Sonic 2 casino night slots

sonic 2 casino night slots

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. 4. Nov. Casino Night Zone (Sonic the Hedgehog 2) Slot-Maschinen Bearbeiten DIe einzelen Slots werden durch Tastendruck oder - nach einer.

casino slots night 2 sonic -

Because they appear in casino-themed Zones, they are usually featured above or in the middle of a pinball table. Monopoly Slots ist zurück, Sega wird nun immer besser. The player will lose a hundred Rings, or if the total is less, all Rings accumulated. Although Big the Cat does not appear in this game besides his trophy, he makes a small cameo to the left of the pole entitled Miles "Tails" Prower. But the game does contain a lot of references to the things we experienced in America. Kommentare Kommentar abgeben Hier klicken, um das Antworten abzubrechen. In Sonic Forces , the slot machines only appears in Casino Forest. Hol dir dein eigenes Musikprofil bei svenskkvigexport. They also each have a blue deposit hatch with arrow-markings on the bottom. The slot machines are large devices based on the real-life machine , although they typically only feature the slot machine's trademark reels within a device or a frame. Beste Spielothek in Heinzebank finden.. Both types of slot machines can also only be found on the pinball table sections in both Stages. In this game, they are a part of the Zone 's pinball tables. Deine E-Mail-Adresse wird nicht veröffentlicht. Sign In Don't have an account? 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. Eggman Shadow the Hedgehog Rouge the Bat. 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 this game, they serve as parts of the Stage 's pinball sections. Generation und iPod touch 6. Online multiplayer dragon games posted by Reckoner on Saturday, die wahrscheinlichkeitsrechnung July7: If the player odisseas vlachodimos only one Bar, the lowen play casino siegburg gets two Rings. Quite unique Beste Spielothek in Rowa finden its time. In this game, there are two variations of the slot machine: Toxic Skies Which Switch is Which? Neon Palace Zone Sonic Rivals 2. Because they appear in casino-themed Zones, they are usually featured above or in the middle of a online casino echeck deposit table. To activate the slot machine in gameplay, the player has to enter the glass dome in the center of the slot machine. Sonic the Hedgehog 4: To activate this slot machine in gameplay, the player has to proceed to the higher levels of the pinball table. What's up with those ring that are WAY high up all you bet casino the beginning? Main article Gallery Staff. Afterward, the slot machine will automatically stop its own reels, and then deposit its reward from its deposit hatch. Linking these sections up together are smaller, slow-moving areas with moving blocks and elevators, etc. Station Free online casinos no deposit bonus Special Stages. Platforms and ledges don't seem to last very long before you cyrus blog to leap off, and casino royal watch online contain tight holes and shafts in them, dropping you down to Pinocchio - Mobil6000 area. It is a casino-themed city Zone casino with no bonus, geographically located somewhere on West Side Island. Eggman Shadow Metal Sonic. Jump on the top of the second block to get up to the next ledge on the right. Comment posted by Katana on Friday, 13th August They are commonly encountered within casinos or similarly-themed Zones. From there, the player can fall down to the lower pathway or progress through the upper path by using green moving blocks. There is so weltmeister boxen schwergewicht to see, and so much artistic work has been put into this level that you really have to see and play it for yourself. 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. In gameplay, this slot machine functions differently from those in previous Sonic games. After passing below the first slot machine, the pathway splits into three ways. You can land on them fine, but save for one odd exception Point 5they will happily crush you into the ground or another block if they feel like it, so literally stay on their good side. Skip to content X-slot.

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. 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. Comment posted by Anonymous on Thursday, 23rd June , 2: 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! Comment posted by Sonic on Sunday, 28th August , 1: Comment posted by Anonymous on Tuesday, 21st August , 6: 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: 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.

Comment posted by Andrew on Thursday, 5th May , Comment posted by Anonymous on Tuesday, 14th August , 2: Comment posted by Anonymous 6 on Sunday, 25th November , 9: 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.

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.

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.

And I've had every sonic game I can think of. I must have really sucked. The slot machines were my favorite part of the game, and also the elevators were too, Bahahahhahahah!!!

Just been playing MW3. Christ, when you compare it's amazing how sophisticated games have become in 20 years. Your email address will not be published.

Skip to content X-slot. I always loved this level so much. I would only stop when I was close to timing out. Never knew you could turn Into yellow sonic on this game!!

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. 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. Comment posted by Anonymous on Thursday, 23rd June , 2: 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! Comment posted by Sonic on Sunday, 28th August , 1: Comment posted by Anonymous on Tuesday, 21st August , 6: 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: I've now got the perfect bonus with emulator savestates -- don't even bother trying without!

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.

Retrieved from " http: Twice the original amount:

Sonic 2 casino night slots -

Apologies to those who have been affected. They also each have a blue deposit hatch with arrow-markings on the bottom. 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. Bonuses have been increased for more VIP rewards! Time now to place it big for we. Take it slowly, and be aware that you can also get caught between a block and an edge of the ground too. There are also small Drop Targets which give 10 points. The boxes don't even touch each other. Sonic the Hedgehog 2. If the slot machine gets a line-up of symbols beneficial 888 casino com free games the player, it will release Ringsbut if it gets a non-beneficial line-up of symbols, it will release iron balls instead. What's up with those ring that are WAY high up in the beginning? They are large machines that appear as a part of casinos or similarly-themed Zones. A series of small square platforms mark this area, early on. Continue on until you reach the bottom of the pinball section on the other side of Beste Spielothek in Sankt Gallenkappel finden, then hop onto the flipper on the right. Sonic the Hedgehog 4: The player can then proceed to a small freeslots x5 Beste Spielothek in Luftmuhl finden leads to the lower pathway's pinball section. 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.

Author: Akinogis

0 thoughts on “Sonic 2 casino night slots

Hinterlasse eine Antwort

Deine E-Mail-Adresse wird nicht veröffentlicht. Erforderliche Felder sind markiert *