Actions

Difference between revisions of "Carnival Night Zone"

From Sonic Retro

(Barrel of Doom)
(Standardising S&K Hidden Palace links)
(27 intermediate revisions by 14 users not shown)
Line 1: Line 1:
 +
{{Breadcrumb
 +
|Sonic the Hedgehog 3|:Category:Sonic the Hedgehog 3 levels|l2=Levels|{{PAGENAME}}}}
 
:''Not to be confused with the [[Night Carnival Zone]] of [[Sonic Rush]].''
 
:''Not to be confused with the [[Night Carnival Zone]] of [[Sonic Rush]].''
 
{{LevelBob
 
{{LevelBob
 
| levelscreen=Carnivalnight.png
 
| levelscreen=Carnivalnight.png
 +
| levelscreen2=CarnivalNightAct2.png
 +
| levelscreentitle=Act 1
 +
| levelscreen2title=Act 2
 
| levelno=Fourth
 
| levelno=Fourth
 
| game=Sonic the Hedgehog 3
 
| game=Sonic the Hedgehog 3
Line 9: Line 14:
 
| subboss=Bowling Spin
 
| subboss=Bowling Spin
 
| osv=[[Sonic the Hedgehog 3 OSV]]
 
| osv=[[Sonic the Hedgehog 3 OSV]]
| music1=<flashmp3>Sonic the Hedgehog 3 OSV/28 - Carnival Night Zone - Act 1.mp3</flashmp3>
 
| music2=<flashmp3>Sonic the Hedgehog 3 OSV/29 - Carnival Night Zone - Act 2.mp3</flashmp3>
 
 
| map=Sonic 3 & Knuckles Level Maps
 
| map=Sonic 3 & Knuckles Level Maps
 
| underwater= Act 2 (as Sonic and/or Tails)
 
| underwater= Act 2 (as Sonic and/or Tails)
Line 17: Line 20:
 
| icon=CNZicon.png
 
| icon=CNZicon.png
 
}}
 
}}
 +
'''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; note that 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 [[Sonic the Hedgehog 3 & Knuckles|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.
  
'''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 Act 2 is one of the only three levels where Knuckles does not fight a [[Bosses|boss]] to advance to the next zone (the other two being [[Lava Reef Zone]] and [[Hidden Palace Zone (Sonic & Knuckles)|Hidden Palace Zone]]).
  
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 (S&K)|Hidden Palace Zone]]).
 
  
 
==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).
+
Near the 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 the way forward below it. There are many barrels in this zone, but this is the only "required" one. Because of that, many players of Sonic 3's contemporary release had no idea how to use the barrel and progress, and the barrel became dubbed the infamous "Barrel of Doom".
  
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.
+
To actually use a barrel, you press {{up}} and {{down}} on the D-pad as you move up and down on the barrel to shift its weight; you can use this momentum for either high jumps or getting through gaps, such as the one here. Jumping will help a little for the high jumps, but it's not enough to get through the gaps.
 +
 
 +
When playing ''[[Sonic 3 & Knuckles]]'', Knuckles takes a different path through Act 2 and doesn't have to worry about any of this.
  
 
==Instruction Manual Description==
 
==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.
+
{{quote|1=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)==
 
==Sonic Team Commentary (from ''[[Sonic Jam]]'' Strategy Guide)==
 
{{quote|1=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!|2=[[Yuji Naka]]}}
 
{{quote|1=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!|2=[[Yuji Naka]]}}
 +
 +
== Glitches ==
 +
* Not really a glitch, more a level design oversight: with [[Knuckles]], it is possible to get to Sonic's version of the second act even without using [[debug mode]] or exploiting a glitch. At the very beginning of the act, instead of running down the very first red and white spinning bar, jump and glide repeatedly to the left until you reach its top, then glide to the right. You will find yourself in an upper route, and later in Sonic's main route. In the area preceding the boss battle, the two shafts which would normally propel the character upwards don't work, so Knuckles has to climb inside the upper shaft to get to the boss (which he gets to fight, appearing correctly as [[Eggrobo]]). Falling down the lower shaft and going past where Knuckles is standing during Sonic's playthrough reveals a non-functional teleporter. After the boss battle, Knuckles has to use the cannon to get to the next level, but will still be seen teleporting in at the beginning of [[IceCap Zone]].
  
 
==Badniks==
 
==Badniks==
Line 38: Line 46:
 
* [[Sparkle]] — An electric "grenade" that usually comes at you in pairs.
 
* [[Sparkle]] — An electric "grenade" that usually comes at you in pairs.
  
{{Sonic3&KOmni}}
+
{{S3Omni}}
[[Category:Sonic 3 & Knuckles Levels]]
+
[[Category:Sonic the Hedgehog 3 levels]]
[[Category:Sonic 3 and Knuckles Levels]]
 

Revision as of 09:42, 29 September 2017

Sonic Retro emblem.svg Sonic the Hedgehog 3
»
Levels
»
Carnival Night Zone
Not to be confused with the Night Carnival Zone of Sonic Rush.
show;hide
  • Act 1
  • Act 2
Carnivalnight.png
CarnivalNightAct2.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; note that 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 Act 2 is one of the only three levels where Knuckles does not fight a boss to advance to the next zone (the other two being Lava Reef Zone and Hidden Palace Zone).


Barrel of Doom

Near the 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 the way forward below it. There are many barrels in this zone, but this is the only "required" one. Because of that, many players of Sonic 3's contemporary release had no idea how to use the barrel and progress, and the barrel became dubbed the infamous "Barrel of Doom".

To actually use a barrel, you press Up and Down on the D-pad as you move up and down on the barrel to shift its weight; you can use this momentum for either high jumps or getting through gaps, such as the one here. Jumping will help a little for the high jumps, but it's not enough to get through the gaps.

When playing Sonic 3 & Knuckles, Knuckles takes a different path through Act 2 and doesn't have to worry about any of this.

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

Glitches

  • Not really a glitch, more a level design oversight: with Knuckles, it is possible to get to Sonic's version of the second act even without using debug mode or exploiting a glitch. At the very beginning of the act, instead of running down the very first red and white spinning bar, jump and glide repeatedly to the left until you reach its top, then glide to the right. You will find yourself in an upper route, and later in Sonic's main route. In the area preceding the boss battle, the two shafts which would normally propel the character upwards don't work, so Knuckles has to climb inside the upper shaft to get to the boss (which he gets to fight, appearing correctly as Eggrobo). Falling down the lower shaft and going past where Knuckles is standing during Sonic's playthrough reveals a non-functional teleporter. After the boss battle, Knuckles has to use the cannon to get to the next level, but will still be seen teleporting in at the beginning of IceCap Zone.

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.


Sonic the Hedgehog 3
Sonic3 title.png

Main page (S3&K)
Comparisons (S3&K)
Maps
Achievements
Credits


Manuals
Promotional material
Magazine articles
Video coverage
Reception
Merchandise


Development
Hidden content (S3&K)
Bugs (S3&K)
Region coding
Hacking guide
Bootlegs