Casino Night-Sonic the Hedgehog 2
Casino Night Zone
Sonic establishes his controversial gambling problem with the original casino themed level, a classic staple. Bumpers, flippers and blocks are inexplicably arranged high above the buzzing cityscape at night, and colourful neon lights are everywhere. The classic pinball zone of Sonic 2, that'll send you bouncing off of things in all directions, often across giant pinball tables.

Game: Sonic the Hedgehog 2

Stage Number: 4

Level Division: 2 Acts

Boss: End of Act 2

Playable Characters: Sonic & Tails, Sonic, Tails. Knuckles is playable when connecting Sonic 2 to Sonic & Knuckles.

Difficulty Rating: 2

Music: "Dooooo, dum diddle dum dum.. dum diddle doo" ...Sorry. Jazzy, Casino style band music with an extremely catchy tune that sounds a bit like it should have lyrics. Quite unique for its time. Same music for both acts.

Typical Length:

Act 1: 2-3 minutes
Act 2: 2-3 minutes

Available Items:

Rings Checkpoints 10 Ring Item Box Shield Item Box Invincibility Item Box Speed-Up Item Box Extra Life Item Box
Act 1 232 2 7 1 2 2 1
Act 2 206 2 9 2 2 2 1

Casino Night Zone Downloads:

Level Maps: Act 1 map (.png)
Act 2 map (.png)
Art: Official badnik art (.jpg)
Top Tips
- The bouncy pinball tables and arenas can get slightly frustrating at times, though more often than not, there is an exit at the bottom of the table aswell as at the top, so you don't necessarily have to struggle too much just to continue. Otherwise, the first thing you need to figure out is where the exit is, and then how to get to it, and keep trying. Good control helps.

- The main danger, damage-wise, is getting crushed by those blue moving blocks. They're most dangerous in the narrow corridors, so just be aware of them when venturing there, and don't speed through carelessly, or you may get stuck in a dead end with one.
Each section of this page allows users to add their own notes to fill in any missing details or supply additional research etc.
View general notes for Casino Night Zone (9)
#1. Comment posted by Paul.Power on Sunday, 13th July 2008, 1:54pm (BST)
Awesome zone, awesome theme tune.

"Casino style band music with an extremely catchy tune that sounds a bit like it should have lyrics."

As it happens, I had a go at writing some a while back:

Welcome to,
Casino Night Zone,
We really do hope,
That you enjoy your stay,
With so few badniks,
To get in your way,
You can wander through and,
Really take your time.

There's lots to do,
In Casino Night Zone,
Those slot machines,
Can give you lots of rings,
We're being generous,
But, there's a snag,
The boss is a monster,
So you're gonna need all,
The rings that you can possibly get.

Doesn't mention the crushy blocks, though. Maybe I should find a way to mention them :p.
#2. Comment posted by Sonicfan32 on Monday, 9th August 2010, 5:53pm (BST)
Sexy song, maybe you should submit it to SEGA ad see what they think.
#3. Comment posted by Oobo on Wednesday, 9th March 2011, 4:15pm (GMT)
I found this interesting glitch, charge up a spin dash where a block will push you into a pinball table; after this happens, you will be stuck rolling , even on flat ground, and that little cloud of dust will follows you everywhere. It goes away eventually, but unfortunatly, you can only move in short little jerks, and you can't jump. It's a little pointless, but it's fun!
P.S. I play sonic 2 on the ipod, im not sure if it'll work in other versions...
#4. Comment posted by Oobo on Monday, 27th June 2011, 3:08am (BST)
Sorry about that last comment, You actually need to release the spin dash WHILE IN MIDAIR. The rolling always goes away in one bumper filled hallway, not sure why.
#5. Comment posted by Thunder Pits of Justice on Monday, 26th September 2011, 1:01am (BST)
I like what would've been the sonic 2 beta version.
#6. Comment posted by hypermario13 on Saturday, 29th October 2011, 3:46pm (BST)
I remember all the names i used to call the bosses of this game.The list is here:Boss 1:Slow Mobile Boss 2:Poisonator Boss 3:Jackhammer 6000 Boss 4:Siezure Mobile or Spikeball Shiter Boss 5:Fire Pooper 1.0 Boss 6:Drilley or Dig Dug Boss 7:Fire Pooper 2.0 Boss 8:Babyanator Boss 9:The Hardest Boss In Gaming History Final Boss Part 1:Metal Sonic Final Boss part 2:Egg Robo Final Cutscene:The Hedgehogs Fall
#7. Comment posted by hypermario13 on Saturday, 29th October 2011, 3:48pm (BST)
Hope you understand that list!
#8. Comment posted by Anonymous on Wednesday, 4th April 2012, 9:56pm (BST)
Yes i understood that list. It reads IM A TWAT
#9. Comment posted by Anonymous on Wednesday, 6th June 2012, 4:38am (BST)
This should be a better description of the music:

"Dooooo, dum diddle dum dum.. dum diddle doo do do dooooo dum dum diddle dummm dum diddle dummm dum dum diddle dummmm dum dum dum diddle dummm dooo do do dooo do do dum diddle doo dum de dum dum do do doooo dum dum diddle dum dum diddle dum dum dum diddle dummm do do diddle dum dooo do do dooo do do dum diddle do do dum diddle do doo dum diddle dum!" ...Sorry. Jazzy, Casino style band music with an extremely catchy tune that sounds a bit like it should have lyrics. Quite unique for its time. Same music for both acts
Hide Notes
Appearance
The nighttime city is alive and buzzing for miles in the distance, with multi-coloured lights constantly moving back and forth and flashing away. Blue skyscrapers line the horizon, and above, some large bright blue stars move along rather unnaturally with you. In the foreground, you can see the actual casino buildings, with their bright, flashing neon decorations (including the words "Sonic" and "Sega"). In essence, this location is set high up above a very Vegas-like city. Alive, and vibrant, and no light remains static.
Most of the ground is of a gold colour, made up of many small blocks and square black gaps, possibly to indicate windows on buildings, but all over the place you'll also find all manner of flashing, neon decorations. Amongst the gold blocks there are colourful signs depicting arrows, flowers, bars and crazy shapes, and little panels that alternate between images of Sonic and star, and Tails and moon, respectively. The amount of variety you'll see is incredible, and way too much to be detailed here (conveniently). The surface of most of the ground is an animated red neon road, sometimes held up a little way by thin blue bars, other times surrounded in little flashing decorations, around loops and curves. Open areas that have alot of bumpers, flippers and slot machines form a kind of pinball table, supported by a much more minimalist, spiky-edged chunk of yellow and blue background, and there are alot of little flashing numbers, words and $ signs to boot. On the ground, you'll find mini neon palm trees, flowers, pillars, circular signs sometimes saying "Casino" in the middle of them, and the names of Sonic and Miles in flashing lights, etc. There is so much to see, and so much artistic work has been put into this level that you really have to see and play it for yourself.
No notes have been posted in response to this section.
Hide Notes
Structure
Casino Night is based on a fairly built-up structure, with much of the map being occupied by solid ground, but there are large open vertical spaces cut into it. These spaces are often occupied by the pinball tables, filled with bouncy objects, flippers, slot machines and all that jazz, the idea being that you simply try to bounce your way through. Linking these sections up together are smaller, slow-moving areas with moving blocks and elevators, etc. In relation to a real casino, if the open areas are like the large casino rooms, then these smaller areas are like the back corridors that the heavies take you to for a bit of roughing up, after you're caught cheating (and the big blue moving blocks are like the heavies.. or perhaps I'm over-analysing). You can also find extremely narrow diagonal and horizontal passages in the large chunks of ground, in which you can only fit by spinning through. These are handled much more speedily though, and pinball-style plungers are used to send you off, and loop-de-loops are thrown in aswell, for good measure. You may also need to do careful platform hopping and/or bouncing in order to get from one ledge to another in some areas. So in essence, we've got a mix of both open and enclosed rooms, plus a variety of levels of speed here, and all that bouncing around to go on top of it.
Ground surfaces tend to be fairly straight and sometimes based on small steps in the slower areas. Platforms and ledges don't seem to last very long before you have to leap off, and often contain tight holes and shafts in them, dropping you down to an area below. You can also get fairly gentle slopes, but the bouncy areas are much more curvy on both the floors and ceiling. Remember those deep dropping pits with curved bottoms in Spring Yard Zone? You can get quite alot of similar structures here too (though luckily, you now have a spin dash move with which to blast your way up the long walls), and long, steep slopes make up the walls in some pinball tables, leading downwards. Multiple routes are quite numerous, and the zone often holds two or three at any one point. They usually originate at different points along the right side of the large pinball tables and bouncy segments. If you manage to flip your way up to the top of them, you may take one route, while simply dropping off at the bottom will allow you to go on an alternate path. There are many of these across the map, and some routes merge together after a short way, so there's quite a large variety of places to explore, and ways of getting through each act, but they don't tend to differ too much in how quickly they take you to the end. As usual, the main direction is right, but your vertical position changes quite regularly, thanks to those long, large pinball rooms and also small blue elevators that can travel a fair distance up or down long, thin vertical shafts in the ground.
No notes have been posted in response to this section.
Hide Notes
Obstacles and Features
The big hotbed for items in Casino Night Zone are, of course, the pinball tables and rooms, where all manner of crazy bumpers and bouncy things lie. Glowing neon green flippers are positioned in standard pinball places such as a pair of them near the bottom of the table, or single ones to the sides of it. They're also found in a variety of other places around the level too, but mainly in the large, bouncy spaces. They hang slanted to the side, and you'll start spinning when you land on them. When on it, press a jump button to flip it up, which will send your character flying up across the area, which is your main way of getting around these tables. You can also find red flippers which hang vertically, positioned in the middle of curved pits. These will flip automatically as soon as you touch them, sending you speeding back up the wall you came down on. Bumpers, all animated, come in a number of forms for you to bounce off of. There are the circular star plates, established in Spring Yard and positioned in the air just about anywhere and everywhere really, each delivering 10 points per hit, but only for the first ten hits. Two types of red triangular bumpers are positioned on the sides, floors and ceilings, and small blue hexagonal ones that move slowly from left to right (and sometimes stationary) can often be found in the middle of pinball tables. In horizontal, diagonal or vertical rows, you'll spot little green icons, which I've been informed are probably intended to resemble drop targets on a pinball table, only positioned sideways so that you can bounce off of them. I've always thought they looked a bit like hot dogs, personally - but that would just be silly. Hit one once and it changes yellow, twice, red, and three times, it'll disappear, but you get 10 points for each hit, and 500 for the last one of the group. Quite often, you'll have to get rid of at least one, in order to fit through a gap to get to the area below.
Another common feature of the pinball tables are the groups of three horizontal bars, which you can land in by entering from the top or bottom. Ones on their own will top up your score a little way with a series of 100 points, before dropping you back down after two or three seconds. When they're positioned above or below three casino slot machine panels however, landing in them will get the slot machine rolling, which is located at the heart, and acting as the centerpiece of many of the pinball tables. One by one, the three slots stop by themselves after a few seconds, producing any three of the following images: The faces of Sonic (replaced by Knuckles in Sonic 2 + S&K) or Tails, "ring", "bar" and "jackpot" icons and a picture of Eggman. If all three turn out to be any one of those first five icons, you'll be rewarded with various, and usually large sums of rings. Get stuck with three Eggmans though (which is quite common), and you'll lose the maximum of 100 rings, via 100 (probably - I didn't count) little spikeballs that come flying at you from all directions. You can play the slots as many times as you like, and you won't die if you get three Eggmans when you have less than 100 rings, or none at all, and you may still get small ring payouts, such as 2, with pictures that aren't all the same.
Adding further to the pinball theme, red plungers found in narrow dead ends in the ground can be used to launch yourself with great force, much like they do in real pinball tables to launch the ball. When you land on the top of one, you'll be spinning and won't be able to move, or jump off of it. Simply hold down the jump button instead, which will charge up the plunger and force it downwards, and it'll gradually start to flash yellow more and more vigorously. When it's as far down as it can go, release the jump button. Diagonal ones will blast you through the corridor at maximum speed, usually into a loop-de-loop, while vertical ones shoot you straight up into a pinball table. Release the button sooner for less speed.
One of this level type's most commonly used features, the standard "big moving block" are blue and flashing in this zone. They hang out in the more slow-moving sections and narrow corridors, and like all of them, they move slowly upwards, downwards, left, or right. You can land on them fine, but save for one odd exception (Point #5), they will happily crush you into the ground or another block if they feel like it, so literally stay on their good side. Little blue elevators will take you up or down long, very thin vertical shafts when you step on them, accompanied by nice whirring sounds, and they'll usually go back when you step off, meaning they're one-way only. Thin purple conveyor belts, usually found more often in mechanical zones, are placed in the air and force you to run that little bit harder, by heading in the opposing direction. Over open gaps in the path, obscure objects made of small green blocks can be used as temporary platforms. They kind of go around in a small square pattern, one block following the other, but they disappear on one side, and reappear at the other. There are a few long spike sets to be aware of, and plenty of springs, of course.
To balance out that vast amount of stuff, you'll find only one badnik here, who appears fairly infrequently. His name is Crawl, and he's a round faced crab-like bot who moves very slowly, but is armed with a bumper plate that he uses to defend himself, should you try and mount an attack from the front or above, causing you to simply bounce off. To defeat him, you need to go for a rolling attack or spin dash from behind, only.
#1. Comment posted by Reckoner on Saturday, 19th July 2008, 7:01am (BST)
I was a little disappointed with the slot machines; since the site is so comprehensive, I expected to see details on the actual bonuses you can get for particular combinations. So I did some testing, and I got a pretty good idea of how it works. Naturally, since there are six symbols on three reels, there are 6^3=216 possible combinations, so my testing could not be exhaustive, though it was reasonably extensive. Here is what I found:

Three jackpots give 150 rings, three Sonics give 30 rings, three Tails give 25, three BARs give 20, three rings give 10, and three Robotniks give -100 (but never dropping you below 0 rings or killing you, as already mentioned).

If you get a combination of jackpots with one other symbol, the jackpots act as a multiplier: One jackpot with two other equivalent symbols will double the value you would get from three of those symbols (for example, one jackpot and two Sonics gives 60 rings, which is twice what you would get from three Sonics). With two jackpots, the total is doubled again, giving you four times the value of the other symbol (e.g., two jackpots and a Tails will give 100 rings, which is four times what you would get from one Tails). But be sure to understand that with one jackpot, the other two symbols have to be the same, so e.g., one jackpot, one Sonic, and one Tails would not give any rings. Also, jackpots do not work as multipliers with Robotnik, but the player does lose the 100 rings like normal (So any combination of Robotniks and jackpots will subtract 100 rings).

Getting a single BAR with any other symbols will give 2 rings, and 2 BARs with any other symbol give four rings (though I am not sure how combinations that are exclusively BARs and jackpots work-they never came up in any of my testing. If it is even possible, I would suspect the jackpot to multiply the regular three-BAR value of 20 rings).

Any other combination not described above gives zero rings. Also, the values of the Sonic and Tails symbols do not depend on what character you are playing as (i.e., Sonic is always 30 rings and Tails is always 25; I tested for this).

If you want a brief summary of all that, here is the basic list I compiled from the rules that I found (J=jackpot, S=Sonic, T=Tails, B=BAR, R=ring, E=Eggman):

JJJ=+150
JJS=+120
JJT=+100
JJB=+080 (Unverified)
JSS=+060
JTT=+050
JJR=+040
JBB=+040 (Unverified)
SSS=+030
TTT=+025
BBB=+020
JRR=+020
RRR=+010
BB*=4 (where * is any symbol besides BAR)
B**=2
JJE=-100
JEE=-100
EEE=-100
(permuting the elements of a combination does not seem to affect the bonus, as we would expect).
Hide Notes
A series of small square platforms mark this area, early on. Beware of the lower, spike-filled one.
This bouncy area is a little fiddly. You have to use that flipper to land on one of two moving blocks that are just above. The bumpers don't help much.
#1. Comment posted by Anonymous on Thursday, 23rd June 2011, 2:35pm (BST)
Just a question. What's up with those ring that are WAY high up in the beginning? There isn't any way shown on the map to get to them and they're just floating there.
#2. Comment posted by Anonymous on Thursday, 23rd June 2011, 2:37pm (BST)
Also I saw some at the end, too. There's no way to get to those, either!
#3. Comment posted by Sonic on Sunday, 28th August 2011, 1:20pm (BST)
The Flippers that are nearby! DUH!
#4. Comment posted by Anonymous on Tuesday, 21st August 2012, 6:22pm (BST)
At the end there are two groups of 10 rings. How do you get the upper group? None of the nearby flippers seem to be powerful enough to reach them. I can get every ring in the act except for these :(
#5. Comment posted by Anonymous on Tuesday, 21st August 2012, 6:31pm (BST)
Ah, the top flipper can reach them but only just -- it takes a very precise jump and a lot of luck and patience. I've now got the perfect bonus with emulator savestates -- don't even bother trying without!
Hide Notes
Point #1
Be careful of this grid-based corridor structuring on the bottom route, at the start of Act 1. Your pathway leading right is invaded by a pair of moving blocks that travel up and down vertical shafts along it, so you need to ensure that you don't fall in one of those gaps on the floor if a block is on its way down, or it'll crush you. Take it slowly, and be aware that you can also get caught between a block and an edge of the ground too. Jump on the top of the second block to get up to the next ledge on the right. This kind of grid-corridor trap is common in later pinball/bouncy stages throughout the series.
No notes have been posted in response to this section.
Hide Notes
Point #2
Everyone knows this extra life. At least I hope they do. Roughly half way through, the lower routes converge into this very tall pinball table, squeezed between the tall ground. The bottom surface is rounded, so you can drop down one wall, and press the down button when you hit the curved bottom to help you sail right up the other side, getting higher each time. Use this method to get out, or alternatively, as you're falling back down the right hand wall, stay close to it and you may be able to enter a secret passage inside. You won't be able to see anything happening in there, but make your way through, and jump at the end to open up the extra life. The passage then leads out into another area on the other side.
#1. Comment posted by Andrew on Thursday, 5th May 2011, 10:03am (BST)
I always go for this life
#2. Comment posted by Anonymous on Tuesday, 14th August 2012, 2:26pm (BST)
You can just wait until you come to rest at the bottom of the pinball table, then spin dash up the wall.
#3. Comment posted by Anonymous 6 on Sunday, 25th November 2012, 9:11pm (GMT)
I knew that! One of the most obvious 1-ups of the game.
Hide Notes
Lines of these colourful icons can sometimes make up a path across. Incidentally, look out for an AI-controlled Tails utilising entirely the wrong sprites on many occasions in this level, more than others.
Hop quickly across these green blocks on a high route.
This is a somewhat hidden, bumper filled route along the bottom of the act.
I always find this one towards the end a bit of a pain as well. Those bumpers always tend to push you back.
#1. Comment posted by Michael on Tuesday, 14th August 2012, 2:28pm (BST)
In the tricky place shown in the bottom-right pic, a good method is to spin-dash up, land on the LEFT side of the triangular bumper, and you should bounce into the round bumpers and then into the next area.
#2. Comment posted by Michael on Tuesday, 21st August 2012, 7:07pm (BST)
Number of rings for Act 2 is incorrect. There are 330, though the most you can get in one run is 300 (plus slot machines) as you cannot enter both the hidden route in the lower-left screenshot and the area directly above it. Four of the "extra" rings are just below point 3 on the map -- above the line of six green bumpers, you show three rings where there are in fact seven. I haven't yet done a through search to find the rest :)
#3. Comment posted by Michael on Tuesday, 21st August 2012, 7:43pm (BST)
Sorry. I just remembered, I hit a slot machine in my playthrough, so the correct figure is 300 (270 possible to get). In other words, the four extra rings I just mentioned, and no more.
Hide Notes
Point #3
Soon after the first loop, if you use a horizontal red spring, you might spot this series of grey horizontal bars, each triplet of which can give you several hundred points when you drop through them. The spring isn't powerful enough to get you up there so you have to go round the other way. Continue on until you reach the bottom of the pinball section on the other side of it, then hop onto the flipper on the right. Avoid all the bumpers etc in the middle and try and use it to get to another flipper over on the upper left of it. That flipper can send you up to a conveyor belt suspended above, from which it's possible to leap across to the left, hopefully getting on top of the ledge there, then dropping through all those bars on the other side. You'll get an additional 4000 points if only one character goes in, but this can be doubled if Tails goes in too.
#1. Comment posted by Anonymous on Saturday, 17th November 2012, 8:34pm (GMT)
Massive points!
#2. Comment posted by Anonymous on Monday, 24th December 2012, 1:32pm (GMT)
If you are Knuckles in Sonic 2, an exclusive extra life is at the top, just before you drop into the bars.
#3. Comment posted by theblackferret on Sunday, 17th November 2013, 11:20pm (GMT)
You can repeat this little freefall as many times as time allows you, though it's worth taking out both the badniks first. I've just done 5 runs down on Sega Gold Mega Collection version.

Better done as Tails, so you don't inadvertently turn on frigging Super Sonic!!
Hide Notes
Point #4
Just past the last point, don't stand on either of these two moving blocks for long, because they both reach right up to the ceiling, going up and down in opposing directions. Either use one to jump to the ledge on the right, or just drop down below. Both routes link up soon after, though the lower option also takes you to the next point, which is on the lowest route.
No notes have been posted in response to this section.
Hide Notes
Point #5
Use a blue elevator to get down to this passage, being careful of the block just below you. You'll probably come face to face with another one further down the corridor, and both may be heading towards you from either side, all set to make a hedgehog sandwich with extra fox fur. Or are they? Anywhere else in the series, you would be crushed to death in a trap like this, but oddly, Sonic and Tails manage to survive this particular phenomenon completely unscathed, as the right block suddenly seems to stop being solid during the moment of impact. Then again, it would be a little unfair if you could get killed, as this is a trap very easy to get yourself into. Hop up to the next ledge above after the block passes it to continue. If you wait there until it goes left again, you can drop back down into the corridor after it's gone past you, and find an extra life in a hole on the right side of the corridor.
#1. Comment posted by Anonymous on Wednesday, 1st April 2009, 9:28pm (BST)
This was cut from the gamecube version. The boxes don't even touch each other
#2. Comment posted by Sonicfan32 on Monday, 9th August 2010, 5:50pm (BST)
True, its odd that they don't, but i guess since they learned that the boxes touching wouldn't kill you, they didn't want to confuse players in the gamecube version.
#3. Comment posted by Michael on Tuesday, 14th August 2012, 2:32pm (BST)
The elevator you use to get into this passage is next to a shield box. If you take it and then hit the elevator with no hesitation, you get the worst possible timing and will be crushed into the wall just above the passage. Instead, ignore the shield and hit the elevator at once, and you'll land to the right of the block. (You didn't mention this, but if you go down at the wrong time and land to the left of the block, you can be stuck for a long time on the elevators trying to get past it.)
Hide Notes
Boss
Boss
This boss arena is much larger than in other Sonic 2 levels, and takes place in a standard pinball area enclosed within walls, with curved tops and bottoms, and all the usual trimmings. You'll only really be interested in the bottom section though, as not a lot goes on above. Eggman comes in from the right in a rather flashy contraption. It has yellow pincers on the bottom which produce electricity, and he'll move down and shock you if you get too close. Otherwise, he'll move from left to right, just above two pairs of flippers and a blue bumper, but regularly stopping for a moment to drop a little red spiked ball that explodes into a pair of flashing projectiles upon contact with the ground. As normal, you have to hit him 8 times on the noggin, and there are probably a number of ways to do it, but my way is thus: Ignore the flippers as best you can, they just cause problems. Spin dash either left or right, depending on which side the doc is nearest to, and your momentum will take you up along the wall. When you're at Robotnik's vertical level, jump off the wall, using the left and right buttons to help control your direction, and you should be able to land a hit on him, if he's close enough. Where and how you'll land back on the ground isn't always up to your own intervention, but keep this up, and avoid the spikeballs/projectiles, and you should be ok. You'll be prone if you touch the flippers, because you'll have to wait until your character rolls off, during which time Eggman can easily drop down and assault you.
#1. Comment posted by Katana on Friday, 13th August 2010, 12:20am (BST)
Nice to see the spindash-up-the-wall-and-jump method is on there - that's the way I always do that boss fight. Also, this is one of the first Sonic bosses I ever beat, and I can still remember the first time that I won this one.
#2. Comment posted by Sonic133 on Wednesday, 14th November 2012, 4:00pm (GMT)
best boss ever!
Hide Notes
Miscellaneous Notes
- Like the introductory tropical seaside stage, the bright, flashing casino level is another location that is a particular signature of the Sonic series, mainly because you never see anything quite like it in other, similar games. The Casino Night Zone is essentially the first full-on casino, borrowing some aspects of its design from the more general-looking Spring Yard Zone. This type of setting is most commonly associated with the "bouncy/pinball" kind of stage that features regularly in Sonic games. The features and design of Casino Park, from Sonic Heroes, are modelled closely on this classic stage.
- While in production, Casino Night had a completely different appearance to the impressive gold structures and detailed scenery art we see today. As the Sonic 2 Beta ROM shows us, its main colour scheme was originally going to consist heavily of pink! The ground carries much more of a playing card theme, and the music is an alternate version of the same tune, but with added notes here and there. For once in Sonic 2, the backgrounds are different for both acts, with a more simplistic, less busy cityscape in Act 1, while Act 2's background is based on the pinball tables of the final design. Level maps and structural components remain largely the same, but with objects and pieces of the floor missing, this early version is unplayable.
#1. Comment posted by Monty Eggman on Saturday, 14th March 2009, 3:43am (GMT)
According to Sonic Jam, most of this zone was inspired by Las Vegas, especially the slot machine idea.
#2. Comment posted by Katana on Friday, 13th August 2010, 12:25am (BST)
Those bumper-things you call drop targets and you say look kind of like hotdogs, "but that would just be silly" are apparently meant to be chilli dogs, by the way. Just thought you should know.
Hide Notes
Each section of this page allows users to add their own notes to fill in any missing details or supply additional research etc.
View general notes for Casino Night Zone (9)
#1. Comment posted by Paul.Power on Sunday, 13th July 2008, 1:54pm (BST)
Awesome zone, awesome theme tune.

"Casino style band music with an extremely catchy tune that sounds a bit like it should have lyrics."

As it happens, I had a go at writing some a while back:

Welcome to,
Casino Night Zone,
We really do hope,
That you enjoy your stay,
With so few badniks,
To get in your way,
You can wander through and,
Really take your time.

There's lots to do,
In Casino Night Zone,
Those slot machines,
Can give you lots of rings,
We're being generous,
But, there's a snag,
The boss is a monster,
So you're gonna need all,
The rings that you can possibly get.

Doesn't mention the crushy blocks, though. Maybe I should find a way to mention them :p.
#2. Comment posted by Sonicfan32 on Monday, 9th August 2010, 5:53pm (BST)
Sexy song, maybe you should submit it to SEGA ad see what they think.
#3. Comment posted by Oobo on Wednesday, 9th March 2011, 4:15pm (GMT)
I found this interesting glitch, charge up a spin dash where a block will push you into a pinball table; after this happens, you will be stuck rolling , even on flat ground, and that little cloud of dust will follows you everywhere. It goes away eventually, but unfortunatly, you can only move in short little jerks, and you can't jump. It's a little pointless, but it's fun!
P.S. I play sonic 2 on the ipod, im not sure if it'll work in other versions...
#4. Comment posted by Oobo on Monday, 27th June 2011, 3:08am (BST)
Sorry about that last comment, You actually need to release the spin dash WHILE IN MIDAIR. The rolling always goes away in one bumper filled hallway, not sure why.
#5. Comment posted by Thunder Pits of Justice on Monday, 26th September 2011, 1:01am (BST)
I like what would've been the sonic 2 beta version.
#6. Comment posted by hypermario13 on Saturday, 29th October 2011, 3:46pm (BST)
I remember all the names i used to call the bosses of this game.The list is here:Boss 1:Slow Mobile Boss 2:Poisonator Boss 3:Jackhammer 6000 Boss 4:Siezure Mobile or Spikeball Shiter Boss 5:Fire Pooper 1.0 Boss 6:Drilley or Dig Dug Boss 7:Fire Pooper 2.0 Boss 8:Babyanator Boss 9:The Hardest Boss In Gaming History Final Boss Part 1:Metal Sonic Final Boss part 2:Egg Robo Final Cutscene:The Hedgehogs Fall
#7. Comment posted by hypermario13 on Saturday, 29th October 2011, 3:48pm (BST)
Hope you understand that list!
#8. Comment posted by Anonymous on Wednesday, 4th April 2012, 9:56pm (BST)
Yes i understood that list. It reads IM A TWAT
#9. Comment posted by Anonymous on Wednesday, 6th June 2012, 4:38am (BST)
This should be a better description of the music:

"Dooooo, dum diddle dum dum.. dum diddle doo do do dooooo dum dum diddle dummm dum diddle dummm dum dum diddle dummmm dum dum dum diddle dummm dooo do do dooo do do dum diddle doo dum de dum dum do do doooo dum dum diddle dum dum diddle dum dum dum diddle dummm do do diddle dum dooo do do dooo do do dum diddle do do dum diddle do doo dum diddle dum!" ...Sorry. Jazzy, Casino style band music with an extremely catchy tune that sounds a bit like it should have lyrics. Quite unique for its time. Same music for both acts
Hide Notes
Last Updated
Content for this page last edited:
19th February 2009

Files last uploaded for this page:
19th February 2009

Recent Notes
Point #3
Posted by theblackferret on 17th November 2013

Point #3
Posted by Anonymous on 24th December 2012

Point #2
Posted by Anonymous 6 on 25th November 2012

Point #3
Posted by Anonymous on 17th November 2012

Boss
Posted by Sonic133 on 14th November 2012

31 notes posted on this page in total