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Difference between revisions of "Casino Night Zone"

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{{LevelBob|levelscreen=casinonight.png|levelno=Fourth|game=Sonic the Hedgehog 2|acts=2|boss=Casino Night Zone Boss|osv=Sonic the Hedgehog 2 OSV||map=Sonic the Hedgehog 2 Level Maps}}
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{{LevelBob|levelscreen=casinonight.png|levelno=Fourth|game=Sonic the Hedgehog 2|acts=2|boss=Casino Night Zone Boss|osv=Sonic the Hedgehog 2 OSV}}
 
The fourth zone in [[Sonic 2]], '''Casino Night Zone''' fills the [[Sonic Cliches#Casino Cliche|Casino Cliche]] requirement for the second Sonic game. A city that never sleeps, CNZ is full of pinball rooms, flashing lights, and slot machines. The player must beware of the slot machines because getting 3 Dr. Robotniks releases all of the player's rings.
 
The fourth zone in [[Sonic 2]], '''Casino Night Zone''' fills the [[Sonic Cliches#Casino Cliche|Casino Cliche]] requirement for the second Sonic game. A city that never sleeps, CNZ is full of pinball rooms, flashing lights, and slot machines. The player must beware of the slot machines because getting 3 Dr. Robotniks releases all of the player's rings.
  

Revision as of 03:02, 3 January 2007

Casinonight.png
Casino Night Zone
Fourth level, Sonic the Hedgehog 2
Number of Acts: 2
Boss: Casino Night Zone Boss

The fourth zone in Sonic 2, Casino Night Zone fills the Casino Cliche requirement for the second Sonic game. A city that never sleeps, CNZ is full of pinball rooms, flashing lights, and slot machines. The player must beware of the slot machines because getting 3 Dr. Robotniks releases all of the player's rings.

Casino Night Zone had one of the most drastic art changes between the Sonic 2 Beta and the final, changing from a pink card-suit-based scheme to a golden area.

Instruction Manual Description

Sparkling neon lights and glittering gold fill the casino with razzmatazz. Play the machines with Button A, B or C. Flip the levers and push down the springs to send Sonic reeling like a bouncing blue pinball!

Enemies

  • Crawl - Crab enemy, protects itself with a shield, so it can only be destroyed from behind.

Technical Information

$2DA2 CNZ Palette
$D06C CNZ layer deformation info
$D194 CNZ two-player splitscreen
$3FF08 Dynamic pattern reloading for CNZ
$3FF10 Dynamic pattern reloading for CNZ (not linked in offset index, but loads CNZ stuff)
$4010E CNZ animate pattern load cue (1)
$4061A CNZ misc. sprite mappings
$422B4 CNZ object debug list
$452A0 CNZ primary 16x16 collision index
$45330 CNZ secondary 16x16 collision index
$47FF4 CNZ act 1 level layout
$483C4 CNZ act 2 level layout
$AFFC4 CNZ 16x16 block mappings
$B0894 CNZ main level patterns
$B2CF4 CNZ 128x128 block mappings
$E5944 CNZ act 1 ring locations
$E5B7E CNZ act two ring locations

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