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Casino Night Zone

From Sonic Retro

Revision as of 15:34, 8 August 2010 by PicklePower (talk | contribs) (Text replace - '|cliche=' to '|theme1=')
Casinonight.png
Casino Night Zone
Fourth level, Sonic the Hedgehog 2
Number of Acts: 2
Level theme: Carnival/Casino
Boss: Catcher Eggman
Maximum rings, Act 1: 232 + 70
Maximum rings, Act 2: 234 + 90
For the Sonic Drift 2 level, see Casino Night (Sonic Drift 2).

The fourth zone in Sonic 2, Casino Night Zone fills the Casino cliché requirement for the second Sonic game. A city that never sleeps, Casino Night Zone is full of pinball rooms, flashing lights, and slot machines. The player must beware of the slot machines, because getting three Dr. Robotniks releases 100 of the player's rings. On the other hand, if the player is lucky enough, he can get up to 999 rings (see picture on the right).

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.

The Casino Night Zone makes appearances in two episodes of Adventures of Sonic the Hedgehog: "High Stakes Sonic" and "Mobius 5000". It also makes an appearance in issue #1 of the Sonic the Hedgehog comic.

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!

Sonic 2 US Manual, p. 13

Sonic Team Commentary (from Sonic Jam Strategy Guide)

The slot machines are based on our experience going to casinos while working in America. 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.

Yuji Naka

Enemies

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

Technical Information

Offset Description
$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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