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Sonic Casino Zone VideoSonic the Hedgehog 2 - Casino Night Zone
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Casino Night Zone has made the Casino-themed Zone trope iconic in the Sonic the Hedgehog series and has made multiple appearances throughout the games, while many later games have various Zones based of it.
Casino Night Zone as it is seen in Sonic the Hedgehog 2. The level design is somewhat different and more pinball-table based, with neon colors.
Many other gimmicks include bumpers , Spring Catapults and flippers. As with most other stages in this game, Casino Night Zone consists of two standard Acts with a boss fight at the end of Act 2.
Casino Night Zone is most notable for hardily containing any enemies but has a single bumper enemy per Act. Casino Night is the fourth track of the Purple Grand Prix Purple being the easiest of the three available tournaments , coming after Dark Valley 1 and before Desert Road 1.
As with most other races in the 2nd Chaos Grand Prix, you have to complete three laps of the track to finish, and the fastest racer gets a Chaos Emerald.
Casino Night's track is littered with oddities; mini ramps that throw you up in the air, springs that aren't really springs they're actually bumpers , and the strange reverse-spheres later seen in Iron Ruin that invert your controls.
Most of the time, there is at least land on either side of the track, although there is one section where this is replaced by empty space - so you don't want to fall off.
Casino Night in Sonic the Fighters. 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. 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.
Release the button sooner for less speed. One of this level type's most commonly used features, the standard "big moving block" are blue and flashing in this zone.
They hang out in the more slow-moving sections and narrow corridors, and like all of them, they move slowly upwards, downwards, left, or right.
You can land on them fine, but save for one odd exception Point 5 , they will happily crush you into the ground or another block if they feel like it, so literally stay on their good side.
Little blue elevators will take you up or down long, very thin vertical shafts when you step on them, accompanied by nice whirring sounds, and they'll usually go back when you step off, meaning they're one-way only.
Thin purple conveyor belts , usually found more often in mechanical zones, are placed in the air and force you to run that little bit harder, by heading in the opposing direction.
Over open gaps in the path, obscure objects made of small green blocks can be used as temporary platforms. They kind of go around in a small square pattern, one block following the other, but they disappear on one side, and reappear at the other.
There are a few long spike sets to be aware of, and plenty of springs, of course. 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. 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.
Sonic offers to make it up to the gang with a visit to the buffet and half-price tickets to Sonic on Ice.