Sonic Casino Night


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On 06.10.2020
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Sonic Casino Night

Casino Night DLC: Spielen Sie die legendäre "Casino Night" Pinball-Bühne, inspiriert von "Sonic The Hedgehog 2". Sonic Generations - Casino Night DLC Steam CD Key Platform: Steam Languages: EN/FR/DE/IT/ES Release Date. Sonic Generations - Casino Night DLC Steam CD Key Platform: Steam Languages: EN/FR/DE/IT/ES Release Date.

Sonic Casino Night Inhaltsverzeichnis

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. 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. Entdecken Sie Casino Night Zone (From "Sonic the Hedgehog 2") von Mykah bei Amazon Music. Werbefrei streamen oder als CD und MP3 kaufen bei. Casino Night Zone is the fourth zone of Sonic the Hedgehog 2 for the Sega Genesis (Megadrive), coming after Aquatic Ruin and before Hill Top Zone. As with. 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.

Sonic Casino Night

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Sonic Casino Night Some other stuff... Video

Sonic 2 Music: Casino Night Zone (1-player)

Sonic Casino Night Available Items: Video

Casino Night Modern Sonic Generations 3DS Music Extended [Music OST][Original Soundtrack] Sonic Casino Night

Sonic Casino Night - Was ist der Sonic Generations Casino Night Key?

Luigis Mansion 3 Nintendo Switch. April Steam : Welt Sonic Casino Night All rights reserved. Sobald alle Ringe aufgebraucht sind, Pc Spiele Kostenlos Runterladen man sich zu Sonic zurück. Sammelt man Ringe, erhält Paysafecard Mit Handy Guthaben Kaufen ein weiteres Extraleben. Top 25 Soon Most Played. Sid Meier's Civilization V. Bis zum Jahr kamen insgesamt elf verschiedene Prototypen mit unterschiedlichem Entwicklungsstand von Mai bis zum Der nächste Entwicklungsstand datiert auf den Download hier. Beliebte benutzerdefinierte Tags für dieses Produkt:? Support Forum Statistik. Sonic Casino Night

Robotnik's old badnik robots from the Robo Hobo Jungle to act as the staff and perform various jobs, such as waiting on the customers', handing drinks around, and preparing the food.

After the Knothole Freedom Fighters located where Dr. Robotnik was going to be making a big speech using their Robo-Locater , they dispatched Sonic to Casino Night Zone to infiltrate it in order to find out about the speech.

Sonic learned that the speech was about the unveiling of Robotnik's latest creation, the Orbinaut. After dealing with a SWATbot wanting a tip out of him, Sonic managed to get a front row seat, but Robotnik saw him at the entrance earlier and was prepared for him.

Robotnik walked on to the stage of the main room with the Orbinaut in hand, and had it do a demonstration by hitting Sonic over the head with one of its rotating maces, knocking the Hedgehog unconscious.

Robotnik then had Sonic trapped inside a small orb, stopping Sonic from spin-dashing free. Before he could finish Sonic off by putting him in the machine again, a SWATbot informed Robotnik that someone had won fifty cents in his casino.

Robotnik went off to deal with the matter as no one was allowed to win, Sonic used his spikes to cut through the glass of the orb holding him.

The moment Sonic got hit in the pinball machine, the glass broke and he destroyed the machine. Sonic then planted a bomb inside Renobotnik and it exploded with Robotnik inside, who managed to survive the explosion.

Robotnik later rebuilt Renobotnik, and Sonic and Sally Acorn went inside while secretly under surveillance in Robotnik's attempt to find out who was the head of the Freedom Fighters' Secret Intelligence Division.

Robotnik captured Sonic and attached him to his Wheel of Misfortune , but the head of the Secret Intelligence Division, Harvey Who , managed to save Sonic before he was vaporised by Robotnik's robots.

Roughly two years later in , Mammoth Mogul took over management of Casino Night Zone and renamed it the Casino Night Club , where customers could gamble to their heart's content while the staff of Badniks from the Robo Hobo Jungle attended to their needs.

His funding for the enterprise was a vast fortune accumulated through his centuries of life, which also allowed him to relocate the Bottom of the Barrel Bar 'n' Grill , supposedly to provide the casino with a kitchen.

The Casino Night Club became an international success over night as Mobian , Overlander , and Human alike came from all over Mobius to gamble and have a good time.

John were assigned by King Elias Acorn to track down Mogul and get an idea of what his next move would be, leading them to his new establishment.

They were greeted by the night club's concierge, Scratch , and then had a brief discussion with Mogul himself before he was notified about his "investors' meeting" by Coconuts.

Mogul said that he would pay handsomely if they could bring him the shoes of Sonic. Sleuth soon became impatient and demanded that Mogul pay them before Sonic was somehow freed.

They were quickly found by Geoffrey who then informed them of his mission. After being startled by Rouge who he'd thought he lost earlier, Sally told them about Sonic's kidnapping and Rouge lead them to where they were holding Sonic.

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!

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.

For once in Sonic 2, the backgrounds are different for both acts, with a more simplistic, less busy cityscape in Act 1, while Act 2's background is based on the pinball tables of the final design.

Level maps and structural components remain largely the same, but with objects and pieces of the floor missing, this early version is unplayable.

Comment posted by Katana on Friday, 13th August , am BST Those bumper-things you call drop targets and you say look kind of like hotdogs, "but that would just be silly" are apparently meant to be chilli dogs, by the way.

Just thought you should know. Content for this page last edited: 19th February Files last uploaded for this page: 19th February In particular, please ask permission before using any of my writing or maps for your own website etc.

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Dieser Beitrag hat 2 Kommentare

  1. Doll

    Es ist Gelöscht (hat den Abschnitt) verwirrt

  2. Voodooktilar

    Ist Einverstanden, es ist die bemerkenswerte Antwort

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