Difference between revisions of "NiGHTS into Dreams"

From Sega Retro

Line 347: Line 347:
 
*'''Publicity:''' [[Yasushi Nagumo]], Mamoru Kodama, Kenichi Hashimoto, Kensuke Nakamura, Katsumi Baba, Hiromi Seida, Reiko Chiba, Masaya Santo
 
*'''Publicity:''' [[Yasushi Nagumo]], Mamoru Kodama, Kenichi Hashimoto, Kensuke Nakamura, Katsumi Baba, Hiromi Seida, Reiko Chiba, Masaya Santo
 
*'''Web Design:''' [[Mutsuhiro Fujii]], Akiko Horie
 
*'''Web Design:''' [[Mutsuhiro Fujii]], Akiko Horie
*'''Sales:''' Akira Nomoto, Toru Yasuda, Tomoaki Ishidao, Takeshi Shimizu, Naoko Ooka, Yoshihito Endo, Teruyuki Awaji, Yasunobu Masahiro, Katsushi Yasuda, Toshiyuki Tanaka, Nobuhiro Tanaka, Haruo Imatsu, Katsutoshi Memezawa, Yoshiaki Yamazaki, Akihide Ichimura, Tomohiko Hayashi, Tetsuo Sasaki, Hiroshi Iizuka, Hiroki Ohta, Koichi Iino, Shinya Oosaki, Seiji Aoyagi, Yoshihiro Enomoto, Teruyuki Kaida, Mitsuaki Sugibayashi, Takayuki Murata
+
*'''Sales:''' [[Akira Nomoto]], [[Toru Yasuda]], [[Tomoaki Ishidao]], [[Takeshi Shimizu]], [[Naoko Ooka]], [[Yoshihito Endo]], [[Teruyuki Awaji]], [[Yasunobu Masahiro]], [[Katsushi Yasuda]], [[Toshiyuki Tanaka]], [[Nobuhiro Tanaka]], [[Haruo Imatsu]], [[Katsutoshi Memezawa]], [[Yoshiaki Yamazaki]], [[Akihide Ichimura]], [[Tomohiko Hayashi]], [[Tetsuo Sasaki]], [[Hiroshi Iizuka]], [[Hiroki Ohta]], [[Koichi Iino]], [[Shinya Oosaki]], [[Seiji Aoyagi]], [[Yoshihiro Enomoto]], [[Teruyuki Kaida]], [[Mitsuaki Sugibayashi]], [[Takayuki Murata]]
 
*'''Production Control:''' [[Tomoki Kaji]], [[Hitoshi Todo]]
 
*'''Production Control:''' [[Tomoki Kaji]], [[Hitoshi Todo]]
 
*'''Software Package & Software Manual Production:''' [[Yoshihiro Sakuta]], [[Hiroki Osawa]], [[Sonoko Kai]]
 
*'''Software Package & Software Manual Production:''' [[Yoshihiro Sakuta]], [[Hiroki Osawa]], [[Sonoko Kai]]

Revision as of 16:15, 7 December 2017

n/a

NiGHTS title.png

NiGHTS into Dreams
System(s): Sega Saturn, PlayStation 2, PlayStation 3 (PSN), Xbox Live Arcade, Steam, PlayStation Now
Publisher: Sega
Developer:
Sound driver:
Sega Saturn
SCSP/CD-DA (19 tracks)
Peripherals supported:
Sega Saturn
3D Control Pad
Genre: Action

















Number of players: 1
Template:ReleasesPSNow
Release Date RRP Code
Sega Saturn
JP
¥5,8005,800 GS-9046
Sega Saturn
JP
(Satakore)
¥2,8002,800 GS-9148
Sega Saturn
JP
(3D Pad)
¥7,8007,800 GS-9095
Sega Saturn
US
$49.9949.99[5] 81020
Sega Saturn
US
(3D Pad)
$69.9969.99[6] 81048
Sega Saturn
EU
MK81020-50
Sega Saturn
EU
(3D Pad)
MK81048-50
Sega Saturn
AU
Sega Saturn
BR
R$69.9969.99[7] 193226
Sega Saturn
KR
₩110,000110,000 GS-9608J / MK-81020-08
Sony PlayStation 2
JP
¥3,800 (3,990)3,800 (3,990)[8] SLPM-66926
Sony PlayStation 2
JP
(Nightopia Dream Pack)
¥4,800 (5,040)4,800 (5,040)[9] HSN-0013
CERO
Missing Parameter!
DJCTQ
Missing Parameter!

NiGHTS into Dreams (ナイツ into dreams) is a video game developed by Sonic Team, and was originally released for the Sega Saturn in mid-1996. It was the first game to be produced by Sonic Team not feature Sonic the Hedgehog, and debuted with the 3D Control Pad, Sega's answer to the Nintendo 64's innovative controller.

NiGHTS is seen by many to be one of the strongest original titles for the system, with cutting edge visuals and surprisingly complex gameplay. In the western world, NiGHTS was used as a marketing ploy to allow the Saturn to compete against Super Mario 64 for the Nintendo 64, and other 3D titles for the Sony PlayStation in the 1996 winter holiday season. Today it is seen as a cult classic and one of the flagship products of Sega during the Saturn era.

Story

Players take the role of either Claris or Elliot, two children living in the city of Twin Seeds. In their dreams, they enter the world of Nightopia, where all human dreams are played out. An evil creature known as Wizeman is gathering power to take control of Nightopia. The children team up with NiGHTS, a rogue Nightmaren (nightmare-dweller) trying to stop Wizeman.

Gameplay

Claris' first stage, Spring Valley.

There are eight "dreams" (or levels) in NiGHTS, four for Claris, and four for Elliot, all split into two halves. The first half acts as a traditional level, while the second half (nightmare) acts as a boss. Both halves must be completed to access the next dream.

For the most part, NiGHTS into Dreams is a "2.5D" video game, where the world is rendered as 3D textured polygons, but gameplay is played on a two dimensional field. The basic goal of the game is to reclaim the four stolen "Ideyas" from the four Ideya Captures spread across the level, and return them to the Ideya Palace. Ideya Captures are destroyed by collecting with them, however 20 Blue Chips dotted across the level need to be collected first.

Players usually have to take control of the jester, NiGHTS to achieve this goal. NiGHTS traverses across the 2.5 plane through the skies, performing aerial acrobatics, defeating enemies and ranking up points. However at the start of the level, NiGHTS is held captive within the Ideya Palace, and players need to control the children, Claris or Elliot. The children are not restricted to the 2.5D plane, and can in fact traverse across the map as if the game were a 3D platformer, scaling mountains and wandering across valleys. The children are, however, restricted to the map's boundaries, and will be pursued by the infamous "Alarm Egg" - a floating egg with a clock face on one side. Getting caught by the Alarm Egg is the only way the game can end within a regular level - enemies will slow the children down, but not cause any damage.

Freeing NiGHTS is as simple as entering the palace (usually placed a short distance in front of the starting point), but is not strictly necessary to rescue Ideyas from Ideya Captures. In the 3D children mode, many of the items usually found in the skies lie on the ground (including Blue Chips), and Ideya Captures are within jumping distance. This style of gameplay was adapted for the Sonic into Dreams minigame of Christmas NiGHTS.

Like Sonic the Hedgehog the game is played almost entirely with one button (A, B or C) and the D-Pad (or analogue stick), allowing the children to jump or NiGHTS to speed up and spin. Spinning however, drains power from the meter in the bottom left of the HUD, and is replenished by flying through large yellow/orange rings. The L and R buttons allow NiGHTS to perform acrobatics, though are only useful if the player flies through a "Power Loop". NiGHTS can defeat enemies by performing a "paraloop", otherwise known as moving in a clockwise or anticlockwise circle. This can also reveal bonuses and collect multiple items at once (including sometimes those in the background).

Each of the four Ideyas is located on separate looped 2.5D "courses" (or "mares") for NiGHTS, each of which passes through the Ideya Palace. Players will travel around in circles until the Ideya Capture is destroyed, but items will re-spawn if the far away from the camera. NiGHTS' play is timed, and once the time runs out, you will lose any collected blue chips and become the children once more. The scoring system of NiGHTS is rather complex - scores are multiplied considerably by forming chains (links) of rings, and the value of items on the current course will increase further if the Ideya Capture is destroyed (the blue chips turning gold within this time).

To confound things further, NiGHTS has a surprisingly complex "A-Life" system, in which friendly Nightopians littered across the stage, can have their moods changed, be bred (not just with other Nightopians, but with enemies (Nightmaren), creating genetically modified "Mepians"), and be killed with very little effect on gameplay. If the player manages to not kill any Nightopians, an extra point award will be available on the fourth and final path for NiGHTS. The mood of the Nightopians can affect the level's music, though the change will only be heard if the player re-enters the stage.

Collecting all four Ideyas and taking them to the Ideya Palace will take NiGHTS to a boss, which needs to be destroyed within a certain timeframe. Here, it is impossible to play as the children, though getting hit will cause you to lose valuable seconds. Bosses vary depending on the stage, though usually involve bouncing off a weak spot or paralooping.

Nightmaren

Enemies, or "Nightmaren" serve little purpose in NiGHTS into Dreams other than to get in the way and slow your progress. Most can be knocked out of the way with a spin, and destroyed completely with a paraloop.

150px Kircle
150px Hollow
150px Verol
150px Party
150px Crewle Pole
150px Mamu
150px Shleep
150px Cuttle
150px Gao
150px Snip

Dreams

Claris

NiGHTS gameplay.png Spring Valley ~the IDEAL~
Notavailable.svg Mystic Forest ~the POSSIBILITY~
Notavailable.svg Soft Museum ~the CONFUSION~

Elliot

Notavailable.svg Splash Garden ~the AFFECTION~
Notavailable.svg Frozen Bell ~the CONSCIOUSNESS~
Notavailable.svg Stick Canyon ~the REVIVAL~

Both

Notavailable.svg Twin Seeds ~the GROWTH~
Twin Seeds occurs over the fictional city, and is identical for both Claris and Elliot. It is also the only stage where you do not play as NiGHTS - the children fly around instead.

Achievements

Main article: NiGHTS into Dreams/Achievements.

History

Development

NiGHTS into Dreams represents both the end of an era at Sonic Team and the start of a new one, being the last Sega project to feature Yuji Naka as the lead programmer and the first to feature Takashi Iizuka as lead designer (replacing Hirokazu Yasuhara, now stationed in North America). The absense of Yasuhara means that the three original founding members of Sonic Team were reduced to two, and with both Naka and Naoto Ohshima rising up the ranks in the years which followed, NiGHTS marks the start of a new generation of Sonic Team developers.

Following the release of Sonic & Knuckles, the key players of Sonic Team spent six months brainstorming on new ideas, with work on NiGHTS beginning around April 1995[13]. Naka began learning about Saturn programming in the Summer of 1994[14].

NiGHTS is a radically different project to the Sonic the Hedgehog games which preceeded it, and was inspired by the works of Carl Jung, and primarily his anima and animus concepts. It is said that Takashi Iizuka invested a significant amount of time researching dreams and the theories that surround them, observing the works of Sigmund Freud and Friedrich Holtz[15], meaning NiGHTS' themes offer a much deeper meaning than at first glance.

Naka and his team chose against developing a Sonic sequel, wishing to take a long break to come up with a more "advanced" game as opposed to falling into the trap of continuous sequels[13]. From an early stage it was decided that the game would be based around replay value, where rather than simply progressing through levels and not looking back, there would be reasons to revisit stages and improve your skills[13].

The visual style NiGHTS into Dreams borrowed from Cirque du Soleil, witnessed by Yuji Naka and others while playing at the Treasure Island Hotel and Casino in Las Vegas. It's oddly typed name was originally put in place to differentiate the NiGHTS character from the word "nights", with the lower-case "i" coming from the gem on the character's chest.

NiGHTS was originally set to be a much slower game, but the speed gradually increased over time to make the game more interesting[16]. Naka acknowledged that more could be done with the Saturn[16] (something perhaps proven with Burning Rangers), but likewise it was said that demonstrating graphical and technical prowess was not a priority for the team[17].

While Sonic was seen as a one-dimensional character, NiGHTS had emotions, and was designed to look like an angel to appeal more towards US and European cultures which had proven so successful for Sonic[16]. Notably (and ignored by its sequel), NiGHTS was designed neither to be male or female[18][17][19], but to represent "another you" in the dream world[18]. The character was envisioned as a "hero within your nightmares", having a slightly frightening look but also being cute[17]. NiGHTS is also the colour purple, attempting to challenge an idea that purple was unsuitable in the toy industry[19].

Prior to settling on the "dreams" idea, concepts at Sonic Team included "adventure" and "military" themes, among others[15]. The plan was to contradict the worlds of Sonic the Hedgehog[15].

During testing it was noted that the standard Saturn control pad was not as responsive as the team desired, so work began on a new control scheme in the summer of 1995[20]. Roughly 100 prototype controllers were built and tested[20][21], including remotes[21], foot controllers[21] and even the concept of using a NiGHTS-shaped doll to simulate movements[20]. The 3D Control Pad was developed simultaneously over the course of six months[20] to ensure the game was more smooth and comfortable to play[16].

According to Sonic Team, major parts of the code were re-written between five and ten times[20]. Very little is used from Sega AM2's Sega Graphics Library, with most of the technology being created by Sonic Team[14].

Voice samples were recorded in-house by various developers, usually in the middle of the night as Sonic Team's studios were not sound-proofed.

The game was first shown in Japan at the '96 Tokyo Toy Show[22]. The trailer from this event is available as an unlockable in Christmas NiGHTS.

As one of the top Sega employees in his field, Yuji Naka's engine for NiGHTS is often considered to be one of the most ambitious programming projects on the Saturn, at one point being recycled for Sonic X-treme (much to his distaste). Much of the game was built with unique input methods in mind (such as odd flight sticks), inevitably evolving into Saturn's the 3D Control Pad. At one point in development, the team was visited by Steven Spielberg, who played the game on an experimental controller, later dubbed internally as the "Spielberg Controller". Unique controllers would be explored again in the development of Air NiGHTS, a cancelled Sega Dreamcast sequel.

Sonic Team were for a long time interested in a PC version[20], and Naka has stated that he created a conversion of NiGHTS shortly after the Saturn game's release. In an interview he assumed it had been released, however PC users did not receive a port of the game until 2012, when a version was released for Steam.

Yuji Naka has stated that NiGHTS was not intended to receive a sequel, being a stand-alone game similar to Spielberg's E.T. the Extra-Terrestrial. After NiGHTS, Naka would assume management roles as producer and head of Sonic Team, before leaving to found Prope in 2006, only for NiGHTS: Journey of Dreams to be released one year later.

Legacy

Christmas NiGHTS

In December 1996, a special one-level Christmas version, Christmas NiGHTS was developed, being released as a stand-alone product in Japan. Elsewhere it was bundled as a free promotional item.

Cameos

NiGHTS went through a long period of being referenced to in Sonic Team games, but not given an official sequel. There are cameos in all Sonic Team games in the Sega Dreamcast era, and a bonus NiGHTS game was included in the Nintendo GameCube version of Phantasy Star Online and Billy Hatcher and the Giant Egg that can be downloaded to the Game Boy Advance. There is also a NiGHTS-themed pinball level in Sonic Pinball Party.

Sequel

NiGHTS saw a fully fledged sequel in 2007 with the release of NiGHTS: Journey of Dreams, though remains controversial among fans for its changes in design and presentation. Since then, NiGHTS has gone on to assume roles in other games, such as Sega Superstars, Sega Superstars Tennis, Sonic & Sega All-Stars Racing and Sonic & All-Stars Racing Transformed.

Sega AGES Re-release

In 2008 the game was re-released as a budget game for the PlayStation 2 in Japan. This conversion was handled by Sega Studios China, and features enhanced graphics (and 16:9 widescreen support), content from Christmas NiGHTS and a number of minor tweaks to gameplay. It also features image galleries, a movie viewer mode and different seasonal outfits.

Sega Heritage Digital Re-release

The PlayStation 2 version was not released outside of Japan, but was used as a base for a set of "HD" conversions for the Xbox Live Arcade, PlayStation Network and Steam services. These versions are almost identical to the 2008 PlayStation 2 adaptation, though lack some content (most notably the Sonic into Dreams minigame from Christmas NiGHTS) and reportedly lack true 360-degree analogue controls. The game is rendered at widescreen 720p, though the textures, models and technical features such as draw distance remain similar to their PlayStation 2 counterparts.

Production credits

Saturn version

Nights Into Dreams ...

PlayStation 2, PSN, XBLA and PC versions

Track list

1. [data track 1]  
2. [data track 2]  
3. <JINGLE> Acrobat Time (00:12) 
Composed by: Naofumi Hataya
4. <JINGLE> Time Up (00:12) 
Composed by: Naofumi Hataya
5. Woosh (00:11) 
6. <JINGLE> Pia Over (00:13) 
Composed by: Fumie Kumatani
7. <JINGLE> Mare Over (00:16) 
Composed by: Fumie Kumatani
8. The Dragon Gave A Loud Scream (02:08) 
Composed by: Naofumi Hataya
9. She had Long Ears (02:08) 
Composed by: Tomoko Sasaki
10. E-LE-KI Sparkle (02:08) 
Composed by: Tomoko Sasaki
11. NiGHTS and Reala (02:08) 
Composed by: Naofumi Hataya
12. NiGHTS and Reala : Theme of A Tragedic Revenge (02:08) 
Composed by: Naofumi Hataya
13. The Mantle (02:08) 
Composed by: Tomoko Sasaki
14. Deep it Lies (02:02) 
Composed by: Fumie Kumatani
15. D'Force Master (Intro) (00:34) 
Composed by: Tomoko Sasaki
16. D'Force Master (02:03) 
Composed by: Tomoko Sasaki
17. Gate of Your Dream (01:28) 
Composed by: Tomoko Sasaki
18. After The Dream (01:29) 
Composed by: Naofumi Hataya
19. Message From Nightopia (01:29) 
Composed by: Tomoko Sasaki
20. Dreams Dreams : In Silent Memory (01:29) 
Composed by: Tomoko Sasaki
21. Dreams Dreams : Kids Ver. (05:39) 
Vocals: Jasmine Ann Allen & Cameron Strother
Running time: 30:05

Magazine articles

Main article: NiGHTS into Dreams/Magazine articles.

Promotional material

Logo-pdf.svg
Print advert in Electronic Gaming Monthly (US) #86: "September 1996" (1996-xx-xx)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Print advert in Next Generation (US) #22: "October 1996" (1996-09-17)
also published in:
Logo-pdf.svg
Logo-pdf.svg
Saturn print advert in Hobby Consolas (ES) #60: "Septiembre 1996" (1996-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Electronic Gaming Monthly (US) #89: "December 1996" (1996-xx-xx)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Sega Saturn Magazine (UK) #12: "October 1996" (1996-09-18)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Sega Magazin (DE) #36: "November 1996" (1996-10-09)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Sega Saturn Magazine (JP) #1996-10: "1996-10 (1996-06-28)" (1996-06-14)
Logo-pdf.svg
Logo-pdf.svg
Print advert in Sega Saturn Magazine (JP) #1996-11: "1996-11 (1996-07-12)" (1996-06-28)
Logo-pdf.svg

Artwork

Physical scans

Saturn version

Sega Retro Average 
Publication Score Source
100 №19
100 №178, p54-59[25]
80 №36, p70-71[26]
100 1996-09-20
85 №395, p31
90 №9/96
98 №0408, p22/50-53
97
96
96
98 №97, p86-87[27]
85 №46, p40-43
86 №41, p40-41[28]
100 №9, p91[29]
88 №9/96, p66-68[30]
96 №47, p56-63[31]
85 №9/96, p64-69[32]
94 №67, p74-77
92 №83, p42-45
96 №10, p72-73[33]
97 №1996-11, p229[34]
92 №, p9[35]
85 №8/96, p106-107[36]
Sega Saturn
93
Based on
23 reviews
Sega Retro Average 
Publication Version Score
576 KByte (HU)
90
[37]
Computer & Video Games (UK)
100
[25]
Digitiser (UK)
91
[38]
Edge (UK) NTSC-J
80
[26]
Electronic Gaming Monthly (US) NTSC-U
80
[39]
Famitsu (JP) NTSC-J
85
[40]
Freak (IL)
93
[41]
Fun Generation (DE) PAL
90
[42]
Gambler (PL)
92
[43]
GameFan (US) NTSC-U
97
[44]
GamePro (US) NTSC-U
98
[27]
GamesMaster (UK) PAL
85
[45]
Game Informer (US) NTSC-U
85
[46]
GMR (US)
100
[29]
Intelligent Gamer (US) NTSC-U
91
[47]
Joypad (FR)
90
[48]
LeveL (CZ)
86
[49]
MAN!AC (DE) NTSC-J
87
[50]
MAN!AC (DE) PAL
87
[51]
Mega Fun (DE) NTSC-J
88
[30]
Mean Machines Sega (UK) PAL
96
[31]
Next Generation (US)
100
[52]
neXt Level (DE) PAL
85
[32]
Player One (FR)
94
[53]
Power Up! (UK)
93
[54]
Saturn Fan (JP) NTSC-J
84
[55]
Saturn Fan (JP) NTSC-J
85
[56]
Saturn+ (UK) PAL
93
[57]
Score (CZ)
90
[58]
Secret Service (PL)
99
[59]
Sega News (CZ)
92
[60]
Sega Power (UK) PAL
92
[61]
Świat Gier Komputerowych (PL)
98
[62]
Sega Saturn Magazine (UK) PAL
96
[33]
Sega Saturn Magazine (JP) NTSC-J
97
[34]
Sega Saturn Magazine (JP) NTSC-J
92
[35]
Strana Igr (RU)
73
[63]
Total Saturn (UK) PAL
93
[64]
Total Saturn (UK) PAL
91
[65]
Ultra Game Players (US) NTSC-U
93
[66]
Video Games (DE) NTSC-J
85
[67]
Sega Saturn
91
Based on
41 reviews

NiGHTS into Dreams

Saturn, US
NiGHTS Saturn US Box Back.jpgNights sat us cover.jpg
Cover
Nights Saturn US Disc.jpg
Disc
Nightsintodreams sat us manual.pdf
Manual
Saturn, US (3D Control Pad)
3DAnalogGamePad NiGHTS US Box Back.jpgNospine.pngSaturn 80117 box-2.jpg
Cover
Nights Saturn US Disc.jpg
Disc
NiGHTS Saturn US Box Back CD.jpgNiGHTS Saturn US Box Front CD.jpg
Jewel Case
Saturn, EU
NiGHTS Saturn EU Box Older.jpg
Cover
NightsIntoDreamsSaturnEUManual.pdf
Manual
Saturn, EU (newer)
NiDEUbigboxart.jpg
Cover
Nights sat eu disc.jpg
Disc
Saturn, EU (3D Control Pad)
3DControlPad EU Box Back NiGHTS.jpgNospine-small.pngSaturn MK-80314 box-2.jpg
Cover
NiGHTsIntoDreams saturn eu backcover.jpgNightsBoxEU.jpg
Jewel Case
Saturn, JP
NiGHTS Saturn JP Box Back.jpgNights box jp.jpg
Cover
NiGHTSintoDreams Saturn JP Spinecard.jpg
Spinecard
Nights sat jp disc.jpg
Disc
NiGHTS Into Dreams Sega Saturn Japan Manual.pdf
Manual
NiGHTSintoDreams Saturn JP Box Inlay.jpg
Inlay
Saturn, JP (3D Control Pad)
Error creating thumbnail: convert: Insufficient memory (case 4) `/home/sonicret/domains/segaretro.org/public_html/images/f/f9/NiGHTS_Into_Dreams_Sega_Saturn_JP_Control_Box_Back.jpg' @ error/jpeg.c/JPEGErrorHandler/338. Error code: 1
Error creating thumbnail: convert: Insufficient memory (case 4) `/home/sonicret/domains/segaretro.org/public_html/images/f/fe/NiGHTS_Into_Dreams_Sega_Saturn_JP_Control_Box_Front.jpg' @ error/jpeg.c/JPEGErrorHandler/338. Error code: 1
Cover
Saturn, JP (Satakore)
NiGHTSintoDreams Saturn JP Box Back Satakore.jpgNights Saturn JP Box Front Satakore.jpg
Cover
NiGHTSintoDreams Saturn JP Spinecard Satakore.jpg
Spinecard
NiGHTSintoDreams Saturn JP Disc Satakore.jpg
Disc
NiGHTSintoDreams Saturn JP Box Inlay Satakore.jpg
Inlay
Saturn, BR
<div style="margin:auto; max-width:Expression error: Unexpected < operator.px"> 320x120px
Cover
NiGHTS into Dreams Sat BR Manual.pdf
Manual
Saturn, KR
NiGHTS Saturn KR Box Back.jpgNiGHTS Saturn KR Box Side.jpgNiGHTS Saturn KR Box Front.jpg
Cover
Saturn, KR (3D Control Pad)
3DControlPad Saturn KR Box Back NiGHTS.jpg3DControlPad Saturn KR Box Side NiGHTS.jpg3DControlPad Saturn KR Box Front NiGHTS.jpg
Cover
Saturn, AU

PlayStation 2 version

PlayStation 2, JP
NiGHTS PS2 JP Box.jpg
Cover
Nights ps2 jp disc.jpg
Disc
PlayStation 2, JP (Nightopia Dream Pack)
NiGHTS PS2 JP DreamPack back.jpgNospine-small.pngNiGHTS PS2 JP DreamPack front.jpg
Cover

Technical information

Save data

The Sega Saturn version game makes use of the Saturn's internal battery back-up as well as the Saturn Backup Memory to save progress. In addition, it saves data for the A-Life system separately due to its large file size.

NiGHTS into Dreams Save Data
Name Comment File Size
NIGHTS___## Score data 30
NIGHTS___## A-life 197

External links

References

  1. File:CVG UK 179.pdf, page 53
  2. File:CVG UK 193.pdf, page 57
  3. File:CVG UK 179.pdf, page 9
  4. 4.0 4.1 Press release: 1996-09-11: New 3D "Flight Action" Title Strong Early Indicator For Sega Saturn Fall Sales
  5. Press release: 1996-08-12: $10 million "NiGHTS" launch is largest ever for Sega Saturn
  6. Press release: 1996-05-16: 'NiGHTS' ON SEGA SATURN MEANS LIGHTS OUT FOR COMPETITION
  7. 7.0 7.1 http://www.tectoy.com.br/releases/index.htm (Wayback Machine: 1998-06-25 19:48)
  8. 8.0 8.1 http://www.jp.playstation.com/software/title/slpm66926.html (Wayback Machine: 2008-02-02 19:42)
  9. 9.0 9.1 http://www.jp.playstation.com/software/title/hsn0013.html (Wayback Machine: 2008-02-29 01:44)
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 10.9 File:FINAL- NiGHTS and SA2 Price and Release Date.pdf
  11. 11.0 11.1 http://www.jp.playstation.com:80/software/title/jp0177npjb00226_00nightsintodreams.html (Wayback Machine: 2012-10-06 14:18)
  12. https://archive.is/RMuUq
  13. 13.0 13.1 13.2 File:Edge UK 035.pdf, page 38
  14. 14.0 14.1 File:NextGeneration US 19.pdf, page 47
  15. 15.0 15.1 15.2 File:CVG UK 176.pdf, page 24
  16. 16.0 16.1 16.2 16.3 File:Edge UK 035.pdf, page 39
  17. 17.0 17.1 17.2 File:SSM UK 11.pdf, page 40
  18. 18.0 18.1 File:SSM UK 11.pdf, page 38
  19. 19.0 19.1 File:CVG UK 176.pdf, page 23
  20. 20.0 20.1 20.2 20.3 20.4 20.5 File:SSM UK 11.pdf, page 41
  21. 21.0 21.1 21.2 File:CVG UK 176.pdf, page 25
  22. File:SSM UK 15.pdf, page 56
  23. 23.0 23.1 Electronic Gaming Monthly, "October 1996" (US; 1996-xx-xx), page 11
  24. Game Informer, "September 1996" (US; 1996-xx-xx), page 68
  25. 25.0 25.1 File:CVG UK 178.pdf, page 54 Cite error: Invalid <ref> tag; name ":File:CVG UK 178.pdf_p54" defined multiple times with different content
  26. 26.0 26.1 File:Edge UK 036.pdf, page 70 Cite error: Invalid <ref> tag; name ":File:Edge UK 036.pdf_p70" defined multiple times with different content
  27. 27.0 27.1 File:GamePro US 097.pdf, page 88 Cite error: Invalid <ref> tag; name ":File:GamePro US 097.pdf_p88" defined multiple times with different content
  28. File:GameInformer US 041.pdf, page 40
  29. 29.0 29.1 File:GMR US 09.pdf, page 91 Cite error: Invalid <ref> tag; name ":File:GMR US 09.pdf_p91" defined multiple times with different content
  30. 30.0 30.1 File:MegaFun DE 1996-09.pdf, page 66 Cite error: Invalid <ref> tag; name ":File:MegaFun DE 1996-09.pdf_p66" defined multiple times with different content
  31. 31.0 31.1 File:MeanMachinesSega47UK.pdf, page 56 Cite error: Invalid <ref> tag; name ":File:MeanMachinesSega47UK.pdf_p56" defined multiple times with different content
  32. 32.0 32.1 File:NextLevel DE 1996-09.pdf, page 64 Cite error: Invalid <ref> tag; name ":File:NextLevel DE 1996-09.pdf_p64" defined multiple times with different content
  33. 33.0 33.1 File:SSM UK 10.pdf, page 72 Cite error: Invalid <ref> tag; name ":File:SSM UK 10.pdf_p72" defined multiple times with different content
  34. 34.0 34.1 File:SSM JP 19960712 1996-11.pdf, page 231 Cite error: Invalid <ref> tag; name ":File:SSM JP 19960712 1996-11.pdf_p231" defined multiple times with different content
  35. 35.0 35.1 Saturn no Game wa Sekai Ichi~i~i~i!: Satamaga Dokusha Race Zen Kiroku, SoftBank Publishing, page 11 Cite error: Invalid <ref> tag; name ":File:SnGwSISDRZK Book JP.pdf_p11" defined multiple times with different content
  36. File:VideoGames DE 1996-08.pdf, page 102
  37. 576 KByte, "Október 1996" (HU; 1996-xx-xx), page 36
  38. Digitiser (UK) (1996-09-05)
  39. Electronic Gaming Monthly, "September 1996" (US; 1996-xx-xx), page 25
  40. Famitsu, "1996-07-12" (JP; 1996-06-28), page 1
  41. Freak, "8/96" (IL; 1996-xx-xx), page 1
  42. Fun Generation, "09/96" (DE; 1996-08-14), page 72
  43. Gambler, "12/1996" (PL; 1996-xx-xx), page 1
  44. GameFan, "Volume 4, Issue 9: September 1996" (US; 1996-xx-xx), page 24
  45. GamesMaster, "September 1996" (UK; 1996-08-01), page 40
  46. Game Informer, "September 1996" (US; 1996-xx-xx), page 42
  47. Intelligent Gamer, "September 1996" (US; 1996-0x-xx), page 58
  48. Joypad, "Septembre 1996" (FR; 1996-0x-xx), page 82
  49. LeveL, "Listopad 1996" (CZ; 1996-11-01), page 81
  50. MAN!AC, "09/96" (DE; 1996-08-14), page 44
  51. MAN!AC, "10/96" (DE; 1996-09-11), page 71
  52. Next Generation, "October 1996" (US; 1996-09-17), page 174
  53. Player One, "Septembre 1996" (FR; 1996-08-29), page 74
  54. Power Up!, "Saturday, September 21, 1996" (UK; 1996-09-21), page 1
  55. Saturn Fan, "1996 No. 15" (JP; 1996-07-05), page 164
  56. Saturn Fan, "1996 No. 18" (JP; 1996-08-23), page 72
  57. Saturn+, "Issue 4" (UK; 1996-10-24), page 28
  58. Score, "Prosinec 1996" (CZ; 1996-12-01), page 110
  59. Secret Service, "Grudzień 1996" (PL; 1996-12-01), page 59
  60. Sega News, "Listopad 1996" (CZ; 1996-1x-xx), page 12
  61. Sega Power, "September 1996" (UK; 1996-08-01), page 42
  62. Świat Gier Komputerowych, "12/1996" (PL; 1996-xx-xx), page 1
  63. Strana Igr, "Oktyabr 1996" (RU; 1996-xx-xx), page 69
  64. Total Saturn, "Volume One Issue One" (UK; 1996-08-xx), page 34
  65. Total Saturn, "Volume One Issue Four" (UK; 1996-12-29), page 40
  66. Ultra Game Players, "October 1996" (US; 1996-09-03), page 95
  67. Video Games, "8/96" (DE; 1996-07-31), page 106



Games in the NiGHTS into Dreams Series
Sega Saturn
NiGHTS into Dreams (1996) | Christmas NiGHTS into Dreams (1996)
LCD handheld game
NiGHTS into Dreams (1997)
Sega Dreamcast
Air NiGHTS (Canceled)
i-mode 503i
NiGHTS (2001)
Nintendo Wii
NiGHTS: Journey of Dreams (2007)
Sony PlayStation 2
NiGHTS into Dreams (2008)
Windows PC
Xbox Live Arcade
PlayStation 3 PlayStation Network
NiGHTS into Dreams (2012)
Arcade
NiGHTS Dream Wheel (2021)
Sampler Discs
Sega Saturn
NiGHTS into Dreams Sampler (1996)
NiGHTS into Dreams related media
Music
NiGHTS Theme Song: Dreams Dreams (1996) | NiGHTS Original Soundtrack (1996) | A NiGHTS Remix: Another Dreams (1997) | NiGHTS: Journey of Dreams Game Soundtrack (2008) | NiGHTS: Hoshi Furu Yoru no Monogatari Original Soundtrack (2008) | NiGHTS into Dreams: Perfect Album (2008) | NiGHTS into Dreams (2024)
Book
NiGHTS Nice Night Tours (1996) | NiGHTS Kouryaku Guide (1996) | NiGHTS Hisshou Kouryaku Hou (1996) | NiGHTS Koushiki Guide Book (1996) | Prima's Secrets of the Games: NiGHTS into Dreams: The Official Strategy Guide (1996) | Sega Saturn "NiGHTS" Original Soundtrack (1996) | NiGHTS into Dreams (?) | NiGHTS: Journey of Dreams Official Strategy Guide (2007) | NiGHTS: Hoshi Furu Yoru no Monogatari Dream Flight Guide (2007)
Book
NiGHTS: Tsubasa ga Nakutemo Sora wa Toberu (1996)
Film
Sega Official Video Library Vol. 6: NiGHTS into Dreams (1996) | NiGHTS: Journey of Dreams: Behind the Scenes DVD (2007)