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. They're most dangerous in the narrow corridors, so just be aware of them when venturing there, and don't speed through carelessly, or you may get stuck in a dead end with one. Casino Night Zone Downloads: If the player is playing as Fang, Dr. What does the king mean in blackjack substantial defendant arbitrations, damages. But be sure to understand that with one jackpot, the other two symbols have to be the same, so e.
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. 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.
Better done as Tails, so you don't inadvertently turn on frigging Super Sonic!! Just past the last point, don't stand on either of these two moving blocks for long, because they both reach right up to the ceiling, going up and down in opposing directions. Either use one to jump to the ledge on the right, or just drop down below. Both routes link up soon after, though the lower option also takes you to the next point, which is on the lowest route.
Use a blue elevator to get down to this passage, being careful of the block just below you. You'll probably come face to face with another one further down the corridor, and both may be heading towards you from either side, all set to make a hedgehog sandwich with extra fox fur.
Anywhere else in the series, you would be crushed to death in a trap like this, but oddly, Sonic and Tails manage to survive this particular phenomenon completely unscathed, as the right block suddenly seems to stop being solid during the moment of impact. Then again, it would be a little unfair if you could get killed, as this is a trap very easy to get yourself into.
Hop up to the next ledge above after the block passes it to continue. If you wait there until it goes left again, you can drop back down into the corridor after it's gone past you, and find an extra life in a hole on the right side of the corridor. Comment posted by Anonymous on Wednesday, 1st April , 9: The boxes don't even touch each other.
If you take it and then hit the elevator with no hesitation, you get the worst possible timing and will be crushed into the wall just above the passage. Instead, ignore the shield and hit the elevator at once, and you'll land to the right of the block. You didn't mention this, but if you go down at the wrong time and land to the left of the block, you can be stuck for a long time on the elevators trying to get past it.
This boss arena is much larger than in other Sonic 2 levels, and takes place in a standard pinball area enclosed within walls, with curved tops and bottoms, and all the usual trimmings. You'll only really be interested in the bottom section though, as not a lot goes on above.
Eggman comes in from the right in a rather flashy contraption. It has yellow pincers on the bottom which produce electricity, and he'll move down and shock you if you get too close.
Otherwise, he'll move from left to right, just above two pairs of flippers and a blue bumper, but regularly stopping for a moment to drop a little red spiked ball that explodes into a pair of flashing projectiles upon contact with the ground. As normal, you have to hit him 8 times on the noggin, and there are probably a number of ways to do it, but my way is thus: Ignore the flippers as best you can, they just cause problems.
Spin dash either left or right, depending on which side the doc is nearest to, and your momentum will take you up along the wall.
When you're at Robotnik's vertical level, jump off the wall, using the left and right buttons to help control your direction, and you should be able to land a hit on him, if he's close enough. You'll be prone if you touch the flippers, because you'll have to wait until your character rolls off, during which time Eggman can easily drop down and assault you.
Comment posted by Katana on Friday, 13th August , Also, this is one of the first Sonic bosses I ever beat, and I can still remember the first time that I won this one. Comment posted by Sonic on Wednesday, 14th November , 4: The Casino Night Zone is essentially the first full-on casino, borrowing some aspects of its design from the more general-looking Spring Yard Zone.
The features and design of Casino Park, from Sonic Heroes, are modelled closely on this classic stage. As the Sonic 2 Beta ROM shows us, its main colour scheme was originally going to consist heavily of pink! The ground carries much more of a playing card theme, and the music is an alternate version of the same tune, but with added notes here and there. 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.
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? For other uses, see Casino Night disambiguation.
Contents [ show ]. Casino Night Zone Sonic the Hedgehog 2. Casino Night Sonic Drift 2. Casino Night Sonic the Fighters. Casino Night Zone Sonic the Comic.