🤑 Sonic & Knuckles - Simple English Wikipedia, the free encyclopedia

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item 3 Sonic and Knuckles (Sega Genesis, 1997) + Sonic the Hedgehog (1991) Carts Only - Sonic and Knuckles (Sega Genesis, 1997) + Sonic. El bonus stage se.


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If you get a friend or note This is extremely easy in the PC version or via to control Tails with the second controller, he can be extremely helpful.
But if the AI controls Tails, then he'll get sonic and knuckles bonus stage your way, collapse platforms that you want to use, attack enemies and bosses half a second before you do so they'll have by the time you hit themand all-around make a nuisance of himself.
Kyodai Eggman Robo at the end of Death Egg Zone Act 2 who is otherwise an as seen below is exponentially more difficult for this very reason.
When you actually fight him, he's one of the easiest bosses in the entire game.
After a challenging against Death Egg Jr.
In his second phase, he uses an easy to dodge flame attack as his only defense against opening his weak point, at which point he also tries to fire a laser that's also easy to dodge.
Thankfully, the is much more exciting.
While it's definitely a challenging boss, it doesn't come anywhere near the sheer scale of the.
First you fight him in two Egg Mobile bosses from the previous two games, then you fight him straight-on.
Even though he's easier than the Mecha Sonic in the previous game's Death Egg Zone, he has a much greater variety in movement, and you actually get to bounce backwards from Spin Dashing into him, giving a lot of options with fighting him and generally making the fight that much more exciting.
It's challenging, has great controls despite an, and is a great reward for having completed all the Special Stages.
At first, he uses pretty much the same tactics as when you fought him as Sonic, but then he gets right back, up and uses the Master Emerald to transform into.
That's right, you don't just fight a simple Sonic clone robot but a character and a villain to boot using a Super form.
What's really cool is that, rather than using the same music twice per Zone, each Act 2 features a remixed version of the Act 1 theme.
Many parts of each song are either heavily sampled from or inspired by his Dangerous album and standalone tracks.
In the UK, it was a good chunk of the game's advertising.
Which is a shame because some would consider those tracks https://crimeaorg.info/and/money-order-and-counterfeit-paper-currency.html better than their Genesis counterparts.
However, the Sonic 3 Complete includes these tracks and gives the player the option to switch between them and the Genesis versions.
It's an underwater level, so if you've played the previous games, you're expecting a hard, long slog, right?
It's a very fast wild water ride with Sonic blazing across the surface of the water, bouncing everywhere with the Water Shield, rolling down hills at ludicrous speed, getting caught in currents that fling you miles into the air, and has amazing music.
It was the sole Sonic 3 level that returned in.
It's quite fast-paced even for this game and has one of the biggest fan favorite music tracks of the series.
It later got an excellent modern re-imagining in.
It was probably the most requested level from Sonic 3 for both andand was, to the disappointment of many, not included in either game.
This takes place in a massive flying airship, with awesome machinery or sky backgrounds whether sonic and knuckles bonus stage inside or outside, and the sections alternate from fast-paced action to slower gimmick-based platforming.
Finally, both Acts have some of the most awesome music in the series.
Like Hydrocity, it's popular enough that it was chosen to be remade in Sonic Mania.
Seeing the Death Egg stuck in the ceiling of the massive cavern and watching as the entire lava-filled cave suddenly turns to crystal is breathtaking, and the songs for both acts go along with it perfectly.
It's popular enough that it was chosen to be remade in Sonic Mania.
The fact that it's nearly impossible to die on the stage makes it very easy to speedily run through the straightaways, with excellent platforming to boot.
Also, it contains the excellent boss fights against Mecha Sonic.
It was the level chosen to represent the combined game in Generations, albeit lacking Mecha Sonic.
However, it doesn't fight back and you will only be able to hit it once or twice before it drills a hole in the ground, falls into the lava, and blows up.
You'll never encounter another one and the whole thing is never brought up again.
The robot reappears in Mania as the Act 1 boss of Lava Reef Zone, making this double as a very long example of.
Even the fact that it's a doesn't help it much, as visit web page solution to beat it is rather obvious.
He's ridiculously easy to beat, but even so it's still satisfying to finally get revenge for all of the cheap tricks he's pulled since the start of the game.
No Barrel of Doom or even a boss for you to fight; note Unless you know how to access it.
It's quite easy and is shorter than most of the levels in both games.
This is especially true when playing as Knuckles since it's a very short level.
Of course, there are a fair number of fans who like both soundtracks.
Both sides argue whether their game is the best 2D Sonic game and which one has the better level design.
Some consider it a worthy expansion to the Sonic 3 half, while others consider it a slow, inferior, rushed addition.
The game didn't sell nearly as well as its predecessors and when it was released, the was already announced and nearing release.
Unlike Star Pointers, their in the previous level, Orbinauts are smart enough to keep the spiked balls instead of throwing them out and leaving themselves defenseless.
While it is possible to defeat Chainspikes and Orbinauts as Sonic without taking damage through the careful utilization of the Insta-Shield, Sonic and knuckles bonus stage and Knuckles cannot defeat these guys without either conventional or mercy invincibility.
Their attack is almost impossible to dodge, and if you do somehow dodge it, you'll have to watch that it doesn't hit you when the tail comes back.
You need to hit them from a diagonal angle easier said than done or else the spikes positioned in four directions will get you.
While well-implemented and received here, they would be overdone and exaggerated in future Sonic games to the point of becoming frequently cited as some of the elements that brought about the series.
On top of their usual Super form powers, Hyper Sonic and Hyper Knuckles have a attack and.
In Sonic 2, Super Sonic was more balanced since https://crimeaorg.info/and/apps-to-play-games-and-make-money.html level had a finite number of rings and hence a hard time cap on how long you could stay super.
You can also manipulate the system because the Bonus Stage you go to at a Starpost is determined not randomly, but by how many rings you're carrying.
By playing only the Glowing Spheres Bonus Stage at each Starpost, it's possible to finish every Act with 999 rings, which are worth 999 seconds of Super transformation time.
That's over 16 minutes, and the game's timer allows you only 10 minutes per act.
Especially since he will inevitably hit you at least throughout the level.
Most likely even more, considering his placement.
Touching the spiked ball on its tail get the player character hurt, and it will also use the tail and try to attack Sonic at an aimed angle.
And it's very accurate.
But there is a mechanic left over from Sonic 1: upon destroying the 13th object, the score jumps to 10,000.
There is only one area in the original game this can be done you can destroy 16 blocks in a row if you do it rightbut there's also one in Sonic 3: in Launch Base Zone, right near the beginning, there's an alarm that summons a flying robot.
Doing a Spin Dash in that alarm and staying there to keep setting off the alarm will summon robot after robot, which fly right into Sonic and are destroyed.
Since you get an extra life every 50,000 points, it's possible to rack up over 200 lives until either the life counter or score maxes out.
Also, this fight plays the wrong major boss rather than mid-boss music to begin with.
However, he only flies off if the player jumps up to a certain height.
As such, if the player is playing as Sonic and Tails, he can use the 2P controller to control Tails and attack Robotnik.
After 256 hits, Robotnik pops like a regular badnik and releases either a blue bird or a white chicken.
Now we know the real reason as to why he was called.
With some precise movements, it's possible to go inside the floor, possibly skipping some sections of the level.
You can make him reappear by entering and then finishing a Special Stage or any Bonus Stage, however.
Then we learn in that Knuckles is supposedly afraid of ghosts.
And may we say that all this was achieved on the?
Many fans wish that Hyper Sonic would appear in another game.
When going through Carnival Night Zone Act 2, players will encounter a barrel that can be moved up and down while standing on it by pressing in the respective directions, so you move it enough to jump through an open space.
Collecting them all presents the player with an even more triumphant jingle.
Sonic gives off a high-pitched whine when he enters The Doomsday Zone, the only such instance in the entire game.
Some levels are legitimately difficult to finish without losing a life to the time limit, particularly the second acts of the Carnival Night and Sandopolis Zones.
Carnival Night Zone Act 2 also contains the infamous sonic and knuckles bonus stage of Doom", responsible for keeping many players from continuing if they or luck in finding out how to operate it.
It's sonic and knuckles bonus stage that having a shield disables the Insta-Shield since the same command for an Insta-Shield is now used for shield jumpsbut there isn't much of a practical reason why invincibility means you can only perform basic jumps.
Going Super or Hyper as Sonic also disables the shield jumps, though he at least has a higher jump in either form and a has unique double-jump when Hyper.
So if advise heart and money think have enough rings to go Super, you can't use character-specific mechanics without doing so.
It's particularly bad for Knuckles players, as his flight and climbing are often mandatory to traverse the levels.
Not only does his shorter jump make it harder to reach, but the spikes platform also retracts and protrudes every second, meaning you have a shorter window to properly hit the boss while using a character that takes longer to do so.
While Knuckles faces a entirely different boss and Sonic can hop on Robotnik's head with no problem, Tails must carefully fly towards the lower part of his pod taking care to not hit either the drill in its front or the fire on its back, since his tails are the only part that can cause damage while flying.
Considering that Tails is meant to be the game's de facto easy mode, having such a massive exclusive to him alone is rather jarring, to say the least.
Big Arm, can be one of the most intensely frustrating fights, especially for newer players.
Eggman's hitbox is so miniscule yet it's covered on the top by spikes and on the bottom by the shoulder of the arms, and you have to dodge the sonic and knuckles bonus stage or else he grabs you and you take damage.
If that wasn't enough, he can even damage Super Sonic.
With careful usage of the Insta-Shield, the fight can be a lot easier, but it's likely for all of the previously stated reasons why this boss was removed from Sonic and Tails' paths in the combined game.
The boss itself, on the other hand, is pathetically easy, just barely missing qualifying as a : there's a Fire Shield just before you reach Robotnik, rendering the lava, the only real threat in the entire fight, completely harmless.
Even if, for some reason, you miss getting the shield, the boss fight basically consists of jumping onto slowly-moving rocks that occasionally and again, slowly change direction, and repeating ad nauseum until Robotnik eventually blows up.
It can be rather tricky trying to fight it without getting hit.
Other minibosses in this game tend to be easy.
The level seems designed sonic and knuckles bonus stage waste your time, so that you'll invariably run out the timer while fighting Robotnik unless you use Sonic's Insta-Shield against him.
And it features the infamous Barrel of Doom.
Thankfully, if you lock on both games, it becomes a lot more manageable.
The level features very little fast running, and it mostly revolves around tricky puzzle solving.
In particular, the ghosts in Act 2 will get on your nerves after a while.
And that's not even getting into the "endless, looping sand slide" part.
That said, several of the new tracks can be quite and 1 deposits withdrawals version in their own right.
Look them up and judge for yourself.
The shape of the flames that come out of the Flying Battery boss don't help.
Likely as a result of this the designers changed his color to the more manly red in future games.
While Sonic 3 was positively received, it received some flak for not evolving the formula much.
Highlights include the incredible pseudo-3D effect in the Special Stages, the water in the background matching up perfectly when underwater, and parallax scrolling that actually makes the backgrounds look like an actual world.
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Sonic And Knuckles (without lock-on) has a limited number of big rings hidden throughout the game which each give one chance at an emerald. In addition to Super abilities for Sonic & Knuckles, a final, secret stage can be unlocked if the emeralds are collected as Sonic.


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Plugging in Sonic 2 lets players use Knuckles in Sonic 2, as well allowing the use of his glide and wall climb abilities. Finally, plugging in the original Sonic the Hedgehog cart lets the player access unlimited level variations of the Blue Sphere bonus stage. Subsequent re-releases of Sonic & Knuckles have also included most of these bonus.


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Sonic and Knuckles & Sonic 3 is the ultimate Sega Genesis Sonic game. This is the game that Sonic 3 was always meant to be. This version gives you all of the levels, all of the emeralds and all of the action.


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Sonic & Knuckles is a revolutionary new kind Of game! It's the first game cartridge ever that you can play by. Collect 50 rings in any Bonus Stage and Win I Continue.


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Plugging in Sonic 2 lets players use Knuckles in Sonic 2, as well allowing the use of his glide and wall climb abilities. Finally, plugging in the original Sonic the Hedgehog cart lets the player access unlimited level variations of the Blue Sphere bonus stage. Subsequent re-releases of Sonic & Knuckles have also included most of these bonus.


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Sonic Mania makes a clear distinction between Special and Bonus stages: one's fun, the other is far from it. the quasi-3D Special Stages from Sonic 3 & Knuckles are back, and they're not better.


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Sonic & Knuckles - The Cutting Room Floor
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©1996-2019 Ziff Davis, LLC.
IGN® is among the federally registered trademarks of IGN Entertainment, Inc.
If you've discovered a cheat you'd like to add to the page, or have a correction, please.
If it has been entered correctly, you will sonic and knuckles bonus stage a chime.
Then press Start then A.
At the Title Screen, scroll down to Sound Test and press Start.
At sonic and knuckles bonus stage Sound Test screen, go to Mushroom Hill Zone and press Start.
While on a ratchet machine, enter the same code you entered in Angel Island.
You should here a chime.
Again, press Start then A.
At the Tiltle Screen again scroll down to Sound Test.
At the Sound Test Screen select a zone while holding A.
Hold until the name dissapears.
And tomorrow cancer horoscope money today by pressing B.
Your score should turn into hexadecimal characters.
When the "No Way" message appears, hold A + B + C and press Start.
If you do this with the original Sonic game you can play the levels in order and will be given a password to save your progress.
Note: In case you're wondering, I've left out the passwords deliberately.
I can't possibly list them all on the page, nor is there much point to doing so since the levels are nearly identical.
Choose any level, then hold A and press Start to activate Debug mode.
To use it, see the instructions in Sonic the Hedgehog.
You should hear a ring.
Next, press A + Start to enter the Stage Select screen.
This code will remain in effect until you turn off the Genesis.
At the level selection screen,hold A while taking out Sonic 3,then press reset,but DO NOT LET GO OF A.
Now let go of A.
Now select a level and hold A+Start and you can use debug mode.
With debug mode off: A:Reverse gravity.
With debug mode on: A:Change object.
B:Turn back to normal.
Activate the level select and debug.
When sonic and knuckles bonus stage enter debug mode, create a monitor.
It will have an "S" https://crimeaorg.info/and/e-games-casino-play-and-win-real-money.html it.
Jump on it to get 50 rings and become Hyper Sonic, Hyper Knuckles, or Super Tails!
For Sonic 3: Activate level select Up, Up, Down, Down, Up, Up, Up, Up and hold C and press Start.
Once that is done, hold UP + A, then put Sonic 3 in and reset the game.
Run to the right until you come to the first Pull-Up machine.
It's just after the box with the power sneakers and the Madmole.
Hang from it and press left left left, right right right, up up up.
You should hear a ring sound.
Pause the game and press A to reset to the title screen.
Now hold A and press start for level select.
Go to "special stage" and get an emerald.
You will go to Emerald Hill Zone.
Pause the game, and press A.
Enter the level select again sonic and knuckles bonus stage return to the special stage.
Repeat this process until you have all the emeralds.
Run to the right until you sonic and knuckles bonus stage to the first Pull-Up machine.
It's just after the box with the power sneakers and the Madmole.
Hang from it and press LEFT, left left, right right right, up up up.
You should hear a ring sound.
Pause the game and press A to reset to the title screen.
Now hold A and press start for level select.
Repeat this to get more points.

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Sonic & Knuckles is the fourth video game in the Sonic the Hedgehog series. It was made by Sonic Team and published by Sega for the Sega Mega Drive in 1994.In the game, you are able to play as Sonic the Hedgehog and Knuckles the Echidna.


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The single act of Sky Sanctuary Zone throws a series of boss battles at Sonic amidst a vertically progressing level, whereas for Knuckles this acts only as the stage for his final battle. Only Sonic has access to the last, full two act level in which he boards the Death Egg once again.


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In S3&K, the Sonic 3 Gumball bonus stage is also accessible when all the stars are white. At the end of the bonus stage, you're returned to the game as you were, from the checkpoint, plus any shields or rings added or subtracted from your total that you've managed to get.


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item 3 Sonic and Knuckles (Sega Genesis, 1997) + Sonic the Hedgehog (1991) Carts Only - Sonic and Knuckles (Sega Genesis, 1997) + Sonic. El bonus stage se.


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Sonic & Knuckles - FAQ/Walkthrough - Genesis - By Raph136 - GameFAQs
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E-mail me at FAQ version 1.
Features in this FAQ include detailed descriptions of each bonus stage explaining their nature and the items.
Others include weird glitches that you can use to your advantage with a very detailed desciption on how to use that glitch.
Strange phenomenon only available with debug mode enabled is also included in it's own special section.
Also included is how many rings are needed to access each bonus stage.
Below is the table of contents: 1.
The pros and cons between the stages A.
Most one ups D.
Debug mode special features and glitches A.
How to enable B.
Gumball machine stage C.
Slot machine stage D.
Glowing Spheres stage 6.
Determining which bonus stage you'll get B.
FAQ Update log C.
Copyright information ----------------------------------------- Section 1: The gumball machine stage ----------------------------------------- A.
On the sides of the walls, you see some small yellowish objects.
These spring you to higher levels to turn the handle to release a gumball.
The stage ends in only one way: drop below the bottom of the stage without the catapults being there.
If you have Tails with Sonic, I highly recommend that you get rid of Tails as soon as possible, as he'll waste some of the springs and yellow things without your control or permission, and could spill out a solid gumball that'll sonic and knuckles bonus stage you exit the stage more quickly.
Without Tails, you'll be in better control and could typically stay in the stage nearly twice as long as you would with Tails.
The items The gumball machine spills out a variety of items ranging from nothing to giving rings and even 1ups.
Here's the complete list: Clear - worth nothing, avoid chasing after this one.
Ring - worth ten extra rings, worth going after if you have all Chaos or Super Emeralds.
Red B - gives a fire shield.
If you already have a shield, getting this will replace the old one.
Yellow B - gives a magnetic shield.
If you already have a shield, getting this will replace the old one.
Blue B - gives a bubble shield.
If you already have a shield, getting this will replace the old one.
Use these wisely to bounce off of them to spin the handle again in hopes for rings, a 1up or something else you want more.
Rep - replaces the catapults below giving you an extra chance.
Basics The slot machine stage is a cross between Sonic 1's special stage and Sonic 2's casino night zone.
That is, it's a rotating field with a slot machine in the center.
When you first start the stage, don't mess with the controls as you'll automatically get a free chance at the machine.
Once the machine finishes, you may get something, and if you don't get anything or after it gives whatever, you'll automatically drop from the machine.
To replay the machine, simply get into the slot again and it'll go again.
If you want to avoid the machine as much as possible, get into the small packets where the rings are and collect the 24 that are available.
These rings are the only way to get a continue.
To exit this stage, there are two ways.
First, find one of the goal areas and jump onto one of those blocks to exit.
Second, stand on one of the blocks that flashes colors for a long enough time and it'll eventually change into a goal making you leave the stage.
To stay in this stage the longest to activate the machine the greatest number of times, when your character gets launched from the machine after using it, jump immediately when he hits the color-changing blocks below.
The blocks This stage has a few blocks to either help or harm your progress.
Here's the list of each: Glass octagon - activates the slot machine - the key to this stage Blue, yellow, and red blocks - for landing on, but stay on them too long and they'll turn into a goal block!
Blue means that 3 touches or 3 seconds remain to the goal formation, yellow for 2 and red for 1.
Goal block - these blocks are used to exit this stage.
Spinning wheel - resembles the colored blocks, but you don't have the fear of them changing into a goal block.
Use these as a stepping stone to reach the machine at the center or to collect the 24 rings around the central area in hopes for the continue.
Star block - these bump you in the opposite direction of the impact point.
Be careful around these or you may end up out of control.
Slot values The sonic and knuckles bonus stage machine has a good combo of goodies, but one not worth entering this stage for.
The glowing spheres stage is the most related to the normal levels.
Upon entering this stage, you start on the very bottom and drop down onto the rapidly flashing, colorful spheres.
On these spheres, the controls are simple.
Use the directional pad to control the direction of aim, and the jump button to launch off from these.
To have maximum speed, jump when the character is in the very center of the sphere.
In this stage, your goal is to touch the small glowing spheres to receive a random gumball increasing in effectiveness as you climb up.
Creeping up from below is the exit portal, fall in and you exit the stage.
The other way to exit the stage is by getting up to the very top of the stage and attempting to go past it.
Though, if you move fast enough, Tails would be a minimal worry.
The items This stage has an odd feature that makes it very tempting: as you go up, the value of the items increases exponentially.
The rings are the primary example.
If you have all the Chaos Emeralds or all Super Emeralds, these sonic and knuckles bonus stage rings would allow more than 4 extra MINUTES of the super or hyper form, even without collecting extra rings in the main stages.
Clear - worth nothing, just ignore these and continue on normally.
Red B - gives a fire shield.
If you already have a shield, getting this will replace the old one.
Yellow B - gives a magnetic shield.
If you already have a shield, getting this will replace the old one.
Blue B - gives a bubble shield.
If you already have a shield, getting this will replace the old one.
Solid - of minimal use, useful for bouncing off of to get elsewhere more quickly.
These do not appear when past the 60% mark, where rings give around 40 at once.
Strange glitch Good as this stage is, it IS very possible to stay in this stage for even 20 minutes, possibly even 40 minutes!
Though enforcing the glitch is hard to pull off, you need to have very good maneuvering skills, and good timing to allow for you to have a lot of speed.
Know the background music for this stage well.
It can be a very powerful timing tool.
When the sonic and knuckles bonus stage theme of the song changes to some other part, that's your cue.
Once not bet and win money for know the background music well enough, enter this stage then start climbing up to the very top grabbing as much stuff as you can as quickly as possible.
Do not exit by going past the top.
Land on the top most large sphere and adjust your character so that, when he goes down, goes very slightly to the left on this sphere.
Wait for the cue in the background music, then launch off this sphere at the quickest possible going straight down, not up.
The tricky part now is control.
You need to evade all glowing spheres below you and all bumpers.
Upon the launch, start by moving your character to the left for about a half a second to a full second.
After this, quickly shift to going to the right to evade colliding with the spheres.
If you're lucky, you'll pass right through the exit portal not exitting the stage.
Then, wait for a while, usually go back down some and try to activate the small glowing spheres to gain extra items.
After roughly two minutes, you're free to roam the area and practice this maneuver evading the glowing spheres and the stars.
This trick is very hard to get it to work, and the more speed you have, the greater your chances.
This 200 count refers to successful evading only.
You can play around in https://crimeaorg.info/and/cards-money-and-two-smoking-barrels-online.html stage all you want for about 19 minutes or so.
Past that, you can either repeat this process to gain another 19 minutes, with the same low chances, or just exit all together.
You don't have to worry about dying from wasting too much time, there is no time limit.
If you don't want to wait 19 minutes, use the alternative exit: go past the top of the stage.
Most rings This one is more of a tie between the slot machine stage and the glowing spheres stage.
At times, I've had a grand loss of over 300 rings and a grand gain of over 250 rings, however, if it's rings you're after with minimal worry of losing them, the glowing spheres stage is the best.
To get the most rings for the glowing spheres stage, the top two are key.
For the one on the left, keep activating it until you get rings, pause the game if you need to to see what you got.
If it's a 1up you got when it was activated, avoid it, drop down onto the glowing sphere just below and try again.
The one on the far right worth 80 is far harder to avoid, sometimes can be hard to even get.
The best way to ensure accuracy on this one is to take it slow.
Launch up carefully from the glowing spheres below and use the stars to bounce around.
Usually, for this one, provided I got the rings quickly for the left one, I ignore 1ups and give it another go.
Below these 2 powerful ones, you'll find another one worth 50 rings.
Usually, this one I don't care much for what I get, except the fire shield as that I ignore.
Upon the usual climb up, you could pick up a good 100 to 150 rings prior to these huge ones above anyway.
Difficulty The easiest stage is the gumball machine one, only need to travel from left to right, nothing special.
Though, for taking it easy, you don't get much credit.
Just some shield swapping and at most 40 rings and a lucky 1up if any is all.
The glowing spheres stage is, by far, the hardest to deal with, but the most rewarding.
The slot machine one is in the middle and it's of more of https://crimeaorg.info/and/the-fight-for-love-and-money.html disadvantage overall than most anything else.
Most 1ups The glowing spheres stage has a maximum of 6 to 8 1ups, not including those from getting rings.
The gumball machine has about 1 that's typical, though, I've seen it give two before.
The 1up in the gumball machine stage usually appears when you've been in the stage for at least 30 seconds, possibly 20 on the low end.
Continues Yet another lie in the manual.
The manual states that you can get continues in the bonus and special stages, however, that's ONE of the 3 bonus stages.
The manual indirectly relates to all bonus stages, not just one.
The one stage is the slot machine one, but to get it, you need to collect the little rings halfway to the slot machine in the corners when you have 50 of them.
The Sonic games are too easy, so easy that I kinda forced myself into developing some much more difficult challenges: usually hunting for bugs.
Below is a table to compare each feature to help you decide which bonus stage is the best: ---------------------------------------------------------------------- feature Gumball Machine Slot Machine Glowing Spheres -------------+-----------------+-------------------+------------------ Most rings at most 40 -300 to +300 300 or more -------------+-----------------+-------------------+------------------ Difficulty 1.
Debug mode is just that, it allows you to add objects to the level however and whereever you'd like, almost as if you were building the level yourself.
How to enable Debug mode is quick and quite easy to enable.
First, enter 1 player mode and select Zone 1, Angelisland Zone.
Find the swinging vines on the low course after two sets of spikes and grab on.
While hanging on, press left three times, right three times, then up three times.
You should hear the same sound as if you collected a ring.
Pause it and press B.
On the main menu, go below the "competition" to find "Sound test".
Enter this to find the level select screen.
Then, select mushroom hill Zone act 1, and find a pulley within this act.
If you follow the low path with Sonic, you'll find one after the speed shoes icon and the mad mole.
Grab onto it and press left three times, right three times, then up three times as before.
Again, you should hear the same sound as if you collected a ring.
Pause it and press B to exit.
To choose with debug enabled, press and hold B then hit start holding these two until you see your character.
Press A to enter debug, B to change objects, and X to place that object in your current location.
In the bonus stages, you cannot see the coordinates because you cannot see learn more here score.
Debug in the gumball machine stage is fun if you have Sonic and Tails together.
If you use debug just right, you can make Tails jump around needlessly by spikes causing him to spin the handle releasing a gumball every time.
Though it is very hard to set up and fails often, here's the process to maximize your chances, sometimes, you need to be fast like Sonic.
Upon entering, only accessible via using the star posts, don't do anything until Sonic drops down with Tails on the catapults below.
Upon impact, quickly enter debug, change to the catapult that promo janie code jack and down, and place it where Tails started, get above it and exit debug BEFORE Tails lands, otherwise Tails would disappear for good until you reenter the stage.
This is the second hardest part.
Tip: Before entering this stage, enter debug, and scroll through the list of items until you come across the ring and advance to the up-facing catapult.
Once Tails is firmly on the catapult, wait about 1 second doing nothing, then enter debug standing still with Tails still on the catapult.
Place a row of catapults leaving a small gap on either side, preferrably the right side as you can control the width better, too wide, and you may fall through, too narrow, and you may not be able to do what is needed in step 4.
Switch to the catapult pointing straight up and place one a little lower than the rest of the catapults.
This catapult would be used for shooting Sonic and Tails up to removing the yellow things.
Return to the down catapult object and place an extra row of these below.
To optimize it, position the catapult so that it matches the exact height of the upper ones, and tap down on the control pad ten times.
Place these catapults here.
With the same down catapult, move it to the far left side where the wall of yellow things are.
Place one on the bottom of the 3rd yellow thing from the bottom then another on the top.
This prevents it from being activated to keep the slot machine high giving you plenty of maneuvering room.
If you provide some space above the top of the yellow thing and some below, that's better and preferred.
The small gap between the catapults is no worry, you cannot fit through them by a long ways.
Return to a position a little above the catapults and exit debug.
Then, the hardest part comes.
After completing the hardest part, especially the top yellow things, the slot machine will come all the way down to the point in which the inaccessible yellow thing was blocked off in step 6 above.
Without that yellow thing, the machine would fall a lot more making it impossible to maneuver around well, which is why step 6 was essential.
For more fun, especially with all those shields popping out.
Stop all movement and wait for Tails to come close to Sonic.
Enter debug, change to the spikes, and place them at a position so that the tops of the spikes are just above the tops of the catapults, preferrably so that the tops of the catapults are centered with the spikes and so that the spikes are partially into the wall leaving the left half exposed.
Placing these spikes can be difficult, but, if you look carefully enough, and know how you're placing them, taking the shadow left behind as a hint, this shouldn't be that much of a problem.
Finally, the game's about to begin!
Go back down where the lower, now enclosed area is and exit debug.
Wait for Tails to come by and jump.
Upon jumping, enter debug really quick when Tails jumps, wait for Tails to reach the highest point of his jump, exit debug, press B to flip upsidedown, enter debug, wait for Tails to get above those spikes, exit debug and quickly press B again to flip back to normal with Tails now jumping around on the spikes spinning the handle repeatedly.
The fun part now is collecting all those goodies.
Collect all shields you can and get rid of them as quickly as you can via the spikes on the lower area preset in step 10 above.
Collect as many goodies from this as you can.
With a little creativity skills, you can develop your own games from this!
If you ever do get bored of this, you can always enter debug at any time, and drop down to exit this stage.
If you ever do get bored, you could try this idea to really show Sonic can go hypersonic: At any time, whether you just entered this stage or otherwise with any character, immediately press B to flip upsidedown and watch the character accelerate upwards like crazy.
Eventually, like the Metropolis Endless Fall glitch I submitted, you'll reach the fastest possible speed, the 128 pixels per frame speed, then suddenly, you'll go in the opposite direction you were going in!
After a little roataion with the area, the controls in debug are confusing.
However, there is something truly interesting that makes using debug in this stage worth checking out.
Here's two I know of so far: Upon entering the stage, quickly enter debug mode.
In debug mode, the stage will not rotate until you exit.
Your character will sonic and knuckles bonus stage onto these blocks.
Listen to the sounds made.
Then, wait about 4 to 5 seconds and eventually, you'll see the character go past the top of the screen.
Once he does so, you'll see a world of completely randomized objects!
Here, the blocks, despite the strange sounds they make, never change and collected rings never disappear.
Be careful of those star option withdrawal deposit and, they don't follow the rules as they should, instead, they only send you in one direction, even if it's right through the object!
If you ever get stuck, or want to exit this area, just enter debug to watch everything suddenly disappear.
The weird feature of this world is that some blocks change their looks each time you change your position!
If you find a block, while playing around in this area that changes very rapidly, this is that block.
Enter debug if you aren't in debug already, and tap the directional pad in any direction, and the block will change to something else.
Tap it again, and the block will change once again.
Repeat to see all objects in this particular bonus stage.
There are three things, to consider, however, they are not as good as any other feature listed above.
Upon entering this stage, enter debug, scroll down to where the exit portal is, exit debug, fall into this exit portal, enter debug quickly, go up, and exit quickly, entering again as soon as you exit debug, and the exit portal will never start to rise.
Proceed normally otherwise without worries of the exit portal getting you.
If Tails falls into it when Sonic and Tails are together, the exit portal won't be affected.
When you reach the top, either via the normal procedure or by debug, place one of those gray platforms and land on it.
Change your item to the small glowing spheres and place a bunch of them.
If it comes up too close, just enter debug, and wait for it to pass by.
The third thing deals with Tails when you have Sonic and Tails together.
Ever wonder why I mentioned "die" when describing this stage earlier above?
Here's why it money and the honey 1.
If you use feature 1 listed just above to stop the exit portal, you'll understand this better and have a greater chance for success.
Also, you could wait about a minute or so to let it pass by you in debug giving you a 100% chance of this.
Enter debug and go to the very top of the stage.
Place that gray platform at a point just above the top of the highest large glowing sphere and a little ways to the left of it.
Go up on top of it via debug and exit debug.
Wait for Tails to come flying down.
Jump up when Tails lands swinging back and forth repeatedly on the control pad to lure Tails further to the left.
Eventually, Tails will miss the platform and fall a long ways.
Determining which bonus stage you'll get This time, the manual is mostly correct with one small error, the bonus stage is determined by the number of rings you have when you activate a star post.
However, because the manual has nothing to do with the Hyper forms, only possible in Sonic 3 and Knuckles taking no special note on it, I'd say that the manual is fully correct instead.
The colored stars above tell you what bonus sonic and knuckles bonus stage you get.
White leads you to the gumball machine, yellow leads you to the slot machine stage and red leads you to the glowing spheres stage.
If the manual does say that it is determined by how many rings you have when a star post is activated, just how many is needed for each?
The pattern is simple enough as it is adding 45 each step as your ring count increases.
Slot Machine stage: To activate the slot machine stage via starposts, you need any of these combos of rings when you touch the star post: 20 to 34, 65 to 79, 110 to 124, 155 to 169, 200 to 214, 245 to 259, 290 to 304, 335 to 349, 380 to 384, 425 to 439, 470 to 484, 515 to 529, 560 to 574, 605 to 619, 650 to 664, 695 to 709, 740 to 754, 785 to 799, 830 to 844, 875 to 889, 920 to 934, or from 965 to 979.
Glowing Spheres stage: The glowing spheres stage is activated when you touch a starpost having these ranges of rings: 35 to 49, 80 to 94, 125 to 139, 170 to 184, 215 to 229, 260 to 274, 305 to 319, 350 to 364, 395 to 409, 440 to 454, 485 to 499, 530 to 544, 575 to 589, 620 to 634, 665 to 679, 710 to 724, 755 to 769, 800 to 814, 845 to 859, 890 to 904, 935 to 949, or from 980 to 994.
The Gumball Machine stage: This stage is accessible from any ring ranges not in the list above when touching a star post.
The remaining ones are: 50 to 64, 95 to 109, 140 to 154, 185 to 199, 230 to 244, 275 to 289, 320 to 334, 365 to 380, 410 to 424, 455 to 469, 500 to 514, 545 to 559, 590 to 604, 635 to 649, 680 to 694, 725 to 739, 770 to 784, 815 to 829, 860 to 874, 905 to 919, 950 to 964 or from 995 to 999 If you love getting rings to keep the super or hyper form active, this is the way to go to determine which you'll get.
You can enhance your chances if you have the hyper forms.
With Hyper Sonic, it's easy, but with Hyper Knuckles, it requires a wall and a fair distance to it, but close enough so that the stars remain on screen.
Let's say that you activate a star post with 54 rings and want the Glowing Spheres stage and have Hyper Sonic.
All you need to do is wait until the ring count gets less than 50, like 49, jump up away from the stars then use the jump button again to enter the Glowing Spheres stage.
If you Have Hyper Knuckles under these same conditions, you need a wall.
Like with Hyper Sonic, wait until the ring count goes below 50, which turns into a new category as from the list above.
Once the ring count drops below 50, jump up and glide into the wall to cause a big slam.
With the normal form, or the super form, you'll have to wait until the ring count gets into the range of you wanted bonus stage before activating the starpost, then jump up into the stars above.
The method with the normal form and super forms also is workable with the Hyper forms and is the preferred method.
Use the special method if you accidentally activate one a little early.
FAQ update log This FAQ was created on my system on Jan 15, 2004 at 10:40 AM.
There have been no updates made since.
To find all the latest cheats, guides, hints and tips, visit CheatCodes.
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To clear all the confusion, Tails DOES appear in Sonic & Knuckles, but as a cameo, for when he flies the Tornado in both of Sonic's endings, I said both because the Super Emeralds aren't in Sonic & Knuckles alone. I think the Tails sheet should just include the sprites used for Sonic & Knuckles, along with Knuckles in Sonic 3 alone.


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Soundtrack for the game Sonic & Knuckles. 31 music tracks by Howard Drossin, Jun Senoue, Masanori Hikichi, Masaru Setsumaru, Masayuki Nagao, Sachio Ogawa, Tatsuyuki Maeda, Tomonori Sawada and Yukifumi Makino.


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This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Sonic & Knuckles for Genesis. If you've discovered a cheat you'd like to add to the page, or have a correction.


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