Casino Night Zone
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. Also, there is a hidden pathway behind the left wall that leads to another lower pathway. Act 2 starts out by entering a winding tunnel and then using a Spring Catapult. After that, the player will be launched by Spring Catapult through winding tunnels to a section with bumper plates. In Casino Night Zone, there are two types of flippers , each of which function differently. At first, the Zone was ruled by Dr.
Casino Night Zone is most notable for hardily containing any enemies but has a single bumper enemy per Act. Casino Night is the fourth track of the Purple Grand Prix Purple being the easiest of the three available tournaments , coming after Dark Valley 1 and before Desert Road 1.
As with most other races in the 2nd Chaos Grand Prix, you have to complete three laps of the track to finish, and the fastest racer gets a Chaos Emerald. Casino Night's track is littered with oddities; mini ramps that throw you up in the air, springs that aren't really springs they're actually bumpers , and the strange reverse-spheres later seen in Iron Ruin that invert your controls.
Most of the time, there is at least land on either side of the track, although there is one section where this is replaced by empty space - so you don't want to fall off. Casino Night in Sonic the Fighters. Casino Night appears in the arcade game, Sonic the Fighters. It's the arena where the player faces Fang the Sniper.
If the player is playing as Fang, Dr. Eggman will swoop in and make a clone of him. After they defeat him, the player gains a magenta Chaos Emerald. The arena features many neon lights including one that resembles an emerald in the middle.
The bars on the arena are neon versions of playing cards. The background features a roulette wheel and a slot machine that never seems to stop. Casino Night as seen in Sonic Generations. It is only one of two levels Green Hill being the other to appear in both the console and handheld versions of the game. In "High Stakes Sonic" it appears to look like an oversized casino, and is hooked up to a CPU designed to force every machine in the house to lose no matter what. When Sonic reprograms the unit, this causes the Mobians inside to win real money due to Grounder not wanting to welch on a bet and bankrupts the casino.
There also appears to be a nursery where Tails gets caught, and a large athletic arena where Sonic races Grounder. It is a large, urban region, devoted entirely to the leisure industry especially casinos. At first, the Zone was ruled by Dr. 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 either wins a variable amount of Rings , spiked balls makes the player lose rings or 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.
Both pinball sections will eventually lead to the end of the Act by passing through the winding tunnel or being launched ahead by the green flipper. Act 2 starts out by entering a winding tunnel and then using a Spring Catapult. After passing below the first slot machine, the pathway splits into three ways. The higher pathway can be reached by utilizing the green flippers to reach it, while the lower pathway go down from the mid-pathway, which goes through a pinball section and a route to the center pathway.
Below the moving blue blocks, there is a hidden pathway behind the wall that has a narrow elevator going to the lowest point of the Act.