๐Ÿ’ฐ How do I get past "Carnival Night: Zone 2?" - Sonic the Hedgehog 3 Q&A for Genesis - GameFAQs

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A carnival has inexplicably appeared on the island! Quite how or why isn't clear, but it happily provides Sonic 3 with its obligatory night-time "bouncy stage".


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"Carnival Night Zone" Sonic 3 Remix

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A carnival has inexplicably appeared on the island! Quite how or why isn't clear, but it happily provides Sonic 3 with its obligatory night-time "bouncy stage".


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Sonic 3 Music: Carnival Night Zone Act 2

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CaSino. Street. aCt. 3: CaSino. Climax. You will become familiar with the cannons from Carnival Night Zone in Sonic 3. You can aim the cannon where you want.


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Carnival Night Zone is the fourth Zone of Sonic the Hedgehog 3. Sonic and Tails enter the Zone by flying from Marble Garden Zone after sunset.


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A carnival has inexplicably appeared on the island! Quite how or why isn't clear, but it happily provides Sonic 3 with its obligatory night-time "bouncy stage".


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A carnival has inexplicably appeared on the island! Quite how or why isn't clear, but it happily provides Sonic 3 with its obligatory night-time "bouncy stage".


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Carnival Night Zone is the fourth Zone of Sonic the Hedgehog 3. Sonic and Tails enter the Zone by flying from Marble Garden Zone after sunset.


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A carnival has inexplicably appeared on the island! Quite how or why isn't clear, but it happily provides Sonic 3 with its obligatory night-time "bouncy stage".


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Sonic For Hire: Casino Zone: Part Three is the sixth episode of the third season of the Sonic.


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Carnival Night Zone is the fourth Zone of Sonic the Hedgehog 3. Sonic and Tails enter the Zone by flying from Marble Garden Zone after sunset.


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Sonic 3 Music: Carnival Night Zone Act 1

Act 2 follows a similar pattern at the start, but after a while becomes one long, winding path to the end, with few deviations. Just one of many theories I thought of. Then, after going through the speed gauntlet and dropping down the elevator shaft, jump and grab the side of the shaft and climb up the shaft that you fell down. You'll notice that straight roads and ledges are regularly interrupted by a lot of sudden bumps and curves along the way, though paths tend to be fairly connected horizontally. When you arrive at any of these blocks, it might be an idea to take a moment to observe their pattern, in order to avoid getting into a position where they're likely to crush you. With Tails, it is 2 Sonic Heads for Act 2. All sorts of small, annoying things to bounce you back and forth, as you would expect, plus larger features that propel you across wide or tall distances. Boss: End of Act 1. You'll just have to try and cope. There's a somewhat familiar cityscape scene, though just a tad more abstract, with tall towers and buildings that create a vast, somewhat futuristic carnival night-time environment. The corridors tend to meander their way up and down as they lead towards the right, across the map, so this level tends to be one of the longest to complete. If you'd rather not take the penalty of a loss of one of your precious lives, use the guide and map to find shortcuts, and as Sonic, try to take a lightning shield into the boss with you and make use of its double jump. After the long monotonous climb, fight Eggman, open the capsule, and get into the cannon. Treat them as small crushers. Paths that bob up and down or slope are often lined with rows of yellow speedway flags on either side. View general notes for Carnival Night Zone I think it is! First, go through Sonic and Tails entire route. This background is, for once in Sonic 3, exactly the same for both acts. Each section of this page allows users to add their own notes to fill in any missing details or supply additional research etc. In Act One, there's a long red and white pole, shortly after the start. These characteristics are typical of both acts, but Act 2 seems to be quite a bit bigger, and longer. The platform jumping element usually comes into play when you want to get to a higher ledge above, usually via objects such as balloons, giant wheels and cannons, located in rooms at the end of the corridors. Music: Variations of similar music for each act. Your character spins around them as he traverses their length, so you can jump off underneath them for occasional goodies, or perhaps even a shortcut. The ground is stable and like most places in Sonic 3, there are no death-drops, but there is a bit of water in Act 2. Compared to its glitzy cousins, Carnival Night Zone can be quite speedy in occasional large rooms, where diagonal red and white cylindrical slopes are used for rolling right down and blasting along the paths. Think Casino Night, and you're not far off with this, at least as far as the background is concerned. Jump on them and they'll burst, but also send you upwards with a satisfying bit of height, and you can use rows of them to get to a high ledge. It's also worth noting that for a while in Act 2, the lights are switched off, and the zone, naturally, becomes much darker, but you can still see where you're going perfectly well, and the design remains. Comment posted by Anonymous on Monday, 26th November , am GMT I'd like to think that after the Death Egg landed on the island, it scattered some debris all over the island, which then was collected by all of Eggman's spare badniks and used to make a carnival death trap for Sonic, all orchestrated by Eggman without actually using hardly any of his precious time. And even without the guide, the cylinder thing was easy to figure out. No notes have been posted in response to this section. Or, glide from the top of the pole to land in an alcove with a lightning shield and twenty rings. Top Tips. I would give it a four for the Sonic route, but I'd give the difficulty rating a two on the Knuckles route, because his route is a lot easier and shorter. Look for hidden entrances in the walls. Once you reach solid ground, jump into the second shaft and climb that.

Difficulty Rating:. Interestingly though, it is still completely possible to take the full route in Act 2 as Knuckles, however doing so actually prevents casino sonic 3 from completing the level, due to a problem explained in Casino sonic 3 2. Comment posted by I.

Different track for both acts, but source very similar. Finally, leap off the pole at the bottom two get twenty rings, an extra life, and find another forty rings above!

It's not unusual for a new player to spend almost the entirety of, or perhaps even surpass the standard ten minute time limit, due to the sheer length of the act, and the fact that playing safe against the boss can be very time consuming.

Casino sonic 3 doesn't casino sonic 3 a great deal of your time, and is eventually drained out when you reach a certain point, but the underwater sections can be a bit of a nuisance for some. An acquired taste. Answers inside.

The roads are patterned red and white, and so is the majority of the ground, with a lot of temporary structural framework around it, indicating the mobile and dynamic nature of any carnival. Robotnik, trying to get the Death Egg back up and running and all, it would seem he's still been able to find the time out of his busy schedule to construct a giant casino sonic 3 theme park on Angel Island for no obvious reason.

At a time of great strain for Dr. CNZ has loads of rings. If you're on the ground, use the opposing directional buttons to try and maintain control, or to jump your way out of it.

If you mess up, you won't have to go too far to make them re-spawn, and if you burst one while underwater, it'll produce a large air bubble for you, which is the only way you can get them during the water sections of Act 2.

Difficulty Rating: Music: Variations of similar music for each act. Knuckles, on the other hand, has far far less to worry about this time around. The main route also splits up into alternate sub-routes towards the end of Act 1. Go to.. The worst ones are where a series of fans are holding you in the air, but groups of bumpers above them are pushing you back. Failing that, careful use of the insta-shield or Tails' helicopter tails should do the trick, with practice. Quite how or why isn't clear, but it happily provides Sonic 3 with its obligatory night-time "bouncy stage", complete with many of the hallmarks of its predecessors, such as irritating bumpers, although level structure tends to be more speedy and straightforward than the large pinball rooms of similar levels would allow. There are also big, futuristic pod-like buildings and what appears to be a haze of blue evening mist just below. The first real Sonic BGM that qualifies as being in that "weird" category where it's basically a bunch of well-arranged sound effects. The key is to reduce your momentum. Looming over that are the dark silhouettes of tall, slightly angular mountains, which seem to be adorned with yellow flashing lights, and the top of the screen has a blue glow over the horizon, which rapidly fades into a black starry night sky. That's not to say the whole stage plods along slowly. Act 1: 3 - 4 minutes 1 - 2 minutes for Knuckles Act 2: 5 - 7 minutes 1 - 2 minutes for Knuckles. Like Marble Garden Zone, there are quite a few little shortcuts and alternate paths to find along the way, at least in Act 1 and the first part of Act 2. Sorry to burst everyone's bubble, but there IS a way to complete act 2 of this zone with Knuckles. Firstly, you'll notice balloons of varying colours floating in the air. Narrow corridors and smaller rooms are always a common staple too, and they actually occupy most of this level, based within the confines of the vast carnival construction. Typical Length: Act 1: 3 - 4 minutes 1 - 2 minutes for Knuckles Act 2: 5 - 7 minutes 1 - 2 minutes for Knuckles. There's no gravity current pulling you up, so you gotta keep climbing. While its still based on a very enclosed structural pattern, the large pinball rooms where you would bounce between objects, desperately looking for a way out are no longer present in quite the same way. You'll see all sorts of abstract shapes of varying patterns and neon colours, most notably, the regular red squares and waving yellow lines that follow the roads. There are no bubble clusters on the floor, but instead, large air bubbles can be released when you burst the underwater balloons. It's the foreground where the carnival theme of the zone really comes into play, full of colour and wacky shapes and styles. I wasted only days on that part. Spindash him then get thirty rings behind a wall. Comment posted by Justin-s-h on Thursday, 8th July , pm BST the mystic cave zone also uses the theme of Entrance of the gladiator if you hear closely. There's plenty to see just by looking at the walls, but as any good "bouncy" zone should have, there's also an abundance of similar stuff behind your character, on the ground and hanging in the air too. Here, you just need to use good timing and patience. View Notes 0. So yeah, Knuckles has a much shorter level, and tons of rings. Along the way, there are loads of hidden rooms in the walls, containing Special Stage rings and other secrets, and because much of the ground is partly transparent, being made of structural girders, you can often spot rings on the hidden paths within, indicating secret corridors. Of course the upside of this is that, for about the only time, Knuckles has a much easier and quicker ride of this level than Sonic does - he doesn't have any water to deal with, or even an Act 2 boss either! At the front, you've got rows of towers and structures, all extremely varied in bright neon colour and shapes. Comment posted by Anonymous on Thursday, 2nd October , pm BST if you think this zone has a lot of rings, you should see marble garden! While this is a "bouncy zone" at heart, the level structure isn't quite like the Spring Yard or Casino Night Zones of the past games. This is one of the largest 2D levels in Sonic history, and not only does it occupy a huge space, but the narrow paths wind back and forth and up and down all over it, backtracking over each other, particularly in Act 2, and generally trying to occupy as much area as possible. A carnival has inexplicably appeared on the island! Most are a dangerous crushing hazard, but what to do with the ones that just sit there and bob up and down a bit? Leap down it and land on a ledge with a Clamer. How on Mobius they came up with four is beyond me, with this guide as reference to solve it. View Notes 2. Be particularly on the look out for drum blocks that come up and down through the ceilings of small corridors, ready to crush you. Behind that, in the distance, the structures are harder to make out and mainly consist of a series of lights that fade on and off like a Christmas tree, though some are shaped to vaguely represent various rides and attractions. Sonic and Tails, who've drawn the short straw this time, have no choice but to navigate their way through this labyrinth of carnival chaos, and while the routes aren't quite as complex as in Marble Garden, you can still find one or two significant shortcuts throughout Act 1, which cut through the winding nature of the paths. With a slightly creepy vibe, the very long and large Carnival Night Zone also boasts balloons, circus cannons, huge spinning wheels and what must be one of the most notoriously baffling objects ever conceived in Sonic history: the rotating drum block. To dazzle the eye, there are also zig-zag, triangular, diamond, and wavy patterns, all with alluring flashing lights and bright, cheerful colours.