This page details one or more prototype versions of 40 Winks (PlayStation).
A prototype demo included on the German "PlayStation Zone CD Vol. 16" demo disc released in March 2000. File modification dates on the CD place the prototype in the realm of June-July 1999 at the latest, about four months before release. Only includes the level Creepy Crawly Cemetery played as Ruff.
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Title Screen#
The title screen is completely inanimate, but is at a much higher resolution than the final game.
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Gameplay Differences#
General#
- Dreamkeys are not present.
- Extra life tokens are not present.
- Wakey Wakey tutorial prompts are not present.
- L3 can be used to make Ruff jump, a function not present in the final game.
- The swirling "loading" animations are not implemented, instead either (upon death) instantly warping the player back to a checkpoint or (upon teleporting) cutting to black.
- The camera is relatively harder to move compared to the final, lacking the ability to dynamically zoom in when circling around the player near a wall.
- You start the level with 50 Moons instead of 10. However, each special attack takes 5 moons in the prototype as opposed to 1 in the final, making the Moons placed throughout the stage and dropped by enemies much less useful.
- Lifts are not automatic, and require the player to go up with Attack or down with Jump.
- Ruff's end-of-combo kick comes out slightly slower.
- Collecting a Wink requires the player to "hit" it, as opposed to simply moving into it in the final game.
- The cog collection sound was changed to something much more metallic in the final game.
- The zombie enemies are almost unfairly hitboxed in the prototype, damaging the player not by an attack animation but simply by proximity. This is enough to make Ruff get damaged by attempting to hit or even bounce on the head of the enemies.
Visual#
- The HUD is notably different.
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- The menu box in the center of the screen is not implemented in the prototype, which instead opts for a simpler setup with the generic HUD font.
- The ability to quit the level is not present due to this being a single-level demo.
- Counters for Dreamkeys, extra life tokens and Winks are not present.
- The prototype HUD uses the in-game 3D models to represent Z's, Moons and Cogs. The final version uses unique textures instead.
- The timer used for displaying how much time the player has on a costume is not visible.
- "Not enough cogs" messages do not display the player's cog count, as seen below.
- Dialog boxes lack portraits or capitalization, and are much smaller, though they have a bit of extra stylization compared to the final game. This stylization change results in a completely different way of handling text that was later reworked, complete with script differences.
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- The first-person camera (via holding Triangle) is not actually first-person in the prototype, instead floating just above Ruff's head. The "camera click" sound effect is missing as well.
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- Z's are duller compared to the final.
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- Cog-locked doors and lifts do not visibly display how many cogs are needed, and lack the lock model.
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- Continue points use a model of Wakey Wakey instead of a balloon.
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- Transforming back after a costume wears off lacks sound effects, and uses a darker "fountain" animation as opposed to the final game's bursts of light.
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- Teleporters are much more basic in appearance, using a 2D sprite as opposed to a spinning model.
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- When attacked by an enemy that makes the player drop a large number of Z's, Ruff will drop both regular gold Z's and a white/silver Z that gives 2 Z's of health back.
Level Differences#
- The gates at the start of the level are static and broken open, while the final game has the gates open as the player approaches.
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- The first area contains two cogs placed at these graves, removed in the final version.


- A chest containing two cogs were changed to two extra life tokens in the final game.
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- Multiple costume tokens were removed, likely due to the costume being found later in the level and backtracking being unnecessary.
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- The jack-in-a-box section of the map, along with the climb to the map's "plaza", received a light overhaul between versions.
- The Ninja costume was changed to a Caveman later on, along with a weak Frankenstein guarding the area being removed.
- An alternate route to the next area, an interior hallway, was removed.
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- Alongside the cut alternate route, the next section of the level is stored as a separate map segment in the final game, resulting in a wall and teleporter being placed at the top of the hill.
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- The Caveman costume instead being a Ninja also means the entire first Wink path involving breaking the floor after the ghost fight is absent. This is visible along with the whole section of map having a short wall instead of being at the bottom of a cliff.
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- This chest that contains a couple cogs in the final game also contains a Wink in the prototype. Additionally, the Frankenstein guarding the chest does not have a "sleeping" state in the prototype, and the gold lighting was changed to red.
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- Naturally, the costume change means the button texture changes as well.
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- Minor, but the checkpoint before the ghost miniboss was moved further up in the final game.
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- The ghost miniboss was made more opaque in the final game, given its projectile attack, and the ectoplasm texture was retouched. He also goes down with fewer hits in the prototype.
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- The amount of explosive barrels in the circle was lowered from three to just one in the final game.
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- Naturally, this plain wall was given a facelift to make room for the new Wink path in the final.
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- A neat gimmick is used in the prototype that goes unused in the final level draft: a single cog, when collected, suddenly reveals a whole circle of cogs and moons to collect.


- The lift to the third section of the level is a lot glitchier in the prototype (with the ability to sink into it by rubbing against the wall while it ascends), and was given a more fitting look in the final.
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- The teleporter at the end of the underground section leads the player even further back in the prototype, explaining those earlier costume tokens removed in the final.
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- The lift to the final area stays accessible in the final game, but in the prototype it sinks below the floor.
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Music Differences#
While the music in the level is the same across versions, the 5-minute loop in the final version is condensed to 1 minute in the prototype. This is assumedly to save space for the demo, but additionally the music file XA1.XA contains this track along with fifteen other copies of it side-by-side. Whether this is simply padding or a means of working with some technicality of the engine is unknown.
Unused Text / Script Differences#
Though the demo only spans a single level, WINKS.EXE contains a work-in-progress script for the entire game. This script does not include the monster dialogue at the start of levels or anything related to the racing mechanics, which could imply these were details added later in development.
Text at this stage of development has no capitalization and is formatted to fill a much smaller text box. The older text system took advantage of its limits by allowing for certain lines to be swapped for others (e.g. collectables messages), a function not used in the final product.
Messages that contain no differences other than formatting are excluded for brevity.
Collectables and Locks#
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Collect 40 cogs, then save the Wink. 40 cogs collected, now save the Wink. |
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Wink saved, level finished. |
Unused lines in the final game, and an example of the prototype's form of text compression.
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10 cogs required to open this door. |
Cog door/lift lines, including the possibility of needing anywhere from 50 to 80 gears in a level. Nothing in the final game requires more than 40 gears.
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First Wink saved. Just one more left to rescue. |
Wink collection texts, including reference to a fourth Wink. The final game has a maximum of three Winks per level.
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N/A |
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Dreamkey collected. |
Dreamkey / "Hub Key" requirement texts. The final game locks areas not based on collecting dreamkeys, but instead beating the boss of a previous zone.
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Locked dream level messages. The final game allows for all three levels in a world to be accessed from the start, meaning the idea of a much more linear world style was at least considered.
Tutorial#
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My name is Wakey Wakey. I am here to help you. |
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Use the teleports to select Dreamworlds. |
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I'm here to help you. I will give you hints and tips to help you through the game. |
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Try pressing the { Button to scream and scare the bad guys. |
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How about pressing the { Button when jumping to butt-bounce? |
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Here you go, try pressing the { Button whilst running to bash into things. |
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Excellent! Well that's a few of your moves, now here are a few hints that will help you along.. |
Minor punctuation and vocabulary changes ("Hub Levels" to Dreamworlds, the addition of "butt-bounce").
Entering Dreamworlds#
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You are about to enter haunted hi-jinks. I find this all too scary! |
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Best learn to swim. Seabound shenanigans lie ahead. |
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Beam me up, astral antics await. |
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A time long ago. Ancient adventures lie ahead. |
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Lower the drawbridge. Medieval mischief abounds. |
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Your final quest. Defeat Threadbear once and for all! |
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The Dreamworld introductory lines are much rougher in the prototype script.
Winks#
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Hey there. You're that brave dream warrior who saved me. |
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Thank you for saving me. |
Minor grammar and punctuation fixes.
Bosses#
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Oh-oh. It looks like Threadbear has found a spooky spider to help him. |
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That spider doesn't look very fit. I don't think it could chase you for long! |
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Crikey! Nitekap has created a crazy mechanical crab to help Threadbear defeat you. Watch out for those claws! |
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Nitekap and Threadbear have planned an alien invasion. It is up to you to defeat them if we are ever to sleep again! |
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Threadbear has a new friend - a demented dinosaur. I could tell you how to defeat it, but that would be telling tails! |
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Ahoy land lubber. Captain Threadbear and his hoard of pirates are on board the SS Nitekap. Use the cannons to win this sea battle. |
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The nasty Knight Sir Threadbear and Clip Clop his trusty steed have challenged you to a duel. Good luck - that lance looks sharp! |
Boss intro lines. Light grammar fixes and cleanups, and the name "Derek" changed to Clip Clop to be more horselike.
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Excellent! Threadbear is defeated. That's sure to make him crabby. |
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Congratulations! Threadbear's evil dinosaur is extinct. |
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Three cheers for the victor! Thou hast bested the evil Knight Sir Threadbear. |
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N/A |
Boss win quotes, including a generic boss win quote not present in the final.
Stage Intros#
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This is the horrid haunted house where Nitekap has hidden 2 Winks. Watch out for things that go bump in the night. |
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2 Winks are in grave danger. You must rescue them from the Creepy Crawly Cemetery. |
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3 Winks have got lost in Witch Way Woods. Be warned, the wicked witch likes to put children into her cauldron. |
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Deep under the sea is Splish Splash City. Nitekap and his sidekick Threadbear have hidden 2 Winks for safe keeping. |
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Nitekap has hidden 2 Winks in an ancient city flooded many years ago. Swim quickly and avoid the hungry sharks! |
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The Winks have that sinking feeling. Down on the sea bed Nitekap has 3 imprisoned on the Crusty Rusty Wreck. |
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Nitekap's naughty aliens have abducted 2 Winks. Rescue them from the Lunar Mice Meteorite. |
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Deep underground in the Cosmic Cheese Caves, Nitekap's moon mice have dug tunnels where they are keeping 2 Winks. Prepare for blast off, they must be saved! |
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Alien smugglers have taken 3 Winks. They are to be sent into orbit on board the Snoozy Woozy Satellite. Go get them before Nitekap does! |
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Be careful as you rescue the Winks from Stony Bony Valley, not all the dinosaurs are extinct! |
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Only the best adventurers could hope to save 2 Winks from this ancient temple. |
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Yuk! Gooey mud and stinky swamp gas! Try your best to stay dry whilst saving 2 Winks from the Drip Drop Swamp. |
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Nitekap has captured 2 Winks and taken them to a secret island. Rescue them, but watch out for the pirates guarding their hidden treasure. |
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Rescue 2 Winks from the evil pirate's Barnacle Boatyard. |
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Those pesky pirates have taken 3 Winks. What are you waiting for? Go get 'em before they're made to walk the plank. |
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Travel back in time to the days of old when Knights were bold, and rescue 2 Winks from Knight Time Towers. |
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It looks as if a great battle was once fought here. Wind your way through Tumble Down Ruins and find the 2 Winks that are lost here. |
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Somewhere in the Deep Dark Dungeon Nitekap has imprisoned 2 Winks. |
Level intro and boss intro lines. Level intros were all rewritten to contain level names.
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You have entered Nightmare Dreams. |
Generic world intro lines, also unused in the final game. Worlds not present in the prototype lines are due to the lines being recycled from other sentences.












