- Release Year: 1999
- Platforms: Antstream, Browser, Nintendo 64, PlayStation 3, PlayStation, PS Vita, PSP, Windows
- Publisher: Atari Europe S.A.S.U., GT Interactive Software Corp., Piko Interactive LLC
- Developer: Eurocom Developments Ltd
- Genre: Action
- Perspective: Behind view
- Game Mode: Single-player
- Gameplay: Platform
- Setting: Fantasy
- Average Score: 48/100

Description
40 Winks is a 3D action-platform game where players control Ruff or Tumble, two children who must battle ghosts, goblins, and other monsters in a vibrant dream-world. Their mission is to capture 40 magical winks scattered throughout the levels while preventing the evil Nitekap from transforming them into hood-winks that cause nightmares. Along their journey, players must find 12 dream keys to unlock the boss level and can temporarily transform into various costumes—including a Prehistoric Man, Jester, Super Hero, and Ninja—each granting unique special abilities to overcome challenges.
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40 Winks Reviews & Reception
metacritic.com : There are no critic reviews for this game yet.
gamepressure.com : 40 Winks is a three-dimensional platform game about the adventures of siblings who set out to save the title Winki.
ign.com (55/100): A sleepy kids game that’s just too tough for its age group.
gamespot.com (41/100): 40 Winks might be a good purchase for a parent with a 6- to 10-year-old who’s just starting to play video games, but other than that, anyone looking for a …
40 Winks Cheats & Codes
PlayStation (PS1)
Pause the game, hold Select and press the following button sequences.
| Code | Effect |
|---|---|
| Right, L1, Up, R1, L1 | Restores all Zzz’s |
| Circle, L1, L2, L1, L2 | Unlocks all Dream Keys |
| Left, Down, Right, Right, Right | Unlocks all Winks |
| Down, R2, L1, Up, R2 | Sets current cogs to 40 (Full cogs) |
| Up, L2, Left, R2, Left | Restores all Moons |
| L1, Up, Right, L2, Up | Restores all lives (Regain Lives) |
| L1, Up, Right, L2, Up | Unlocks Big Head Mode (press again after releasing Select) |
Nintendo 64 (N64)
Pause during a world or level, then enter the following codes.
| Code | Effect |
|---|---|
| Right, C-Up, Up, C-Down, C-Up | Refills health |
| Up, C-Left, Left, C-Right, Left | Refills special attack |
| Down, C-Right, C-Up, Up, C-Right | Sets current cogs to 40 |
| C-Right, R, C-Down, C-Up, R | Sets lives to 3 |
| C-Left, Right, C-Right, Down, L | Enables widescreen mode |
| Left, Down, Right, Right, Right | Unlocks all Winks |
| R, C-Up, C-Left, C-Up, C-Left | Unlocks bosses |
| L, R, Up, R, Down | Views credits |
40 Winks: A Dreamy Platformer Lost in Time
Introduction
In the late 1990s, the video game industry was a vibrant landscape of innovation and experimentation, particularly in the realm of 3D platformers. Among the myriad titles vying for attention, 40 Winks emerged as a quirky, dream-inspired adventure developed by Eurocom Entertainment Software and published by GT Interactive. Despite its charming premise and ambitious design, the game has largely faded into obscurity, overshadowed by contemporaries like Banjo-Kazooie and Crash Bandicoot. This review aims to resurrect 40 Winks from the annals of gaming history, examining its development, narrative, gameplay, and legacy to determine its place in the pantheon of classic platformers.
Development History & Context
The Studio and Its Vision
Eurocom Entertainment Software, a UK-based developer, was relatively unknown before 40 Winks. The studio had primarily worked on licensed titles and ports of arcade games before embarking on their first original project. Mat Sneap led the project, which underwent six months of pre-production followed by 16 months of full production. The game’s design was spearheaded by Richard Halliwell and Rob Craven, with Martin Pond crafting the script. The development team was a mix of seasoned professionals and newcomers, reflecting Eurocom’s growth and ambition.
Technological Constraints and the Gaming Landscape
The late 1990s marked a transitional period for video games, with the shift from 2D to 3D graphics. The PlayStation and Nintendo 64 were the dominant consoles, each offering unique capabilities. 40 Winks was initially developed for the PlayStation but was also planned for the Nintendo 64, although the latter version was ultimately canceled. The game’s visual style aimed to capture the whimsical and eerie nature of dreams, utilizing the PlayStation’s capabilities to create a vibrant, cartoonish world.
Influences and Inspirations
Eurocom drew inspiration from popular platformers of the time, such as Croc: Legend of the Gobbos, Spyro the Dragon, and Banjo-Kazooie. The studio conducted focus groups with young, inexperienced gamers to refine the controls and help system. The inclusion of the “Jack-in-the-Box” power-ups was a direct response to feedback, aiming to add variety and replay value. The game’s narrative and aesthetic were heavily influenced by classic children’s stories and fantasy elements, creating a world that was both enchanting and slightly unsettling.
Narrative & Thematic Deep Dive
Plot and Characters
40 Winks follows the adventures of Ruff and Tumble, a brother and sister duo who must rescue the titular Winks from the clutches of the villainous Nitekap. The Winks are small, white creatures responsible for creating good dreams, while the Hoodwinks, their evil counterparts, bring nightmares. Nitekap, aided by his stuffed bear accomplice Threadbear, has kidnapped the Winks, turning them into Hoodwinks to spread nightmares across the world.
The game’s narrative is straightforward, serving as a backdrop for the platforming action. Ruff and Tumble traverse six dream worlds—Nightmare, Underwater, Space, Prehistoric, Castle, and Pirate—each filled with unique challenges and enemies. The story is told through a mix of in-game cutscenes and full-motion video (FMV) sequences, adding a cinematic touch to the experience.
Themes and Tone
The game’s central theme revolves around the battle between good and evil, manifesting in the conflict between Winks and Hoodwinks. The dream-world setting allows for a wide range of imaginative environments and creatures, from haunted houses to underwater ruins and alien landscapes. The tone is predominantly whimsical and lighthearted, but with a hint of darkness, reflecting the duality of dreams—both comforting and frightening.
Gameplay Mechanics & Systems
Core Gameplay Loop
40 Winks is a 3D action-platformer where players control either Ruff or Tumble. The core gameplay involves navigating through levels, collecting Winks, and defeating bosses. Each world consists of three levels, a flying race, and a final boss. Players must gather cogs to unlock doors and Dreamkeys to progress to the next world.
Combat and Character Progression
Combat in 40 Winks is relatively simple, with Ruff wielding a candle and Tumble using a teddy bear. Players can perform basic attacks, jumps, and special moves like the “butt-slam” and a scream attack fueled by collecting Moons. The game introduces a unique mechanic with the “Jack-in-the-Box” power-ups, which transform the characters into different forms, each with unique abilities:
- Prehistoric Man: Can uncover hidden areas by slamming the ground.
- Jester: Enhances agility and jumping height.
- Super Hero: Grants invulnerability and greater jumping height.
- Ninja: Allows climbing ropes and increased agility.
These transformations add variety to the gameplay, encouraging players to experiment with different strategies.
User Interface and Controls
The user interface is straightforward, with a health system represented by Z icons and extra lives denoted by R&T tokens. The controls are responsive but can feel stiff, particularly during precise platforming sections. The camera system is a notable weak point, often positioning itself in awkward angles that hinder gameplay.
World-Building, Art & Sound
Visual Design and Atmosphere
40 Winks boasts a vibrant, cartoonish art style that captures the essence of a dream world. The game’s levels are visually distinct, each with its own theme and aesthetic. The Nightmare world, for instance, features a Halloween-inspired setting with eerie decorations and spooky enemies. The Underwater world draws inspiration from Jules Verne’s adventures, complete with sunken ships and aquatic creatures.
The character designs are charming, with Ruff and Tumble embodying the playful yet slightly awkward nature of children. The enemies, ranging from Frankenstein’s monster to pirates and dinosaurs, add to the game’s eclectic mix of influences.
Sound Design and Music
The soundtrack, composed by Steve Duckworth, complements the game’s dreamy atmosphere. Each world has its own musical theme, enhancing the immersive experience. The sound effects are equally well-crafted, from the crackling of Ruff’s candle to the various grunts and groans of the enemies. The voice acting, provided by Lani Minella and Marc Silk, adds a touch of personality to the characters, making the narrative more engaging.
Reception & Legacy
Critical and Commercial Reception
Upon its release in November 1999, 40 Winks received mixed reviews. Critics praised the game’s visuals and sound design but criticized its controls, camera system, and lack of innovation. The PlayStation version holds an average score of 66% on GameRankings, while the Nintendo 64 version, which was never officially released, received positive reviews from magazines like Nintendo Official Magazine UK and Nintendo Power.
Commercially, the game did not achieve significant success, likely due to the oversaturated market of 3D platformers at the time. The canceled Nintendo 64 version, which included a two-player co-op mode, remains a point of interest for retro gaming enthusiasts.
Influence and Impact
40 Winks did not leave a lasting impact on the gaming industry, overshadowed by more successful titles like Banjo-Kazooie and Crash Bandicoot. However, its unique blend of whimsy and darkness, along with its innovative power-up system, makes it a noteworthy entry in the platformer genre. The game’s cancellation on the Nintendo 64 and its subsequent release on modern platforms through crowdfunding campaigns have kept it in the minds of retro gaming fans.
Conclusion
40 Winks is a game that straddles the line between charm and obscurity. Its vibrant visuals, engaging soundtrack, and creative power-up system make it a memorable experience, albeit one marred by technical flaws and a lack of innovation. While it may not stand alongside the giants of the platformer genre, it remains a fascinating artifact of the late 1990s gaming landscape. For those willing to overlook its shortcomings, 40 Winks offers a delightful journey through a dream world that is as enchanting as it is flawed. In the grand tapestry of video game history, 40 Winks may not be a masterpiece, but it is a game that deserves recognition for its ambition and creativity.