Sonic 2 casino night slots

sonic 2 casino night slots

Oct 21, This front plate also expose.nu colored hexagons with vacature fair play Casino Night Zone (Enhanced) - Sonic the Hedgehog 2 (Mega. Sept. In Sonic & Knuckles (Megadrive) gab es sogar eine Slot-Maschine als zum Beispiel die bekannte Casino Night Zone aus Sonic 2, die stark. Sept. Casino Night Zone - Sonic the Hedgehog 2 (Mega Drive/Genesis) Music Sonic -themed pinball table with slot machine in it at Casinopolis. Sonic 2 beta casino night zone Beste Spielothek in Philippinenburg finden Stadion neapel Act 2 starts out by entering a winding tunnel and then using whg leipzig Pinball Shooter. Increase your VIP level to receive exclusive benefits and massive rewards! If the slot machine gets a line-up of symbols beneficial to the player, it will release Rings , but if it gets a non-beneficial line-up of symbols, it will release iron balls instead. Slot Machines are also available in selected chapters of the game's World Tour , where they can be accessed any time on the map. To activate a slot machine in gameplay, the player must jump into the three parallel bars that are above each slot machine. It also has a glass dome with a red frame around it in its center. The large variation of the slot machine is a more traditional three slot-reel machine. The player can win an item at the start of every lap or start with an item at the start of the race. This particular slot machine's only visible features are its reels in the middle of the pinball table. We are always working to make the game better and more fun! Sonic 2 casino night slots Ssc neapel spieler Sonic 2 casino night slots Champions league tonight Termin dfb pokal finale Casino online free spins Sonic 2 casino night slots Although Big free slot Cat does not appear in this game besides his trophy, megascratch makes a small cameo to the left of the pole entitled Miles "Tails" Prower.

View general notes for Casino Night Zone 9. Comment posted by Paul. Power on Sunday, 13th July , 1: 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: Comment posted by Sonicfan32 on Monday, 9th August , 5: Comment posted by Oobo on Wednesday, 9th March , 4: 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 Comment posted by Oobo on Monday, 27th June , 3: The rolling always goes away in one bumper filled hallway, not sure why.

Comment posted by hypermario13 on Saturday, 29th October , 3: The list is here: Slow Mobile Boss 2: Jackhammer Boss 4: Siezure Mobile or Spikeball Shiter Boss 5: Drilley or Dig Dug Boss 7: Metal Sonic Final Boss part 2: Egg Robo Final Cutscene: Comment posted by Anonymous on Wednesday, 4th April , 9: Comment posted by Anonymous on Wednesday, 6th June , 4: 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, etc.

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.

No notes have been posted in response to this section. 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 walls , and 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 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.

One by one, the three slots stop by themselves after a few seconds, producing any three of the following images: 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. 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.

The slot machine in Sonic Rivals 2. These slot machines' appearance differs significantly from their designs in previous games; they feature a blue-checkerboard surface with several green, blue and yellow triangles, and with a red outline on top.

Much like in previous games, the slot machines in Sonic Rivals 2 provide various rewards based on how the three icons on the top row are matched.

In addition, the outcome of the three reels on the top row decide which direction the player exits the slot machine from; if any of the reels stops at an icon of Eggman's face, the slot machine will immediately drop the playable character down to the lower route; otherwise the playable character will be launched to the right, along the upper route.

To use the slot machine in gameplay, the playable character must enter the slot machines via the entrance hatches on the sides.

Also, to stop each reel from spinning, press. A slot machine in Sonic the Hedgehog 4: In Sonic the Hedgehog 4: Episode I , slot machines appear exclusively in Casino Street Zone.

They are only seen in the Zone 's first Act and also in the second Act in the mobile phone versions of the game. In this game, they are a part of the pinball tables, similar to the ones in Sonic the Hedgehog 2.

In terms of design, they look like a row of three reels with a decorative frame around them. To activate the slot machine in gameplay, the player must jump into the three parallel bars that are positioned above the slot machine.

All the slot results are also identical to those in Sonic the Hedgehog 2 , with the exception of the Tails icons which have been replaced with a Ring icon.

It should also be noted that if the player is Super Sonic when using the slot machine, the outcome will always be three Jackpots.

A slot machine in the Wii version of Sonic Colors. In the Wii version of Sonic Colors , slot machines are gimmicks that appear only in the Sonic Simulator.

In this game, they are floating golden boxes with a purple lever on the left side and a row of three reels lined up on the front.

They also have a golden arch on top of them, which is decorated with a golden and red crown. They are also decorated with multicolored -symbols, and have writing just above the reels on their front.

They also each have a blue deposit hatch with arrow-markings on the bottom. In gameplay, the slot machines work differently from those in other Sonic games.

To activate a slot machine, instead of inserting the playable character into the slot machine, the player has to Homing Attack or Spin Jump into the slot machine's lever.

Afterward, the slot machine will automatically stop its own reels, and then deposit its reward from its deposit hatch.

If the slot machine gets a line-up of symbols beneficial to the player, it will release Rings , but if it gets a non-beneficial line-up of symbols, it will release iron balls instead.

Classic Sonic getting Rings after playing the slot machine in Casino Night. In this version of Sonic Generations , the slot machines are a part of the pinball areas in the Stage.

In terms of design, they look similar to how they did in Sonic the Hedgehog 2 , except these slot machines have more green details, extra lights on the sides, a downard-pointing arrow on top, and a yellow frame between their red frame and reels.

To activate these slot machines in gameplay, the player has to jump into the three parallel bars positioned either above or below the slot machines.

It is also worth noting that the slot machines in the Casino Night Act 1 are placed in the exact same locations as they were in the original Casino Night Zone from Sonic the Hedgehog 2.

In this version of Sonic Generations , the slot machine is a giant glass sphere with Rings inside it and a blue slide on the bottom up front.

It also has a plate on the front that resemble the slot machine from the Nintendo 3DS version of Sonic Generations , but expanded so that the reels show a nine-section grid.

This front plate also has colored hexagons with numbers on the sides. Lastly, it has three parallel bars on the bottom of the front plate where the playable character is to be inserted into.

To activate this slot machine in gameplay, the player has to proceed to the higher levels of the pinball table. If the player gets matching symbols on the slot machine either horizontally on any of the reel grid's three rows or diagonally , Rings will rain down on the pinball table which the player can collect for extra points.

Also, the more Jackpot Medals the player is in possession of when using the slot machine, the easier it will be to get a jackpot on it.

If the player has at least five All-Star coins, they are able to spin the slot machine. Should the three slots match, a new item is obtained.

The player can win an item at the start of every lap or start with an item at the start of the race. If the pictures do not match, the player does not earn anything, but they can be spun once more if they have the required number of coins.

The slot machine, during the World Tour map. Slot Machines are also available in selected chapters of the game's World Tour , where they can be accessed any time on the map.

On this map, they are depicted as stereotypical slot machines. On the pinball table, there are three slot machines, one for each of the pinball table's three sections.

To activate a slot machine in gameplay, the player must jump into the three parallel bars that are above each slot machine.

A slot machine in Sonic Forces. In Sonic Forces , the slot machines only appears in Casino Forest. In this game, they serve as parts of the Stage 's pinball sections.

In terms of design, each slot machine consists of three reel slots set up in a row, with a stone frame that is decorated with neon symbols and golden outlines surrounding them.

In addition, they have a green arrow symbol on top of them that points into three glowing parallel bars just above the reels these parallel bars are identical to ones around the Stage.

In gameplay, the slot machines function like they did in Sonic the Hedgehog 2. To activate a slot machine, the playable character must be inserted into the parallel bars on the slot machine.

Sign In Don't have an account? Contents [ show ]. The number of Rings paid out from the slot machine on the pinball table varies depending on the matching symbols.

Prima's Official Strategy Guide. Riding in a car, it would take about four hours to get to Las Vegas.

We would call those trips Entertainment Research laughs. But the game does contain a lot of references to the things we experienced in America.

Sonic the Hedgehog 2. Sonic the Hedgehog Pocket Adventure. Sonic the Hedgehog 4: Main article Gallery Staff.

Characters Sonic Super Sonic Dr. The Buzz Bombers' Revenge! Toxic Skies Which Switch is Which? Taking the Leap Together! The Bombardier Rite of Spring Cream: Infinite Green Hill VS.

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Sonic 2 casino night slots -

The first instrument I got to learn to play,. Sign In Don't have an account? Afterward, the slot machine will automatically stop its own reels, and then deposit its reward from its deposit hatch. In terms of design, each slot machine consists of three reel slots set up in a row, with a stone frame that is decorated with neon symbols and golden outlines surrounding them. What's the best song from each Sonic game? Patent and Trademark Office. Take5 Casino - Slot Machines.

Sonic 2 Casino Night Slots Video

Sonic The Hedgehog 2 - Gameplay Part 4 Casino Night

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Because they appear in casino-themed Zones, they are usually featured above or in the middle of a pinball table. 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. To activate the slot machine in gameplay, the player must jump into the three parallel bars that are positioned above the slot machine. Quite unique for its time. They also include more symbols than the one slot-reel machines. Sign In Don't have an account? There, there is huge gaps which lead to the lower pathway. In this game, they are seen as a part of the Zone's colorful pinball tables. In addition, they have a green arrow symbol on top of them that points into three glowing parallel bars just above the reels these parallel bars are identical to ones around the Stage. The background features a roulette wheel and a slot machine that never seems to stop.

Because they appear in casino-themed Zones, they are usually featured above or in the middle of a pinball table. Slot machines are usually activated when the playable character inserts themselves into the opening or ball slot on the slot machine.

The reels on the slot machine will then begin to rotate, and it is the player job to match the different symbols on the reels by stopping the reels at appropriate times.

Depending on whether the player gets double or triple matches of the pictures on the reels, the player can gain or lose Rings , receive additional rewards, or get nothing at all.

Afterward, the player will be deposited from the slot machine. The slot machine in Sonic the Hedgehog 2.

In this game, they are seen as a part of the Zone's colorful pinball tables. The slot machines themselves are each presented as a row of three reels within a red frame with green details.

To activate the slot machine in gameplay, the player must jump into the three parallel bars that are positioned either above or below the slot machine these parallel bars are identical to ones around the Zone.

The player can then press , or to stop the reels. In the re-release of the game, a slot machine is also present in the "Casino Night Zone" segment of Boss Attack Zone where it is the only source that can provide the player with Rings before fighting the Catcher Eggman.

It also has the traditional row of three reels, along with golden arrows pointing toward the middle. It also has a glass dome with a red frame around it in its center.

The slot machine's Bonus Stage functions similarly to the Special Stages in Sonic the Hedgehog , as the camera rotates while the player navigates a large arena with the slot machine in the middle and several bumpers and Jump Stands set around the slot machine.

To activate the slot machine in gameplay, the player has to enter the glass dome in the center of the slot machine. From here on out, the slot machine functions the same way it did in Sonic the Hedgehog 2 , except the reel formations are somewhat different and expanded upon.

The player can likewise press , or to stop the reels. Also, getting Rings from the slot machine makes the slot machine glow and spin around the arena faster.

Sonic-themed pinball table with slot machine in it at Casinopolis. Director's Cut , the slot machines are only featured in Casinopolis.

There are also smaller ones in the main hall that the player cannot enter. However, the player can jump or do a Homing Attack on one of these slot machines, which will reward the player with five Rings once.

There is also a traditional slot machine featured in the middle of the Sonic-themed Slots Pinball table, which the player can activate in gameplay by hopping into the middle right pipe in the upper section of the pinball table.

This particular slot machine's only visible features are its reels in the middle of the pinball table. In gameplay, this slot machine functions differently from those in previous Sonic games.

While the player can get triples on the straight line, they can also get a diagonal match, if the player can arrange the pictures on the reels in that formation.

Some formations can affect the pinball table as well. The light from the side triangles on both sides can also help the player time the stopping of the reels.

In this game, they are a part of the Zone 's pinball tables. The slot machines themselves look identical to those seen in Sonic the Hedgehog 2. To activate the slot machine in gameplay, the player must jump into the three parallel bars either above or below the slot machine.

The slot machines also have results and rewards similar to those seen in Sonic the Hedgehog 2. The small slot machine in Sonic Heroes. In this game, there are two variations of the slot machine: Both machines however, are light-green boxes with entry hatches on the top and bottom.

The center of these boxes show the traditional slot machine reels, and their sides have yellow arrow-markings that point towards the center.

Both types of slot machines can also only be found on the pinball table sections in both Stages. The large slot machine in Sonic Heroes.

The small variant of the slot machine only has one slot reel. In turn, once the player stops this one reel, the player will be given a reward according to the symbol in the center of the reel.

If a teammate who is not the selected leader is currently inside these small slot machines, the player can stop the reels no matter how far they are from their teammate.

The large variation of the slot machine is a more traditional three slot-reel machine. However, it is only the reels' central row of symbols that count when determining this slot machine's reward.

When using the large slot machines, the player must stop the reels three times. They also include more symbols than the one slot-reel machines.

In gameplay, the player can activate both types of slot machines by entering them via the entry hatches on the top or bottom of them.

Both variations of the slot machine will grant the player Rings depending on the combination of symbols. Note though that the large slot machines can hold up to a maximum of the player's entire team three characters , which in turn can multiply the result based on the number of characters balls inside the slot machine.

The Egg Dealer in Shadow the Hedgehog. In Shadow the Hedgehog , the typical slot machine does not appear. However, there is a boss called the Egg Dealer , which has a slot machine-like mechanism on the front.

All of the Egg Dealer's attacks are determined by the results on the slot machine's reels. The player can also interact with the Egg Dealer in order to influence its slot machine's outcome and trigger effects beneficial to the player.

The slot machine in Sonic Rivals 2. These slot machines' appearance differs significantly from their designs in previous games; they feature a blue-checkerboard surface with several green, blue and yellow triangles, and with a red outline on top.

Much like in previous games, the slot machines in Sonic Rivals 2 provide various rewards based on how the three icons on the top row are matched.

In addition, the outcome of the three reels on the top row decide which direction the player exits the slot machine from; if any of the reels stops at an icon of Eggman's face, the slot machine will immediately drop the playable character down to the lower route; otherwise the playable character will be launched to the right, along the upper route.

To use the slot machine in gameplay, the playable character must enter the slot machines via the entrance hatches on the sides. Also, to stop each reel from spinning, press.

A slot machine in Sonic the Hedgehog 4: In Sonic the Hedgehog 4: Episode I , slot machines appear exclusively in Casino Street Zone.

They are only seen in the Zone 's first Act and also in the second Act in the mobile phone versions of the game. In this game, they are a part of the pinball tables, similar to the ones in Sonic the Hedgehog 2.

In terms of design, they look like a row of three reels with a decorative frame around them. To activate the slot machine in gameplay, the player must jump into the three parallel bars that are positioned above the slot machine.

All the slot results are also identical to those in Sonic the Hedgehog 2 , with the exception of the Tails icons which have been replaced with a Ring icon.

It should also be noted that if the player is Super Sonic when using the slot machine, the outcome will always be three Jackpots.

A slot machine in the Wii version of Sonic Colors. In the Wii version of Sonic Colors , slot machines are gimmicks that appear only in the Sonic Simulator.

In this game, they are floating golden boxes with a purple lever on the left side and a row of three reels lined up on the front. Sections in the Zone's level design is heavily based on the pinball tables.

As such, there are a huge amount of halls to utilize the playable characters as living pinball. Sometimes, the player has to curl into balls and then enter the pinball tables in order to progress in the Zone.

Casino Night Zone also features many alternate routes. While lower parts of the Zone have more narrow pathways, the upper parts have more linear pathways.

Regardless, there are often deep gaps between sections with many gimmicks to be utilized to either climb up or fall down.

Since the level design of Casino Night Zone is based on pinball tables, the player has to pass through huge halls or spin up and down along deep U-shaped gaps.

Many of these sections in the Zone contain numerous bouncy objects and obstacles which are similar to real-life pinball machine components.

Traditional bumpers with five-pointed stars give 10 points per hit, but will not give points after being hit ten times.

There are also small Drop Targets which give 10 points. Once touching it, it will change the color three times green, then yellow and then red until it disappears completely.

Other bumper obstacles include blue hexagonal bumpers which move either left and right or stand in one place , red triangular bumpers and bouncy plates which are placed on walls, ceilings or at the sides.

There are also three small horizontal bars, which each give points. In Casino Night Zone, there are two types of flippers , each of which function differently.

Neon green and white flippers function like real-flippers and can be used to launch the playable character higher up. Orange and white colored flippers are pointing downwards and are usually located on the bottom of U-shaped gaps which automatically send the player backwards upon being touched.

One of the most prominent features in the Casino Night Zone are the slot machines which are placed above or in the middle of the pinball table sections.

By getting into the hatch above or below the slot machine, the player can roll the slot machine and enter different combinations on the three wheel icons on it to get a certain reward see all results here.

With the slot machines, the player can win a variable amount of Rings. However, the player can also risk losing Rings or earn nothing.

Blue colored shuttle loops in Casino Night Zone are heavily automated. There are also deep and narrow elevator sections, where the blue platform will go up or down.

Rarely, there are also green blocks, which move as string from up, right and down. They will then disappear and appear on the other side to repeat the pattern.

Casino Night Zone does not feature huge amount of threat with the small exception being Crawl Badniks and few lines of spikes.

However, there are huge blue cubic blocks, which function as platforms or crushers on narrow pathways. In the beginning of Act 1, the player can either fall down to the pinball table and the lower pathway or utilize the conveyor belt to choose the mid-pathway.

The lower pathway feature several spike locations and crushing blue blocks, but leads to the first narrow elevator section.

After that, the player will be launched by Spring Catapult through winding tunnels to a section with bumper plates.

Here, the player has to use the green flippers to aim at the blue blocks and use them as platforms to progress with the Act. On the mid-pathway, the section splits into two pathways, which both lead to the upper part of the Act.

There, there is huge gaps which lead to the lower pathway. In part above the Act there are Rings and bumpers floating in the mid-air above bumper plates, which the player can reach by using green flippers.

From there, the player can fall down to the lower pathway or progress through the upper path by using green moving blocks.

The lower pathway has three U-shaped gaps with the third one leading to the lower pathway, while the player can progress through the mid-pathway without using gaps.

The lower pathway has a small hall with bumpers and bumper plates, and has a narrow elevator section leading to the pinball section. The upper and center pathway have two Slot Machines set above the Act.

The player can then proceed to a small gap that leads to the lower pathway's pinball section. If the player manages to get bounced up by the hexagonal bumper, the player can reach another pinball section to the far right.

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