Nights into Dreams


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. 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

Nights into Dreams is split into seven levels, referred to as "Dreams". 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. 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 in all the selected character's levels must be achieved to unlock the relevant "Twin Seeds" stage for that character. Points are accumulated depending on how fast the player completes a level, and extra points are awarded when the player flies through rings.
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 of hope, wisdom, intelligence and purity stolen from them by Wizeman's minions, leaving behind only their Ideya of courage. 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. 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. 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.
In the flying sections, the player controls Nights' flight along a predetermined route through each Mare, resembling that of a 2D platformer. 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. The player's time is replenished each time they return an Ideya to the Ideya Palace. While flying, Nights can use a "Drill Dash" to travel faster, as well as defeat certain reverie enemies scattered throughout the level. 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. 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. 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.
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. Nights is then transported to Nightmare for a boss fight against one of Wizeman's "Level Two" Nightmarens. 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. In the multiplayer mode, two players battle in splitscreen. One player controls Nights, whereas the other controls Reala. The winner is the first player to hit or paraloop the other three times.
The game features an artificial life system known as "A-Life", which involves entities called Nightopians and keeps track of their moods. It is possible to have them mate with other Nightopians, which creates hybrids known as "Superpians". The more the game is played, the more inhabitants appear, and environmental features and aesthetics change. 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. The feature runs from the Sega Saturn's internal clock, which alters features in the A-Life system depending on the time.

Plot

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.
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

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. Programming began in April 1995 and total development spanned six months. Yuji Naka was lead programmer and producer, Naoto Ohshima was director and Takashi Iizuka was lead designer. Naka and Ohshima felt they had spent enough time with the Sonic franchise and were eager to work on new concepts. According to Naka, the initial development team consisted of seven people, and grew to 20 as programmers arrived.
Sonic creator and project director Ohshima created the character of Nights based on his inspirations from travelling Europe and western Asia. The design incorporated Japanese, European, and American elements to give Nights as universal an appeal as possible. Ohshima decided that the character should resemble an angel and fly like a bird. In the story, Nights is a part of every human's subconsciousness, and so was designed to be neither male nor female. Nights' personality is intended to be a "a mirror of the child's personality".
Naka intended to make Nights into Dreams a slow-paced game, but as development progressed the pace gradually increased, in similar vein to Sonic games. The initial concept envisioned the flying character in a rendered 2D sprite art, with side-scrolling features similar to Sonic the Hedgehog. The team were hesitant to switch 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". According to Iizuka, the design and story took two years to finalise. The difficulty was designed so that young and inexperienced players would be able to complete the game, while more experienced players would be compelled by the replay value.
Nights was developed using Silicon Graphics workstations for graphical designs and 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". The team only sparingly used the Sega Graphics Library operating system, said by many developers to make programming for the Saturn dramatically easier, and instead mostly used custom libraries. Because the Sonic Team offices did not include soundproof studios, team members recorded sound effects at night. According to Naka, every phrase in the game has a meaning; for example, "abayo" is Japanese slang for "goodbye". 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 concepts of dreaming and waking up. Naka said that they incorporate realism to make it more difficult for the player to disambiguate the boundary between dreams and reality.
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. They initially thought the game would consume around 100 megabytes of data, and at one point considered releasing it on two discs. Iizuka said that the most difficult part of development was handling the "contradiction" of using 2D sidescroller controls in a fully 3D game. Naka limited the flying mechanic to "invisible 2D tracks" because early beta testing revealed that the game was too difficult in full 3D. The standard Saturn gamepad was found to be insufficient to control Nights in flight, so the team developed the Saturn analog controller. It took about six months to develop, and the team went through many ideas for alternate controllers, including one shaped like a Nights doll.
Iizuka said Nights was inspired by anime and Cirque du Soleil's Mystère theatrical performance. The team researched dream sequences and REM sleep, including the works of psychoanalysts Carl Jung, Sigmund Freud and Friedrich Holtz. 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.