Friday, April 11, 2025

Making a Sonic Team fan, part 3...

In the previous blogs I talked about how much I loved the Sonic the Hedgehog franchise, and in particular the games made by Sonic Team, rather than the other developers. I also talked about the rare characters that I adored like Ray the Flying Squirrel, and Mighty the Armadillo. As much as I loved those characters I didn’t do too much art featuring them over the past few decades. Cartoon characters had always been difficult for me to draw. I try make realistic illustrations, to draw people, and vehicles in correct scale, and proportion. So going in an a loose animated style was very much out of my comfort zone. That’s not to say it’s impossible for me to do, I’m just not happy with the results when I try to draw the classic Sonic characters. I will on occasion challenge myself, and draw my absolute favorite game character instead NiGHTS from the game NiGHTS into dreams…

The problem with drawing NiGHTS was that I held the character in such high regards that I didn’t want to make a bad illustration. I worked very hard to make sure that they remained proportional to the game model. Even though this was a shape-shifting dream character without actual bones, and organs. I still wanted to make sure that my 2D illustrations gave viewers a sense of a 3D figure. Over the past few years I’ve drawn a few pieces featuring the character, and even the arch-rival named Reala.

NiGHTS and Reala were fun designs literally cut from the same cloth. You could tell that based on their early, and final designs that they were similar in form, and function. Realia had the same moves as the star of the game, and made for a difficult battle if you didn’t know how to approach the “Nightmaren.” The heroes, villains, and minor characters in the game were created by Naoto Ohshima. He of course created most of the original Sonic game cast. The designs in NiGHTS were much more humanoid, and surreal than the cartoon mascots he created for the Sonic franchise. The Nightmaren minions, which looked like dream versions of Pokemon characters were also unlike the robotic monsters that Sonic faced.

When Sonic Team shared some concept art we could see that NiGHTS, and Reala were based on a similar template. The jester-like character had very animated expressions, and a lot of these things were indeed captured in the 3D models created for the game. There was a third, larger Nightmaren boss that also took his cues from the older art. Jackle was more than twice the size of either NiGHTS or Reala. What made him eerie, aside from his laugh was the fact that he had no body. He was a floating head with hands, and feet. He could also fly, and hid his attacks behind a cape. This character was my little brother’s favorite from the game so I had to draw him as well.

The great thing about NiGHTS was how the characters changed shape as they flew around the screens. They were some of the most dynamic early 3D models in console gaming history. For example NiGHTS could dash through the skies with a burst of speed. While doing so their twin-tailed hat would get swept back, and their legs would twist to a point.

This wasn’t the only instant change that the character model had. The character could also turn into a bouncing ball, a bobsled, or even mermaid depending on where they were flying, or swimming through. Illustrating these different versions of the character were certainly an artistic challenge. It was already hard enough drawing the characters standing still, imagine trying to do an illustration of the figure that only appeared for a few moments in a perpetually shifting scene. These were the sorts of details that you could expect in a cartoon, but seeing three-dimensional models do this was truly cutting edge game animation. One of these days I’d like to get around to drawing the other shapes that NiGHTS could turn into during the adventure.

The game also featured tiny cherub-like characters called Nightopians. These were A-Life characters in the game, think of them as the predecessors to the Chao in Sonic Adventure. They had dozens of different animations, and performed many different activities. Things like fishing, building snowmen, sledding, directing traffic, jackhammering the dream world and much more. You could actually help hatch their eggs in game with the main characters. I had always wished that you could pick them up, and play with them in the original NiGHTS into dreams… This was something that you could actually do in the sequel NiGHTS Journey of Dreams. I could imagine how much fun the little guys would have if NiGHTS could zip with them through the air.

The A-life system in the game was actually very deep. You could combine the friendly Nightopians, with the evil Nightmaren and create all sorts of unique combinations. They would each hatch from their own multicolored eggs. Like I said, this predated the similar mechanics feature with the Chao in Sonic Adventure. The absolute rarest Nightopian you could unlock was called the Super Pian aka the King of the Nightopians. 17 years ago I created a video on how to unlock him. While recording my video I managed to do something that I had never been able to repeat. Not only that but I had yet to find another NiGHTS player that managed to get two Super Pains show up in one stage at the same time. Thankfully I had video to prove it, but I digress.

There was a bonus sampler disk of NiGHTS into dreams… released shortly after the title was published. I mentioned it when I did my deep dive on the blog. This sampler contained all sorts of goodies that were meant to be on the original release, if only Sonic Team were given more development time. On that disk several “presents” were available to be unlocked, including the ability to play the demo using Reala instead of NiGHTS. You could only unlock this character if you played the game on April 1, aka April fools day. The studio didn’t get a chance to finish programming Reala’s spin dash animation in the game, however the model files were located in the game files. In fact all sorts of gems were discovered when NiGHTS was datamined.

The original Sega Saturn version was notoriously difficult to crack for people looking to mine assets off of the disks. The same went for a lot of Sega’s hardware. For years, or rather decades people had been trying to find out what secrets Sonic Team had left on the game files. I too felt that the game was very densely packed, although it was a brief game I could tell that the studio put everything they had into it. The first chance to look into the code came when the game was redone, and ported to the PS2. This was easier for the modding community to get into the files, and bring them over to emulators. A number of unused models, and assets were made available to the fan community including unused animations left in the game.

One of the things that blew up in the fan community was the discovery of something fans dubbed Mecha NiGHTS. One of the unused animations featured a Nightopian playing with a remote control NiGHTS toy. Sonic Team made both a sprite model for this figure, and a 3D model as well. They were able to be reassembled, and put into the game by modders. When I found out about this unused asset I had to celebrate the discovery in art form. It was easily one of the coolest looking flying models I’d ever seen. If there was a reason for me to buy a 3D printer, and make an actual physical copy for myself then this was it. There were a few other assets left in the game files. Some of which were minor things, however there was a huge discovery that rocked the fan community to its core. I’ll talk more about this on the next blog, and share the art that came out of this discovery. Did you ever play NiGHTS into dreams… or other rare Sonic Team games like Billy Hatcher, and Burning Rangers? Tell me in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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