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Difference between revisions of "Carnival Night Zone"

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(Barrel of Doom)
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==Barrel of Doom==
 
==Barrel of Doom==
At the near end of Act 2 (just after the player has turned the power back on to the zone), Sonic will run into a small area with a mobile coloured barrel obstacle, and you are shortly trapped inside the room by a gate closing after entrance, preventing escape. Unknown to most players of the time, the trick was to stand on the barrel and press UP and DOWN on the D-pad to shift the weight of the barrel. This was a large complaint from the community, as the lack of prior knowledge led to most players giving up from frustration of attempting the various, less-successful methods of passing the barrel (such as jumping on it) or simply letting the time run out. In the Sonic 3 & Knuckles version, Knuckles completely bypasses the barrel (and the boss).
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At the near end of Act 2 (just after the player has turned the power back on to the zone), Sonic will run into a small area with a barrel that gates itself off, preventing escape. Unknown to most players of the time, the trick was to stand on the barrel and press UP and DOWN on the D-pad to shift the weight of the barrel. This was a large complaint from the community, as the lack of prior knowledge led to most players giving up from frustration of attempting the various, less-successful methods of passing the barrel (such as jumping on it) or simply letting the time run out. In the Sonic 3 & Knuckles version, Knuckles completely bypasses the barrel (and the boss).
 
 
Of course, there were a select few Sonic fans who were able to solve this obstacle relatively easily.  This has resulted in questioning anyone and everyone who ever calls the Barrel of doom "hard".  The retaliation is often met with remarks of "It's not easy" or "We're not all as smart as you" by the fans who were forced to time-over die at those points several times over, and subsequently "ragequit" (go mad, throw the controller away, turn off the system, then just sob into their legs spouting tears of frustration).  Noting the difficulty of platformers, and the loyalty fans pledge to their beliefs, this war will likely never end.
 
  
 
==Instruction Manual Description==
 
==Instruction Manual Description==

Revision as of 20:28, 6 January 2011

Not to be confused with the Night Carnival Zone of Sonic Rush.
Carnivalnight.png
Carnival Night Zone
Fourth Zone, Sonic the Hedgehog 3
Number of Acts: 2
Level theme: carnival/casino
Sub-boss: Bowling Spin
Boss: Graviton Mobile
Maximum rings, Act 1: 312 + 250
Maximum rings, Act 2: 261 + 270
Underwater areas: Act 2 (as Sonic and/or Tails)

Carnival Night Zone lives up to its name — it's a theme park! In the fourth zone in Sonic 3, everything's pretty much the same, except that there are many more hidden areas than in other zones and a few more toys. There's the cannon, which will launch you in the direction of your choice. Of course, don't forget the anti-gravity pads and balloons to bounce off. There are large, black wheels to get dizzy on, and the unforgettable rotating barrels. To get barrels to move, try shifting your weight UP and DOWN (i.e. use the D-pad). Not all barrels move very far. Sonic and Tails enter the zone by flying from Marble Garden, while Knuckles comes in through a tunnel in S3K. At the end of the Zone, Sonic and Tails are launched out of a cannon to IceCap, whereas Knuckles will use a teleporter to change zones.

It is interesting to note that the Act 2 is one of the only two levels where Knuckles does not have to fight a boss to advance to the next zone (the other being Hidden Palace Zone).

Barrel of Doom

At the near end of Act 2 (just after the player has turned the power back on to the zone), Sonic will run into a small area with a barrel that gates itself off, preventing escape. Unknown to most players of the time, the trick was to stand on the barrel and press UP and DOWN on the D-pad to shift the weight of the barrel. This was a large complaint from the community, as the lack of prior knowledge led to most players giving up from frustration of attempting the various, less-successful methods of passing the barrel (such as jumping on it) or simply letting the time run out. In the Sonic 3 & Knuckles version, Knuckles completely bypasses the barrel (and the boss).

Instruction Manual Description

Night life on the Floating Island is exciting. Bounce and flip your way across this colorful Zone which is filled with anti-gravity platforms. However, beware of many traps that are set along the path.

Sonic Team Commentary (from Sonic Jam Strategy Guide)

While developing in America, we would see these portable carnival rides come in around shopping centers, and that was the idea we went with for this stage. When you think of carnivals of course there are Ferris wheels and teacup rides, but it seems like generally there were a lot of things that just pushed and spun you around really fast (laugh), my main memory was that they were unusually scary!

Yuji Naka

Badniks

  • Batbot — Bat with a lightbulb for a behind.
  • Clamer — A blue clam that can serve as a spring, much like the Spiker.
  • Sparkle — An electric "grenade" that usually comes at you in pairs.

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