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A casino-themed city filled with pinball tables and slot machines.. As many other Zones in the game, Casino Night Zone consists of two standard Acts with a boss fight at the end of Act 2. In line with the pinball-themed level design, Casino Night Zone features various bouncy casino.
Casino Night Zone is the fourth Zone of Sonic the Hedgehog 2, which fills the Casino theme requirement for the second Sonic game.
This theme first appeared in Spring Yard Zone in Sonic the Hedgehog and later in Sonic the Hedgehog 2's Casino Night Zone. This levelĀ ...

Sonic 2 Music: Casino Night Zone (2-player) [extended]

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Sonic Heroes (Video Game) - TV Tropes Casino night sonic heroes 2


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Casino night sonic heroes 2casinobonus

casino night sonic heroes 2 Sonic establishes his controversial gambling problem with the original casino themed level, a classic staple.
Bumpers, flippers and blocks are inexplicably arranged high above the buzzing cityscape at night, and colourful neon lights are everywhere.
The pinball zone of Sonic 2, that'll send you bouncing off of things in all directions, often across giant pinball tables.
Difficulty Rating: Music: "Dooooo, dum casino night sonic heroes 2 dum dum.
Jazzy, Casino style band music with an extremely catchy tune that sounds a bit like it should have lyrics.
Quite unique for its time.
Same music for both acts.
Typical Length: Act 1: 2-3 minutes Act 2: 2-3 minutes - The bouncy pinball tables and arenas can get slightly frustrating at times, though more often than not, there is an exit at the bottom of the table aswell as at the top, so you don't necessarily have to struggle too much just to continue.
Otherwise, the first thing you need to figure out is where the exit is, and then how to get to it, and keep trying.
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.
Each section of this read more allows users to add their own notes to fill in any missing details or supply additional research etc.
Awesome zone, awesome theme tune.
There's lots to do, In Casino Night Zone, Those slot machines, Can give you lots of rings, We're being generous, But, there's a snag, The boss is a monster, So you're gonna need all, The rings that you can possibly get.
Doesn't mention the crushy blocks, though.
Maybe I should find a way to mention them :p.
I found this interesting glitch, charge up a spin dash where a block will push you into a pinball table; after this happens, you will be stuck rollingeven on flat ground, and that little cloud of dust will follows you everywhere.
It goes away eventually, but unfortunatly, you can only move in short little jerks, and you can't jump.
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.
Sorry about that last comment, You actually need to release the spin dash WHILE IN MIDAIR.
The rolling always goes away in one bumper click at this page hallway, not sure why.
I remember all the names i used to call the bosses of this game.
The list is here:Boss 1:Slow Mobile Boss 2:Poisonator Boss 3:Jackhammer 6000 Boss 4:Siezure Mobile or Spikeball Shiter Boss 5:Fire Pooper 1.
Jazzy, Casino style band music with an extremely catchy tune that sounds a bit like it should have lyrics.
Quite unique for its time.
Same music for both acts 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, cypress casino yelp bayou />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.
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 wallsand 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 click 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 casino night sonic heroes 2 in the casino night sonic heroes 2 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 500 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 casino night sonic heroes 2, 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 100 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 casino night sonic heroes 2 at the heart, and acting as the centerpiece of many of the pinball tables.
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 commonand click lose the maximum of 100 rings, via 100 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 100 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 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 5they will happily crush you into the ground or another block if just click for source 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 read more 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.
I was a little disappointed with the slot machines; since the site is so comprehensive, I expected to see details on the actual bonuses you can get for particular combinations.
So I did some testing, and I got a pretty good idea of how it works.
Here is what I found: Three jackpots give 150 rings, three Sonics give 30 rings, three Tails give 25, three BARs give 20, three rings give 10, and three Robotniks give -100 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 100 rings like normal So any combination of Robotniks and jackpots will subtract 100 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. casino night sonic heroes 2 casino night sonic heroes 2 casino night sonic heroes 2 casino night sonic heroes 2 casino night sonic heroes 2 casino night sonic heroes 2

Casino Night Zone - Sonic the Hedgehog 2 [OST]

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There's thankfully nothing from the 2006 Sonic the Hedgehog travesty. designed pathways of Green Hill, Casino Night and Mushroom Hill.
A casino-themed city filled with pinball tables and slot machines.. As many other Zones in the game, Casino Night Zone consists of two standard Acts with a boss fight at the end of Act 2. In line with the pinball-themed level design, Casino Night Zone features various bouncy casino.
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