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Nights Into Dreams
|Developer / Publisher||Sonic Team / Sega|
|Media||1 x |
|A great 3D action platform released by Sega in 1996 for the Sega Saturn, Sony Playstation and Panasonic 3DO video-game systems.|
The game's story follows two children entering a dream world, where they are aided by the main character, Nights. Nights was developed by Sonic Team, with Yuji Naka as producer and lead programmer, and Naoto Oshima as director and designer of the character. The developers' intention was to make the sensation of flight the central gameplay element, achieved through 3D graphics and a combination of both 2D and 3D gameplay. The game was re-released in Japan for the PlayStation 2 on February 21, 2008. It is unknown at this time if it will be released in other territories. 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". 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 system known as "Linking" whereby actions such as collecting items and flying through rings are worth more points when performed in quick succession than they are individually.
The graphics are marvelous, featuring great combination of 3D and 2D backgrounds using load of colors and fluid sprite animations. The backdrops are so loaded at times, that you may easily confuse upcoming enemies.
Sound is at the same high standards, offering plenty of high-quality tunes along with arcade-style SFX.
Probably one of the best games on Saturn demonstrating Saturn's' powerhouse!
|Some videos belong to retroshowcase.com (indicated); others not|
|CPU: 2 x Hitachi SH-2 32-bit RISC (28.6 MHz) each has 4 kB on-chip cache|
MEMORY: 1 MB SDRAM fast RAM for both SH-2 CPUs (faster), 1 MB DRAM slow RAM for both SH-2 CPUs (slower), 512Kb internal ROM
GRAPHICS: dual custom VDP chips for graphics processing:
Custom VDP 1 32-bit video display processor (running at 28.63 MHz) for sprites/polygons, 512Kb SDRAM, supports texture mapping and Gouraud shading, Custom VDP 2 32-bit video display processor (running at 28.63 MHz) for backgrounds/video out, 512Kb SDRAM.
VGA: 320x480 or 640x480, non-interlaced (progressive scan), Hi-Vision: 352x480 or 704x480 (480i), non-interlaced (progressive scan)
SOUND: Motorola 68EC000 sound controller (running at 11.3 MHz / 1.5 MIPS), Yamaha FH1 DSP sound processor, "Saturn Custom Sound Processor" (SCSP), running at 22.6 MHz, 44.1 kHz sampling rate
|24bit RGB 16,7 million-color palette (all on screen)|
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