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Sonic table logo

Sonic table logo in the Arcade mode

The Sonic table is one of the three pinball boards that are included in sonic pinball party. In this table the player have to defeat Eggman in order to progress trough eight zones each based in the stages seen in sonic advance. Having decorations, names of holes, gimmicks and features referencing the franchise in general at the moment of their release (2003). This game mode can be selected in the Arcade mode and be played in diferent stages of the Story mode with a score objective.

Names of the targets[]

  • 1. Plunger
  • 2. Flipper
  • 3. Enemy
  • 4. Return lane
  • 5. Sling Shots
  • 6. Rollover lights
  • 7. Final Zone light
  • 8. Zone lights
  • 9. Lock hole light
  • 10. Ball Lock hole
  • 11. Zone Drop Targets
  • 12. Feature Hole light
  • 13. Egg Loop light
  • 14. Right ramp lane light
  • 15. Right ramp lane
  • 16. Big Target Hole light
  • 17. Big Target Hole
  • 18. Center ramp lane light
  • 19. Center ramp lane
  • 20. Chao A Hole
  • 21. Chao B Hole light
  • 22. Chao B Hole
  • 23. Left ramp lane light
  • 24. Stock and Free lights
  • 25. Left ramp lane
  • 26. Ring Loop light
  • 27. Bumpers
  • 28. Field Multiplier
  • 29. Feature Hole

Gameplay[]

Basic mechanics[]

  • PLUNGER
    The plunger is where the initial ball is launched, when it’s a new ball the player must press the "A" button to activate it. If it’s a ball saved by the ballsaver, the plunger will activate automatically. Unlike other pinball machines, the plunger always uses the same force no matter how long the button is pressed.
  • FLIPPERS
    Flippers are the main mechanic of any pinball game, they are used to hit the ball and avoid losing it, in addition to being able to aim at the different objectives on the table. The Sonic Table has 3 flippers in total, the two common ones at the bottom, and one hidden at the upper right, there are objectives that can only be reached with that one. The left button of the crossrow activates the left flipper and the "A" button activates the two right flippers.
  • TILT
    By pressing B, L or R the table can tilt moving the ball up, left or right, this can be done without any restriction as many times as the player wants.
  • BALL SAVER
    Ballsaver emerald

    yellow emerald

    The ball falling down the middle will cost the player one ball. But when the ball saver is in effect, a new ball will immediately be sent into play. This function will be activated for one minute each time the player enters normal mode and ring mode, and it will be activated for 30 seconds when entering egg mode or minigame mode. When the ballsaver is active, the yellow emerald between the flippers will be on and will begin to blink when there is little time left until it turns off completely when it is deactivated. Through the random features the player can activate the ballsaver again or double its durability.
    BALL SAVER ICON

    Sign in the score indicator

  • KICKBACK
    Kickback in action

    Kickback in action


Dropping the ball down the outlane without the kickback in effect will make the player lose a ball. if it’s enabled, a replacement ball will automatically shoot back onto the table when it falls into the outlane. the kickcback sprites are the same from the dash panel of sonic advance.


Rotating lights PINBALL

rotating lights

  • ROTATE LIGHTS
    The player can rotate the order of the rollover lights and field multiplier lights on and off. Activating the right flipper to move them one place to the right and the left one to move them one place to the left.
  • ENEMY
    Next to the flippers there will be a badnik rotating from left to right, this is known as an enemy, the player can defeat it by passing the ball wherever it is and it´ll respawn as soon as the camera stops displaying the flippers. The type of badnik changes depending on the zone. Every time 100 enemies are defeated, the score awarded will be worth 200 more points and a message will appear on the score indicator announcing that their score is multiplied. This can happen a maximum of 3 times by multiplying their points by 6. The number of enemies defeated so far can be seen in "current information" but it will reset every time it reaches 100.
  • BUMPERS
    The bumpers are located on the top of the table, they bounce the ball and award 100 points. They have a special function in the minigames and in the jackpot mode. When they are hit a special signal is shown on the score indicator. Every 50 times they are hit their score value is doubled and a message will appear on the score indicator announcing that their score is multiplied.
    Bumpers special sign

    Bumpers special sign

  • SLING SHOTS
    The slingshots are located above the flippers, they bounce the ball and award 50 points. Their main function is to arrange the ball so that it falls slowly to the flippers.
  • SKILL SHOOT
    The player can earn a Skill shoot bonus by passing the ball through the left ramp lane within 5 seconds of the initial plunger shot.
  • COMBO
    A combo bonus can be earned by passing the ball through either ramp lane back-to-back within 5 secs. the bonus doubles with each passing ball, starting with 10.000 points.
  • SHOOT BONUS
    Before launching a new ball on the table, the player earns a shoot bonus, being able to choose between options A or B, to win a random feature. The options for the first shoot bonus will always be the same, option A long ballsaver, option B super kickback, the others will be random determined by the player's playing time.
  • RANDOM FEATURES
    Random features are benefits that the player can obtain through shoot bonuses or by completing the zone drop targets.
LIST OF RANDOM FEATURES
  • BIG BONUS: gives 30,000 points
  • SMALL BONUS: gives 300 points
  • SUPER KICKBACK: enables 5 kickbacks
  • BACKUP: enables 5 kickbacks and 30 secs of ball saver (if the ballsaver it’s already enabled gives 30 secs more)
  • LONG BALL SAVER (only shoot bonus) gives 120 secs of ball saver
  • BALL SAVER (only zone drop targets) gives 60 secs of ball saver
  • RANDOM LIGHTS: turns on one light (it can be the egg, ring, rollover, field multiplier, left ramp, or lock hole lights)
  • EGG LIGHT: turns on one egg light
  • RING LIGHT: turns on one ring light
  • PAUSE MENU
    Pressing the start button will display the pause menu, in story mode it will give the option to continue or exit, while in Arcade mode the option to save and quit is available, only one save game is allowed at the time.
  • BONUS POINTS
    Unlike normal points, bonus points are stored in a separate section and can only be added to the total score once the player has lost the ball with which they got those bonus points. You can get bonus points by completing a cycle in chao hole A or chao hole B or by completing a set of lights (lit) (ring loop, egg loop, zone drop targets, lock hole, left ramp lane and center ramp lane lights).
  • BONUS MULTIPLIER
    After losing a ball and before adding the bonus points to the score, they will be multiplied by the active number of the bonus multiplier. It will start at 1 and increase one by one depending on the number of times the player has obtained a Chaos Chao.
  • END OF BALL
    When the ball falls through the middle of the table, the player loses that ball. If there are no more balls in reserve it is a game over. When a ball is lost, an end of ball bonus is earned, giving the player all the bonus points they achieved. These points are earned for lite complete (light set), Chao samara (Chao A hole cycles) and Chao regenesis (Chao B hole cycles), for each one earning 100,000 points and then this score is multiplied by the amount of bonus multiplier that has been achieved in the game.
  • SCORE INDICATOR

    At the top of the screen is the score indicator where the number of balls the player has left is shown on the left and the current score on the right. It also has the function of displaying the Current Information if the player leaves both flippers pressed. It also indicates with large signs when a function is activated or the ball goes into certain holes, and showing additional texts for secondary functions, occasionally an image of the character being used and a "boooo" text when the player loses the ball.
INFORMATION SHOWED IN CURRENT INFORMATION
           * The bonus points. 
           * The bonus multiplier 
           * The field multiplier
           * How many times the bumper has been hit
           * How many enemies have been eliminated
           * The total ring count
  • CHAO NAVI
    The Chao navi is a function to help beginners, in the lower part of the screen a black sign will appear with text to guide the player, telling them what functions to activate with the ball, where they should aim, etc., this function can be deactivated in the options menu.
  • MISCELLANEOUS
    On the lower sides of the pinball there are two Chao and four animal friends that will react according to the player's actions. During most of the game they will have a relaxed attitude, in the minigame mode, ring mode and egg mode they will be more attentive and when the player loses a ball they will become disappointed.
NORMAL MODE
MINIGAME MODE

RING MODE EGG MODE

LOSING A BALL

MODES[]

Throughout the game the player can access different modes, each with its own set of rules, objectives and particular mechanics.

NORMAL MODE[]

Normal mode is the one with the most active gimmicks and is where the other modes can be acceded (except for the clear bonus mode). Every time the player starts a new ball, passes a zone or completes another mode, will enter the normal mode.

FEATURES AND GIMMICKS[]
  • ROLLOVER LIGHTS
    Kickback enabled

    KICKBACK ENABLED 5 TIMES

Right in the 5 return lanes of the table there is a star-shaped light, the rollover lights. When the ball passes through one of these they will be activated, spelling a letter of the word Sonic on the score indicator. When all 5 are activated the player will be rewarded with 5 kickbacks

  • ZONE DROP TARGETS
    Zone drop

    All Zone drop targets acrivated

    Below the top flipper there is a sign with the word zone. Each letter is an independent light that the player can activate by hitting it with the ball. When they all light up and the word "zone" is formed on the score indicator, the feature hole will be accessible and if the ball enters there, the player will be rewarded with a Random feature (as long as another set of lights that activate the feature hole does not has been completed and is currently active). If the player repeats this process, the third time he does it he will activate the Jackpot mode. If the zone drop target lights are active and there is the possibility of getting a random feature or Jackpot mode, one of the feature hole lights will start to blink. One of these lights will stay on permanently to indicate how many times the bonus has been achieved, (with a maximum of 3 and then they will all turn off again) the number of times will be saved when passing the zone. If all the zone drop target lights are activated twice in a row without putting the ball in the feature hole, the possibility of getting the random feature or the Jackpot will be lost, just as if the ball is lost or by moving to another zone.
  • LOCK HOLE
    Lock hole sign

    lock hole score indicator sign

    Obstacle ball blocker

    obstacle blocker

    Ball not locked

    ball not locked

Every time the ball enters the lock hole, the light of one of the blue arrows pointing to it will turn on. When all three are on, the player will get a lit bonus (100.000 bonus points) and an obstacle will appear that interrupts the ball's exit on the left ramp. When a ball is locked, it will stay there and the player will receive a new one (this does not count as losing a ball, and does not affect the score or the remaining balls), if it manages to lock three balls the Multiball mode will start. If the player enters any other mode with one or two locked balls, the obstacle will let the lower ball pass and will not lock the new one, so as not to interrupt the game. The number of locked balls doesnt reset when passing the zone. After exiting Multiball mode this process can be repeated.

ball not locked
Ball not locked

ball not locked

  • CHAO A HOLE
    As a reference to the growth of the Chao in the two Sonic Adventure 1 and 2, the player must grow a Chao by putting the ball in the hole. When it reaches its reincarnation phase, it will enter the Minigame mode. The first time the ball enters this hole, it will hatch the egg and a Chao will emerge, the second time the chao will grow a smile and the third time it will enter a reincarnation cocoon and the Minigame mode will begin. When the player returns to normal mode the process can be repeated.
Phase 0 phase 1 phase 2 phase 3
image of the chao
  • CHAO B HOLE
    Similar to the chao A hole, the player can grow a Chao, going through 5 stages until it reaches its maximum evolution, a Chaos Chao, in reference to the Chao Garden of sonic adventure 1 and 2. every time the ball enters the hole a Chao B hole light will turn on. The first time the egg will hatch and a chao will be born, the second time the chao will enter a white cocoon, the next time an adult fly chao will emerge, the fourth time it will enter a pink cocoon and the last time a Chaos Chao will appear for a brief moment. and it will turn back into an egg letting place to repeat the whole process. Each time this chao is fully evolved, the bonus multiplier will increase by one.
phase 0 phase 1 phase 2 phase 3 phase 4 phase 5
  • BIG TARGET HOLE
    The big target hole allows the player to change the character that is in the center of the table along with the aesthetics and colors to match. Every time the ball enters the hole there will be an animation of the object that hides the hole (it changes depending on the zone being played) and a big target hole light will turn on. The third time this happens, a sign will appear indicating which character it changes to the table decorations, then the 3 lights will go out again and the process can be completed again to change to the next character, following the order of: Sonic, Tails, Knuckles, Amy and restart from Sonic. It doesn't matter how many big target hole lights are on (either 1 or 2), if you move to the next area, the count will start from 0. In addition to the graphical changes, the Minigame mode challenges change depending on the active character, with each character having their own exclusive challenge.
CHANGES LOGO in the center

of the table

COLOR of the

pinball table

NEW CHARACTER

LOGO

IDLE icon MINIGAME icon next ZONE

animation

Losing a ball

animation

SONIC
TAILS
KNUCKLES
AMY
SUPER SONIC N/A N/A
  • RIGHT RAMP
    The right ramp grants 2000 points to the player every time the ball passes through it, in addition to being used to make combos and activate and increase the field multiplier.
Free and stock signs

FREE and STOCK signs

  • LEFT RAMP
    The left ramp awards the player 2000 points each time the ball goes through it. It is also used to do the skill shoot, get combos and if the lock hole obstacle is active, lock balls to activate the Multiball mode. Every time the ball goes through the ramp a left ramp lane light will light up, the third time the player does so it will earn a lit bonus (100,000 bonus points) and the lights will turn off again to be able to repeat the process. If the lock hole obstacle is active, the stock light will be on and the free light will not, if it is not active it will be the opposite.
  • CENTER RAMP
    Every time the ball passes through the center ramp it gives the player 2,000 points and lights up a center ramp lane light, the third time it does so, the player will earn a lit bonus (100,000 bonus points). it´s also used to get a new ball.
  • RING LIGHT LANE
    Every time the ball goes around the left lane, a ring loop light will light up. When all four are on, the feature hole will be activated, and if the ball enters there, Ring mode will begin.
  • EGG LIGHT LANE
    Every time the ball goes around the right lane, an egg loop light will light up. When all three are on, the feature hole will be activated, and if the ball enters there, Egg mode will begin.
  • FIELD MULTIPLIER
    All the points the player earns while the field multiplier is active will be multiplied by 2, 4 or 8 depending on how many times in a row it has been activated. If the player manages to activate the 3 triple lane lights (field multiplied lights), a right ramp light will begin to flash, indicating that the possibility of activating the field multiplier is active. If the player passes the ball through the right ramp, it will activate the multiplier by 2. This function only will be active for 120 seconds, and a right ramp light will remain on during that time. If the player repeats the process while the 120 seconds are not over, he will increase the multiplier to 4, add another 120 seconds and turn on another right ramp light. This can be done a maximum of 3 times, increasing the multiplier to 8 and turning on all the lights on the right ramp. Every time 120 seconds pass, only one light will go out and the multiplier will be divided by two until it returns to zero, (8,4,2), the player can increase it again following the same process at any time.
  • FEATURE HOLE
    The feature hole is hidden by a wall for much of the game. If the ball passes through the right lane, it will continue forward, but if the hole is active, the wall will disappear and it will be able to enter. It is used to enter Ring, Eg and Jackpot mode and to get random features. If the player activates the feature hole in more than one way (for example first with the egg lights and then with the ring lights) the hole will reward the first to be activated and if the normal mode is the current mode it will continue to be active for the second reward.
  • EXTRA BALL
    If the player passes the ball through the center ramp using the upper flipper 20 times, will get a new ball, this can be done as many times as possible. The number of times the ball went through the ramp does not reset when changing modes, zones or by losing the current ball.
EGG MODE[]
Egg mode logo

EGG MODE LOGO

This mode only lasts 120 seconds, once they have passed or if the player loses the ball early, the mode ends, and the normal mode returns, but if Eggman is defeated, the Clear bonus mode will begin. During this mode, the player must put the ball in the hole where Eggman is, by doing so it will take him away one life, if IT takes all of them the mode will end and get 10,000,000 points. In the first zone cycle Eggman will have one life, but each time he moves to a new one (when the player returns to Neo Green Hill) Eggman will have one more life. Eggman's first location will be in the Chao A hole, when he gets hit he will go to the Chao B hole and finally to the lock hole, if he has more than three lives, he will begin the journey from the Chao A hole again. If the player does not manage to defeat him before time runs out, the next time he enters Egg mode, he will have the same amount of lives he left him with but will return to the first hole. When he is hit, his life logo will flash red, when he has only one left his ship will make small explosions and when he is defeated it will turn completely gray just like his life logo.

The only features active during this mode are:
  • Enemy
  • Combo
  • Extra ball
  • Rollover lights
  • Kickbacks
  • Bumpers
  • Sling shots
  • All three ramps (not lit bonus)
  • Triple lane lights (field multiplier)


MUSIC: This mode uses a remix of the Sonic 1 boss theme previously used in Sonic Advance's X Zone Boss 1.

EGGMAN positions
position 1 position 2 position 3 defeated
image
RING MODE[]
Ring mode logo

RING MODE LOGO

This mode only lasts 120 seconds, once they have passed or if the player loses the ball early, the mode ends, and the normal mode returns. During it, the entire table will be filled with rings, each with a value of 10,000 points if the player collects them, these are saved throughout the game and once finished they can be used for the tiny chao garden or in casinopolis.

The only features active during this mode are:
  • Enemy
  • Combo
  • Extra ball
  • Rollover lights
  • Kickbacks
  • Bumpers
  • Sling shots
  • All three ramps (not lit bonus)
  • Triple lane lights (field multiplier)


MUSIC: this mode reuses a remix of starlight zone present in sonic advance 1

MINIGAME MODE[]

The mode lasts 60 seconds, if the counter reaches zero, the player completes the assigned task (if it´s possible) or misses the ball, the mode ends and returns to normal mode. At the beginning, a text will be displayed on the screen with the requirements to complete the mission. There are a total of 19 different missions, some exclusive depending on which character is active, each with a different point reward. There are 4 songs for the minigames.Below is a list with all the possible minigames grouped by the song they use.

MINIGAMES SONG 1
Name of the Challenge mission to complete point reward
CHAOS EMERALD make the ball ball go through both ramp lanes 600.000 points
RENDEZVOUS (tails exlusive) put the ball in any hole 5 times 400.000 points
WALL CLIMB (knuckles exclusive) go through many switches 100.000 each type a light is turned on
GET 100 RINGS put the ball in any hole 5 times 500.000 points
HANG AIR (knuckles exclusive) keep the ball on the top half of the table 20.000 each 5 seconds that the ball stands in the top half
MINIGAMES SONG 2
Name of the Challenge mission to complete point reward
SPINDASH put the ball through left loop and right lane 400.000 points
SUPER JET hit the bumpers and score big 1.000 each bumper hit
SPIN SHOT hit the middle ramp using the upper flipper 200.000 points
KNUCKLES BUMP (knuckles exclusive)) hit the bumpers 10 times 400.000 points
MINIGAMES SONG 3
Name of the Challenge mission to complete point reward
CHECKPOINT aim for the left loop and the left lane 300.000 points
GRIND (sonic and super sonic exclusive) make the ball go through both return lanes 1.000.000 points
LOOP AND LOOP (sonic and super sonic exclusive) make the ball go though the left ramp and right loop 600.000 points
STORMING HEART (amy exclusive) aim for the hole with an arrow(Chao Bhole) 1.000.000 points
TWIN TAILS (tails exclusive) make the ball go through both ramp lanes 400.000 points
MINIGAMES SONG 2
Name of the Challenge mission to complete point reward
SPINDASH put the ball through left loop and right lane 400.000 points
SUPER JET hit the bumpers and score big 1.000 each bumper hit
SPIN SHOT hit the middle ramp using the upper flipper 200.000 points
KNUCKLES BUMP (knuckles exclusive)) hit the bumpers 10 times 400.000 points
MINIGAMES SONG 4
Name of the Challenge mission to complete point reward
JUMP ATTACK (sonic and super sonic exclusive) hit the bumpers ten times 800.000 points
VS ENEMY aim for the hole with an arrow (lock hole) 300.000 points
TAIL ATTACK (tails exclusive) aim for the right lane and chao b hole 1.000.000 points
JUMP WALK (amy exclusive) aim for the ramp lanes on the right and the middle 600.000 points
AMY FLASH (amy exclusive) put the ball in any hole 5 times 1.000.000 points
The only features active during this mode are:
  • Enemy
  • Combo
  • Rollover lights
  • Kickbacks
  • Bumpers
  • Sling shots
  • All three ramps (not lit bonus)
  • Triple lane lights
JACKPOT MODE[]


The mode starts with a new golden ball and ends when the player loses it, returning to normal mode. While the jackpot is active, each time the ball goes over a ramp or loop the player will add 100,000 jackpot points. To add them to the normal score, the bumpers must be hit 10 times, and then they will be multiplied by the number indicated in the jackpot multiplier. Every time the player hits a jackpot, the jackpot multiplied will be doubled, up to a maximum of 128. All the gimmicks and features of the normal mode will be active, but the player can access other modes, that is, the feature hole cannot be activated in any way, the Chao A hole can´t grow and balls can´t be locked on the left ramp.

MUSIC: This mode uses an original spring yard zone remix.

MULTIBALL MODE[]

The mode begins with 3 golden balls (the game display is set according to the position of the lower ball) and ends when there is only one left on the table, returning to its original color and normal mode, this does not affect the number of extra balls. During multiball mode the kickbacks will be disabled and the entrance to the plunger will be blocked, making it much easier to lose the ball. In turn, the jackpot will be active, working exactly the same as in its respective mode. During this mode all the gimmicks and features of the normal mode are deactivated.

MUSIC: during the mode an instrumental remix of the song "open your heart" from sonic adventure 1 is played.

CLEAR BONUS MODE[]

This mode only lasts 60 seconds, once finished, the next zone will be entered. At the beginning, a counter will appear in the score indicator starting with 707,600 points that will decrease as time passes. Every time the player passes the ball though any ramp or lane, the number of points that were on the counter at the time of doing it will be added to their score. If the ball hits and turns on the 4 zone drop target lights, the score that is on the counter at the time of doing it will be earned and the clear bonus mode will end, moving to the next zone regardless of how much time is left.

LIST OF FEATURES AND GIMMICKS ACTIVE
  • Combo
  • Triple lane lights
  • Field multiplier

MUSIC: When entering this mode, the clear stage song from sonic advance 1 plays. The clear bonus mode uses an instrumental remix of the song "super sonic racing" originally from sonic R

Depending on which zone is been played, the color of the zone drop target lights will be different
Neo Green Hill Secret Base Casino Paradise Ice Mountain Angel Island Egg rocket X-zone Moon zone

STAGES[]

During the game the player can progress through the table by defeating Eggman in the Egg mode, when that happens and the clear bonus mode ends the player is introduced to a new zone. each zone has a unique animation for the big target hole with a backgtound and cosmetics (enemies, ramp lanes, and the bottom of the table) based on one level of sonic advance 1 (wich is the game that it´s been based for all the references and esthetics). With a total of 8 being the last one the secret "moon zone" that only can be entered by collecting 700 rings trhough the play by the ring mode. there´s also numered emeralds at the bottom of the table wich will blink according to the number of the zone the player are currenly playing on. the order is: Neo Green Hill Zone, Secret Base Zone, Casino Paradise Zone, Ice Mountain zone, Angel Island Zone, Egg Rocket zone, X-zone and moon zone. if the player doesn´thave enough rings after completing x-zone or has simply beaten the Egg mode in the moon zone, it will be take it back to Neo green hill zone to start again in the order of the levels (wihout losing their score). the only zone that doesn't have it´s own table it´s Cosmic Angel zone but his music it´s used.

STAGES
NEXT ZONE ICON TABLE BADNIKS AND

ANIMALS

BIG TARGET HOLE

ANIMATION

MUSIC NOTES
Neo Green HILL zone NEO GREEN HILL ACT 1
  • IN THE BIG TARGET HOLE A KIKI MAKE AN APPEREANCE
  • THE FIRST TIME YOU ENTER THIS ZONE WILL BE TWO EGG LIGHTS ON
Secret Base zone SECRET BASE ZONE ACT 1 N/A
Casino Paradise zone CASINO PARADISE ACT 1
  • THE FIRST TIME YOU ENTER THIS ZONE, THE LEFT RAMP WILL ALREADY HAVE TWO BALLS PREPARED FOR THE MULTIBALL MODE
  • THE LIGHTS OF THE RAILS BLINK IN DIFFERENT COLORS
Ice Mountain zone
ICE MOUNTAIN ACT 1 N/A
Angel Island Zone
ANGEL ISLAND ACT 1 (SONIC ADVANCE)
  • THE  BIG TARGET HOLE FEATURES A REFERENCE TO TIKAL
Egg Rocket Zone COSMIC ANGEL ZONE
  • THE BIG TARGET HOLE FEATURES A GIMMICK FROM THE ORIGINAL EGG ROCKET ZONE OF SONIC ADVANCE. A MACHINE USED TO TRANSPORT THE CHARACTERS FROM ONE SITE TO ANOTHER
  • THIS ZONE USES THE MUSIC FROM COSMIC ANGEL ZONE (THE STAGE AFTER THIS IN SONIC ADVANCE) AND THE GAME SKIPS THAT ZONE IN PARTICULAR, BEING THE NEXT ONE, THE X-ZONE
X-ZONE N/A X-ZONE
  • THIS ZONE IS ONE OF THE TWO STAGES THAT DOESN´T HAVE ANY ENEMIES (MAYBE AS A REFERENCE OF THE ORIGINAL ZONE IN SONIC ADVANCE)
  • THE BIG TARGET HOLE HAS AN SPECIAL FEATURE IN THIS ZONE, A SPACE SHUTTLE TAKES DAMAGE IF THE PLAYER GET THE BALL INTO WHETHER THE BIG TARGET HOLE OR THE CHAO HOLE B, AFTER 3 TIMES THE SHUTTLE GETS DESTROYED AND IT TURNS GRAY FOR THE REST OF THE PLAY, IF THE PLAYER GET THE BALL INTO ANY OF THE TWO HOLES AGAIN, NOTHING HAPPENS
Moon zone
N/A X-ZONE BOSS 1
  • TO ENTER THIS ZONE THE PLAYER MUST COLLECT 700 RINGS IN THE RING MODE DURING THE GAME BEFORE COMPLETING THE X-ZONE
  • THIS IS THE ONLY LEVEL WHERE SUPER SONIC CAN BE THE ACTIVE CHARACTER
  • CHARACTERS CAN´T BE SWITCHED THROUGH THE BIG TARGET HOLE IN THIS ZONE
  • THE RAMP LANES SPRITES ARE RECLYCLED FROM THE PREVIOUS ZONE (X-ZONE)
  • THIS ZONE IS ONE OF THE TWO THAT DOESN'T HAVE ANY BADNIKS (MAYBE LIKE A REFERENCE OF THE ORIGINAL STAGE IN SONIC ADVANCE)
  • LIKE IN THE X-ZONE THE BIG TARGET HOLE HAS AN SPECIAL FEATURE, THERE IS THE SUPER EGG ROBO LIKE IN SONIC ADVANCE FINAL ZONE, THE PLAYER CAN HIT IT BY GETTING THE BALL IN THE BIG TARGET HOLE OR THE CHAO HOLE B, IF THE PLAYER HIT IT THREE TIMES, THE ROBOT WILL BE DEFEATED AND TURN GRAY FOR THE REST OF THE PLAY, NOTHING HAPPENS IF THE PLAYER HIT IT ANOTHER TIME
  • INSTEAD OF THE MUSIC OF THE MOON ZONE, THIS STAGE HAVE THE SAME MUSIC AS THE EGG MODE, WICH MAKES IT DOESN'T HAVING A TRANSITION OF MUSIC WHEN YOU ENTER IN THIS MODE.

SOUNDTRACK[]

Although most of the soundtrack reuses songs and remixes from Sonic Advance, it also features its own, such as four original songs for the minigame mode, one for the results, and original remixes from Spring Yard Zone used for the jackpot mode, one for Super sonic racing for the clear bonus mode and one of open your heart for the multiball mode.

ORIGINAL TRACKS
Ring Mode (starlight zone remix)
Minigame Mode song 1
Minigame Mode song 2
Minigame Mode song 3
Minigame Mode song 4
Jackpot mode (Spring yard zone remix)
Multiball mode (Open your heart remix)
Clear bonus mode (Super Sonic Racing remix)
Results and rankings screen

SCORING SYSTEM[]

FIELD POINTS
Sling shots 50
Bumper 100
Enemy 200
  • Ring light
  • Egg light         
  • Rollover lights   
  • Zone drop target
1000
  • Triple lane light
  • Chao a hole
  • Chao b hole
  • Lock hole         
  • Big target hole
  • Feature hole
1500
  • Right ramp
  • Left ramp         
  • Middle ramp   
2000
  • Last rollover light
  • Last zone drop target 
5000
BONUS POINTS
  • Light set completed
  • Chao a cile completed   
  • Chao b cicle completed
100000
MINIGAMES points
super jet bonus 1000
hang air bonus 20000
wall climb bonus 100000
spin shot   200000
  • Checkpoint
  • Vs enemy   
300000
  • Rendezous
  • Spindash
  • Knuckles bump     
  • Twin tails
400000
Get 100 rings 500000
  • Chaos emerald
  • Loop and loop
600000
Jump Walk 800000
  • Grind
  • Storming heart
  • Tail attack       
  • Amy flash
1000000
ADDIOTIONAL POINTS
Small bonus 300
Ring 10000
  • Skill shot
  • Jackpot point     
100.000
Big bonus 300000
Defeat Eggman 10000000


POINTS MULTIPLIERS
Enemy 2-4-6
Field multiplier 2-4-8
  • Jackpot                 
  • Combo
  • Bumper
  • Bonus multiplier
2-4-8-16-32-64-128

RANKINGS[]

Sonic pinball party rankings

SONIC BACKGROUND RANKINGS

Sonic Pinball Party has a ranking system where the top 20 best scores are saved separately depending on which table it was obtained on (Sonic, Nights or Amigo). By default there is a list of names that refer to characters from the 3 franchises to occupy the classification places. If the player exceeds a score, they can place their name (with a maximum of 3 characters) in the ranking. This screen can be accessed by pressing B on the title screen or after the result screen in Arcade mode.

LIST OF CHARACTERS REFERENCED
Sonic The Hedgehog Nights Into Dreams Samba De Amigo Extra
AMI (Amigo)

BIN (Bingo) BON (Bongo)

CHU (chumba) CHA (Chameleon) RIO (rio)

SEG (sega)

TRIVIA[]

  • In the second stage of the Chao B hole, it changes to a white cacoon instead of a light blue one. In the original games with a Chao Garden, the White Cacoon meant that the Chao died instead of reincarnating or evolving.
  • The space shuttle seen in the big target hole animation of the x-zone seem to be a recycled version of one of the earlier designs of the Egg Carrier from the development of Sonic Adventure.
  • The game features remixes of well-known songs from previous games, specifically Super Sonic Racing from Sonic R and Open Your Heart from Sonic Adventure.
  • Instead of using the music from Moon Zone, the music from Egg Mode is reused.
  • Super Sonic does not have an animation when losing the ball or when changing characters like the rest
  • The animations of the flickies and chao at the bottom of the pinball and those of the enemies go at double speed in multiball mode.
  • In multiball mode the score indicator glitches when trying to show signs of actions that are happening simultaneously
  • Most of the names of the minigames refer to objects present in the Sonic franchise or to abilities of the characters themselves (spindash, checkpoint, chaos emerald, twin tails, etc.)