Title | : | Metal City Mayhem (Sonic the Hedgehog Adventure Gamebooks, #1) |
Author | : | |
Rating | : | |
ISBN | : | 0140376291 |
ISBN-10 | : | 9780140376296 |
Language | : | English |
Format Type | : | Paperback |
Number of Pages | : | 300 |
Publication | : | First published April 27, 1995 |
Mobius is under threat from the deranged Robotnik. The demented inventor is busy on a master plan building mega-robots. Only you and Sonic can stop him.
Using your skill, speed and agility, you can help Sonic save the day. But think fast and move quickly, Sonic doesn't hang about and there's no time to waste. The future of Mobius depends on you!
Metal City Mayhem (Sonic the Hedgehog Adventure Gamebooks, #1) Reviews
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There's a lot of possibility in the idea of a Sonic the Hedgehog gamebook featuring three hundred story sections and a full game system, and Metal City Mayhem kicks off this six-book series with flair to spare in an adventure containing numerous original stages for Sonic to survive. On page one, Sonic is relaxing in the Green Hill Zone playing Botman on his Sega Game Gear. He's a slick gamer, but the Technobot at the end of Level Six stymies him every time. A more urgent matter is about to arise, however. Something is going on within a walled city called Robotropolis; armed robots are abducting Sonic's animal friends and taking them there. Sonic feels certain Dr. Robotnik is behind it, but how can he thwart the madman's plot without every robot in the city ganging up on him?
However stealthy Sonic is under your guidance, getting caught by Robotnik's metal minions at least a few times is practically unavoidable. So it's good that you can run into Boombox, a rat who has dug tunnels all through Robotropolis, including the holding cells. Between jailings you'll want to carefully examine every room you enter: gold rings (your health meter in this book), extra lives, and other valuable items are waiting to be retrieved and added to your inventory. Gameplay is not easy, so you need every advantage the story allows.
Exploring Robotropolis should put you in proximity to Robotnik's plans, one piece at a time. Tails the fox is a useful ally, as are several other friends from the Green Hill Zone eager to help you stop your conniving enemy in his tracks. Robotnik's robots are controlled by cartridges that bear punny names (Eggs-terminate and Pter-egg-dactyl, for example), cartridges you can steal and reinsert later to override the doctor's orders and force the robots to behave as you want. You have time for several mini adventures en route to discovering Robotnik's evil goal, but make sure you have an extra life or two in reserve when you meet the big man in the final battle. Robotnik is eccentric but deadly, and his sights are set on destroying Sonic's beloved home. Only Sonic can save the Green Hill Zone once again and keep his friends free from egg-themed tyranny.
Despite serious structural flaws, Metal City Mayhem had loads of potential, and James Wallis is a good writer. The adventure builds well and is enjoyable for long periods, tempered by the randomness of the results of the choices you make. It's frustrating to blunder about, getting hurt and losing lives, when you're trying to make smart decisions and preserve Sonic for the duration. James Wallis's wit does a decent job countering this feeling, though; my favorite part of the book is Sonic's veiled Super Mario Brothers quip on page two hundred fifty-one. Metal City Mayhem is a long, involved read if you make it to the end and defeat Robotnik, but it will be fun for the right kind of reader. I'm rating it one and a half stars, and I thought about rounding up. I'm curious how the series developed from here. -
Feels like an aftermath of the first Sonic game with a touch of Fleetway, but in more of a kid friendly matter.
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Killed sonic, found out my friend has a rare book, 10/10 great way to spend my birthday