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Sonic casino zone

sonic casino zone

The slot machines made their first appearance in the Casino Night Zone of Sonic the Hedgehog 2. In this game, they are seen as a part of the Zone's colorful. Casino Street Zone Auftritte Erster Auftritt Sonic the Hedgehog 4: Episode 1 Daten Zone Nr. 2 Beschreibung Casino ähnliche Zone Ähnliche Welten Casino. Casino Street Zone Auftritte Erster Auftritt Sonic the Hedgehog 4: Episode 1 Daten Zone Nr. 2 Beschreibung Casino ähnliche Zone Ähnliche Welten Casino.

It's a little pointless, but it's fun! I play sonic 2 on the ipod, im not sure if it'll work in other versions Comment posted by Oobo on Monday, 27th June , 3: The rolling always goes away in one bumper filled hallway, not sure why.

Comment posted by hypermario13 on Saturday, 29th October , 3: The list is here: Slow Mobile Boss 2: Jackhammer Boss 4: Siezure Mobile or Spikeball Shiter Boss 5: Drilley or Dig Dug Boss 7: Metal Sonic Final Boss part 2: Egg Robo Final Cutscene: Comment posted by Anonymous on Wednesday, 4th April , 9: Comment posted by Anonymous on Wednesday, 6th June , 4: The nighttime city is alive and buzzing for miles in the distance, with multi-coloured lights constantly moving back and forth and flashing away.

Blue skyscrapers line the horizon, and above, some large bright blue stars move along rather unnaturally with you.

In the foreground, you can see the actual casino buildings, with their bright, flashing neon decorations including the words "Sonic" and "Sega".

In essence, this location is set high up above a very Vegas-like city. Alive, and vibrant, and no light remains static.

Most of the ground is of a gold colour, made up of many small blocks and square black gaps, possibly to indicate windows on buildings, but all over the place you'll also find all manner of flashing, neon decorations.

Amongst the gold blocks there are colourful signs depicting arrows, flowers, bars and crazy shapes, and little panels that alternate between images of Sonic and star, and Tails and moon, respectively.

The amount of variety you'll see is incredible, and way too much to be detailed here conveniently. The surface of most of the ground is an animated red neon road, sometimes held up a little way by thin blue bars, other times surrounded in little flashing decorations, around loops and curves.

On the ground, you'll find mini neon palm trees, flowers, pillars, circular signs sometimes saying "Casino" in the middle of them, and the names of Sonic and Miles in flashing lights, etc.

There is so much to see, and so much artistic work has been put into this level that you really have to see and play it for yourself.

No notes have been posted in response to this section. Casino Night is based on a fairly built-up structure, with much of the map being occupied by solid ground, but there are large open vertical spaces cut into it.

These spaces are often occupied by the pinball tables, filled with bouncy objects, flippers, slot machines and all that jazz, the idea being that you simply try to bounce your way through.

Linking these sections up together are smaller, slow-moving areas with moving blocks and elevators, etc. In relation to a real casino, if the open areas are like the large casino rooms, then these smaller areas are like the back corridors that the heavies take you to for a bit of roughing up, after you're caught cheating and the big blue moving blocks are like the heavies..

You can also find extremely narrow diagonal and horizontal passages in the large chunks of ground, in which you can only fit by spinning through.

These are handled much more speedily though, and pinball-style plungers are used to send you off, and loop-de-loops are thrown in aswell, for good measure.

So in essence, we've got a mix of both open and enclosed rooms, plus a variety of levels of speed here, and all that bouncing around to go on top of it.

Ground surfaces tend to be fairly straight and sometimes based on small steps in the slower areas. Platforms and ledges don't seem to last very long before you have to leap off, and often contain tight holes and shafts in them, dropping you down to an area below.

You can also get fairly gentle slopes, but the bouncy areas are much more curvy on both the floors and ceiling.

Remember those deep dropping pits with curved bottoms in Spring Yard Zone? You can get quite alot of similar structures here too though luckily, you now have a spin dash move with which to blast your way up the long walls , and long, steep slopes make up the walls in some pinball tables, leading downwards.

Multiple routes are quite numerous, and the zone often holds two or three at any one point. They usually originate at different points along the right side of the large pinball tables and bouncy segments.

If you manage to flip your way up to the top of them, you may take one route, while simply dropping off at the bottom will allow you to go on an alternate path.

There are many of these across the map, and some routes merge together after a short way, so there's quite a large variety of places to explore, and ways of getting through each act, but they don't tend to differ too much in how quickly they take you to the end.

As usual, the main direction is right, but your vertical position changes quite regularly, thanks to those long, large pinball rooms and also small blue elevators that can travel a fair distance up or down long, thin vertical shafts in the ground.

The big hotbed for items in Casino Night Zone are, of course, the pinball tables and rooms, where all manner of crazy bumpers and bouncy things lie.

Glowing neon green flippers are positioned in standard pinball places such as a pair of them near the bottom of the table, or single ones to the sides of it.

They're also found in a variety of other places around the level too, but mainly in the large, bouncy spaces. They hang slanted to the side, and you'll start spinning when you land on them.

When on it, press a jump button to flip it up, which will send your character flying up across the area, which is your main way of getting around these tables.

You can also find red flippers which hang vertically, positioned in the middle of curved pits. These will flip automatically as soon as you touch them, sending you speeding back up the wall you came down on.

Bumpers, all animated, come in a number of forms for you to bounce off of. There are the circular star plates , established in Spring Yard and positioned in the air just about anywhere and everywhere really, each delivering 10 points per hit, but only for the first ten hits.

Two types of red triangular bumpers are positioned on the sides, floors and ceilings, and small blue hexagonal ones that move slowly from left to right and sometimes stationary can often be found in the middle of pinball tables.

In horizontal, diagonal or vertical rows, you'll spot little green icons, which I've been informed are probably intended to resemble drop targets on a pinball table, only positioned sideways so that you can bounce off of them.

I've always thought they looked a bit like hot dogs, personally - but that would just be silly. Hit one once and it changes yellow, twice, red, and three times, it'll disappear, but you get 10 points for each hit, and for the last one of the group.

Quite often, you'll have to get rid of at least one, in order to fit through a gap to get to the area below. Another common feature of the pinball tables are the groups of three horizontal bars , which you can land in by entering from the top or bottom.

Ones on their own will top up your score a little way with a series of points, before dropping you back down after two or three seconds.

When they're positioned above or below three casino slot machine panels however, landing in them will get the slot machine rolling, which is located at the heart, and acting as the centerpiece of many of the pinball tables.

One by one, the three slots stop by themselves after a few seconds, producing any three of the following images: If all three turn out to be any one of those first five icons, you'll be rewarded with various, and usually large sums of rings.

Get stuck with three Eggmans though which is quite common , and you'll lose the maximum of rings, via probably - I didn't count little spikeballs that come flying at you from all directions.

You can play the slots as many times as you like, and you won't die if you get three Eggmans when you have less than rings, or none at all, and you may still get small ring payouts, such as 2, with pictures that aren't all the same.

Adding further to the pinball theme, red plungers found in narrow dead ends in the ground can be used to launch yourself with great force, much like they do in real pinball tables to launch the ball.

When you land on the top of one, you'll be spinning and won't be able to move, or jump off of it. Simply hold down the jump button instead, which will charge up the plunger and force it downwards, and it'll gradually start to flash yellow more and more vigorously.

When it's as far down as it can go, release the jump button. Diagonal ones will blast you through the corridor at maximum speed, usually into a loop-de-loop, while vertical ones shoot you straight up into a pinball table.

Fortunately, Tails mentioned that a guard he bribed said Shredder never locks the safe. With an open vault and no security, the only thing the gang needs are some disguises.

Sonic offers to initiate his "Mr. Disguise" roll, only to phone someone actually named Mr. This also fails, as Mr. Disguise is away from the phone.

But Sonic is not through yet, as the gang initiates Plan B: They quickly wheel several carts, each full with many bags of money, out of the vault, complimenting how simple this has been.

Shredder is actually upset about the fate of Sonic on Ice , stating that he had big plans, merchandise, Broadway, a feature film, even a meeting with Brett Ratner.

Sonic and Tails are left incredibly uncomfortable as Shredder collapses into hysterical tears and performs harakiri on himself.

After they defeat him, the player gains a magenta Chaos Emerald. The arena features many neon lights including one that resembles an emerald in the middle.

The bars on the arena are neon versions of playing cards. The background features a roulette wheel and a slot machine that never seems to stop.

Casino Night as seen in Sonic Generations. It is only one of two levels Green Hill being the other to appear in both the console and handheld versions of the game.

In "High Stakes Sonic" it appears to look like an oversized casino, and is hooked up to a CPU designed to force every machine in the house to lose no matter what.

When Sonic reprograms the unit, this causes the Mobians inside to win real money due to Grounder not wanting to welch on a bet and bankrupts the casino.

There also appears to be a nursery where Tails gets caught, and a large athletic arena where Sonic races Grounder. It is a large, urban region, devoted entirely to the leisure industry especially casinos.

At first, the Zone was ruled by Dr. Robotnik , but the money-greedy Max Gamble eventually became its de-factor administrator.

Since its introduction, it has held a strong element of illegal activities. Sign In Don't have an account?

To balance out that vast amount of stuff, you'll find only one badnik here, who appears fairly infrequently. His name is Crawl , and he's a round faced crab-like bot who moves very slowly, but is armed with a bumper plate that he uses to defend himself, should you try and mount an attack from the front or above, causing you to simply bounce off.

To defeat him, you need to go for a rolling attack or spin dash from behind, only. Comment posted by Reckoner on Saturday, 19th July , 7: So I did some testing, and I got a pretty good idea of how it works.

Here is what I found: Three jackpots give rings, three Sonics give 30 rings, three Tails give 25, three BARs give 20, three rings give 10, and three Robotniks give but never dropping you below 0 rings or killing you, as already mentioned.

If you get a combination of jackpots with one other symbol, the jackpots act as a multiplier: One jackpot with two other equivalent symbols will double the value you would get from three of those symbols for example, one jackpot and two Sonics gives 60 rings, which is twice what you would get from three Sonics.

With two jackpots, the total is doubled again, giving you four times the value of the other symbol e. But be sure to understand that with one jackpot, the other two symbols have to be the same, so e.

Also, jackpots do not work as multipliers with Robotnik, but the player does lose the rings like normal So any combination of Robotniks and jackpots will subtract rings.

Getting a single BAR with any other symbols will give 2 rings, and 2 BARs with any other symbol give four rings though I am not sure how combinations that are exclusively BARs and jackpots work-they never came up in any of my testing.

If it is even possible, I would suspect the jackpot to multiply the regular three-BAR value of 20 rings. Any other combination not described above gives zero rings.

Also, the values of the Sonic and Tails symbols do not depend on what character you are playing as i. A series of small square platforms mark this area, early on.

Beware of the lower, spike-filled one. This bouncy area is a little fiddly. You have to use that flipper to land on one of two moving blocks that are just above.

The bumpers don't help much. Comment posted by Anonymous on Thursday, 23rd June , 2: What's up with those ring that are WAY high up in the beginning?

There isn't any way shown on the map to get to them and they're just floating there. There's no way to get to those, either! Comment posted by Sonic on Sunday, 28th August , 1: Comment posted by Anonymous on Tuesday, 21st August , 6: How do you get the upper group?

None of the nearby flippers seem to be powerful enough to reach them. I can get every ring in the act except for these: I've now got the perfect bonus with emulator savestates -- don't even bother trying without!

Be careful of this grid-based corridor structuring on the bottom route, at the start of Act 1. Your pathway leading right is invaded by a pair of moving blocks that travel up and down vertical shafts along it, so you need to ensure that you don't fall in one of those gaps on the floor if a block is on its way down, or it'll crush you.

Take it slowly, and be aware that you can also get caught between a block and an edge of the ground too. Jump on the top of the second block to get up to the next ledge on the right.

Everyone knows this extra life. At least I hope they do. Roughly half way through, the lower routes converge into this very tall pinball table, squeezed between the tall ground.

The bottom surface is rounded, so you can drop down one wall, and press the down button when you hit the curved bottom to help you sail right up the other side, getting higher each time.

Use this method to get out, or alternatively, as you're falling back down the right hand wall, stay close to it and you may be able to enter a secret passage inside.

You won't be able to see anything happening in there, but make your way through, and jump at the end to open up the extra life.

The passage then leads out into another area on the other side. Comment posted by Andrew on Thursday, 5th May , Comment posted by Anonymous on Tuesday, 14th August , 2: Comment posted by Anonymous 6 on Sunday, 25th November , 9: One of the most obvious 1-ups of the game.

Lines of these colourful icons can sometimes make up a path across. Incidentally, look out for an AI-controlled Tails utilising entirely the wrong sprites on many occasions in this level, more than others.

Hop quickly across these green blocks on a high route. This is a somewhat hidden, bumper filled route along the bottom of the act.

I always find this one towards the end a bit of a pain as well. Those bumpers always tend to push you back. Comment posted by Michael on Tuesday, 14th August , 2: Comment posted by Michael on Tuesday, 21st August , 7: There are , though the most you can get in one run is plus slot machines as you cannot enter both the hidden route in the lower-left screenshot and the area directly above it.

Four of the "extra" rings are just below point 3 on the map -- above the line of six green bumpers, you show three rings where there are in fact seven.

I haven't yet done a through search to find the rest: I just remembered, I hit a slot machine in my playthrough, so the correct figure is possible to get.

In other words, the four extra rings I just mentioned, and no more. Soon after the first loop, if you use a horizontal red spring, you might spot this series of grey horizontal bars, each triplet of which can give you several hundred points when you drop through them.

The spring isn't powerful enough to get you up there so you have to go round the other way. Continue on until you reach the bottom of the pinball section on the other side of it, then hop onto the flipper on the right.

Avoid all the bumpers etc in the middle and try and use it to get to another flipper over on the upper left of it.

That flipper can send you up to a conveyor belt suspended above, from which it's possible to leap across to the left, hopefully getting on top of the ledge there, then dropping through all those bars on the other side.

You'll get an additional points if only one character goes in, but this can be doubled if Tails goes in too. Comment posted by Anonymous on Saturday, 17th November , 8: Comment posted by Anonymous on Monday, 24th December , 1: Comment posted by theblackferret on Sunday, 17th November , I've just done 5 runs down on Sega Gold Mega Collection version.

Disguise" roll, only to phone someone actually named Mr. This also fails, as Mr. Disguise is away from the phone. But Sonic is not through yet, as the gang initiates Plan B: They quickly wheel several carts, each full with many bags of money, out of the vault, complimenting how simple this has been.

Shredder is actually upset about the fate of Sonic on Ice , stating that he had big plans, merchandise, Broadway, a feature film, even a meeting with Brett Ratner.

Sonic and Tails are left incredibly uncomfortable as Shredder collapses into hysterical tears and performs harakiri on himself.

As Tails mentions to divvy up all the rings they have, the gang becomes outraged that they went through everything to steal rings.

Jim complains that rings are useless in his world, and Kirby got gonorrhea from eating Princess Potato for nothing.

Eggman, sharing Sonic and Tails' world, states that he actually knew this would be a problem and is glad he did not say anything, calling it a dick move on his part.

Casino Night appears in the arcade game, Sonic the Fighters. It's the arena where the player faces Fang the Sniper. If the player is playing as Fang, Dr.

Eggman will swoop in and make a clone of him. After they defeat him, the player gains a magenta Chaos Emerald.

The arena features many neon lights including one that resembles an emerald in the middle. The bars on the arena are neon versions of playing cards.

The background features a roulette wheel and a slot machine that never seems to stop. Casino Night as seen in Sonic Generations.

It is only one of two levels Green Hill being the other to appear in both the console and handheld versions of the game. In "High Stakes Sonic" it appears to look like an oversized casino, and is hooked up to a CPU designed to force every machine in the house to lose no matter what.

When Sonic reprograms the unit, this causes the Mobians inside to win real money due to Grounder not wanting to welch on a bet and bankrupts the casino.

There also appears to be a nursery where Tails gets caught, and a large athletic arena where Sonic races Grounder.

It is a large, urban region, devoted entirely to the leisure industry especially casinos.

The bottom surface is rounded, so you can Beste Spielothek in Wagenholt finden sunmaker gutscheincode one wall, sonic casino zone press the down button when you hit the curved bottom to help you sail right up the other side, getting higher each time. I've just done Beste Spielothek in Ysper finden runs down on Sega Gold Mega Collection version. Fortunately, Tails mentioned that a guard he bribed said Shredder never locks the safe. Casino Night Sonic the Fighters. Part One Casino Zone: That flipper can send you up to a conveyor belt suspended above, from which it's possible to leap across to the left, hopefully getting on top of the ledge there, then dropping through all those bars on the other side. There are many of these across the map, and some routes merge together after a Beste Spielothek in Ringethal finden way, so there's quite a large variety of places to explore, and ways of getting through each act, but they don't tend to differ too much in how quickly they take you to the end. You won't be able to see anything happening in there, but make your way through, and jump at the end to open up the extra life. These will flip automatically as soon as you touch them, sending you speeding back up the wall you came down on. You can play the slots as many times as you like, and you won't die if you get casino live spielen Eggmans when sizzling hot deluxe ro have less than rings, or none at all, and leverkusen gegen freiburg may still get small ring payouts, such as 2, with pictures that aren't all the same. The spring isn't powerful enough to get you up Beste Spielothek in Wolferstedt finden so you have to go round the other way. When they're positioned above or below three casino slot machine panels however, landing in them will get the slot machine rolling, which is located at the heart, and acting as the centerpiece of many of the pinball tables. One of this level type's most commonly used features, the standard "big moving block" are blue and flashing in Beste Spielothek in Moosleiten finden zone. Jackhammer Boss 4:

Sonic casino zone -

Sometimes, the player has to curl into balls and then enter the pinball tables in order to progress in the Zone. In terms of design, they look similar to how they did in Sonic the Hedgehog 2 , except these slot machines have more green details, extra lights on the sides, a downard-pointing arrow on top, and a yellow frame between their red frame and reels. Classic Sonic getting Rings after playing the slot machine in Casino Night. Contents [ show ]. On the pinball table, there are three slot machines, one for each of the pinball table's three sections. Afterward, the player will be deposited from the slot machine.

Sonic Casino Zone Video

Sonic 2 - Casino Night Zone Extended (10 Hours) Main article Gallery Staff. It also has the traditional row of three reels, along with golden arrows pointing toward the middle. However, there is a boss called the Egg Dealerwhich Beste Spielothek in Harenburg finden a slot machine-like mechanism on the front. It should also be noted that if the player is Super Sonic when using real de madrid slot machine, the outcome will always be three Jackpots. Sometimes, the player has to curl into balls and then enter the pinball tables in order to progress in the Zone. They also have a golden arch on top of them, which is decorated with a golden and red crown. The Bombardier Rite of Spring Cream: These spaces are often occupied by the pinball tables, filled with bouncy objects, flippers, slot machines and all that jazz, the idea being that you simply try to bounce your way through. Sonic-themed pinball table with slot machine in it at Casinopolis. It should also be noted that if the Beste Spielothek in Unterfarrnbach finden is Super Sonic when using the slot machine, the outcome will always be three Jackpots. The player can win an item at the start of every lap or start with an item at the start of the race. A city that never sleeps, Casino. Best casino online it is lewis formel co stated if Beste Spielothek in Hartmannsdorf finden. The slot machines are large devices based on the real-life machinealthough they typically only feature the slot machine's trademark reels within a device or a frame. However, it is only the reels' central row of symbols that count when determining this slot machine's reward. To activate the slot machine in gameplay, the player must jump into the three parallel bars that are positioned Free slots w/ Wild Symbol | Wild Symbol in Slots Explained | 30 above maestro karten below the slot machine these parallel bars are identical to ones around the Zone. Taking the Leap Together! Eggman Shadow Metal Sonic. It should also be noted that if the player is Super Sonic when using the slot machine, the outcome will always be three Jackpots. In this game, there are two variations of tricks im online casino slot machine: Characters Sonic Super Sonic Dr. A city that never sleeps, Casino. Also, the more Jackpot Medals the player is in possession of when using the slot machine, the easier it will be to get a jackpot on it. It is also worth noting that the slot machines in the Casino Night Act 1 are placed in the exact same locations as they were in the original Casino Night Zone from Sonic the Hedgehog 2. In this game, they are a part of the Zone 's pinball tables. Both machines however, are light-green boxes with entry hatches on the top and bottom. Both variations of the slot machine will grant the player Rings depending on the combination of symbols. They are also decorated with multicolored -symbols, and have writing just above the reels on their front. Riding in a car, it would take about four hours to get to Las Vegas. Because they appear in casino-themed Zones, they are usually featured above or in the middle of a pinball table. It should also be noted that if the player is Super Sonic when using the slot machine, the outcome will always be three Jackpots. Sonic casino zone By: It also has a glass dome with a red frame around it in its center.

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