40 Winks (video game)

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40 Winks
European PlayStation cover art
DeveloperEurocom Entertainment Software
PublishersGT Interactive
Piko Interactive (Nintendo 64, Windows)
ProducerMat Sneap
DesignersRichard Halliwell
Rob Craven
WriterMartin Pond
ComposerSteve Duckworth
PlatformsPlayStation
Nintendo 64
Windows
ReleasePlayStation
  • EU: November 1999
  • NA: November 26, 1999
  • UK: 26 November 1999
Nintendo 64
  • WW: 15 April 2019
GenrePlatform
ModeSingle-player

40 Winks is a 1999 platform game developed by Eurocom Entertainment Software and published by GT Interactive for the PlayStation. A version was developed for the Nintendo 64, and reviewed in both Nintendo Official Magazine UK and Nintendo Power[1] (whose January 2000 issue featured a strategy guide for the game[2]), but was cancelled before release.[3]

On 12 February 2018, Piko Interactive launched a Kickstarter campaign confirming that the unreleased Nintendo 64 version would be released, and also a Microsoft Windows version through Steam. It was funded on the same day.[4] The PlayStation version was released on Steam on 22 October 2018. A cancelled Game Boy Color port was discovered in 2021.[5]

40 Winks is a platform game where players act as siblings Ruff and Tumble. As the two are about to go to bed, their mother tells a story about the Winks and the HoodWinks.[6] The Winks protect humans from nightmares and provide them good dreams.[7] Meanwhile, NiteKap, who resides in a house on a hill, is having trouble sleeping due to the Winks in his dreams, and instructs Threadbear to kidnap all of them.[8] The captured Winks turn into nightmare-bringing HoodWinks, and only 40 Winks are left, so its up to the playable protagonists to save them and stop NiteKap's plan.[7]

After a tutorial with a sentient clock named Wakey Wakey,[8] Ruff and Tumble enter Dreamland to traverse six worlds: Nightmare which is a halloween-themed world, Underwater which is a Jules Verne and Atlantis-style world, Space which has aliens and spaceships, Prehistoric which has dinosaurs and ancient temples, Castle which is a medieval-themed world, and Pirate that is themed to the golden age of pirates.[9] In each of the six worlds are three levels, a flying race, and a final boss.[9] To progress, the player must get through doors, each unlocked by having a number of golden tokens, known as "cogs"; there are also Dreamkeys necessary to open the door for each world's boss and progress the game.[10][9] There are also Z icons that keep Ruff and Tumble asleep, which serves as health, and R&T tokens that are extra lives.[10][9]

Throughout the adventure, Ruff is armed with a candle that burns enemies, Tumble a teddy bear.[8] They can walk, run, jump, kick, butt-slam, swim, slide, and execute a combo move of punch, punch, kick, and their default projectile attack is a scream that turns into a lit-up ball, its energy fueled by obtaining Moons.[10][9] They power themselves up using costumes from boxes scattered throughout, known as Jack in the Boxes. The Monster box turns them into Neanderthals with a brown vomit attack. Robot increases the power of their standard attacks and equips them with missiles and jetpacks that enable them to double jump.[10] Ninja gives them the ability to pull themselves through ropes, and increases their agility and jumping height, and Superhero, which turns Ruff into a Clown and Tumble a Fairy, makes them invulnerable to enemies and drowning, and have greater jumping height.[10] The HoodWinks to fight include a Frankenstein's monster, witch, zombies, boxer ape, bats, sharks, mice, robots, eating plants, puffer fish, tarantulas, parrots, pirates, and small dinosaurs.[9]

The Nintendo 64 version has a two-player co-op mode where the players, although not able to directly harm, can propel each other's movements through kicks and punches.[10] The game's default screen resolution is Normal, which is fuzzy, low resolution and runs at a quick speed, but the Expansion Pak allows for two additional screen resolutions: Medium, which is less fuzzy and has more graphical detail, and Hicol, which is the cleanest-looking mode, adds lighting effects, but also is a bit choppier in terms of frame rate.[6][10]

Development

40 Winks was the first original video game of developer Eurocom Entertainment Software, as their previous works included licensed products and ports of arcade titles.[7] Mat Sneap led the project, which had six months in pre-production before 16 months of production began.[11][12] Designing the game was Richard Halliwell and Rob Craven, and writing the script was Martin Pond.[13] Programmers consisted of Ian Denny, Ashley Finney, Andrew Hutchings, Dave Arnold, Stefan Walker, Kev Grantham, and Kris Hadock.[13] Individuals credited as part of "Graphics" include Paul Gregory, Joe Lewis, Helen Jones, Lee Ames, Carl Cropley, Paul Wright, Uhf Dahl, Matt Dixon, Hans Johansen, Clive Stevenson, Joe Parr, and Steve Bamford.[13] The in-game animators were Richard Brookes, Michael Biggs, Adam King, Mark Povey, Bryan Rogers, and Brian Malone-West, while the full motion video cutscenes were by Victor Garrido, Abraham Oset, Ana Amat, Joaquin Catala, Jose Garcia, and Julian Romero.[13] The music was composed by Steve Duckworth, and the voice cast consists of Lani Minella and Marc Silk.[13]

As a game for all ages, Eurocom's focus was on developing new graphical techniques, the various skillsets and personalities of the playable characters, and presenting the humor and interactiveness of what the developers thought a child's viewpoint of a world with frightening creatures would be.[12] Due to the target demographic, titles similarly meant for young players, such as Croc: Legend of the Gobbos (1997), Spyro the Dragon (1998), and Banjo-Kazooie (1998) were referenced, as well as focus groups of inexperienced young gamers.[12] Changes made with their opinions include tweaks towards the controls and the help system.[12] The Jack-in-the-Box was added to incorporate diverse gameplay styles, and the use of areas only accessible to Ruff and Tumble were meant to add replay value to the game.[12] ZeeMan The Superhero was going to be one of the Jack-in-the-Box costumes, but his "massive build" looked too "adult" for the kid-friendly visual aesthetic. Thus, he was replaced by a robot that launch missiles.[12]

GT Interactive bought the worldwide publishing rights in August 1998, after several other publishers vigorously competed for them, and the release date was set in late 1999.[11][14] Explained Sneap, Eurocom chose GT Interactive for the publisher's marketing resources and "a strong team of producers".[14]

Reception

References

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