🤑 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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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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For Sonic the Hedgehog 3 on the Genesis, a GameFAQs Q&A question titled "​How do I get past "Carnival Night: Zone 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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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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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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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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Firstly, you'll notice balloons of varying colours floating in the air. 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. 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. CNZ has loads of rings. How on Mobius they came up with four is beyond me, with this guide as reference to solve it. This background is, for once in Sonic 3, exactly the same for both acts. 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. View general notes for Carnival Night Zone I think it is! Typical Length: Act 1: 3 - 4 minutes 1 - 2 minutes for Knuckles Act 2: 5 - 7 minutes 1 - 2 minutes for Knuckles. An acquired taste. No notes have been posted in response to this section. 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. Each section of this page allows users to add their own notes to fill in any missing details or supply additional research etc. With Tails, it is 2 Sonic Heads for Act 2. The first real Sonic BGM that qualifies as being in that "weird" category where it's basically a bunch of well-arranged sound effects. Answers inside.. 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. Once you reach solid ground, jump into the second shaft and climb that. Go to.. It doesn't occupy 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. The main route also splits up into alternate sub-routes towards the end of Act 1. 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. 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. Or, glide from the top of the pole to land in an alcove with a lightning shield and twenty rings. View Notes 2. 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 carnival theme park on Angel Island for no obvious reason. 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! Music: Variations of similar music for each act. First, go through Sonic and Tails entire route. Finally, leap off the pole at the bottom two get twenty rings, an extra life, and find another forty rings above! 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. 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. Interestingly though, it is still completely possible to take the full route in Act 2 as Knuckles, however doing so actually prevents you from completing the level, due to a problem explained in Point 2. A carnival has inexplicably appeared on the island! 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. Different track for both acts, but they're very similar. 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. Act 1: 3 - 4 minutes 1 - 2 minutes for Knuckles Act 2: 5 - 7 minutes 1 - 2 minutes for Knuckles. You'll just have to try and cope.

Difficulty Rating:. 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. Be particularly on the look out for drum blocks that come up and down through the ceilings of small corridors, ready to crush you.

The ground is stable and like most places in Sonic 3, there are no death-drops, but there is a bit of casino sonic 3 in Act 2.

Treat them as small crushers. Top Tips. After the long monotonous climb, fight Eggman, open the capsule, and get into the cannon. It's the foreground where the carnival theme of the zone really comes into play, full of colour and wacky shapes and styles.

Boss: End of Act 1. There's no gravity current pulling you up, so you gotta keep climbing. At a time of great strain for Dr. There are no bubble clusters on the floor, but instead, large air bubbles can be released when you burst the underwater balloons.

Failing that, careful use of the insta-shield or Tails' helicopter tails should do the trick, with practice. 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.

Think Casino Night, and you're not far off with this, at least as far as the background is concerned. Look check this out hidden casino sonic 3 in the walls. The key is to reduce your go here. Comment posted by Justin-s-h on Thursday, 8th Julypm BST the mystic cave zone also uses the theme of Entrance of the gladiator if you hear closely.

Comment posted by I. 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.

There's a somewhat familiar cityscape scene, though just a tad more abstract, with tall towers and buildings that create a vast, somewhat futuristic casino sonic 3 night-time environment.

So yeah, Knuckles has a much shorter level, and tons of rings. 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. This is one of the largest 2D levels in Sonic history, and not only does it occupy a huge space, casino sonic 3 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.

Sorry to burst everyone's bubble, but there IS a way to complete act 2 of this zone with Knuckles. 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 casino sonic 3 the end of the corridors.

There are also big, futuristic pod-like buildings and what appears to be a haze of blue evening mist just below. View Notes 0. You'll see all sorts of abstract shapes of varying patterns and neon colours, rama rake casino notably, the regular red squares and waving yellow lines that follow the roads.

To dazzle the eye, there are also zig-zag, triangular, diamond, and wavy patterns, all with alluring flashing lights and bright, cheerful colours. Narrow corridors and smaller rooms are always casino sonic 3 common staple too, and they actually occupy most of this level, based within the confines of the vast carnival construction.

Leap down it and land on a ledge with a Clamer. 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. 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.

Comment posted by Anonymous on Thursday, 2nd Octoberpm BST if you think this zone has a lot of rings, you should see marble garden! Paths that bob up and down or slope are often lined with rows of yellow speedway flags on either side.

Knuckles, on the other hand, has far far less to worry about this time around. 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.

These characteristics are typical of both acts, but Act 2 seems to be quite a bit bigger, and longer. 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. Spindash him then get thirty rings behind a wall.

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. Act 2 follows a similar pattern at the start, but after a while becomes one long, winding path to the end, with few deviations.

If you're on the ground, use the opposing directional buttons to try and maintain control, or to jump your way out of it. At the front, you've got rows of towers and structures, all extremely varied in bright neon colour and shapes.

That's not to say the whole stage plods along slowly. 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.

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. I wasted only days on that part. 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. 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. Most are a dangerous crushing hazard, but what to do with the ones that just sit there and bob up and down a bit? Here, you just need to use good timing and patience. Just one of many theories I thought of. 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. Difficulty Rating: Music: Variations of similar music for each act. 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. In Act One, there's a long red and white pole, shortly after the start. And even without the guide, the cylinder thing was easy to figure out.