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The classic pinball zone of Sonic 2, that'll send you bouncing off of things in all directions, often across giant pinball tables. Appearance Level Structure Features​.


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Casino Night Zone from Sonic the Hedgehog 2 is an example of the Levels with the carnival/casino theme feature bright lights, carnival rides.


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For other similarly named levels, see Casino Night. Casino Night Zone is the fourth Zone of Sonic the Hedgehog 2, which fills the Casino theme.


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sonic 2 casino level

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For other similarly named levels, see Casino Night. Casino Night Zone is the fourth Zone of Sonic the Hedgehog 2, which fills the Casino theme.


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sonic 2 casino level

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The classic pinball zone of Sonic 2, that'll send you bouncing off of things in all directions, often across giant pinball tables. Appearance Level Structure Features​.


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The classic pinball zone of Sonic 2, that'll send you bouncing off of things in all directions, often across giant pinball tables. Appearance Level Structure Features​.


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Casino Night Zone from Sonic the Hedgehog 2 is an example of the Levels with the carnival/casino theme feature bright lights, carnival rides.


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sonic 2 casino level

Comment posted by hypermario13 on Saturday, 29th October , pm BST I remember all the names i used to call the bosses of this game. Alive, and vibrant, and no light remains static. 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.{/INSERTKEYS}{/PARAGRAPH} Sonic establishes his controversial gambling problem with the original casino themed level, a classic staple. You can also get fairly gentle slopes, but the bouncy areas are much more curvy on both the floors and ceiling. {PARAGRAPH}{INSERTKEYS}Difficulty Rating:. 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. 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 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. 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. 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. Doesn't mention the crushy blocks, though. Otherwise, the first thing you need to figure out is where the exit is, and then how to get to it, and keep trying. The nighttime city is alive and buzzing for miles in the distance, with multi-coloured lights constantly moving back and forth and flashing away. 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. Each section of this page allows users to add their own notes to fill in any missing details or supply additional research etc. It's a little pointless, but it's fun! 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. There are a few long spike sets to be aware of, and plenty of springs, of course. So I did some testing, and I got a pretty good idea of how it works. Top Tips. 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. 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. I've always thought they looked a bit like hot dogs, personally - but that would just be silly. 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. 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. 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. 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. 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. 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. 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. 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. Linking these sections up together are smaller, slow-moving areas with moving blocks and elevators, etc. Jazzy, Casino style band music with an extremely catchy tune that sounds a bit like it should have lyrics. Over open gaps in the path, obscure objects made of small green blocks can be used as temporary platforms. Blue skyscrapers line the horizon, and above, some large bright blue stars move along rather unnaturally with you. 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. 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. 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. These will flip automatically as soon as you touch them, sending you speeding back up the wall you came down on. Music: "Dooooo, dum diddle dum dum.. Release the button sooner for less speed. Good control helps. When it's as far down as it can go, release the jump button. To defeat him, you need to go for a rolling attack or spin dash from behind, only. They hang slanted to the side, and you'll start spinning when you land on them. 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. 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. 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. Comment posted by Oobo on Wednesday, 9th March , pm GMT 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 rolling , even on flat ground, and that little cloud of dust will follows you everywhere. You can also find red flippers which hang vertically, positioned in the middle of curved pits. 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. 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. 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. 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. 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. Bumpers, flippers and blocks are inexplicably arranged high above the buzzing cityscape at night, and colourful neon lights are everywhere. Comment posted by Paul. When you land on the top of one, you'll be spinning and won't be able to move, or jump off of it. The classic pinball zone of Sonic 2, that'll send you bouncing off of things in all directions, often across giant pinball tables. Same music for both acts. One of this level type's most commonly used features, the standard "big moving block" are blue and flashing in this zone. 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. Quite unique for its time. Remember those deep dropping pits with curved bottoms in Spring Yard Zone? Maybe I should find a way to mention them :p. 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. 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. 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. To balance out that vast amount of stuff, you'll find only one badnik here, who appears fairly infrequently. View Notes 1. They're also found in a variety of other places around the level too, but mainly in the large, bouncy spaces. Comment posted by Reckoner on Saturday, 19th July , am BST 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. No notes have been posted in response to this section. Ground surfaces tend to be fairly straight and sometimes based on small steps in the slower areas. In the foreground, you can see the actual casino buildings, with their bright, flashing neon decorations including the words "Sonic" and "Sega". 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. 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. 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. View general notes for Casino Night Zone 9. 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. 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. 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. Typical Length: Act 1: minutes Act 2: minutes. 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. I play sonic 2 on the ipod, im not sure if it'll work in other versions The rolling always goes away in one bumper filled hallway, not sure why. Go to.. The amount of variety you'll see is incredible, and way too much to be detailed here conveniently. In essence, this location is set high up above a very Vegas-like city. 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. View Notes 0. Multiple routes are quite numerous, and the zone often holds two or three at any one point. It goes away eventually, but unfortunatly, you can only move in short little jerks, and you can't jump. They usually originate at different points along the right side of the large pinball tables and bouncy segments. 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. Bumpers, all animated, come in a number of forms for you to bounce off of. Difficulty Rating: Music: "Dooooo, dum diddle dum dum..