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SONIC THE HEDGEHOG
Adventure Gamebook 6
STORMIN' SONIC
MARC GASCOIGNE
ᴀɴᴅ JONATHAN GREEN
For Sal
INTRODUCTION
This is not an ordinary book, it's a gamebook. You don't read it through from front to back like you would a normal story. In Stormin' Sonic you will decide how Sonic and his pal, Tails, will defeat the sinister Dr Robotnik. How will they fight the Badniks, and how will they overcome all the other tricks, traps and puzzles they will encounter along the way? The choice is yours. If you choose well for them, they will win. If you make the wrong choices — well, you'll soon discover what happens then!
Correction: This is not an ordinary gamebook, it's an electronic gamebook.
The text presented here was first published in 1996 by the Penguin Group, and wherever possible the text is presented unaltered.
Any additional information will be presented in this format. Any dice rolls or note-taking will be automatic, and page turning will be done with links,
like this
.
Before you start to read the adventure, take a quick look through the simples rules which are set out on the next few pages. They are not at all complicated, so don't worry! They are like those used in the other Sonic gamebooks in this series — so, if you have already played one of those, the rules will be familiar. You will also need one ordinary six-sided dice, a pencil and an eraser.
If you are familiar with the rules you may skip to Sonic's Vital Statistics.
Playing the game
In Stormin' Sonic you help guide Sonic and Tails through the action. Every so often our heroes will need advice on what to do next, and it's up to you to decide for them what they should do. Their adventure will succeed or fail depending on your choices.
The book is divided into three hundred sections, each one with a number. The first section is 1 and the last is 300, but you don't read them in that order. Instead, each section ends with a list of several different actions that Sonic could take next, and a number for each one. Once you have decided what you want Sonic and Tails to do, turn to the section with that number and read it. Keep doing this until you have either finished the adventure — or have failed along the way! If you lose, you will have to start again and perhaps try to find a different way to victory.
This version of the gamebook includes checkpoints that you may return to after a game over. If you wish to play as the authors originally intended you may opt not to do this.
Checkpoints will only activate when certain conditions are met to prevent you from being locked into an unresolvable loop.
Sonic's Vital StatisticsBefore you start, you have to decide how good Sonic is at doing certain things. Sure, everybody knows that he's very fast and very cool, but do you know exactly how fast and how cool? Here's how you find out.
If you turn to page 12, you will see Sonic's Vital Statistics sheet: a list of Sonic's abilities, what he is carrying, how many lives he has left, how many rings he has collected, and a few other things besides. Tails doesn't have a sheet of his own; his abilities are the same as Sonic's.
There are six of these abilities: Speed, Strength, Agility, Coolness, Quick Wits and Good Looks. Beside each of them is a description of the ability and a box, which is currently empty.
Read the descriptions of Sonic's abilities, then choose the one that you think Sonic is best at; write a '5' in that box. Put a '4' in the next best, a '3' in the third best and '2' in all the rest. The different numbers show what Sonic's strengths and weaknesses are; the higher the score, the better Sonic is at doing something.
Doing ThingsSome sections of the adventure will ask you to roll on one of Sonic's abilities in order to beat a certain number which is given in the text. This means that you should roll one dice, add the number you've written to that particular ability, and compare it to the number given to beat. If your score is equal to or higher than the number, Sonic has succeeded (all right!). If your score is lower, Sonic has failed (crunch!). Follow the instructions in the section you're reading to find out what happens next.
FightingSonic also uses his abilities to fight his enemies. Sometimes defeating them is so easy that you won't have to roll the dice, but at other times you'll be told to roll for combat against one of Sonic's abilities. It can be any of them, depending upon the enemy and the type of attack they use.
All of Sonic's enemies have a rating, and number between five and ten; the higher the number, the more deadly they are at fighting. To fight an enemy, roll one dice and add it to the ability Sonic is using in that fight — the section will tell you which ability that is. If Tails is fighting alongside Sonic, our heroic hedgehog can add three points to this roll. If Sonic rolls equal or higher than the enemy's rating, he has landed a blow on the enemy (wallop!). Sometimes this will destroy the enemy, but some enemies are stronger and will need more than one hit to knock them out.
If the enemy are not destroyed, they can try to hit Sonic back. Roll one dice and add it to their own rating. If the result is higher than 10, Sonic has been hit (bam!). If there is more than one enemy, each can try to hit Sonic back in this manner, unless they are fighting one at a time (the text will tell you if this is the case).
When Sonic is hit by an enemy or a trap, one of two things will happen. If he is carrying any gold rings, he loses them all. However, if he is not carrying any rings, Sonic must lose a life! If the opponent fails to hit, Sonic can then try to hit again, and so on.
LivesSonic starts the book with three lives, just like in the game. If he loses them all, he has failed and must start the adventure again from the very beginning. Tails has no lives of his own; if Sonic loses, then Tails must also start again.
There are two way to get extra lives. The first way is for Sonic to find them concealed along the route of his adventure. The second way is to collect 100 rings which he can then swap for an extra life.
A peculiarity of this book is that the rules regarding lives differ from others in the series. Other books in the series state that 'if he can collect more than 100 rings, he gets an extra life', while this book implies that 100 rings should be
traded for a life. This also contradicts text on the
Sonic's Vital Statistics page.
You may interpret the rules on this occassion:
Sonic gains a life after collecting 100 rings
Sonic must swap 100 rings to gain a life
Carrying StuffSonic starts the game with nothing, but he and Tails may pick up items along the way, or they may lose some in the course of the adventure. Always write any new items down on Sonic's Vital Statistics sheet and remember to cross off the ones he and Tails don't have any more.
Throughout the adventure, Sonic and Tails will find and collect gold rings, which will protect our heroes from hurt and may help them gain extra lives. When you finish the adventure, your final score will be the number of rings that Sonic has left. Challenge your friends to see who can end up with the most!
That's everything you need to guide Sonic and Tails through the dangers that will be inflicted by the Weather Egg. Now turn to [Sonic's Vital Statistics]
and read on...