
Various acrobatic maneuvers can be performed, including the "Paraloop", whereby flying around in a complete circle causes any items within the loop to be attracted towards Nights. The game features a [[Combo (video games)|combo]] system whereby actions such as collecting items and flying through rings are worth more [[high score|points]] when performed in quick succession than they are individually.


== Release ==
After completing the four Mares, the player is transported to Nightmare to confront one of Wizeman's Nightmarens. The player has two minutes to defeat the boss, with the time taken contributing to the player's total score for that Dream.
[[File:Sega-Saturn-3D-Controller.jpg|thumb|The optional 3D controller that was packaged with ''Nights into Dreams'']]
''Nights into Dreams'' was introduced alongside an optional [[gamepad]], the Saturn 3D controller, included with some copies of the game.<ref name="ng3d">{{cite journal|title=Nights into Dreams (The New 3D Control Pad)|journal=Next Generation|date=October 1996|issue=22|page=17|url=https://archive.org/stream/nextgen-issue-022/Next_Generation_Issue_022_October_1996#page/n15/mode/2up/search/nights+into|access-date=11 April 2016}}</ref> It features an [[analogue stick]] and analogue triggers designed for ''Nights''<ref name=IGN /><ref name=interview3>{{cite web|last=Valentine|first=Digi|title=A Yuji Naka Interview |url=http://www.nightsintodreams.com/?p=1343|website=Nights into Dreams|publisher=Sonic Retro|access-date=29 November 2015|date=13 July 2007|archive-url=https://web.archive.org/web/20160324211137/http://www.nightsintodreams.com/?p=1343|archive-date=24 March 2016}}</ref> to make movement easier.{{sfn|Hickman|1996|p=36}} Sonic Team noted the successful twinning of the [[Nintendo 64 controller]] with ''[[Super Mario 64]]'' (1996), and realised that the default Saturn controller was better suited to arcade games than ''Nights into Dreams''.{{sfn|Hunt|2012|p=28}} During development, the director [[Steven Spielberg]] visited the Sonic Team studio and became the first person outside the team to play the game.{{sfn|Hunt|2012|p=28}} Naka asked him to use an experimental version of the Saturn 3D controller, and it was jokingly referred to as the "Spielberg controller" throughout development.<ref name=interview3 />


Because the Nights character was testing very young in [[focus group]]s, Sega used a nighttime scene for the cover art to create a more mature look.<ref>{{cite magazine |title=More than just a Pretty Package |magazine=[[Next Generation (magazine)|Next Generation]]|issue=32 |publisher=[[Imagine Media]] |date=August 1997|page=38 |url=https://archive.org/details/NEXT_Generation_32/page/n39}}</ref> [[Sega of America]], fearing the game would appeal to too young of a demographic in the West, and considered altering the game to better appeal to the older Saturn demographic in the West, though these plans never materialized.<ref>{{Cite web |url=https://kotaku.com/sega-documents-leak-90s-saturn-sonic-sony-emails-1850604812 |title=Huge (Sometimes Tragic) Collection of Sega Documents from the '90s Have Leaked |date=5 July 2023 |access-date=15 November 2023 |archive-date=15 November 2023 |archive-url=https://web.archive.org/web/20231115182608/https://kotaku.com/sega-documents-leak-90s-saturn-sonic-sony-emails-1850604812 |url-status=live }}</ref> ''Nights'' was marketed with a budget of $10&nbsp;million, which included television and print advertisements in the United States.<ref name="surge">{{cite web|last=Fitzgerald|first=Kate |title=Sega powers up the battle surging Sony|url=http://adage.com/article/news/sega-powers-battle-surging-sony-60-mil-campaign-designed-recapture-lead-videogames/78062/|website=[[Advertising Age]]|publisher=[[Crain Communications]]|access-date=20 March 2016|date=19 August 1996|archive-url=https://web.archive.org/web/20160512023524/http://adage.com/article/news/sega-powers-battle-surging-sony-60-mil-campaign-designed-recapture-lead-videogames/78062/|archive-date=12 May 2016}}</ref> In the US, it was advertised with the [[advertising slogan|slogan]] "Prepare to fly".<ref>{{cite magazine|date=November 1996|title=The Blitz Is On: A Comparison of the Big Three's Fall Advertising|url=https://retrocdn.net/images/8/89/EGM_US_088.pdf|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis]]|issue=88|page=28|access-date=7 August 2020|archive-date=9 October 2022|archive-url=https://ghostarchive.org/archive/20221009/https://retrocdn.net/images/8/89/EGM_US_088.pdf|url-status=live}}</ref>
===A-Life===
[[Image:NightopianMusic.jpg|thumb|left|Nightopian]]
Aside from the immediate game mission, the game also contains an [[artificial life]] ("A-Life") system, a precursor to the [[Chao (Sonic the Hedgehog)|Chao]] featured in Sonic Team's later ''[[Sonic Adventure]]'' titles. The system involves entities called Nightopians (dream-dwellers, sometimes referred to as "pians"). The game keeps track of the moods of the Nightopians (harming them will displease them, for example), and the game features an evolving [[music]] engine, allowing [[tempo]], [[pitch (music)|pitch]], and [[melody]] to alter depending on the state of Nightopians within the level. It is also possible to merge Nightopians with the small Nightmaren enemies, creating a hybrid being called a Mepian.


===Controller===
== Related games ==
[[Image:Sega_saturn_analog_controller.jpg|thumb|The optional analog controller that came packaged with ''Nights into Dreams...''. (US/EU version shown; the Japanese pad was white.)]]
''Nights'' was introduced alongside an optional [[game controller]], included with most copies of the game. This [[gamepad]] featured an [[analog stick]], among the first on any games console control pad (launching around the same time as the [[Nintendo 64]], which featured an analog stick on its standard control peripheral). The stick, [[D-pad]] and shoulder triggers were located in an arrangement similar to that of Sega's later [[Dreamcast]] controller.<ref>{{cite web | title=The Sega Saturn 3D Control Pad | url=http://www.axess.com/twilight/console/detail/saturn_b.html | work=Axess.com | accessdate=2007-08-04}}</ref>


==''Christmas Nights''==
=== ''Christmas Nights'' ===
'''''Christmas NiGHTS into Dreams...'''''{{efn|{{nihongo|'''''Christmas Nights'''''|クリスマスナイツ|Kurisumasu Naitsu}}}} is a short Christmas-themed version of ''Nights into Dreams'' released in December 1996.<ref name="xmas">{{cite web|last1=Williamson|first1=Alan|title=Christmas NiGHTS Into Dreams retrospective|url=http://www.eurogamer.net/articles/2013-12-22-christmas-nights-into-dreams|website=[[Eurogamer]]|publisher=Gamer Network|access-date=29 November 2015|date=22 December 2013|archive-url=https://web.archive.org/web/20140329092559/http://www.eurogamer.net/articles/2013-12-22-christmas-nights-into-dreams|archive-date=29 March 2014}}</ref> Iizuka stated that ''Christmas Nights'' was created to increase Saturn sales.<ref name="interview" /> Development began in July 1996 and took three to four months, according to Naka.{{sfn|Hunt|2012|p=30}} Designer [[Takao Miyoshi]] recalled working "in the peak of summer ... holed up at the office listening to 'Jingle Bells'".<ref name="interview" />
[[Image:Christmasnights.jpg|200px|thumb|left|Christmas Nights]]
''Christmas Nights'' was a two level [[stand-alone]] [[expansion pack]] of ''Nights'' that was released in December 1996. In Japan, it was part of a [[Christmas]] Saturn bundle. It was elsewhere given away with the purchase of select Saturn games such as ''[[Daytona USA (arcade game)|Daytona USA Championship Circuit Edition]]'', and was bundled in with issues of ''[[Sega Saturn Magazine]]'' and ''[[Next Generation Magazine]]''. The CD-ROMs given away on the front cover of ''Sega Saturn Magazine'' were missing the card slip case in which to keep the disc, and were instead supplied with a transparent plastic one. The game was also available for rent at [[Blockbuster Video]] locations in America. In the [[United Kingdom|UK]], ''Christmas Nights'' was not included with the official ''Sega Saturn Magazine'' until December 1997.


In Japan, ''Christmas Nights'' was included as part of a Christmas Sega Saturn bundle<ref name="interview" /> and distributed free to Saturn owners who covered the shipping cost.<ref>{{Cite web|last=Mielke|first=James|date=2020-08-02|title=Phantasy Star Online's director talks Diablo influences, cut features, and Christmas Nights|url=https://www.polygon.com/interviews/2020/8/2/21348946/phantasy-star-online-director-diablo-cut-features-christmas-nights|access-date=2020-08-24|website=Polygon|language=en|archive-date=30 August 2020|archive-url=https://web.archive.org/web/20200830224637/https://www.polygon.com/interviews/2020/8/2/21348946/phantasy-star-online-director-diablo-cut-features-christmas-nights|url-status=live}}</ref> Elsewhere, it was given away with the purchase of Saturn games such as ''[[Daytona USA: Championship Circuit Edition]]'' (1996) or issues of ''Sega Saturn Magazine'' and ''[[Next Generation Magazine]]''.<ref name="interview" /><ref name="matter" /> In the United Kingdom, ''Christmas Nights'' was not included with ''Sega Saturn Magazine'' until December 1997.<ref name="xmas" />
The ''Christmas Nights'' disc contained a playable [[Demo (computer gaming)|demo]] of the game's Spring Valley level - the Claris level from the original game, and a completely new version for Elliot with the same visual themes, but a different layout of items. The game also used the Saturn's internal clock to change elements of the game according to the date, adjusting it for Christmas and New Year periods with different graphics and music.


''Christmas Nights'' follows Elliot and Claris during the holiday season following their adventures with Nights. Realizing that the Christmas Star is missing from the Twin Seeds Christmas tree, the pair travel to Nightopia to find it, where they reunite with Nights and retrieve the Christmas Star from Gillwing's lair.<ref name="xmas" />[[File:Christmas Nights gameplay.jpg|thumb|right|270px|''Christmas Nights'' features Christmas-themed levels.]]''Christmas Nights'' contains the full version of Claris' Spring Valley dream level from ''Nights into Dreams'', playable as both Claris and Elliot.<ref name="xmas" /> The Saturn's internal clock changes elements according to the date and time:<ref name="xmas2">{{cite web|last1=Gilbert|first1=Henry|title=Game music of the (holi)day: Christmas Nights Into Dreams|url=http://www.gamesradar.com/game-music-of-the-holiday-christmas-nights-into-dreams/|website=[[GamesRadar]]|publisher=[[Future plc]]|access-date=29 November 2015|date=24 December 2010|archive-url=https://web.archive.org/web/20160305040631/http://www.gamesradar.com/game-music-of-the-holiday-christmas-nights-into-dreams/|archive-date=5 March 2016}}</ref> December activates "Christmas Nights" mode, replacing item boxes with Christmas presents, greenery with snow and gumdrops,<ref name="NGen25">{{cite magazine|date=January 1997|title=NG Alphas: Christmas Nights|url=https://archive.org/details/NEXT_Generation_25/page/n117/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=25|pages=117–8}}</ref> rings with wreaths,<ref>{{cite web|last1=Peeples|first1=Jeremy|title=Graveyard: Nights Into Dreams (PS2)|url=http://www.hardcoregamer.com/2012/04/03/nights-into-dreams-ps2-import-review/2821/|publisher=Hardcore Gamer|access-date=24 December 2015|date=3 April 2012|archive-url=https://web.archive.org/web/20160304032434/http://www.hardcoregamer.com/2012/04/03/nights-into-dreams-ps2-import-review/2821/|archive-date=4 March 2016}}</ref> and Ideya captures with Christmas trees; Nightopians wear [[Elf (Christmas)|elf]] costumes, and the music is replaced with a rendition of "[[Jingle Bells]]" and an [[a cappella]] version of the ''Nights'' theme song.<ref name="NGen25" /> During the "Winter Nights" period, the Spring Valley weather changes according to the hour. Other changes apply on New Year's Day; on [[April Fool's Day]], Reala replaces Nights as the playable character.<ref name="interview" /><ref name="xmas" />{{sfn|Hunt|2012|p=30}}
When the internal clock reached [[December 1]], the normally lush greenery of the environment would be completely covered in white snow. The general motif of the level's design would also adopt a Christmas theme, with item boxes becoming Christmas presents, Nightopians dressing in Santa's elf costumes, the Ideya captures becoming [[Christmas tree]]s, and so on. There were several other unlockable extras, allowing the player to experiment with the game's music mixer or its A-Life system, [[time attack]] one of the game's Mares, or even to play the demo stage as Sega's [[List of video game mascots|mascot]] [[Sonic the Hedgehog (character)|Sonic the Hedgehog]]. In the "Sonic the Hedgehog: Into Dreams" game, Sonic assumed both the children's and Nights' roles and only traveled the stage on foot. In addition to this, Sonic faced a "bouncy ball" version of [[Doctor Robotnik]], a re-skinned Puffy, the music being a slightly remixed version of "Final Fever", the final boss battle music from Sonic CD (Japanese Version).


''Nights'' features several unlockable bonuses, such as being able to play the game's soundtrack,<ref name="xmas2" /> observe the status of the A-life system, experiment with the game's music mixer, [[time attack]] one Mare,<ref>{{cite magazine|last=Leadbetter|first=Rich|date=January 1997|title=Christmas Nights into Dreams...|url=https://archive.org/details/Official_Sega_Saturn_Magazine_015/page/n51/mode/2up|magazine=[[Sega Saturn Magazine]]|publisher=[[Emap International Limited]]|issue=15|pages=52–57}}</ref> or play as Sega's mascot [[Sonic the Hedgehog (character)|Sonic the Hedgehog]] in the minigame ''Sonic the Hedgehog: Into Dreams.'' Sonic may only play through Spring Valley on foot, and must defeat the boss: an inflatable [[Dr. Robotnik]].<ref name=xmas /> The music is a remixed version of "Final Fever", the final boss battle music from the Japanese and European version of ''[[Sonic CD]]'' (1993).<ref>{{cite web|last1=Towell|first1=Justin|title=Sonic CD review|url=http://www.gamesradar.com/sonic-cd-review/|website=[[GamesRadar]]|publisher=[[Future plc]]|access-date=29 November 2015|date=16 December 2011 |archive-url=https://web.archive.org/web/20160304081914/http://www.gamesradar.com/sonic-cd-review/|archive-date=4 March 2016 }}</ref> In the HD version of ''Nights'', the ''Christmas Nights'' content is playable after the game has been cleared once.<ref name="Nightsdate">{{cite web|url=http://blogs.sega.com/2012/09/17/nights-into-dreams%E2%80%A6-and-sonic-adventure-2-available-in-october |title=NiGHTS into dreams... and Sonic Adventure 2 Available in October |website=Sega.com |publisher=[[Sega]] |date=17 September 2012 |access-date=14 October 2013|archive-url=https://web.archive.org/web/20160526234514/http://blogs.sega.com/2012/09/17/nights-into-dreams%E2%80%A6-and-sonic-adventure-2-available-in-october/|archive-date=26 May 2016}}</ref>
Also, if ''Christmas Nights'' was played on [[April Fool's Day]] (April 1), players could play as Nights' evil counterpart, Reala.


==Reception==
=== Sequel ===
{{Main|Nights: Journey of Dreams}}
At the time of its release, ''Nights into Dreams'' was the top-selling game for the Saturn, and was the 21st highest selling game in Japan for the year [[1996]]<ref>{{cite web | title=1996 Top 30 Best Selling Japanese Console Games | url=http://www.the-magicbox.com/Chart-BestSell1996.shtml | work=The-MagicBox.com | accessdate=2007-08-04}}</ref> but failed to find the mass commercial appeal of ''[[Super Mario 64]]'' or ''[[Crash Bandicoot]]'', both of which were launched around the same time. Most reviews in dedicated Saturn [[video game magazine|magazines]] praised the game, but those of some [[multi-platform]] [[website]]s and magazines were more critical.{{Fact|date=March 2007}}
Sonic Team made a prototype Saturn sequel with the title ''Air Nights'' for the Saturn, and began development for the Dreamcast.<ref name="ODM-UK" /><ref name=london>{{cite web| url = http://www.nightsintodreams.com/?p=640 | title = Our Takashi Iizuka Q&A| access-date = 1 December 2007| first= Lynne|last=Triplett | date = 16 November 2007| publisher = Nights into Dreams.com |archive-url = https://web.archive.org/web/20071209130318/http://www.nightsintodreams.com/NiD/black/iizuka/interview.htm |archive-date = 9 December 2007}}</ref> In August 1999, Naka confirmed that a sequel was in development;<ref name="ODM-US">{{cite magazine|title=Interview With the Creator of Sonic Adventure|magazine=[[Official Dreamcast Magazine (US)]]|publisher=[[Imagine Media]]|date=August 1999|issue=1|page=21|url=https://archive.org/stream/Official_Dreamcast_Magazine_The_Issue_01_1999-09_Imagine_Publishing_US#page/n19/mode/2up/search/nights|access-date=28 November 2015}}</ref> by December 2000, however, it had been cancelled.<ref name="ODM-UK" /> Naka expressed reluctance to develop a sequel,<ref name="ODM-UK">{{cite magazine|last1=Lomas|first1=Ed|date=December 2000|editor-last=Chrismas|editor-first=Warren|title=Sonic Team Player|url=https://archive.org/details/ODMUK14/page/n33/mode/2up|magazine=[[Official Dreamcast Magazine (UK)]]|publisher=[[Dennis Publishing]]|issue=14|page=35|quote="I know a lot of people love it and want us to make a sequel, but for us it's a really important game. Like the way Spielberg likes ''E.T.'' so much he won't remake it, I don't want to make another ''Nights''. As soon as we realised this, we stopped making it... Yes, we made it up to a certain point. You know linear sensors? Well we made this system where you could remove the cable from the original pad and control Nights... it was called ''Air Nights''. We made in on Dreamcast for a while as well, but we stopped".}}</ref> but later said he was interested in using ''Nights into Dreams'' "to reinforce Sega's identity".<ref name="Edge identity">{{cite magazine|author=Anon.|editor-last=Diniz-Sanches|editor-first=Joaõ|magazine=[[Edge (magazine)|Edge]]|publisher=[[Future plc|Future Publishing]]|title=Inside... Sega Japan|issue=129|date=November 2003|page=55|quote=I see Nights as a licence. When dealing with such a licence from the past it is quite a lot of work, but I would like to use Nights to reinforce Sega's identity, yes.}}</ref> Aside from a [[handheld electronic game]] released by [[Tiger Electronics]]<ref name="handheld">{{cite web|url=http://www.handheldmuseum.com/Tiger/NightsIntoDreams.htm |title=Electronic Handheld Museum: ''Nights Into Dreams'' handheld |publisher=Handheldmuseum.com|access-date=14 October 2013|archive-url=https://web.archive.org/web/20160508091313/http://handheldmuseum.com/Tiger/NightsIntoDreams.htm|archive-date=8 May 2016}}</ref> and small [[minigames]] featured in several Sega games, no sequel was released for a Sega console.


A sequel, ''[[Nights: Journey of Dreams]],'' was announced for the [[Wii]] in April 2007.<ref name="ign-official">{{cite web| url = http://uk.ign.com/articles/2007/04/02/nights-is-official| title = Nights is Official| last1= Casamassina | first1=Matt|date = 2 April 2007 | website = [[IGN]]|publisher=[[Ziff Davis]]|access-date=3 April 2007|archive-url=https://web.archive.org/web/20151126115156/http://www.ign.com/articles/2007/04/02/nights-is-official|archive-date=26 November 2015}}</ref><ref>{{cite magazine|title=あの『NiGHTS(ナイツ)』の最新作がWiiで発売決定! |url=http://www.famitsu.com/game/news/2007/04/02/103,1175488436,69395,0,0.html |magazine=[[Famitsu]] |publisher=[[Enterbrain]] |access-date=29 November 2015 |language=ja |date=2 April 2007 |archive-url=https://web.archive.org/web/20160303212423/http://www.famitsu.com/game/news/2007/04/02/103%2C1175488436%2C69395%2C0%2C0.html |archive-date=3 March 2016 |url-status=dead }}</ref> It was first previewed on Portuguese publication ''Maxi Consolas'', after the release of short reveals from the ''[[Official Nintendo Magazine]]'' and ''Game Reactor''.<ref name="c&vg-maxiconsolas-summary">{{cite web| title = Nights Wii – First details! | url=http://www.computerandvideogames.com/article.php?id=161186 | last1= Robinson | first1=Andy|date = 30 March 2007 | publisher = [[Future plc]]| website=[[Computer and Video Games]]|access-date=31 March 2007|archive-url=https://web.archive.org/web/20070715053247/http://www.computerandvideogames.com/article.php?id=161186|archive-date=15 July 2007}}</ref> It is a Wii exclusive, making use of the [[Wii Remote]].<ref name="ign-official" /> The gameplay involves the use of various masks,<ref>{{cite web|last1=Hatfield|first1=Daemon|title=Get to Know NiGHTS' Personas|url=http://uk.ign.com/articles/2007/10/02/get-to-know-nights-personas|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=29 November 2015|date=2 October 2007|archive-url=https://web.archive.org/web/20141122182705/http://uk.ign.com/articles/2007/10/02/get-to-know-nights-personas|archive-date=22 November 2014 }}</ref> and features a multiplayer mode for two players<ref name="ign-official" /> in addition to [[Nintendo Wi-Fi Connection]] online functions.<ref>{{cite web|last1=Meilke |first1=James |title=NiGHTS Cover Story |url=http://www.1up.com/do/minisite?cId=3163298 |website=[[1UP.com|1UP]] |publisher=[[Ziff Davis]] |access-date=29 November 2015 |archive-url=https://web.archive.org/web/20160524112058/http://www.1up.com/do/minisite?cId=3163298 |archive-date=24 May 2016 |url-status=dead }}</ref> ''Journey of Dreams'' was developed by [[Sega Studio USA]],<ref name="ign-official" /> with Iizuka, one of the designers of the original game, serving as producer.<ref name="joystiq-iizuka producer">{{cite web|last1=Davies|first1=Jonti|date=2 April 2007|title=Nights: Journey of Dreams confirmed for Wii this winter|url=http://www.joystiq.com/2007/04/02/Nights-journey-of-dreams-confirmed-for-wii-this-winter/|url-status=dead|archive-url=https://web.archive.org/web/20150212190357/http://www.joystiq.com/2007/04/02/Nights-journey-of-dreams-confirmed-for-wii-this-winter/|archive-date=12 February 2015|access-date=3 April 2007|publisher=[[Joystiq]]}}</ref> It was released in Japan and the United States in December 2007, and in Europe and Australia in January 2008.<ref name="IGN-dates">{{cite web| url=http://uk.ign.com/games/nights-journey-of-dreams/wii-873984 | title="IGN: Nights: Journey of Dreams" Game Profile| website=[[IGN]] |publisher=[[Ziff Davis]] |access-date= 14 January 2008|archive-url=https://web.archive.org/web/20150106085354/http://uk.ign.com/games/nights-journey-of-dreams/wii-873984|archive-date=6 January 2015 }}</ref> In 2010, Iizuka said that he would be interested in making a third ''Nights into Dreams'' game.<ref name="Gamestm Iizuka">{{cite web |url=http://www.gamestm.co.uk/discuss/sonic-teams-takashi-iizuka-wants-to-make-nights-3-knuckles-chaotix-2/ |title=Sonic Team's Takashi Iizuka wants to make NiGHTS 3, Knuckles Chaotix 2 |date=23 August 2010 |work=[[GamesTM]] |publisher=[[Imagine Publishing]] |access-date=11 February 2012|archive-url=https://web.archive.org/web/20160406044415/http://www.gamestm.co.uk/discuss/sonic-teams-takashi-iizuka-wants-to-make-nights-3-knuckles-chaotix-2/|archive-date=6 April 2016}}</ref>
''Nights'' has appeared in several "greatest games" lists. In a January 2000 poll of readers of ''[[Computer and Video Games (magazine)|Computer and Video Games]]'' magazine, it appeared in 15th place in a list of the "100 greatest games" (directly behind ''Super Mario 64'').<ref name="cvgpoll">{{cite journal | title=100 Greatest Games Of All Time | journal=Computer and Video Games | year=2000 | month=January | issue=218|pages=53–67}}</ref> ''[[Edge (games magazine)|Edge]]'' gave it a score of 8/10 in its original 1996 review of the game,<ref name="Edge">{{cite journal | title=Nights into Dreams (review) | journal=Edge | year=1996 | issue=36}}</ref> and in its October 2003 issue the magazine's staff placed ''Nights'' in its list of the ten greatest [[platform game]]s. ''[[Electronic Gaming Monthly|EGM]]'', in its "The Greatest 200 Videogames of Their Time" list, ranked the game 160th. [[Next Generation Magazine]] ranked the game 25th in its list of the "100 Greatest Games of All-Time" in the September 1996 issue. [[1UP.com]] ranked the Game 3rd in its "Top Ten Cult Classics".<ref>{{cite web | title = TOP 10 CULT CLASSICS | publisher = 1UP.com | date = June 22, 2005 | url = http://www.1up.com/do/feature?cId=3141616}}</ref>


==Sequel==
== Reception ==
{{Video game reviews
{{main|Nights: Journey of Dreams}}
| GR = 89%{{efn|Based on 9&nbsp;reviews}}<ref name=GR>{{cite web|url=http://www.gamerankings.com/saturn/198201-nights-into-dreams/index.html |title=NiGHTS Into Dreams... for Saturn |website=[[GameRankings]] |publisher=[[CBS Interactive]] |date=31 August 1996 |access-date=5 July 2012|archive-url=https://web.archive.org/web/20191205214702/https://www.gamerankings.com/saturn/198201-nights-into-dreams/index.html|archive-date=5 December 2019}}</ref>
| CVG = {{rating|5|5}}<ref name=CVG>{{cite journal|last1=Guise|first1=Tom|last2=Davies|first2=Paul|last3=Lomas|first3=Ed|title=Nights into Dreams review|journal=[[Computer and Video Games]]|publisher=[[Future plc]]|date=September 1996|issue=178|pages=57, 58|url=https://archive.org/stream/Computer_and_Video_Games_Issue_178_1996-09_EMAP_Images_GB#page/n57/mode/2up|access-date=24 November 2015}}</ref>
| Edge = 8/10<ref name=edge>{{cite magazine|title=Nights into Dreams review (Edge)|url=http://www.edge-online.com/reviews/nights-dreams-review/|magazine=[[Edge (magazine)|Edge]]|publisher=[[Future plc]]|access-date=24 November 2015|archive-url=https://web.archive.org/web/20141224050554/http://www.edge-online.com/reviews/nights-dreams-review/|archive-date=24 December 2014|date=2 August 1996}}</ref>
| EGM = 8/10<ref name="EGM86rev">{{cite magazine|title=Review Crew: Nights |magazine=[[Electronic Gaming Monthly]]|issue=86 |publisher=[[Ziff Davis]]|date=September 1996|page=25}}</ref>
| EuroG = 9/10 <small>(XBLA)</small><ref name=EuroG>{{cite web|last1=Robinson|first1=Martin|title=Nights into Dreams HD review|url=http://www.eurogamer.net/articles/2012-10-05-nights-into-dreams-hd-review|website=[[Eurogamer]]|publisher=Gamer Network|access-date=24 November 2015|date=5 October 2012|archive-url=https://web.archive.org/web/20121102234514/http://www.eurogamer.net/articles/2012-10-05-nights-into-dreams-hd-review|archive-date=2 November 2012 }}</ref>
| GI = 8.5/10<ref>{{cite magazine |title=Legacy Review Archives |url=https://www.gameinformer.com/legacyreviews |magazine=[[Game Informer]] |access-date=3 October 2021 |archive-date=15 April 2022 |archive-url=https://web.archive.org/web/20220415212407/https://www.gameinformer.com/legacyreviews |url-status=live }}</ref>
| GameFan = 387/400<ref name="GameFan">{{cite journal|title=Nights: A fantastic but dangerous place|journal=GameFan|date=September 1996|volume=4|issue=9|pages=22, 50–53}}</ref>
| GameRev = A<ref name=GameRev>{{cite web|title=Nights review|last1=Ferris|first1=Colin|url=http://www.gamerevolution.com/review/nights|website=[[Game Revolution]]|publisher=[[CraveOnline]]|date=6 June 2004|archive-url=https://web.archive.org/web/20160508200006/http://www.gamerevolution.com/review/nights|archive-date=8 May 2016}}</ref>
| IGN = 8.7/10<ref name=IGN>{{cite web|last1=Buchanan|first1=Levi|title=Nights into Dreams... review (IGN retrospective)|url=http://uk.ign.com/articles/2008/08/18/nights-into-dreams-retro-review|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=24 November 2015|date=18 August 2008|archive-url=https://web.archive.org/web/20121227002758/http://www.ign.com/articles/2008/08/18/nights-into-dreams-retro-review|archive-date=27 December 2012}}</ref>
| NGen = {{rating|5|5}}<ref name="nextgen">{{cite journal|title=Rating Saturn: Nightlife|journal=Next Generation|date=October 1996|issue=22|page=172|url=https://archive.org/stream/nextgen-issue-022/Next_Generation_Issue_022_October_1996#page/n173/mode/2up/search/nights+into|access-date=11 April 2016}}</ref>
| rev2 = ''[[Entertainment Weekly]]''
| rev2Score = A<ref name=EW>{{cite web|last1=Walk|first1=Gary|title=NiGHTS review|url=https://ew.com/ew/article/0%2C%2C294158%2C00.html|work=[[Entertainment Weekly]]|publisher=Dotdash Meredith|access-date=24 November 2015|date=20 September 1996|archive-url=https://web.archive.org/web/20090427113108/https://ew.com/ew/article/0,,294158,00.html|archive-date=27 April 2009}}</ref>
| rev3 = ''[[Mean Machines Sega]]''
| rev3Score = 96%<ref name=mean>{{cite journal|title=Nights into Dreams review|journal=[[Mean Machines Sega]]|publisher=[[EMAP]]|date=September 1996|issue=47|pages=58–63|url=https://archive.org/stream/mean-machines-sega-magazine-47/MMSega_47_Sep_1996#page/n55/mode/2up/search/nights|access-date=24 November 2015}}</ref>
| rev4 = ''[[Sega Saturn Magazine]]'' (UK)
| rev4Score = 96%<ref name="SatMag10">{{cite magazine|last=Automatic |first=Rad |title=Review: Nights Into Dreams |magazine=[[Sega Saturn Magazine]]|issue=10|publisher=[[Emap International Limited]] |date=August 1996|pages=72–73}}</ref>
| rev5 = ''Sega Saturn Magazine'' (Japan)
| rev5Score = 9.8/10<ref name="japan1">{{cite magazine|title=Nights into Dreams... overview|journal=Sega Saturn Magazine|volume=26|issue=9/8|page=47|language=ja}}</ref>
| rev6 = ''Saturn Fan''
| rev6Score = 8.4/10<ref name="saturnfan">{{cite magazine |title=Now on Sale Saturn Soft Impression!! NiGHTS into dreams... |journal=Saturn Fan |date=July 15, 1996 |volume=15 |issue=7/15 |page=164 |publisher=[[Tokuma Shoten|Tokuma Shoten Intermedia]] |language=Japanese}}</ref>
|award1Pub = [[Japan Game Awards]]
|award1 = Best Graphics,<br /> Best Programming<ref name=jpga/>
}}


In Japan, ''Nights into Dreams'' topped the Japanese all-format games chart, despite increased competition from the newly launched [[Nintendo 64]].<ref>{{cite magazine |title=Bizzare Console Sale Figures!|magazine=[[Computer & Video Games]]|issue=178 |date=September 1996|page=9}}</ref> It was the best-selling Sega Saturn game and the 21st best-selling game of 1996, with 392,383 copies sold.<ref>{{cite web | title=1996 Top 30 Best Selling Japanese Console Games | url=http://www.the-magicbox.com/Chart-BestSell1996.shtml | work=The-MagicBox.com | access-date=4 August 2007|archive-url=https://web.archive.org/web/20160303171323/http://www.the-magicbox.com/Chart-BestSell1996.shtml|archive-date=3 March 2016}}</ref> The PS2 version sold 6,828 units in Japan, bringing total Japanese sales to 399,211 units.<ref>{{cite magazine |title=Game Search |url=https://sites.google.com/site/gamedatalibrary/game-search |magazine=Game Data Library ([[Famitsu]] sales data) |access-date=19 August 2020 |archive-date=24 April 2019 |archive-url=https://web.archive.org/web/20190424035430/https://sites.google.com/site/gamedatalibrary/game-search |url-status=live }}</ref> In the US, ''Nights into Dreams'' was reported to sell out at several different retail outlooks.<ref>{{cite web | url=http://www.sega.com/news/releases/nightsahit.html | archive-url=https://web.archive.org/web/19961220011116/http://www.sega.com/news/releases/nightsahit.html | archive-date=20 December 1996 | title=SEGA Central }}</ref>
{{future game}}


''Nights into Dreams'' received critical acclaim,<ref>{{Cite web |last=Leone |first=Matt |date=2021-12-25 |title=Celebrating the annual tradition that is Christmas Nights |url=https://www.polygon.com/22847434/christmas-nights-25th-anniversary-sega-sonic-team |access-date=2023-11-23 |website=Polygon |language=en-US |archive-date=9 June 2023 |archive-url=https://web.archive.org/web/20230609075449/https://www.polygon.com/22847434/christmas-nights-25th-anniversary-sega-sonic-team |url-status=live }}</ref><ref>{{Cite web |first=Brendan |last=Sinclair |date=19 March 2007 |title=NiGHTS onto Wii? |url=https://www.gamespot.com/articles/nights-onto-wii/1100-6235967/ |access-date=2023-11-23 |website=GameSpot |language=en-US}}</ref><ref>{{Cite web |first=Sterling |last=McGarvey |date=2012-10-02 |title=Nights into Dreams HD review |url=https://www.gamesradar.com/nights-into-dreams-hd-review/ |access-date=2023-11-23 |website=GamesRadar+ |language=en |archive-date=9 September 2023 |archive-url=https://web.archive.org/web/20230909053137/https://www.gamesradar.com/nights-into-dreams-hd-review/ |url-status=live }}</ref> holding an average score of 89 percent at [[GameRankings]], based on an aggregate of nine reviews.<ref name=GR /> Upon release, ''[[Computer and Video Games]]'' magazine called it "one of the most sensational video games EVER made!"<ref name="CVG"/>
Demand for a sequel to ''Nights Into Dreams'' has been strong for many years. A game with the working title "''Air Nights''" was intended to use a tilt sensor in the Saturn analog pad, and development later moved to the [[Sega Dreamcast]] for a time, but eventually the project was discontinued.<ref name="ODM-UK">Lomas, Ed. "Sonic Team Player", ''Official Dreamcast Magazine'' [UK] issue 14 (December 2000), pp. 35.</ref> Aside from a [[handheld electronic game]] released by [[Tiger Electronics]]<ref name="handheld">[http://www.handheldmuseum.com/tiger/nightsintodreams.htm Electronic Handheld Museum: ''Nights Into Dreams'' handheld]</ref> and small [[minigames]] featured in several Sega titles, no full ''Nights'' sequel was released for a Sega console. Yuji Naka expressed his reluctance to develop a sequel,<ref name="ODM-UK" /> but also noted that he was interested in using ''Nights'' as a license "to reinforce Sega's identity".<ref name="edge 2003">''[[Edge (magazine)|Edge]]'', November 2003<!-- I will fix this citation format soon! --></ref>


The graphics and flight mechanics were the most praised aspects. Tom Guise of ''Computer and Video Games'' said the flight system and freedom were captivating and that ''Nights into Dreams'' was the "perfect evolution" of a ''Sonic'' game.<ref name="CVG"/> Scary Larry of ''[[GamePro]]'' said flying using the analogue joystick "is a breeze" and that the gameplay is fun, enjoyable, and impressive. He gave it a 4.5 out of 5 for graphics and a 5 out of 5 in every other category (sound, control, and FunFactor).<ref>{{citation|title=Saturn ProReview: NiGHTS into Dreams|date=October 1996|url=https://archive.org/details/GamePro_Issue_097_Volume_09_Number_10_1996-10_IDG_Publishing_US/page/n87/mode/2up|magazine=[[GamePro]]|issue=97|pages=86–87|publisher=[[International Data Group]]}}</ref> ''[[Entertainment Weekly]]'' said its "graceful acrobatic stunts" offer "a more compelling sensation of soaring than most flight simulators".<ref name=EW /> ''[[Edge (magazine)|Edge]]'' praised the analogue controller and called the levels "well-designed and graphically unrivaled", but the reviewer expressed disappointment in the limited level count compared to ''Super Mario 64'', and suggested that ''Nights'' seemed to prioritise technical achievements and Saturn selling points over gameplay with as clear a focus as ''Sonic''.<ref name=edge /> Martin Robinson from [[Eurogamer]] opined that the flight mechanics were a "giddy thrill".<ref name=EuroG /> Colin Ferris from [[Game Revolution]] praised the graphics and speed as breathtaking and awe-inspiring, concluding that it offered the best qualities of the fifth-generation machines.<ref name=GameRev /> ''[[GameFan]]'' praised the combination of "lush graphics, amazing music, and totally unique gameplay".<ref name=GameFan /> ''[[Next Generation (magazine)|Next Generation]]'' criticised the speed, saying that the only disappointing aspect was the way "it all rushes by so fast", but the magazine praised the two-player mode and the innovative method of grading the player once they completed a level.<ref name=nextgen /> ''[[Electronic Gaming Monthly]]''{{'}}s four reviewers were impressed with both the technical aspects and style of the graphics, and said the levels are great fun to explore, though they expressed disappointment that the game was not genuinely 3D and said it did not surpass ''Super Mario 64''.<ref name="EGM86rev"/>
On [[April 1]], [[2007]], a sequel called ''[[Nights: Journey of Dreams]]'' was officially announced for the [[Wii]].<ref name="ign-official">{{cite web| url = http://uk.wii.ign.com/articles/777/777545p1.html| title = "Nights is Official"| author = Matt Casamassina | date = [[2007-04-02]] | publisher = [[IGN]]|accessdate=2007-04-03}}</ref><ref name="famitsu-name">{{cite web| url = http://www.famitsu.com/game/news/2007/04/02/103,1175488436,69395,0,0.html | title = ''Famitsu'' website statement of the title ''Nights: Journey of Dreams''] | author = | date = [[2007-04-02]] | publisher = ''[[Famitsu]]''|accessdate=2007-04-02}}</ref> The official announcement followed items on the game published in several magazines and websites.<ref name="c&vg-maxiconsolas-summary">{{cite web| url = http://www.computerandvideogames.com/article.php?id=161186 | title = "Nights Wii - First details!" | author = Andy Robinson | date = [[2007-03-31]] | publisher = ''[[ComputerAndVideoGames.com|Computer and Video Games]]''|accessdate=2007-03-31}}</ref> The sequel will be a [[Wii]] exclusive, making use of [[Wii Remote|the system's motion-sensing controller]],<ref name="ign-official" />, as was initially planned for ''Air Nights''. The gameplay will involve the use of various masks,<ref name="sega-europe">http://www.sega-europe.com/en/Game/561.htm</ref> and will feature a multiplayer mode for two players<ref name="ign-official" /> in addition to [[WiiConnect24]] online functions.<ref name="sega-europe"/> It will be developed by [[Sega Studios USA]],<ref name="ign-official" /> with [[Takashi Iizuka (game designer)|Takashi Iizuka]], one of the designers of the original game, as producer.<ref name="joystiq-iizuka producer">{{cite web| url =http://www.joystiq.com/2007/04/02/Nights-journey-of-dreams-confirmed-for-wii-this-winter/ | title = "Nights: Journey of Dreams confirmed for Wii this winter" | author = Jonti Davies| date =[[2007-04-02]] | publisher = [[Joystiq]] |accessdate= 2007-04-03}}</ref> It will be released in December 2007 in the United States and winter in Europe.<ref name="eurogamer-dates">{{cite web| url =http://www.eurogamer.net/article.php?article_id=74887 | title = "Nights Wii confirmed again" | author = Tom Bramwell| date = [[2007-04-03]]| publisher = [[Eurogamer]] |accessdate= 2007-04-03}}</ref>


Levi Buchanan from ''[[IGN]]'' believed that the console "was not built to handle ''Nights''" due to the game occasionally [[clipping (computer graphics)|clipping]] and [[image warping|warping]], though he admitted that the graphics were "pretty darn good".<ref name=IGN /> A reviewer from ''[[Mean Machines Sega]]'' praised the vibrant colours and detailed textures, and described its animation as being "fluid as water". The reviewer also noted occasional [[Pop-up graphics|pop-in]] and glitching.<ref name=mean /> Rad Automatic from the British ''[[Sega Saturn Magazine]]'' praised the visuals and colour scheme as rich in both texture and detail, while suggesting that ''Nights into Dreams'' is "one of the most captivating games the Saturn has witnessed yet".<ref name="SatMag10"/> ''Next Generation'' said the visuals were "beyond a doubt" the most fluid and satisfying for any game on any system.<ref name=nextgen /> Upon release, the Japanese ''Sega Saturn Magazine'' wrote that ''Nights'' would have a significant impact on the video game industry, particularly the [[action game]] genre.<ref name=japan1 /> The reviewer also said ''Nights'' felt better through with the analogue pad, in contrast to the conventional controller, and also praised the light and smooth feeling the analogue pad portrayed during gameplay.<ref name="Japan2">{{cite journal|date=14 June 1996|title=Nights into Dreams... review|url=https://retrocdn.net/images/c/c3/SSM_JP_19960614_1996-09.pdf|journal=Sega Saturn Magazine|language=ja|volume=9|issue=6/14|page=60|access-date=7 August 2020|archive-date=15 August 2021|archive-url=https://web.archive.org/web/20210815160849/https://retrocdn.net/images/c/c3/SSM_JP_19960614_1996-09.pdf|url-status=live}}</ref>
==Further appearances==
A [[handheld electronic game]] was released by Tiger Electronics, and several Sega titles such as ''[[Sega SuperStars]]'', ''[[Sonic Adventure]]'' and ''[[Sonic Pinball Party]]'' feature [[minigame]]s themed around the character. Nights is also an unlockable character both in ''[[Sonic Riders]]'' and ''[[Sonic Shuffle]]''. A minigame version of ''Nights into Dreams...'' is playable utilizing the GameCube-to-Game Boy Advance connectivity with ''[[Phantasy Star Online Episode I & II]]''<ref>{{cite web | Craig Harris | year=2002 | title=E3 2002: Nights on the GBA | url=http://gameboy.ign.com/articles/360/360451p1.html | work=IGN.com | accessdate=2007-08-04}}</ref> and ''[[Billy Hatcher and the Giant Egg]]''.<ref>{{cite web | year=2003 | title=Billy Hatcher GBA bonus games for download | url=http://www.computerandvideogames.com/article.php?id=95434 | work=Computerandvideogames.com | accessdate=2007-08-04}}</ref> Further small references to the game have been made in numerous other games by the company, including ''[[Shenmue]]'', ''[[Burning Rangers]]'', ''[[ChuChu Rocket!]]'', ''[[Sonic Adventure 2]]'', and ''[[Project Rub]]''.


Reviewers also praised the soundtrack and audio effects. Paul Davies from ''Computer and Video Games'' said ''Nights'' had "the best music ever"; in the same review, Tom Guise said it created a hypnotically magical atmosphere.<ref name=CVG /> Ferris said that the music and sound effects were that of a dream world, and asserted that they were fitting for a game like ''Nights into Dreams''.<ref name=GameRev /> ''IGN''<nowiki/>'s Buchanan praised the soundtrack and that the sound effects "fit in perfectly with the dream universe".<ref name=IGN />
===Comics===
[[Archie Comics]] adapted the game into a three-issue [[comic book]] [[miniseries]]<ref>{{cite web | author=Pegasus Zero | title=Nights comics | url=http://www.fortunecity.com/underworld/sonic/324/comics.htm | accessdate=2007-08-04}}</ref> to test whether or not a Nights comic would sell well in North America. The series gained some popularity, but not quite enough to commit to a running series. The company later released a second 3-issue miniseries, continuing the story of the first, but this one also failed to garner enough sales to warrant an ongoing series.


''Nights Into Dreams'' received the "Best Graphics" and "Best Programming" awards at the [[Japan Game Awards]].<ref name=jpga>{{cite web |url=https://awards.cesa.or.jp/1996/index.html |title=Japan Game Awards |website= |publisher= |access-date=February 8, 2022 |archive-date=8 February 2022 |archive-url=https://web.archive.org/web/20220208165811/https://awards.cesa.or.jp/1996/index.html |url-status=live }}</ref> In ''Electronic Gaming Monthly''{{'}}s "Best of '96" awards, it was a runner-up for Flying Game of the Year (behind ''[[Pilotwings 64]]''), Nights was a runner-up for "coolest mascot" (behind [[Mario]]), and the Saturn analog controller, which the magazine called the "Nights Controller", won Best Peripheral.<ref>{{cite magazine|date=March 1997|title=The Best of '96|url=https://retrocdn.net/images/8/8f/EGM_US_092.pdf|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis]]|issue=92|pages=88–90|access-date=7 August 2020|archive-date=6 June 2020|archive-url=https://web.archive.org/web/20200606210100/https://retrocdn.net/images/8/8f/EGM_US_092.pdf|url-status=live}}</ref> The following year ''EGM'' ranked it the 70th best console video game of all time, describing it as "unlike anything you've seen before ... a 2.5-D platform game without the platforms".<ref>{{cite magazine |title=100 Best Games of All Time |magazine=[[Electronic Gaming Monthly]]|issue=100 |publisher=[[Ziff Davis]] |date=November 1997|pages=114, 116}} Note: Contrary to the title, the intro to the article explicitly states that the list covers console video games only, meaning PC games and arcade games were not eligible.</ref>
==See also==
* [[Nights: Journey of Dreams]]
* [[Yuji Naka]]
* [[Sonic Team]]
* [[Naoto Oshima]]
* [[Chao]]


==References==
== Legacy ==
''Nights into Dreams'' has appeared on several [[list of video games considered the best|best-game-of-all-time]] lists. In a January 2000 poll by ''Computer and Video Games'', readers named it the 15th greatest game, behind ''Super Mario 64''.<ref>{{cite journal|title=100 Greatest Games of All Time|journal=[[Computer and Video Games]]|date=January 2000|issue=218|pages=53–67|publisher=[[Future plc]]}}</ref> ''IGN'' ranked it the 94th best game of all time in 2007,<ref name=onehundred>{{cite web|title=Top 100 Games list|url=http://au.top100.ign.com/2007/ign_top_game_94.html|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=29 November 2015 |url-status=dead|archive-url=https://web.archive.org/web/20110811235930/http://au.top100.ign.com/2007/ign_top_game_94.html|archive-date=11 August 2011}}</ref> and in 2008, Levi Buchanan ranked it fourth in his list of the top 10 Sega Saturn games.<ref>{{cite web | url = http://uk.ign.com/articles/2008/07/29/top-10-sega-saturn-games | title = Top 10 Sega Saturn Games | access-date = 3 April 2013 | last = Buchanan | first = Levi | date = 29 July 2008 | website=[[IGN]] |publisher=[[Ziff Davis]]|archive-url=https://web.archive.org/web/20121214093632/http://www.ign.com/articles/2008/07/29/top-10-sega-saturn-games|archive-date=14 December 2012 }}</ref> ''Next Generation'' ranked it the 25th best game in their September 1996 issue (one month before they actually reviewed the game, and roughly two months before it saw release outside Japan).<ref>{{cite journal|title=100 Greatest Games of All Time|journal=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|date=September 1996|issue=21|page=60|url=https://archive.org/stream/nextgen-issue-021/Next_Generation_Issue_021_September_1996#page/n63/mode/2up/search/nights|access-date=29 November 2015}}</ref> [[1UP.com|''1UP'']] ranked it third in its "Top Ten Cult Classics" list.<ref>{{cite web|title=Top 10 cult classics |website=[[1UP.com|1UP]] |publisher=[[Ziff Davis]] |date=22 June 2005 |url=http://www.1up.com/do/feature?cId=3141616 |access-date=29 November 2015 |archive-url=https://web.archive.org/web/20160525015313/http://www.1up.com/features/top-10-cult-classics |archive-date=25 May 2016 |url-status=dead }}</ref> In 2014, [[GamesRadar]] listed ''Nights into Dreams'' as the best Sega Saturn game of all time, saying it "tapped into a new kind of platform gameplay for its era".<ref>{{cite web|title=Best Saturn games of all time|url=http://www.gamesradar.com/best-saturn-games-all-time/|publisher=[[GamesRadar]]|access-date=29 November 2015|date=6 March 2014|archive-url=https://web.archive.org/web/20160408045155/http://www.gamesradar.com/best-saturn-games-all-time/|archive-date=8 April 2016}}</ref> Naka said that the release of ''Nights'' was when Sonic Team was truly formed as a brand.<ref name="Edge 89">{{Cite magazine|date=October 2000|title=Sega's new beginning|url=https://archive.org/details/EDGE.N089.2000.10/page/45/mode/2up|magazine=[[Edge (magazine)|Edge]]|publisher=[[Future plc]]|pages=68–78|issn=1350-1593|number=89}}</ref>
{{reflist}}


==External links==
=== Remakes ===
Sega released a [[Video game remake|remake]] of ''Nights into Dreams'' for the [[PlayStation 2]] exclusively in Japan on 21 February 2008. It includes 16:9 wide screen support, an illustration gallery and features the ability to play the game in classic Saturn graphics.<ref name=ps2>{{cite web|title=Nights Dreaming on PS2|url=http://uk.ign.com/articles/2007/11/20/nights-dreaming-on-ps2|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=29 November 2015|date=19 November 2007|archive-url=https://web.archive.org/web/20151010143916/http://www.ign.com/articles/2007/11/20/nights-dreaming-on-ps2|archive-date=10 October 2015}}</ref> The game was also featured in a bundle named the Nightopia Dream Pack, which includes a reprint of a picture book that was released in Japan alongside the original Saturn game.<ref name=ps2 /><ref>{{cite magazine|url=http://www.famitsu.com/game/coming/1211999_1407.html |title=Nights into dreams... coming |magazine=[[Famitsu]] |publisher=[[Enterbrain]] |date=24 November 2007|language=ja |access-date=14 October 2013|archive-url=https://web.archive.org/web/20160303172133/http://www.famitsu.com/game/coming/1211999_1407.html|archive-date=3 March 2016}}</ref> A ''Nights into Dreams'' handheld electronic game was released by Tiger Electronics in 1997,<ref name="handheld" /> and a port of it was later released for Tiger's unsuccessful [[R-Zone]] console.<ref>{{cite web|title=Tiger Electronics Nights Into Dreams|url=https://www.engadget.com/products/tiger-electronics/nights-into-dreams/specs/|website=[[Engadget]]|publisher=[[AOL]]|access-date=24 December 2015|archive-url=https://web.archive.org/web/20151225085034/http://www.engadget.com/products/tiger-electronics/nights-into-dreams/specs/|archive-date=25 December 2015}}</ref>
* [http://www.sonicteam.com/nights/index.html ''Nights into Dreams''] Sonic Team's Japanese ''Nights'' homepage
* [http://www.sonicteam.com/xmas_nights/xmas_nights.html ''Winter Nights''] Japanese ''Christmas Nights'' homepage


A [[High-definition video|high definition]] remaster of the PlayStation 2 version was released for [[PlayStation Network]] and [[Xbox Live Arcade]] in October 2012.<ref name="Sega HD PS3 released">{{cite web|url=http://blogs.sega.com/2012/10/02/available-now-sonic-adventure-2-and-nights-into-dreams/|title=Available Now: Sonic Adventure 2 and NiGHTS into Dreams...|date=2 October 2012|work=Sega.com|publisher=[[Sega]]|access-date=23 November 2012|archive-url=https://web.archive.org/web/20160422021651/http://blogs.sega.com/2012/10/02/available-now-sonic-adventure-2-and-nights-into-dreams/|archive-date=22 April 2016}}</ref><ref name="Sega HD release dates">{{cite web|url=http://blogs.sega.com/2012/09/17/nights-into-dreams%E2%80%A6-and-sonic-adventure-2-available-in-october/|title=NiGHTS into dreams... and Sonic Adventure 2 Available in October|date=17 September 2012|work=Sega.com|publisher=[[Sega]]|access-date=19 September 2012|archive-url=https://web.archive.org/web/20160526234514/http://blogs.sega.com/2012/09/17/nights-into-dreams%E2%80%A6-and-sonic-adventure-2-available-in-october/|archive-date=26 May 2016}}</ref> A [[Windows]] version was released via [[Steam (service)|Steam]] on in December 2012, with online score leaderboards and the option to play with enhanced graphics or with the original Saturn graphics.<ref name="Sega HD announce">{{cite web|url=http://blogs.sega.com/2012/12/17/nights-into-steam/|title=NiGHTS into Steam|date=17 December 2012|work=Sega.com|publisher=[[Sega]]|archive-url=https://web.archive.org/web/20160219183146/http://blogs.sega.com/2012/12/17/nights-into-steam/|archive-date=19 February 2016|access-date=17 December 2012}}</ref> The HD version also includes ''Christmas Nights'', but the two-player mode and ''Sonic the Hedgehog'' level were removed.<ref name="Sega HD release dates" /><ref>{{cite web|last=Mitchell |first=Richard |url=http://www.joystiq.com/2012/10/02/deja-review-nights-into-dreams/ |title=Deja Review: Nights into Dreams |website=[[Joystiq]] |publisher=[[AOL]] |date=2 October 2012 |access-date=14 October 2013|archive-url=https://web.archive.org/web/20150131161303/http://www.joystiq.com/2012/10/02/deja-review-nights-into-dreams/|archive-date=31 January 2015}}</ref>
[[Category:Nights]]

=== In other media ===
Claris and Elliot make a cameo appearance in Sonic Team's ''[[Burning Rangers]]'' (1998), with both Claris and Eliot sending the Rangers emails thanking them for their help.<ref>{{cite web|last1=Buchanan|first1=Levi|title=Burning Rangers retro review|url=http://uk.ign.com/articles/2008/09/03/burning-rangers-retro-review|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=28 November 2015|date=3 September 2008|archive-url=https://web.archive.org/web/20130108125714/http://www.ign.com/articles/2008/09/03/burning-rangers-retro-review|archive-date=8 January 2013}}</ref><ref>{{cite web|last1=LaPlante|first1=Lucas|title=Burning Rangers overview|url=http://www.hardcoregaming101.net/burningrangers/burningrangers.htm|website=Hardcore Gaming 101|publisher=DoubleJump Publishing|access-date=28 November 2015|date=10 September 2015|archive-url=https://web.archive.org/web/20160429014528/http://www.hardcoregaming101.net/burningrangers/burningrangers.htm|archive-date=29 April 2016}}</ref> ''Nights into Dreams''-themed pinball areas feature in ''[[Sonic Adventure]]'' (1998) and ''[[Sonic Pinball Party]]'' (2003).<ref>{{cite web|last1=Harris|first1=Craig|title=Sonic Pinball Party|url=http://uk.ign.com/articles/2003/05/29/sonic-pinball-party|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=28 November 2015|date=28 May 2003|archive-url=https://web.archive.org/web/20151210191825/http://www.ign.com/articles/2003/05/29/sonic-pinball-party|archive-date=10 December 2015}}</ref> The [[PlayStation 2]] games ''[[EyeToy: Play]]'' (2003) and ''[[Sega SuperStars]]'' (2004) both feature [[minigame]]s based on ''Nights into Dreams'', in which Nights is controlled using the player's body.{{sfn|Hunt|2012|p=27}}<ref name=matter>{{cite web|last1=Buchanan|first1=Levi|title=Does Nights Still Matter?|url=http://uk.ign.com/articles/2007/10/18/does-nights-still-matter|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=28 November 2015|date=18 October 2007|archive-url=https://web.archive.org/web/20150705021730/http://www.ign.com/articles/2007/10/18/does-nights-still-matter|archive-date=5 July 2015}}</ref><ref>{{cite web|last1=Baker |first1=Chris |title=Sega SuperStars review |url=http://www.1up.com/reviews/sega-superstars_2 |website=[[1UP.com|1UP]] |publisher=[[Ziff Davis]] |access-date=28 November 2015 |date=16 November 2004 |archive-url=https://web.archive.org/web/20160603194326/http://www.1up.com/reviews/sega-superstars_2 |archive-date=3 June 2016 |url-status=dead }}</ref> Nights is also an unlockable character in ''[[Sonic Riders]]'' (2006) and ''[[Sonic Riders: Zero Gravity]]'' (2008).<ref>{{cite web|last1=Towell|first1=Justin|title=Sonic and NiGHTS go golfing together|url=http://www.gamesradar.com/sonic-and-nights-go-golfing-together/|work=[[GamesRadar]]|publisher=[[Future plc]]|access-date=28 November 2015|date=7 June 2007|archive-url=https://web.archive.org/web/20160513013520/http://www.gamesradar.com/sonic-and-nights-go-golfing-together/|archive-date=13 May 2016}}</ref><ref>{{cite magazine|last1=Söldner |first1=Von Michael |title=Sonic Riders: Zero Gravity – Gastauftritt für Nights-Hauptcharakter |url=http://www.gamepro.de/nintendo/spiele/wii/sonic-riders-zero-gravity/news/sonic_riders_zero_gravity,43963,1304235.html |magazine=[[GamePro]] |publisher=[[International Data Group]] |access-date=28 November 2015 |language=de |date=11 January 2008 |archive-url=https://web.archive.org/web/20160519015729/http://www.gamepro.de/nintendo/spiele/wii/sonic-riders-zero-gravity/news/sonic_riders_zero_gravity%2C43963%2C1304235.html |archive-date=19 May 2016 |url-status=dead }}</ref>

A minigame version of ''Nights into Dreams'' is playable through using the [[Nintendo GameCube – Game Boy Advance link cable]] connectivity with ''[[Phantasy Star Online Episode I & II]]'' (2000)<ref>{{cite web | last1=Harris |first1=Craig | title=E3 2002: Nights on the GBA | url=http://uk.ign.com/articles/2002/05/22/e3-2002-nights-on-the-gba | date=22 May 2002| website=[[IGN]]|publisher=[[Ziff Davis]]| access-date=4 August 2007|archive-url=https://web.archive.org/web/20150611133153/http://www.ign.com/articles/2002/05/22/e3-2002-nights-on-the-gba|archive-date=11 June 2015}}</ref> and ''[[Billy Hatcher and the Giant Egg]]'' (2003).{{sfn|Hunt|2012|p=27}}<ref>{{cite web|title=Billy Hatcher GBA bonus games for download|url=http://www.computerandvideogames.com/article.php?id=95434|website=[[Computer and Video Games]]|publisher=[[Future plc]]|access-date=28 November 2015|archive-url=https://web.archive.org/web/20080221005331/http://www.computerandvideogames.com/article.php?id=95434|archive-date=21 February 2008 |date=22 August 2003}}</ref> Following a successful fan campaign by a ''Nights into Dreams'' [[fansite]], the character Nights was integrated into ''[[Sonic & Sega All-Stars Racing]]'' (2010) as a [[traffic guard]].<ref>{{cite web|last1=Fahey|first1=Mike|title=Fan Pleading Got NiGHTS Into Sonic & Sega All-Star Racing|url=http://kotaku.com/5462384/fan-pleading-got-nights-into-sonic--sega-all-star-racing|website=[[Kotaku]]|publisher=[[Gawker Media]]|access-date=28 November 2015|date=2 February 2010|archive-url=https://web.archive.org/web/20160502183437/http://kotaku.com/5462384/fan-pleading-got-nights-into-sonic--sega-all-star-racing|archive-date=2 May 2016}}</ref> Nights and Reala also appear as playable characters in ''[[Sega Superstars Tennis]]'' (2008) and ''[[Sonic & All-Stars Racing Transformed]]'' (2012),<ref name=track>{{cite web|last1=Phillips|first1=Tom|title=NiGHTS playable in Sonic & Sega All Stars: Racing Transformed|url=http://www.eurogamer.net/articles/2012-07-07-nights-playable-in-sonic-and-sega-all-stars-racing-transformed|website=[[Eurogamer]]|publisher=Gamer Network|access-date=28 November 2015|date=7 July 2012|archive-url=https://web.archive.org/web/20160304064209/http://www.eurogamer.net/articles/2012-07-07-nights-playable-in-sonic-and-sega-all-stars-racing-transformed|archive-date=4 March 2016}}</ref> the latter of which also features a ''Nights into Dreams''-themed racetrack.<ref name=track /><ref>{{cite web|last1=Plante|first1=Chris|title=Sonic & All-Stars Racing Transformed is an enjoyably surreal experience|url=http://www.polygon.com/2012/12/4/3724444/sonic-all-stars-racing-transformed-review|website=[[Polygon (website)|Polygon]]|publisher=[[Vox Media]]|access-date=28 November 2015|date=4 December 2012|archive-url=https://web.archive.org/web/20160304075210/http://www.polygon.com/2012/12/4/3724444/sonic-all-stars-racing-transformed-review|archive-date=4 March 2016}}</ref> The limited Deadly Six edition of ''[[Sonic Lost World]]'' (2013) features a ''Nights into Dreams''-inspired stage, "Nightmare Zone", as [[downloadable content]].<ref>{{cite web|last1=Senior|first1=Tom|title=Sonic Lost World dashes onto PC|url=http://www.pcgamer.com/sonic-lost-world-dashes-onto-pc/|work=[[PC Gamer]] |publisher=[[Future plc]]|access-date=28 November 2015|date=3 November 2015|archive-url=https://web.archive.org/web/20160504074734/http://www.pcgamer.com//sonic-lost-world-dashes-onto-pc/|archive-date=4 May 2016}}</ref>

=== Comics ===
In February 1998, [[Archie Comics]] adapted ''Nights into Dreams'' into a three-issue comic book [[miniseries]]<ref>{{cite web | author=Manga Punk Sai | title=Parody into Dreams | url=http://www.angelfire.com/anime6/parodyintodreams/main.htm | date=13 December 2004|access-date=28 November 2015|archive-url=https://web.archive.org/web/20160513020113/http://www.angelfire.com/anime6/parodyintodreams/main.htm|archive-date=13 May 2016}}</ref> to test whether a Nights comic would sell well in North America.<ref>{{cite web|last1=Peele|first1=Britton|title=10 hard-to-find classics that deserve a second chance|url=http://www.gamesradar.com/10-hard-find-classics-deserve-second-chance/?page=3|website=[[GamesRadar]]|publisher=[[Future plc]]|access-date=28 November 2015|date=8 February 2012|archive-url=https://web.archive.org/web/20151208115938/http://www.gamesradar.com/10-hard-find-classics-deserve-second-chance/?page=3|archive-date=8 December 2015}}</ref> The first miniseries was loosely based on the game, with Nights identified as male despite the character's androgynous design. The company later released a second three-issue miniseries, continuing the story of the first, but the series did not gain enough sales to warrant an ongoing series. It was later added to a list of guest franchises featured in Archie Comics' ''Worlds Unite'' crossover between its ''[[Sonic the Hedgehog (comics)|Sonic the Hedgehog]]'' and ''[[Mega Man (Archie Comics)|Mega Man]]'' comics.<ref>{{cite web|last1=Scheeden|first1=Jesse|title=Capcom and Sega Join Forces for Worlds Unite Comic Book Crossover|url=http://uk.ign.com/articles/2015/02/26/capcom-and-sega-join-forces-for-worlds-unite-comic-book-crossover|website=[[IGN]]|publisher=[[Ziff Davis]]|access-date=28 November 2015|date=26 February 2015|archive-url=https://web.archive.org/web/20150223230253/http://www.ign.com/articles/2015/02/23/capcom-and-sega-join-forces-for-worlds-unite-comic-book-crossover|archive-date=23 February 2015}}</ref>

== Footnotes ==
{{Notelist}}

== References ==
'''Citations'''
{{Reflist|30em}}

'''Bibliography'''
{{Refbegin}}
*{{cite journal|last=Hickman|first=Sam|title=The Dream Team|journal=[[Sega Saturn Magazine]]|publisher=[[EMAP]]|date=August 1996|issue=10|pages=34–41|url=https://archive.org/stream/Official_Sega_Saturn_Magazine_010/Official_Sega_Saturn_Magazine_010_-_aug_1996_UK#page/n33/mode/2up|access-date=24 November 2015}}
*{{cite journal|last=Hunt|first=Stuart|title=The Making of Nights into Dreams...|journal=[[Retro Gamer]]|date=December 2012|issue=45|pages=26–31|publisher=[[Imagine Publishing]]}}
{{Refend}}

== External links ==
*{{Official website}} {{in lang|ja}}
*[https://web.archive.org/web/20150402152317/http://sega.jp/ps2/nights/ Official website for the PlayStation 2 remake] {{in lang|ja}}

{{Sonic Team}}
{{Franchises owned by Sega Sammy Holdings}}
{{Portal bar|Video games|1990s}}
{{Authority control}}

{{DEFAULTSORT:Nights into Dreams}}
[[Category:1996 video games]]
[[Category:1996 video games]]
[[Category:Sega games]]
[[Category:Action games]]
[[Category:Christmas video games]]
[[Category:Fantasy video games]]
[[Category:Platformers]]
[[Category:PlayStation 2 games]]
[[Category:PlayStation 3 games]]
[[Category:PlayStation Network games]]
[[Category:Multiplayer and single-player video games]]
[[Category:Sega Games franchises]]
[[Category:Sega Saturn games]]
[[Category:Sega Saturn games]]
[[Category:Sonic Team games]]
[[Category:Tiger Electronics handheld games]]
[[Category:Video games developed in Japan]]
[[Category:Video games developed in Japan]]
[[Category: Tiger handheld games]]
[[Category:Video games with 2.5D graphics]]
[[Category:Windows games]]

[[de:NiGHTS into Dreams]]
[[Category:Xbox 360 games]]
[[Category:Xbox 360 Live Arcade games]]
[[es:NiGHTS into Dreams...]]
[[Category:Video games produced by Yuji Naka]]
[[fr:Nights into Dreams]]
[[Category:Video games about dreams]]
[[nl:NiGHTS Into Dreams]]
[[Category:Video games about magic]]
[[ja:ナイツ (ゲーム)]]
[[Category:Video games adapted into comics]]
[[zh:飛天幽夢]]
[[Category:Video games scored by Fumie Kumatani]]
[[Category:Video games scored by Naofumi Hataya]]
[[Category:Video games scored by Tomoko Sasaki]]

Latest revision as of 00:55, 23 April 2024

Nights into Dreams
European cover art
Developer(s)Sonic Team
Publisher(s)Sega
Director(s)Naoto Ohshima
Producer(s)Yuji Naka
Designer(s)Takashi Iizuka
Programmer(s)Yuji Naka
Artist(s)
Composer(s)
  • Naofumi Hataya
  • Tomoko Sasaki
  • Fumie Kumatani
Platform(s)
Release
5 July 1996
  • Sega Saturn
    PlayStation 2
    • JP: 21 February 2008
    Windows
    • WW: 2 October 2012
    PlayStation 3
    • NA: 2 October 2012
    • EU: 3 October 2012
    • JP: 4 October 2012
    Xbox 360
    • WW: 5 October 2012
Genre(s)Action
Mode(s)Single-player, multiplayer

Nights into Dreams[a] is a 1996 action game developed by Sonic Team and published by Sega for the Sega Saturn. The story follows the teenagers Elliot Edwards and Claris Sinclair, who enter Nightopia, a dream world where all dreams take place. With the help of Nights, an exiled "Nightmaren", they begin a journey to stop the evil ruler Wizeman from destroying Nightopia and consequently the real world. Players control Nights flying through Elliot and Claris's dreams to gather enough energy to defeat Wizeman and save Nightopia. The game is presented in 3D and imposes time limits on every level, in which the player must accumulate points to proceed.

Development began after the release of Sonic & Knuckles in 1994, although the concept originated in 1992, during the development of Sonic the Hedgehog 2. Development was led by Sonic Team veterans Yuji Naka, Naoto Ohshima, and Takashi Iizuka. Naka began the project with the idea of flight, and Ohshima designed Nights as an androgynous character that resembles an angel that could fly like a bird. The team conducted research on dreaming and REM sleep, and was influenced by the works and theories of psychoanalysts Carl Jung and Sigmund Freud. An analogue controller, the Saturn 3D controller, was designed alongside the game and included with some retail copies.

Nights into Dreams received acclaim for its graphics, gameplay, soundtrack, and atmosphere. It has been cited as one of the greatest video games ever made. A shorter Christmas-themed version, Christmas Nights, was released in December 1996. Nights into Dreams was ported to the PlayStation 2 in 2008 in Japan and a high-definition version was released worldwide for Windows, PlayStation 3, and Xbox 360 in 2012. A sequel, Nights: Journey of Dreams, was released for the Wii in 2007.

Gameplay[edit]

Nights flying through Elliot's first level, Splash Garden, in the Saturn version. From left to right, the interface displays the number of orbs required to proceed, time limit, and score.

Nights into Dreams is split into seven levels, referred to as "Dreams".[3] The levels are distributed between the two teenage characters: three are unique to Claris, three to Elliot, and each play through an identical final seventh level, "Twin Seeds". Initially, only Claris' "Spring Valley" and Elliot's "Splash Garden" levels are available, and successful completion of one of these unlocks the next level in that character's path.[4] Previously completed stages may be revisited to improve the player's high scores; a grade between A and F is given to the player upon completion, but a "C" grade (or better) in all the selected character's levels must be achieved to unlock the relevant "Twin Seeds" stage for that character.[5] Points are accumulated depending on how fast the player completes a level,[6] and extra points are awarded when the player flies through rings.[7]

Each level is split up into four "Mares" set in Nightopia and a boss fight which takes place in Nightmare. In each level, players initially control Claris or Elliot, who immediately have their Ideyas (spherical objects that contain emotions) of hope, wisdom, intelligence and purity stolen from them by Wizeman's minions, leaving behind only their Ideya of courage.[4][8] The goal of each Mare is to recover one of the stolen Ideya by collecting 20 blue chips and delivering them to the cage holding the Ideyas, which overloads and releases the orb it holds.[9] If the player walks around the landscape for too long, they are pursued by a sentient alarm clock which awakens the character and ends the level if it comes into contact with the player.[10] The majority of the gameplay centres on flying sequences, which are triggered by walking into the Ideya Palace near the start of each level so that the character merges with the imprisoned Nights. Once the flying sequence is initiated, the time limit begins.[11][12]

In the flying sections, the player controls Nights' flight along a predetermined route through each Mare, resembling that of a 2D platformer.[13] The player has only a limited period of time available before Nights falls to the ground and transforms back into Claris or Elliot, and each collision with an enemy subtracts five seconds from the time remaining.[14] The player's time is replenished each time they return an Ideya to the Ideya Palace.[4] While flying, Nights can use a "Drill Dash" to travel faster, as well as defeat certain reverie enemies scattered throughout the level.[15] Grabbing onto certain enemies causes Nights to spin around, which launches both Nights and the enemy in the direction the boost was initiated. Various acrobatic manoeuvres can be performed, including the "Paraloop", whereby flying around in a complete circle and connecting the trail of stars left in Nights' wake causes any items within the loop to be attracted towards Nights.[13] The game features a combo system known as "Linking", whereby actions such as collecting items and flying through rings are worth more points when performed in quick succession.[7][14] Power-ups may be gained by flying through several predetermined rings, indicated by a bonus barrel. The power-ups include a speed boost, point multiplier and an air pocket.[5]

The player receives a grade based on their score at the end of each Mare, and an overall grade for the level after clearing all four Mares.[11] Nights is then transported to Nightmare for a boss fight against one of Wizeman's "Level Two" Nightmarens.[7] Each boss fight has a time limit, and the game ends if the player runs out of time during the battle. Upon winning the boss fight, the player is awarded a score multiplier based on how quickly the boss was defeated, which is then applied to the score earned in the Nightopia section to produce the player's final score for that Dream.[16] The game also features a multiplayer mode, which allows two players to battle each other by using a splitscreen. One player controls Nights, whereas the other controls Reala. The winner is determined by the first player to defeat the other, which is accomplished by hitting or paralooping the other player three times.[7][8]

The game features an artificial life system known as "A-Life",[17] which involves entities called Nightopians and keeps track of their moods.[18] It is possible to have them mate with other Nightopians, which creates hybrids known as "Superpians".[13][19] The more the game is played, the more inhabitants appear, and environmental features and aesthetics change.[4] The A-Life system features an evolving music engine, allowing tempo, pitch, and melody to alter depending on the state of Nightopians within the level.[20][21] The feature runs from the Sega Saturn's internal clock, which alters features in the A-Life system depending on the time.[13]

Plot[edit]

Every night, all human dreams are played out in Nightopia and Nightmare, the two parts of the dream world. In Nightopia, distinct aspects of dreamers' personalities are represented by luminous coloured spheres known as "Ideya". The evil ruler of Nightmare, Wizeman the Wicked, is stealing this dream energy from sleeping visitors in order to gather power and take control of Nightopia and eventually the real world. To achieve this, he creates five beings called "Nightmaren": jester-like, flight-capable beings, which include Jackle, Clawz, Gulpo, Gillwing and Puffy as well as many minor maren. He also creates two "Level One" Nightmaren: Nights and Reala. However, Nights rebels against Wizeman's plans, and is punished by being imprisoned inside an Ideya palace, a container for dreamers' Ideya.[22]

One day, Elliot Edwards and Claris Sinclair, two teenagers from the city of Twin Seeds, go through failures. Elliot, a basketball player, is challenged by a group of older students and suffers a humiliating defeat on the court. Claris, a singer, is overcome by stage fright when auditioning for judges, which causes her to lose all hopes of getting the role. When they go to sleep that night, both Elliot and Claris suffer nightmares that replay the events. They escape into Nightopia and find that they both possess the rare Red Ideya of Courage, the only type that Wizeman cannot steal. Elliot and Claris release Nights, who tells them about dreams and Wizeman and his plans; the three begin a journey to stop Wizeman and restore peace to Nightopia. When they defeat Wizeman and Reala, peace is returned to Nightopia and the world of Nightmare is suppressed.

The next day, in Twin Seeds, a centenary ceremony begins. Elliot walks through the parade and has a vision of Nights looking at him through a billboard. Realizing that Claris is performing in a hall, Elliot runs through the crowd and sees Claris on stage in front of a large audience, singing well. The two look at each other and transition to Nightopia.

Development[edit]

I headed back to Japan so that I could work with Mr Ohshima and while I was waiting for the plane to take off, I thought, 'Let's make a game where we can fly!' So I guess that's where it all started.

Producer Yuji Naka in an interview with Sega Saturn Magazine[23]

Nights was developed by Sonic Team, the Sega development division that had created the Sonic the Hedgehog games for Genesis. The Nights concept originated during the development of Sonic the Hedgehog 2 in 1992, but development did not begin until after the release of Sonic & Knuckles in late 1994.[24] Programming began in April 1995 and total development spanned six months.[24] Yuji Naka was lead programmer and producer,[25] while Naoto Ohshima and Takashi Iizuka were director and lead designer, respectively.[24][26] Naka and Ohshima felt they had spent enough time with the Sonic franchise and were eager to work on new concepts.[27] According to Naka, the initial development team consisted of seven people, and grew to 20 as programmers arrived.[24][25]

Sonic creator and project director Ohshima created the character of Nights based on his inspirations from travelling Europe and western Asia. The character design incorporated Japanese, European, and American stylistics in order to give Nights as universal an appeal as possible.[27] Ohshima later decided that the character should resemble an angel and fly like a bird.[28] In the context of the game, Nights is a part of every human's subconsciousness, and so was purposely designed to be neither male nor female.[27] Nights' personality is intended to be a "a mirror of the child's personality."[29]

Naka originally intended to make Nights into Dreams a slow-paced game, but as development progressed the gameplay pace gradually increased, in similar vein to Sonic games.[24] The initial concept envisioned the flying character in a rendered 2D sprite art, with side-scrolling features similar to Sonic the Hedgehog.[26] The team were hesitant to switch from 2D to 3D, as Naka was sceptical that appealing characters could be created with polygons, in contrast to traditional pixel sprites, which the designers found "more expressive".[26] According to Iizuka, the design and story took two years to finalise.[25] The difficulty was designed with the intent that young and inexperienced players would be able to complete the game, while more experienced players would be compelled by the replay value.[30]

Nights was developed using Silicon Graphics workstations for graphical designs and Sega Saturn emulators running on Hewlett-Packard machines for programming. There were problems during early stages of development because of a lack of games to use as reference; the team had to redesign the Spring Valley level numerous times and build "everything from scratch".[28] The team used the Sega Graphics Library operating system, said by many developers to make programming for the Saturn dramatically easier, only sparingly, instead creating the game almost entirely with custom libraries.[31] Because the Sonic Team offices did not include soundproof studios, team members recorded sound effects at night.[24] According to Naka, every phrase in the game has a meaning; for example, "abayo" is Japanese slang for "goodbye".[32] The team felt that the global market would be less resistant to a game featuring full 3D CGI cut scenes than 2D anime. Norihiro Nishiyama, the designer of the in-game movies, felt that the 3D cutscenes were a good method to show the different concepts of dreaming and waking up. Naka said that the movies incorporate realism to make it more difficult for the player to disambiguate the boundary between dreams and reality.[26]

The development took longer than expected because of the team's inexperience with Saturn hardware and uncertainty about using the full 560 megabyte space on the CD-ROM.[26] The team initially thought that the game would consume around 100 megabytes of data, and at one point considered releasing it on two separate discs. Iizuka said that the most difficult part of development was finding a way of handling the "contradiction" of using 2D sidescroller controls in a fully 3D game.[26] Naka limited the flying mechanic to "invisible 2D tracks" because early beta testing revealed that the game was too difficult to play in full 3D.[31][33] The standard Saturn gamepad was found to be insufficient to control Nights in flight, so the team developed the Saturn analog controller.[31] It took about six months to develop, and the team went through many ideas for alternate controllers, including one shaped like a Nights doll.[27]

Iizuka said Nights was inspired by anime and Cirque du Soleil's Mystère theatrical performance.[28][34] The team researched dream sequences and REM sleep, including the works of psychoanalysts Carl Jung, Sigmund Freud and Friedrich Holtz.[32] Iizuka studied dreams and theories about them, such as Jung's theories of dream archetypes. Naka said that Nights reflected Jung's analytical "shadow" theory, whereas Claris and Elliot were inspired by Jung's animus and anima.[32]

Release[edit]

The optional 3D controller that was packaged with Nights into Dreams

Nights into Dreams was introduced alongside an optional gamepad, the Saturn 3D controller, included with some copies of the game.[35] It features an analogue stick and analogue triggers designed for Nights[11][32] to make movement easier.[4] Sonic Team noted the successful twinning of the Nintendo 64 controller with Super Mario 64 (1996), and realised that the default Saturn controller was better suited to arcade games than Nights into Dreams.[28] During development, the director Steven Spielberg visited the Sonic Team studio and became the first person outside the team to play the game.[28] Naka asked him to use an experimental version of the Saturn 3D controller, and it was jokingly referred to as the "Spielberg controller" throughout development.[32]

Because the Nights character was testing very young in focus groups, Sega used a nighttime scene for the cover art to create a more mature look.[36] Sega of America, fearing the game would appeal to too young of a demographic in the West, and considered altering the game to better appeal to the older Saturn demographic in the West, though these plans never materialized.[37] Nights was marketed with a budget of $10 million, which included television and print advertisements in the United States.[38] In the US, it was advertised with the slogan "Prepare to fly".[39]

Related games[edit]

Christmas Nights[edit]

Christmas NiGHTS into Dreams...[b] is a short Christmas-themed version of Nights into Dreams released in December 1996.[18] Iizuka stated that Christmas Nights was created to increase Saturn sales.[17] Development began in July 1996 and took three to four months, according to Naka.[21] Designer Takao Miyoshi recalled working "in the peak of summer ... holed up at the office listening to 'Jingle Bells'".[17]

In Japan, Christmas Nights was included as part of a Christmas Sega Saturn bundle[17] and distributed free to Saturn owners who covered the shipping cost.[40] Elsewhere, it was given away with the purchase of Saturn games such as Daytona USA: Championship Circuit Edition (1996) or issues of Sega Saturn Magazine and Next Generation Magazine.[17][41] In the United Kingdom, Christmas Nights was not included with Sega Saturn Magazine until December 1997.[18]

Christmas Nights follows Elliot and Claris during the holiday season following their adventures with Nights. Realizing that the Christmas Star is missing from the Twin Seeds Christmas tree, the pair travel to Nightopia to find it, where they reunite with Nights and retrieve the Christmas Star from Gillwing's lair.[18]

Christmas Nights features Christmas-themed levels.

Christmas Nights contains the full version of Claris' Spring Valley dream level from Nights into Dreams, playable as both Claris and Elliot.[18] The Saturn's internal clock changes elements according to the date and time:[42] December activates "Christmas Nights" mode, replacing item boxes with Christmas presents, greenery with snow and gumdrops,[43] rings with wreaths,[44] and Ideya captures with Christmas trees; Nightopians wear elf costumes, and the music is replaced with a rendition of "Jingle Bells" and an a cappella version of the Nights theme song.[43] During the "Winter Nights" period, the Spring Valley weather changes according to the hour. Other changes apply on New Year's Day; on April Fool's Day, Reala replaces Nights as the playable character.[17][18][21]

Nights features several unlockable bonuses, such as being able to play the game's soundtrack,[42] observe the status of the A-life system, experiment with the game's music mixer, time attack one Mare,[45] or play as Sega's mascot Sonic the Hedgehog in the minigame Sonic the Hedgehog: Into Dreams. Sonic may only play through Spring Valley on foot, and must defeat the boss: an inflatable Dr. Robotnik.[18] The music is a remixed version of "Final Fever", the final boss battle music from the Japanese and European version of Sonic CD (1993).[46] In the HD version of Nights, the Christmas Nights content is playable after the game has been cleared once.[47]

Sequel[edit]

Sonic Team made a prototype Saturn sequel with the title Air Nights for the Saturn, and began development for the Dreamcast.[48][49] In August 1999, Naka confirmed that a sequel was in development;[50] by December 2000, however, it had been cancelled.[48] Naka expressed reluctance to develop a sequel,[48] but later said he was interested in using Nights into Dreams "to reinforce Sega's identity".[51] Aside from a handheld electronic game released by Tiger Electronics[52] and small minigames featured in several Sega games, no sequel was released for a Sega console.

A sequel, Nights: Journey of Dreams, was announced for the Wii in April 2007.[53][54] It was first previewed on Portuguese publication Maxi Consolas, after the release of short reveals from the Official Nintendo Magazine and Game Reactor.[55] It is a Wii exclusive, making use of the Wii Remote.[53] The gameplay involves the use of various masks,[56] and features a multiplayer mode for two players[53] in addition to Nintendo Wi-Fi Connection online functions.[57] Journey of Dreams was developed by Sega Studio USA,[53] with Iizuka, one of the designers of the original game, serving as producer.[58] It was released in Japan and the United States in December 2007, and in Europe and Australia in January 2008.[59] In 2010, Iizuka said that he would be interested in making a third Nights into Dreams game.[60]

Reception[edit]

In Japan, Nights into Dreams topped the Japanese all-format games chart, despite increased competition from the newly launched Nintendo 64.[72] It was the best-selling Sega Saturn game and the 21st best-selling game of 1996, with 392,383 copies sold.[73] The PS2 version sold 6,828 units in Japan, bringing total Japanese sales to 399,211 units.[74] In the US, Nights into Dreams was reported to sell out at several different retail outlooks.[75]

Nights into Dreams received critical acclaim,[76][77][78] holding an average score of 89 percent at GameRankings, based on an aggregate of nine reviews.[61] Upon release, Computer and Video Games magazine called it "one of the most sensational video games EVER made!"[20]

The graphics and flight mechanics were the most praised aspects. Tom Guise of Computer and Video Games said the flight system and freedom were captivating and that Nights into Dreams was the "perfect evolution" of a Sonic game.[20] Scary Larry of GamePro said flying using the analogue joystick "is a breeze" and that the gameplay is fun, enjoyable, and impressive. He gave it a 4.5 out of 5 for graphics and a 5 out of 5 in every other category (sound, control, and FunFactor).[79] Entertainment Weekly said its "graceful acrobatic stunts" offer "a more compelling sensation of soaring than most flight simulators".[67] Edge praised the analogue controller and called the levels "well-designed and graphically unrivaled", but the reviewer expressed disappointment in the limited level count compared to Super Mario 64, and suggested that Nights seemed to prioritise technical achievements and Saturn selling points over gameplay with as clear a focus as Sonic.[62] Martin Robinson from Eurogamer opined that the flight mechanics were a "giddy thrill".[9] Colin Ferris from Game Revolution praised the graphics and speed as breathtaking and awe-inspiring, concluding that it offered the best qualities of the fifth-generation machines.[66] GameFan praised the combination of "lush graphics, amazing music, and totally unique gameplay".[65] Next Generation criticised the speed, saying that the only disappointing aspect was the way "it all rushes by so fast", but the magazine praised the two-player mode and the innovative method of grading the player once they completed a level.[33] Electronic Gaming Monthly's four reviewers were impressed with both the technical aspects and style of the graphics, and said the levels are great fun to explore, though they expressed disappointment that the game was not genuinely 3D and said it did not surpass Super Mario 64.[63]

Levi Buchanan from IGN believed that the console "was not built to handle Nights" due to the game occasionally clipping and warping, though he admitted that the graphics were "pretty darn good".[11] A reviewer from Mean Machines Sega praised the vibrant colours and detailed textures, and described its animation as being "fluid as water". The reviewer also noted occasional pop-in and glitching.[68] Rad Automatic from the British Sega Saturn Magazine praised the visuals and colour scheme as rich in both texture and detail, while suggesting that Nights into Dreams is "one of the most captivating games the Saturn has witnessed yet".[69] Next Generation said the visuals were "beyond a doubt" the most fluid and satisfying for any game on any system.[33] Upon release, the Japanese Sega Saturn Magazine wrote that Nights would have a significant impact on the video game industry, particularly the action game genre.[70] The reviewer also said Nights felt better through with the analogue pad, in contrast to the conventional controller, and also praised the light and smooth feeling the analogue pad portrayed during gameplay.[80]

Reviewers also praised the soundtrack and audio effects. Paul Davies from Computer and Video Games said Nights had "the best music ever"; in the same review, Tom Guise said it created a hypnotically magical atmosphere.[20] Ferris said that the music and sound effects were that of a dream world, and asserted that they were fitting for a game like Nights into Dreams.[66] IGN's Buchanan praised the soundtrack and that the sound effects "fit in perfectly with the dream universe".[11]

Nights Into Dreams received the "Best Graphics" and "Best Programming" awards at the Japan Game Awards.[71] In Electronic Gaming Monthly's "Best of '96" awards, it was a runner-up for Flying Game of the Year (behind Pilotwings 64), Nights was a runner-up for "coolest mascot" (behind Mario), and the Saturn analog controller, which the magazine called the "Nights Controller", won Best Peripheral.[81] The following year EGM ranked it the 70th best console video game of all time, describing it as "unlike anything you've seen before ... a 2.5-D platform game without the platforms".[82]

Legacy[edit]

Nights into Dreams has appeared on several best-game-of-all-time lists. In a January 2000 poll by Computer and Video Games, readers named it the 15th greatest game, behind Super Mario 64.[83] IGN ranked it the 94th best game of all time in 2007,[84] and in 2008, Levi Buchanan ranked it fourth in his list of the top 10 Sega Saturn games.[85] Next Generation ranked it the 25th best game in their September 1996 issue (one month before they actually reviewed the game, and roughly two months before it saw release outside Japan).[86] 1UP ranked it third in its "Top Ten Cult Classics" list.[87] In 2014, GamesRadar listed Nights into Dreams as the best Sega Saturn game of all time, saying it "tapped into a new kind of platform gameplay for its era".[88] Naka said that the release of Nights was when Sonic Team was truly formed as a brand.[89]

Remakes[edit]

Sega released a remake of Nights into Dreams for the PlayStation 2 exclusively in Japan on 21 February 2008. It includes 16:9 wide screen support, an illustration gallery and features the ability to play the game in classic Saturn graphics.[90] The game was also featured in a bundle named the Nightopia Dream Pack, which includes a reprint of a picture book that was released in Japan alongside the original Saturn game.[90][91] A Nights into Dreams handheld electronic game was released by Tiger Electronics in 1997,[52] and a port of it was later released for Tiger's unsuccessful R-Zone console.[92]

A high definition remaster of the PlayStation 2 version was released for PlayStation Network and Xbox Live Arcade in October 2012.[93][94] A Windows version was released via Steam on in December 2012, with online score leaderboards and the option to play with enhanced graphics or with the original Saturn graphics.[95] The HD version also includes Christmas Nights, but the two-player mode and Sonic the Hedgehog level were removed.[94][96]

In other media[edit]

Claris and Elliot make a cameo appearance in Sonic Team's Burning Rangers (1998), with both Claris and Eliot sending the Rangers emails thanking them for their help.[97][98] Nights into Dreams-themed pinball areas feature in Sonic Adventure (1998) and Sonic Pinball Party (2003).[99] The PlayStation 2 games EyeToy: Play (2003) and Sega SuperStars (2004) both feature minigames based on Nights into Dreams, in which Nights is controlled using the player's body.[25][41][100] Nights is also an unlockable character in Sonic Riders (2006) and Sonic Riders: Zero Gravity (2008).[101][102]

A minigame version of Nights into Dreams is playable through using the Nintendo GameCube – Game Boy Advance link cable connectivity with Phantasy Star Online Episode I & II (2000)[103] and Billy Hatcher and the Giant Egg (2003).[25][104] Following a successful fan campaign by a Nights into Dreams fansite, the character Nights was integrated into Sonic & Sega All-Stars Racing (2010) as a traffic guard.[105] Nights and Reala also appear as playable characters in Sega Superstars Tennis (2008) and Sonic & All-Stars Racing Transformed (2012),[106] the latter of which also features a Nights into Dreams-themed racetrack.[106][107] The limited Deadly Six edition of Sonic Lost World (2013) features a Nights into Dreams-inspired stage, "Nightmare Zone", as downloadable content.[108]

Comics[edit]

In February 1998, Archie Comics adapted Nights into Dreams into a three-issue comic book miniseries[109] to test whether a Nights comic would sell well in North America.[110] The first miniseries was loosely based on the game, with Nights identified as male despite the character's androgynous design. The company later released a second three-issue miniseries, continuing the story of the first, but the series did not gain enough sales to warrant an ongoing series. It was later added to a list of guest franchises featured in Archie Comics' Worlds Unite crossover between its Sonic the Hedgehog and Mega Man comics.[111]

Footnotes[edit]

  1. ^ Japanese: ナイツ, Hepburn: Naitsu, stylised as NiGHTS into dreams...
  2. ^ Christmas Nights (クリスマスナイツ, Kurisumasu Naitsu)
  3. ^ Based on 9 reviews

References[edit]

Citations

  1. ^ "Press release: 1996-08-12: $10 million "NiGHTS" launch is largest ever for Sega Saturn". Sega Retro. 15 November 2023. Archived from the original on 15 November 2023. Retrieved 15 November 2023.
  2. ^ a b "Now on Sale Saturn Soft Impression!! NiGHTS into dreams...". Saturn Fan (in Japanese). Vol. 15, no. 7/15. Tokuma Shoten Intermedia. 15 July 1996. p. 164.
  3. ^ Hickman 1996, p. 35.
  4. ^ a b c d e Hickman 1996, p. 36.
  5. ^ a b Hickman 1996, p. 40.
  6. ^ Hickman 1996, p. 37.
  7. ^ a b c d Hickman 1996, p. 39.
  8. ^ a b "Nights". Electronic Gaming Monthly. No. 86. Ziff Davis. September 1996. pp. 74–75, 78.
  9. ^ a b c Robinson, Martin (5 October 2012). "Nights into Dreams HD review". Eurogamer. Gamer Network. Archived from the original on 2 November 2012. Retrieved 24 November 2015.
  10. ^ Sheffield, Brandon (4 December 2009). "Out of the Blue: Naoto Ohshima Speaks". Gamasutra. UBM Tech. Archived from the original on 4 March 2016. Retrieved 30 November 2015.
  11. ^ a b c d e f Buchanan, Levi (18 August 2008). "Nights into Dreams... review (IGN retrospective)". IGN. Ziff Davis. Archived from the original on 27 December 2012. Retrieved 24 November 2015.
  12. ^ Hickman 1996, p. 34.
  13. ^ a b c d Towell, Justin (1 September 2011). "Classic game appreciation section: NiGHTS into Dreams". GamesRadar. Future plc. pp. 1–3. Archived from the original on 8 December 2015. Retrieved 30 November 2015.
  14. ^ a b McGarvey, Sterling (3 October 2012). "Nights into Dreams HD review". GamesRadar. Future plc. Archived from the original on 12 May 2016. Retrieved 30 November 2015.
  15. ^ "Night on Earth". Sega Saturn Magazine. No. 9. Emap International Limited. July 1996. pp. 56–59.
  16. ^ Hickman 1996, p. 38.
  17. ^ a b c d e f Mielke, James (11 July 2007). "Nights into Dreams RetroActive". 1UP. Ziff Davis. pp. 1–3. Archived from the original on 1 July 2016. Retrieved 28 November 2015.
  18. ^ a b c d e f g Williamson, Alan (22 December 2013). "Christmas NiGHTS Into Dreams retrospective". Eurogamer. Gamer Network. Archived from the original on 29 March 2014. Retrieved 29 November 2015.
  19. ^ Taylor, Mike (5 December 2007). "Interview: Takashi Iizuka Talks NiGHTS". Nintendo Life. Gamer Network. Archived from the original on 3 March 2016. Retrieved 30 November 2015.
  20. ^ a b c d e Guise, Tom; Davies, Paul; Lomas, Ed (September 1996). "Nights into Dreams review". Computer and Video Games (178). Future plc: 57, 58. Retrieved 24 November 2015.
  21. ^ a b c Hunt 2012, p. 30.
  22. ^ "Nights into Dreams... cast". Sega.com. Sega. Archived from the original on 15 February 1997. Retrieved 2 August 2007.
  23. ^ "This is the Sonic Team". Sega Saturn Magazine. No. 8. Emap International Limited. June 1996. p. 54.
  24. ^ a b c d e f "Game Masters: Interview with Yuki Naka". Hobby Consolas (in Spanish) (59). Axel Springer: 28–29. 1 August 1996. Retrieved 7 March 2016.
  25. ^ a b c d e Hunt 2012, p. 27.
  26. ^ a b c d e f blackoak (1996). "NiGHTS into dreams... – 1996 Developer Interview". Shmuplations. Sega Saturn Magazine. Archived from the original on 14 May 2016. Retrieved 3 March 2016.
  27. ^ a b c d "Pillow Talk: An Interview with Team Sonic". Sega Saturn Magazine. No. 11. Emap International Limited. September 1996. pp. 38–41.
  28. ^ a b c d e Hunt 2012, p. 28.
  29. ^ Justin Towell (27 November 2007). "Nights team prefer Gamecube pad to Wii-mote". GamesRadar UK. Archived from the original on 17 May 2011. Retrieved 21 December 2007.
  30. ^ "An Interview with Mr. Yuji Naka". Next Generation. No. 19. Imagine Media. July 1996. p. 45.
  31. ^ a b c "Sonic Team Presents: Nights into Dreams". Next Generation. No. 19. Imagine Media. July 1996. pp. 40–44.
  32. ^ a b c d e Valentine, Digi (13 July 2007). "A Yuji Naka Interview". Nights into Dreams. Sonic Retro. Archived from the original on 24 March 2016. Retrieved 29 November 2015.
  33. ^ a b c d "Rating Saturn: Nightlife". Next Generation (22): 172. October 1996. Retrieved 11 April 2016.
  34. ^ "Behind The Scenes: NiGHTS Into Dreams". GamesTM. Imagine Publishing. Archived from the original on 4 March 2016. Retrieved 24 November 2015.
  35. ^ "Nights into Dreams (The New 3D Control Pad)". Next Generation (22): 17. October 1996. Retrieved 11 April 2016.
  36. ^ "More than just a Pretty Package". Next Generation. No. 32. Imagine Media. August 1997. p. 38.
  37. ^ "Huge (Sometimes Tragic) Collection of Sega Documents from the '90s Have Leaked". 5 July 2023. Archived from the original on 15 November 2023. Retrieved 15 November 2023.
  38. ^ Fitzgerald, Kate (19 August 1996). "Sega powers up the battle surging Sony". Advertising Age. Crain Communications. Archived from the original on 12 May 2016. Retrieved 20 March 2016.
  39. ^ "The Blitz Is On: A Comparison of the Big Three's Fall Advertising" (PDF). Electronic Gaming Monthly. No. 88. Ziff Davis. November 1996. p. 28. Archived (PDF) from the original on 9 October 2022. Retrieved 7 August 2020.
  40. ^ Mielke, James (2 August 2020). "Phantasy Star Online's director talks Diablo influences, cut features, and Christmas Nights". Polygon. Archived from the original on 30 August 2020. Retrieved 24 August 2020.
  41. ^ a b Buchanan, Levi (18 October 2007). "Does Nights Still Matter?". IGN. Ziff Davis. Archived from the original on 5 July 2015. Retrieved 28 November 2015.
  42. ^ a b Gilbert, Henry (24 December 2010). "Game music of the (holi)day: Christmas Nights Into Dreams". GamesRadar. Future plc. Archived from the original on 5 March 2016. Retrieved 29 November 2015.
  43. ^ a b "NG Alphas: Christmas Nights". Next Generation. No. 25. Imagine Media. January 1997. pp. 117–8.
  44. ^ Peeples, Jeremy (3 April 2012). "Graveyard: Nights Into Dreams (PS2)". Hardcore Gamer. Archived from the original on 4 March 2016. Retrieved 24 December 2015.
  45. ^ Leadbetter, Rich (January 1997). "Christmas Nights into Dreams..." Sega Saturn Magazine. No. 15. Emap International Limited. pp. 52–57.
  46. ^ Towell, Justin (16 December 2011). "Sonic CD review". GamesRadar. Future plc. Archived from the original on 4 March 2016. Retrieved 29 November 2015.
  47. ^ "NiGHTS into dreams... and Sonic Adventure 2 Available in October". Sega.com. Sega. 17 September 2012. Archived from the original on 26 May 2016. Retrieved 14 October 2013.
  48. ^ a b c Lomas, Ed (December 2000). Chrismas, Warren (ed.). "Sonic Team Player". Official Dreamcast Magazine (UK). No. 14. Dennis Publishing. p. 35. "I know a lot of people love it and want us to make a sequel, but for us it's a really important game. Like the way Spielberg likes E.T. so much he won't remake it, I don't want to make another Nights. As soon as we realised this, we stopped making it... Yes, we made it up to a certain point. You know linear sensors? Well we made this system where you could remove the cable from the original pad and control Nights... it was called Air Nights. We made in on Dreamcast for a while as well, but we stopped".
  49. ^ Triplett, Lynne (16 November 2007). "Our Takashi Iizuka Q&A". Nights into Dreams.com. Archived from the original on 9 December 2007. Retrieved 1 December 2007.
  50. ^ "Interview With the Creator of Sonic Adventure". Official Dreamcast Magazine (US). No. 1. Imagine Media. August 1999. p. 21. Retrieved 28 November 2015.
  51. ^ Anon. (November 2003). Diniz-Sanches, Joaõ (ed.). "Inside... Sega Japan". Edge. No. 129. Future Publishing. p. 55. I see Nights as a licence. When dealing with such a licence from the past it is quite a lot of work, but I would like to use Nights to reinforce Sega's identity, yes.
  52. ^ a b "Electronic Handheld Museum: Nights Into Dreams handheld". Handheldmuseum.com. Archived from the original on 8 May 2016. Retrieved 14 October 2013.
  53. ^ a b c d Casamassina, Matt (2 April 2007). "Nights is Official". IGN. Ziff Davis. Archived from the original on 26 November 2015. Retrieved 3 April 2007.
  54. ^ "あの『NiGHTS(ナイツ)』の最新作がWiiで発売決定!". Famitsu (in Japanese). Enterbrain. 2 April 2007. Archived from the original on 3 March 2016. Retrieved 29 November 2015.
  55. ^ Robinson, Andy (30 March 2007). "Nights Wii – First details!". Computer and Video Games. Future plc. Archived from the original on 15 July 2007. Retrieved 31 March 2007.
  56. ^ Hatfield, Daemon (2 October 2007). "Get to Know NiGHTS' Personas". IGN. Ziff Davis. Archived from the original on 22 November 2014. Retrieved 29 November 2015.
  57. ^ Meilke, James. "NiGHTS Cover Story". 1UP. Ziff Davis. Archived from the original on 24 May 2016. Retrieved 29 November 2015.
  58. ^ Davies, Jonti (2 April 2007). "Nights: Journey of Dreams confirmed for Wii this winter". Joystiq. Archived from the original on 12 February 2015. Retrieved 3 April 2007.
  59. ^ ""IGN: Nights: Journey of Dreams" Game Profile". IGN. Ziff Davis. Archived from the original on 6 January 2015. Retrieved 14 January 2008.
  60. ^ "Sonic Team's Takashi Iizuka wants to make NiGHTS 3, Knuckles Chaotix 2". GamesTM. Imagine Publishing. 23 August 2010. Archived from the original on 6 April 2016. Retrieved 11 February 2012.
  61. ^ a b "NiGHTS Into Dreams... for Saturn". GameRankings. CBS Interactive. 31 August 1996. Archived from the original on 5 December 2019. Retrieved 5 July 2012.
  62. ^ a b "Nights into Dreams review (Edge)". Edge. Future plc. 2 August 1996. Archived from the original on 24 December 2014. Retrieved 24 November 2015.
  63. ^ a b "Review Crew: Nights". Electronic Gaming Monthly. No. 86. Ziff Davis. September 1996. p. 25.
  64. ^ "Legacy Review Archives". Game Informer. Archived from the original on 15 April 2022. Retrieved 3 October 2021.
  65. ^ a b "Nights: A fantastic but dangerous place". GameFan. 4 (9): 22, 50–53. September 1996.
  66. ^ a b c Ferris, Colin (6 June 2004). "Nights review". Game Revolution. CraveOnline. Archived from the original on 8 May 2016.
  67. ^ a b Walk, Gary (20 September 1996). "NiGHTS review". Entertainment Weekly. Dotdash Meredith. Archived from the original on 27 April 2009. Retrieved 24 November 2015.
  68. ^ a b "Nights into Dreams review". Mean Machines Sega (47). EMAP: 58–63. September 1996. Retrieved 24 November 2015.
  69. ^ a b Automatic, Rad (August 1996). "Review: Nights Into Dreams". Sega Saturn Magazine. No. 10. Emap International Limited. pp. 72–73.
  70. ^ a b "Nights into Dreams... overview". Sega Saturn Magazine (in Japanese). Vol. 26, no. 9/8. p. 47.
  71. ^ a b "Japan Game Awards". Archived from the original on 8 February 2022. Retrieved 8 February 2022.
  72. ^ "Bizzare Console Sale Figures!". Computer & Video Games. No. 178. September 1996. p. 9.
  73. ^ "1996 Top 30 Best Selling Japanese Console Games". The-MagicBox.com. Archived from the original on 3 March 2016. Retrieved 4 August 2007.
  74. ^ "Game Search". Game Data Library (Famitsu sales data). Archived from the original on 24 April 2019. Retrieved 19 August 2020.
  75. ^ "SEGA Central". Archived from the original on 20 December 1996.
  76. ^ Leone, Matt (25 December 2021). "Celebrating the annual tradition that is Christmas Nights". Polygon. Archived from the original on 9 June 2023. Retrieved 23 November 2023.
  77. ^ Sinclair, Brendan (19 March 2007). "NiGHTS onto Wii?". GameSpot. Retrieved 23 November 2023.
  78. ^ McGarvey, Sterling (2 October 2012). "Nights into Dreams HD review". GamesRadar+. Archived from the original on 9 September 2023. Retrieved 23 November 2023.
  79. ^ "Saturn ProReview: NiGHTS into Dreams", GamePro, no. 97, International Data Group, pp. 86–87, October 1996
  80. ^ "Nights into Dreams... review" (PDF). Sega Saturn Magazine (in Japanese). 9 (6/14): 60. 14 June 1996. Archived (PDF) from the original on 15 August 2021. Retrieved 7 August 2020.
  81. ^ "The Best of '96" (PDF). Electronic Gaming Monthly. No. 92. Ziff Davis. March 1997. pp. 88–90. Archived (PDF) from the original on 6 June 2020. Retrieved 7 August 2020.
  82. ^ "100 Best Games of All Time". Electronic Gaming Monthly. No. 100. Ziff Davis. November 1997. pp. 114, 116. Note: Contrary to the title, the intro to the article explicitly states that the list covers console video games only, meaning PC games and arcade games were not eligible.
  83. ^ "100 Greatest Games of All Time". Computer and Video Games (218). Future plc: 53–67. January 2000.
  84. ^ "Top 100 Games list". IGN. Ziff Davis. Archived from the original on 11 August 2011. Retrieved 29 November 2015.
  85. ^ Buchanan, Levi (29 July 2008). "Top 10 Sega Saturn Games". IGN. Ziff Davis. Archived from the original on 14 December 2012. Retrieved 3 April 2013.
  86. ^ "100 Greatest Games of All Time". Next Generation (21). Imagine Media: 60. September 1996. Retrieved 29 November 2015.
  87. ^ "Top 10 cult classics". 1UP. Ziff Davis. 22 June 2005. Archived from the original on 25 May 2016. Retrieved 29 November 2015.
  88. ^ "Best Saturn games of all time". GamesRadar. 6 March 2014. Archived from the original on 8 April 2016. Retrieved 29 November 2015.
  89. ^ "Sega's new beginning". Edge. No. 89. Future plc. October 2000. pp. 68–78. ISSN 1350-1593.
  90. ^ a b "Nights Dreaming on PS2". IGN. Ziff Davis. 19 November 2007. Archived from the original on 10 October 2015. Retrieved 29 November 2015.
  91. ^ "Nights into dreams... coming". Famitsu (in Japanese). Enterbrain. 24 November 2007. Archived from the original on 3 March 2016. Retrieved 14 October 2013.
  92. ^ "Tiger Electronics Nights Into Dreams". Engadget. AOL. Archived from the original on 25 December 2015. Retrieved 24 December 2015.
  93. ^ "Available Now: Sonic Adventure 2 and NiGHTS into Dreams..." Sega.com. Sega. 2 October 2012. Archived from the original on 22 April 2016. Retrieved 23 November 2012.
  94. ^ a b "NiGHTS into dreams... and Sonic Adventure 2 Available in October". Sega.com. Sega. 17 September 2012. Archived from the original on 26 May 2016. Retrieved 19 September 2012.
  95. ^ "NiGHTS into Steam". Sega.com. Sega. 17 December 2012. Archived from the original on 19 February 2016. Retrieved 17 December 2012.
  96. ^ Mitchell, Richard (2 October 2012). "Deja Review: Nights into Dreams". Joystiq. AOL. Archived from the original on 31 January 2015. Retrieved 14 October 2013.
  97. ^ Buchanan, Levi (3 September 2008). "Burning Rangers retro review". IGN. Ziff Davis. Archived from the original on 8 January 2013. Retrieved 28 November 2015.
  98. ^ LaPlante, Lucas (10 September 2015). "Burning Rangers overview". Hardcore Gaming 101. DoubleJump Publishing. Archived from the original on 29 April 2016. Retrieved 28 November 2015.
  99. ^ Harris, Craig (28 May 2003). "Sonic Pinball Party". IGN. Ziff Davis. Archived from the original on 10 December 2015. Retrieved 28 November 2015.
  100. ^ Baker, Chris (16 November 2004). "Sega SuperStars review". 1UP. Ziff Davis. Archived from the original on 3 June 2016. Retrieved 28 November 2015.
  101. ^ Towell, Justin (7 June 2007). "Sonic and NiGHTS go golfing together". GamesRadar. Future plc. Archived from the original on 13 May 2016. Retrieved 28 November 2015.
  102. ^ Söldner, Von Michael (11 January 2008). "Sonic Riders: Zero Gravity – Gastauftritt für Nights-Hauptcharakter". GamePro (in German). International Data Group. Archived from the original on 19 May 2016. Retrieved 28 November 2015.
  103. ^ Harris, Craig (22 May 2002). "E3 2002: Nights on the GBA". IGN. Ziff Davis. Archived from the original on 11 June 2015. Retrieved 4 August 2007.
  104. ^ "Billy Hatcher GBA bonus games for download". Computer and Video Games. Future plc. 22 August 2003. Archived from the original on 21 February 2008. Retrieved 28 November 2015.
  105. ^ Fahey, Mike (2 February 2010). "Fan Pleading Got NiGHTS Into Sonic & Sega All-Star Racing". Kotaku. Gawker Media. Archived from the original on 2 May 2016. Retrieved 28 November 2015.
  106. ^ a b Phillips, Tom (7 July 2012). "NiGHTS playable in Sonic & Sega All Stars: Racing Transformed". Eurogamer. Gamer Network. Archived from the original on 4 March 2016. Retrieved 28 November 2015.
  107. ^ Plante, Chris (4 December 2012). "Sonic & All-Stars Racing Transformed is an enjoyably surreal experience". Polygon. Vox Media. Archived from the original on 4 March 2016. Retrieved 28 November 2015.
  108. ^ Senior, Tom (3 November 2015). "Sonic Lost World dashes onto PC". PC Gamer. Future plc. Archived from the original on 4 May 2016. Retrieved 28 November 2015.
  109. ^ Manga Punk Sai (13 December 2004). "Parody into Dreams". Archived from the original on 13 May 2016. Retrieved 28 November 2015.
  110. ^ Peele, Britton (8 February 2012). "10 hard-to-find classics that deserve a second chance". GamesRadar. Future plc. Archived from the original on 8 December 2015. Retrieved 28 November 2015.
  111. ^ Scheeden, Jesse (26 February 2015). "Capcom and Sega Join Forces for Worlds Unite Comic Book Crossover". IGN. Ziff Davis. Archived from the original on 23 February 2015. Retrieved 28 November 2015.

Bibliography

External links[edit]