Sonic Casino Night

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Casino Night (oder Casino Night Zone) ist ein Ort in der Sonic the Hedgehog-​Serie, welcher zuerst. Casino Night Auftritte Erster Auftritt Sonic Generations (Nintendo 3DS Version) Daten Zone Nr. 2. Sonic Generations 'Casino Night' Pinball. Sonic Generations 'Casino Night' Pinball. USK. Freigegeben ab 6 Jahre. Einstufung: 0 von 5 Sternen aus 0. Bewältigen Sie die ikonische 'Casino Night' Pinball Etappe, die von 'Sonic The Hedgehog 2' inspiriert wurde, und lassen Sie Ihren Bildschirm. Entdecken Sie All In (Casino Night Zone From Sonic the Hedgehog 2) von Jackson Parodi bei Amazon Music. Werbefrei streamen oder als CD und MP3 kaufen.

Sonic Casino Night

Bewältigen Sie die ikonische 'Casino Night' Pinball Etappe, die von 'Sonic The Hedgehog 2' inspiriert wurde, und lassen Sie Ihren Bildschirm. Get your hands on the iconic 'Casino Night' pinball stage inspired by 'Sonic The Hedgehog 2'. Casino Night Auftritte Erster Auftritt Sonic Generations (Nintendo 3DS Version) Daten Zone Nr. 2.

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. View Notes 1. 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.

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. View Notes 5. 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! 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 :.

Comment posted by Anonymous on Tuesday, 21st August , pm BST Ah, the top flipper can reach them but only just -- it takes a very precise jump and a lot of luck and patience.

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.

View Notes 3. Comment posted by Anonymous on Tuesday, 14th August , pm BST You can just wait until you come to rest at the bottom of the pinball table, then spin dash up the wall.

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 , pm BST In the tricky place shown in the bottom-right pic, a good method is to spin-dash up, land on the LEFT side of the triangular bumper, and you should bounce into the round bumpers and then into the next area.

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 Monday, 24th December , pm GMT If you are Knuckles in Sonic 2, an exclusive extra life is at the top, just before you drop into the bars.

Comment posted by theblackferret on Sunday, 17th November , pm GMT You can repeat this little freefall as many times as time allows you, though it's worth taking out both the badniks first.

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.

Or are they? 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.

The boxes don't even touch each other. Comment posted by Sonicfan32 on Monday, 9th August , pm BST True, its odd that they don't, but i guess since they learned that the boxes touching wouldn't kill you, they didn't want to confuse players in the gamecube version.

Comment posted by Michael on Tuesday, 14th August , pm BST The elevator you use to get into this passage is next to a shield box. 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.

View Notes 2. Comment posted by Katana on Friday, 13th August , am BST Nice to see the spindash-up-the-wall-and-jump method is on there - that's the way I always do that boss fight.

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. 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!

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Get your hands on the iconic 'Casino Night' pinball stage inspired by 'Sonic The Hedgehog 2'. sexy black pvc vinyl waist mini skirts, schoolgirl inspired mini skirts that are skater style circle and faux leather, biker inspired mini skirt in wet look, costume party. Sonic Generations - Casino Nights DLC jetzt günstig als Steam Key kaufen. Vergleiche die Preise aller Keyshops und spare beim Kauf eines Sonic Generations.

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Casino Night Zone - Sonic 3 A.I.R.

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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.

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. View Notes 1. 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.

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. View Notes 5. 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! 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 :.

Comment posted by Anonymous on Tuesday, 21st August , pm BST Ah, the top flipper can reach them but only just -- it takes a very precise jump and a lot of luck and patience.

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. View Notes 3. Comment posted by Anonymous on Tuesday, 14th August , pm BST You can just wait until you come to rest at the bottom of the pinball table, then spin dash up the wall.

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 , pm BST In the tricky place shown in the bottom-right pic, a good method is to spin-dash up, land on the LEFT side of the triangular bumper, and you should bounce into the round bumpers and then into the next area.

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.

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