From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
needimage
needimage

This article needs images! If you have any images of the things detailed in this page, please add them to this page.

If you need help with wiki markup, see the wiki markup page. If you want to try out wiki markup without damaging a page, why not use the sandbox?

A city that never sleeps, full of pinball rooms, flashing lights, and slot machines. This zone became the first of many casino/carnival style zones that would eventually be included in future Sonic titles. A straightforward zone with many objects to fool around with (such as pinball flippers and bumpers), and no real threats apart from some crushing blue blocks and a slow badnik called Crawl.

Slot machines[edit]

The slot machines give out different prizes depending on when the reels land. The possibilities are: Sonic, Tails, Ring, Bar, Jackpot or Robotnik.

  • 3 Jackpots: 150 rings (and an extra life for getting 100 rings)
  • 3 Sonics: 30 rings
  • 3 Tails: 25 rings
  • 3 Rings: 10 rings
  • 3 Bars: 20 rings
  • 3 Robotniks: -100 rings (if you have less then 100 rings then you will lose all the rings you do have, but you don't die)

To win big at the slots hold down the A button when the reels are spinning and nine times out of ten you'll get 3 matching symbols.

In addition, a Jackpot or two can also act as a wild card or wild cards, rewarding rings even though the other reel(s) are not Jackpots. One Jackpot and two icons give out the standard prize, but two Jackpots will double the standard prize for the third icon. A Bar will also give out rings depending on how many there are. Note that in this case, Jackpots only act as doublers in the case of only Jackpots and Bars, i.e., two Bars with one Jackpot is worth 40 rings, and one Bar with two Jackpots is worth 80 rings, but one Bar and one Jackpot is only worth 2 rings. In the boss fight Dr. Robotnik traps Sonic within a giant pinball arena and tries to kill him with his neon spike-ball machine. To hit him, Sonic should spin dash up the sides of the arena and jump off onto Robotnik's machine when he approaches, keeping control of himself at all times.