_____ _
/ ___/____ ____ (_)____
\__ \/ __ \/ __ \/ / ___/
___/ / /_/ / / / / / /__
___/____/\____/_/ /_/_/\___/ ____
/ ___/____ (_)___ / /_ ____ _/ / /
\__ \/ __ \/ / __ \/ __ \/ __ `/ / /
___/ / /_/ / / / / / /_/ / /_/ / / /
/____/ .___/_/_/ /_/_.___/\__,_/_/_/
/_/
Sonic Spinball FAQ/Walkthrough by TUI
___ _ _
| _.|_ | _ __|_ / _ .__|_ _ .__|_ _
|(_||_)|(/_ (_)| \_(_)| ||_(/_| ||__>
::::::::::::::::::::::table of contents
1) Intro
2) Controls
3) Definitions
4) Toxic Caves
5) Lava Powerhouse
6) The Machine
7) The Showdown
8) Outtro
___
| .__|_.__
_|_| ||_|(_)
:::::::intro
This is an FAQ for what I consider to be the greatest Sonic the Hedgehog
game ever created: Sonic Spinball. Recently re-released for the Nintendo
GameCube as a part of the Sonic Mega Collection, this game shows the
creativity of game designers that I find sadly lacking in more recent
games.
The concept is delightfully simple and entertaining; Sonic, who has been
spinning into a little furball ever since the original game, is now
thrown into a diabolical defense system in Robotnik's Fortress known as
the Pinball Defense System. Here, Sonic must play the role of the ball
in a game of pinball in a quest to find the Chaos Emeralds hidden within
each stage.
Sound strange? It is, but it is strangely addicting and enjoyable, and
I believe you will find it to be the best Sonic game ever, even with the
recent addition of Sonic Adventure I & II.
_
/ _ .__|_.__ | _
\_(_)| ||_|(_)|_>
::::::::::controls
You use only three buttons for this game. One is set to control the left
flipper, one is set to control the right flipper, and one is set to
control both flippers. These buttons will flip all flippers in the
level, not just the table you are currently in, so remember that. Also,
these buttons are also used to make Sonic jump when he is standing
still, which happens much more than you would think in a pinball game.
But remember, this is Sonic, so you can't go without the Spin Dash!
Speaking of the Spin Dash, there is one time when you are required to
invoke this power, so I'll mention it once here and once later. To do
the Spin Dash, hold down the "Down" direction and repeatedly tap "A" to
cause Sonic to spin in place. Release the "Down" direction to send Sonic
spinning off into the wild blue yonder!
_ _
| \ __|_o._ o_|_o _ ._ _
|_/(/_| || || |_|(_)| |_>
::::::::::::::definitions
This is a basic dictionary of pinball terms that will help you understand
the remainder of this FAQ. If you are familiar with pinball already, then
all of this should be review for you, but then again; review never hurt
anybody!
BOSS TABLE: The TABLE that contains the boss of the level.
BUMPER: Anything that repels the ball currently in play if hit by the
ball. Bumpers can be anything from the triangular bumpers above the
FLIPPER to small round bumpers randomly arranged in the TABLE.
CATCH: To hold the FLIPPER in the "up" position so as to prevent the
ball from moving.
CHUTE: Refers to the LANE that runs behind the FLIPPERS and deposits the
ball into the DRAIN.
CHUTE SAVE: Usually activated by hitting certain TRIGGERS, the chute save
fires the ball back into the TABLE and keeps it from falling down the
DRAIN.
DRAIN: The area between the FLIPPERS in a TABLE. Falling through the
drain results in the loss of the current ball.
DRAIN SAVE: A rare occurrence that either completely prevents the loss of
ball or allows the player to prevent that loss.
EMERALD: The Chaos Emerald is the goal of Sonic's Quest; collect all of
these to open the BOSS TABLE.
FLIPPER: Located at the bottom of the TABLE, the flippers are used to
propel the ball upward.
HALF-TABLE: A form of MINI-TABLE that has only a single flipper. It may
or may not have a DRAIN that results in the loss of ball, and usually
does not have a CHUTE of any sort.
LANE: A path that the ball can follow. If shot into a lane, the ball is
forced to follow the path until it reaches the end. Lanes can take the
form of long, narrows pipes to short LOOPS.
LEVEL: A collection of TABLES connected by LANES and WARPS.
LOOP: A special form of a LANE that follows a circular path and usually
gives some sort of point bonus.
MINI-TABLE: A small sized table with very few TARGETS, LANES, etc. In
Sonic Spinball most EMERALDS are found in the mini-tables.
PLUNGER: The apparatus that initially fires the ball into the TABLE at
the beginning of the game.
TABLE: The playing arena that includes the FLIPPERS, the DRAIN, one or
more CHUTES, and a variety of BUMPERS, LANES, LOOPS, WARPS, and TARGETS.
TARGET: Located along the border of the table, hitting all of the targets
in a set causes some sort of change to occur (usually the CHUTE SAVE).
TRIGGER: Another term for TARGET, but usually refers to a special
button that depresses as opposed to a switch.
WARP: When the ball is fired into a warp, it is taken to another warp
somewhere else in the LEVEL.
___ _
| _ o _ / _. _ _
|(_)><|(_ \_(_|\/(/__>
::::::::::::toxic caves
LEVEL ONE:
Difficulty: **
Three Emeralds
One main table; two mini-tables; one Boss table.
MAIN TABLE
------------------------------------------------------------------------
DRAIN SAVE: Sonic lands on a metal barrel. Jump to avoid attack by the
sea monster.
CHUTE SAVE (closed): Hold down the direction on the stick toward the
center of the table to have Sonic grab onto the metal barrel and pull
himself up. Then jump to avoid attack by the sea monster.
CHUTE SAVE (to open): Hit the mirror targets near the Sewer Pipes.
------------------------------------------------------------------------
You begin the level by jumping out of the sewer onto a ledge. Run to the
right to be plungered into the main table of the Toxic Caves. Right now
your mobility is limited to the confines of this table, so your first
order of business is to open the way to the rest of the level. To do
this, aim for the upper corners of the table. These alcoves have three
worms in them, but they also have small targets at the top. Drop both
of these targets to drain the slime out of the container at the top of
the table and to open the path to the mini-tables.
To go to the mini-table, hit Sonic into one of the Sewer Pipes on the
edge of the table. You can go into either the left or right side pipe,
but for simplicity's sake, I will assume you go in the right side pipe.
Change any directions if you go to the left side pipe.
MINI-TABLE
------------------------------------------------------------------------
DRAIN SAVE: If you have not gotten the center emerald from the slime
vat, Sonic will land in a metal barrel that acts as a boat. Jump up to
re-enter the table. If you have gotten the emerald, the drain save is
random.
CHUTE SAVE (closed): If you have not gotten the center emerald from the
slime vat, hold the direction on the stick toward the center of the
table. Sonic will land in a metal barrel that acts as a boat. Jump up
to re-enter the table. If you have gotten the emerald, the chute save is
random.
CHUTE SAVE (to open): Hit the two targets in the table. One is below
the Sewer Pipe, one is near the loop. When open, spin dash away from the
direction you came from when the warp door is closed.
------------------------------------------------------------------------
Your main goal here is to access a small mine-car system that gives
access to two of the three emeralds hidden in this level. To do this,
you will need to do two things. First, you need to open the bridge on
this side of the level to allow passage of the mine car. To do this,
look for a row of red lights on the table. If you can hit Sonic so that
he follows that path, you will roll through a loop and grab onto the
switch, opening the path.
Now you need to gain access to the mine-car system. Here, you have two
options. The first is to hit Sonic into the Sewer Pipe. Each time you
hit him in there, he will destroy one of three barrels blocking your
path. Destroy all three to open the path. The second option is to shoot
Sonic through the loop at the top of the table three times, thus opening
a small door.
If you passed through the small door, you're exactly where you want to
be; directly below a single flipper. If you passed through the Sewer
Pipe, jump over the small barrier and slide down over the flipper to stand
below it. Your goal is to propel yourself through the Sewer Pipe on the
upper-left into the Boss Room; however, since the Boss Room is
not open, you will be dropped into the mine-car shaft.
In the mine-car shaft, you have a choice of direction. If you came from
the right mini-table, press left. If you came from the left mini-table,
press right. Presto - your first emerald!
To get the second emerald, repeat the same process, but go through the
mini-table on the other side of the level.
Now for the third emerald. To get it, go to any one of the two mini-
tables and drain down the middle (trust me!). Do it right and you'll
land in a metal oil barrel. Use this as a raft and paddle over to the
slime vat that you drained earlier. Jump in and land on the emerald.
The boss room is now open. To get to it, go to one of the mini-tables
and take the path to the single flipper at the top. Fire yourself
through the Sewer Pipe to reach the Boss Room.
BOSS TABLE
------------------------------------------------------------------------
DRAIN SAVE: Hit targets to activate it. Otherwise, if you drain down the
middle you will be dropped in the middle of the main table in the level.
CHUTE SAVE (closed): Same as drain save.
CHUTE SAVE (to open): Same as drain save. When open, flip back into the
Boss Room using the flipper.
------------------------------------------------------------------------
To beat Scorpius, you need to first knock off his tail. The easiest way
is to shoot Sonic up to one of the ledges on the upper corners of the
room, then jump into the area bounded by the tail when the opportunity
presents itself. Once the tail is gone, a few hits defeats Scorpius.
_
| _. _. |_)_ _ ._|_ _ _ _
|_(_|\/(_| | (_)\/\/(/_| | |(_)|_|_>(/_
::::::::::::::::::::::::lava powerhouse
LEVEL TWO
Difficulty: ***
Three emeralds
Two main tables; two mini-tables; two steam arenas; one Boss table
MAIN TABLE
------------------------------------------------------------------------
DRAIN SAVE: There is none; Sonic dies
CHUTE SAVE (closed): There is none; Sonic dies
CHUTE SAVE (to open): Hit the mirror targets along the top of the room.
When open, Sonic will be propelled back into the table.
------------------------------------------------------------------------
As before, this table has absolutely nothing to offer us, so we need to
get out of here. To do this, we need to bust down the door blocking our
path. You can either directly hit the door, located at the top-right of the
table, or you can loop into the cannon located at the middle-left of
the table. Either way, three hits busts it open and then you can pass
through.
STEAM ARENA I
------------------------------------------------------------------------
The wackiest part of the game. Press any button to shoot steam out of
the outlets, propelling Sonic upward. In the middle of the room is a
pipe that will take you to the next room; however, you can't make it up
there on your own steam (no pun intended). To get there, you need to
bounce off of one of the many Clucks in the room. Pass through the pipe
to reach your first emerald.
Once you get the emerald, hold down a direction (left or right). If you
are lucky, Sonic will grab onto the edge and keep from falling back down
the pipe. If he does fall back, shoot him back through the pipe while
holding down a direction (left or right). Spin dash in that direction to
be bumped to the next Steam Arena. Ignore it for now and move to either
extreme of the Arena and propel Sonic out into the Mini Table.
MINI-TABLE
------------------------------------------------------------------------
DRAIN SAVE: If you're in the left mini-table, hold down "right" (and
vice versa) and you will hopefully fall back into Steam Arena I.
Otherwise you will fall back into the main table.
CHUTE SAVE (closed): You will fall back into the main table.
CHUTE SAVE (to open): Hit the mirror targets along the top of the room.
The outside chute will shoot you back into the room along the bumpers;
the inside chute will drop you in Steam Arena II.
------------------------------------------------------------------------
From now on the mini-tables aren't completely symmetrical; deal with it.
No matter how whether the symmetry is complete, the goal is the same. If
you are in the left mini-table, there is a cannon on the right side (and
vice versa) that has a cork stuck in it. You need to loop into the
cannon and bust the cork out. Three hits busts the cork.
Once the cork is busted, you will drop into the emerald shaft;
immediately start tapping a button to cause the steam jets to fire and
propel Sonic upward. If you mess up, Sonic will fall back down into
Steam Arena I. If you are successful, you will be rewarded with an
emerald.
Drop into the main pipe and fall into Steam Arena I. Go back to the other
mini-table and repeat this process to get the last emerald. After
that, go to Steam Arena II.
STEAM ARENA II
------------------------------------------------------------------------
You need to get to the Boss Room. There are two pipes, one on each side.
The concept is the same as Steam Arena I, but you have to bounce up a
little higher this time. As before, patience is a virtue; you'll be
needing it here.
BOSS TABLE
------------------------------------------------------------------------
DRAIN SAVE: Sonic falls waaaaay down and grabs onto a chain that keeps
him from falling into a vat of lava. But, as you might expect, the chain
is unstable. Swing him back and forth using the control stick and press
a button to make him let go. Your goal is to swing him clear of the
lava. If you are successful, you will be warped back into Steam Arena I.
CHUTE SAVE (closed): Sonic is dropped into Steam Arena I.
CHUTE SAVE (to open): Hit the mirror targets on the Roboiler. Sonic is
dropped into Steam Arena II.
------------------------------------------------------------------------
You need to defeat the Roboiler; a nasty and annoying boss (the reason
this level got a difficulty rating of three stars as opposed to two).
There are four floating Robotnik heads inside the Roboiler; you can either
shoot straight up the middle (which will only damage the first
head until it is destroyed), or you can shoot Sonic along the outside of
the room into the Roboiler at the top. If the steam jets block you,
there is a chance that Sonic will land safely on the platform, and from
there you can jump in.
Practice makes perfect; Destroy all four Robotnik heads to defeat the
Roboiler.
___
||_ _ |\/| _. _|_ o._ _
|| |(/_ | |(_|(_| ||| |(/_
:::::::::::::::::the machine
LEVEL THREE
Difficulty: *
Five Emeralds
Two main tables; two half-tables; one bumper room; one Boss table
MAIN TABLE
------------------------------------------------------------------------
DRAIN SAVE: There is none; Sonic dies
CHUTE SAVE (closed): There is none; Sonic dies
CHUTE SAVE (to open): As usual, hit the mirror targets along the top
------------------------------------------------------------------------
This level is probably the easiest of all of them, and with the right
strategy you can get all five emeralds within five minutes. Sonic should
be warped to the main table on the right side of the room, but if he is
not, shoot him over there (the two main tables are joined in the middle).
Once in the right table, make a note of the rotating cage on the far
right side of the table, then catch Sonic in the left flipper.
Between the two flippers you will see a little diagram that is moving.
This is showing you the current position of the cage I mentioned. It
rotates between the eight cardinal directions. When it is pointing to
the south-west, fire Sonic into the cage to get the first Chaos Emerald.
Note: If you shoot Sonic at the cage at any other time, the entrance
will not be open; however, you will still get the emerald (but won't be
dropped into the half-table).
HALF TABLE
------------------------------------------------------------------------
DRAIN: You begin in the drain; it consists of three plungers and a lane
to the left. Fall into one of the plungers to be propelled upward to the
flipper; fall into the lane to be dropped into the main table.
CHUTE: There is none
------------------------------------------------------------------------
Fall into one of the plungers and propel yourself upward to the flipper.
Your goal is to catch Sonic in the flipper. When this is accomplished,
the flipper will begin to move upward along the wall. However, if you
release the flipper, it will stop moving.
Let it move all the way up to the top. Now, pay attention to the little
wasp moving back and forth. When he is at the left side, flip Sonic off
of the tip of the flipper and hold "right" on the control stick. Sonic
will land on a little ledge. Jump onto the moving platform. When the
platform is all the way to the left, jump off of the left of it into
the little funnel to get the second emerald. Now, hold "left" on the
control stick as you fall.
BUMPER ROOM (ANIMAL PRISON)
---------------------------
You will fall into the Animal Prison, which is a huge room filled with
bumpers. If you hold right as you fall, you should drop either into a
little empty area or into a plunger. The room is arranged symmetrically:
on the left and right are paths that drop you into the main table, next
to them are plungers, and between the plungers is a little empty tube.
Jump into the plungers and bounce around in the room a bit. When you hit
a bumper a few times, the cage will open and an animal will be freed.
However, the cage in the very center doesn't have an animal; it actually
has an emerald. Free the emerald, then jump into that tube that used to
be empty to get it.
Jump out of the tube and hold "left" on the control stick to fall into a
lane that leads to the main table...and the fourth emerald! It's one of
those little cages you shot Sonic into earlier, and it had an emerald as
well.
You will then be dropped into the left half-table.
HALF-TABLE
------------------------------------------------------------------------
DRAIN/CHUTE: Same as before
------------------------------------------------------------------------
As before, catch Sonic on the flipper; however, this time you don't want
the flipper to go all the way to the top. As you go up, watch for the
lanes that the flipper passes (they're marked with rows of bright
lights). When you reach the fourth one, stop and fire Sonic into it.
Most likely you will not succeed and will only destroy the robotic wasp;
that's ok - just catch Sonic and try again. If you can get him into that
lane you'll grab the last emerald.
You'll be dropped back into the Animal Prison, so hold left on the
control stick to be dropped back into the left half-table. From here,
catch Sonic and take the flipper all the way to the top. You need to get
Sonic to land on the moving platform. Easier said than done; but to make
it easier, shoot Sonic into the little red area to stop the platform
from moving (and, conveniently, to stop exactly where you want it to).
When on the platform, you need to jump straight up on the far left end
of the half-table. From here, follow the path until you reach two wasps
flying in mid-air. Destroy the one on the left, then drop down into the
plunger to reach the Boss Room.
BOSS TABLE
------------------------------------------------------------------------
DRAIN SAVE: Hit the mirror targets on the left and right sides of the
table to activate the drain save. If inactive, Sonic is dropped into the
Animal Prison.
CHUTE SAVE (closed): Sonic is dropped into the Animal Prison
CHUTE SAVE (to open): Same as drain save.
------------------------------------------------------------------------
Yes! You finally get to destroy the Veg-O-Machine; Robotnik's famous
machine that turns animals into mindless robots. Start by destroying the
supply tubes on the left and right side. Shoot Sonic to the left or
right of the machine to bust the tube. If you're lucky, you can get
Sonic to bounce between the tube and the little electric surge and
indefinite numbers of times and bust the tube with a single shot - that
is the ideal way to bust the tubes.
When the tubes are gone, it's a cakewalk. Shoot Sonic into the middle of
the machine and get him to bounce around for a little while in there to
destroy it.
___ __
||_ _ (_ |_ _ _| _ ._
|| |(/_ __)| |(_)\/\/(_|(_)\/\/| |
:::::::::::::::::::::::the showdown
LEVEL FOUR
Difficulty: *****
Five Emeralds
One main table; four mini-tables; two half-tables; one boss table
MAIN TABLE
------------------------------------------------------------------------
DRAIN SAVE: There is none; Sonic dies
CHUTE SAVE (closed): There is none; Sonic dies
CHUTE SAVE (to open): You will open the left and right chute saves
separately. You can open them by hitting the mirror targets on the left
and right sides of the table.
------------------------------------------------------------------------
This is the stinkin' hardest part of any game I've ever played in my
life, so don't be disappointed if you lose here, even if you're coming
in with 5 balls.
Your first order of business is to open the path to the upper mini-
tables and to the first emerald. At the top of the main table are five
paths. The outermost paths lead to the lower mini-tables, when closed,
and to the upper mini-tables, when open.
(If you shoot Sonic into one of those paths, you can choose your
destination. To get back into the main table, hold the direction on
the control stick AWAY from the main table (if you went into the left
path, hold left on the control stick, and vice versa). If you want to go
to the lower mini-table, hold the direction on the control stick TOWARD
the main table.)
The next paths in each have a trigger, and that is your goal. You need
to hit those triggers a total of four times. This will open the path
to the upper mini-tables and to the first emerald.
You've seen the emerald by now; it's in the very center lane at the top
of this room. Get it, then shoot Sonic out one of the lanes on the
upper side of the table.
If you take the left lane, keep reading. If you take the right lane,
skip to the right mini-table section. (I would suggest that you take the
left lane; it turns out to be slightly easier that way.)
LEFT UPPER MINI-TABLE
------------------------------------------------------------------------
DRAIN SAVE: There is none. Sonic drops into the path between the lower
mini-table and the main table.
CHUTE: There are no chutes
------------------------------------------------------------------------
You want to hit Sonic as high as possible. It seems like this passage
goes on forever, but it really does have an end. Try to follow the left
wall if you can, and when you reach the top, drop into the narrow
tunnel directly to your left. Here, hold "left" on the control stick as
you fall (you'll receive a message that says "Air Surfing, Dude!"), and
keep holding "left." Don't let up for a single second or you run the
risk of hitting lava and dying!
LEFT HALF-TABLE
------------------------------------------------------------------------
DRAIN SAVE: There is none; Sonic dies.
CHUTE: There are no chutes
------------------------------------------------------------------------
If you did everything correctly, you will fall into the left half-table.
Above you is a little hook; jump into it and Sonic will grab it and
pull. This will cause the flipper to pop out. Hit Sonic along the path
marked by the arrows and you will grab the emerald and fall into the
lower mini-table. If you miss to the left, hold left on the control
stick and land back in the half-table. If you miss to the right, hold
right on the control stick and fall into the lower mini-table - you'll
have to come back to get the emerald.
LEFT LOWER MINI-TABLE
------------------------------------------------------------------------
DRAIN SAVE: There is none; Sonic dies.
CHUTE: There are no chutes
------------------------------------------------------------------------
To get the emerald in this table, you need to hit Sonic into the lane
on the far right of the table. The first hit will destroy the robotic
wasp and reveal the trigger. Hit the trigger three times to destroy the
blocks that block your path to the emerald. Once open, hit Sonic
along the new path to the emerald!
You now have all emeralds on the left side. You can now either get the
emeralds on the right side or go to the boss room, depending upon how
many emeralds you have left.
RIGHT UPPER MINI-TABLE
------------------------------------------------------------------------
DRAIN SAVE: There is none. Sonic drops into the path between the lower
mini-table and the main table.
CHUTE: There are no chutes
------------------------------------------------------------------------
You want to hit Sonic as high as possible. It seems like this passage
goes on forever, but it really does have an end. Try to follow the right
wall if you can, and when you reach the top, drop into the narrow
tunnel directly to your right. Here, hold "right" on the control stick
as you fall (you'll receive a message that says "Air Surfing, Dude!"),
and keep holding "right." Don't let up for a single second or you run
the risk of hitting lava and dying!
RIGHT HALF-TABLE
------------------------------------------------------------------------
DRAIN SAVE: There is none; Sonic dies.
CHUTE: There are no chutes
------------------------------------------------------------------------
If you did everything correctly, you will fall into the right half-
table. Above you is a little hook; jump into it and Sonic will grab it
and pull. This will cause the flipper to pop out. Hit Sonic along the
path marked by the arrows and you will grab the emerald and fall into
the lower mini-table. If you miss to the right, hold right on the
control stick and land back in the half-table. If you miss to the left,
hold left on the control stick and fall into the lower mini-table -
you'll have to come back to get the emerald.
RIGHT LOWER MINI-TABLE
------------------------------------------------------------------------
DRAIN SAVE: There is none; Sonic dies.
CHUTE: There are no chutes
------------------------------------------------------------------------
To get the emerald in this table, you need to hit Sonic into the lane
on the far right of the table. The first hit will destroy the robotic
wasp and reveal the hook. Hit Sonic back into the lane at sufficient
speed and he will grab the hook. Drop down and spin dash to the left to
get the emerald.
You now have all emeralds on the right side of the level. You can now
either go to the boss room or get the emeralds on the left side,
depending upon how many emeralds you have left.
PATH TO THE BOSS
If you just got the last emerald on the right side of the level, you're
in luck, because your goal is to get to one of the upper mini-tables. To
get there from that place, simply spin dash to the left, and the moment
you enter the air, hold down the "both flippers" button, and Sonic will
fly right into the mini-table.
You can get to the boss room in one of three ways. First, you can shoot
Sonic straight up the middle from the main table. Here, you need to
bounce back and forth upwards along the path of little bumpers. But
beware; once you bounce off of one of them, they explode and you can't
use them anymore. Keep going to reach the boss.
The second way (and most common) is to go to the upper mini-tables
and shoot Sonic all the way up to Robotnik's ship. Grab onto the hook
to reveal a little platform; jump onto it and spin dash to reach the
Boss Room.
Finally (this could be considered the easiest way), fire Sonic along the
row of arrows that points away at an angle in the mini-table. Sonic will
be thrown upward through a long tube (you've fallen down this one before)
and up into the sky. At the peak of his flight, hold down the direction
toward the center of the level to land on the side of Robotnik's ship.
Spin dash into the window three times to fly into the boss table.
BOSS TABLE
------------------------------------------------------------------------
DRAIN SAVE: Sonic drops into the tall area with the bumpers; bounce your
way back up into the table.
CHUTE SAVE: Hold down the direction to the outside of the table (if you
go down the left chute, hold left, and vice versa). Then spin dash back
into the table.
------------------------------------------------------------------------
This boss constantly confuses me. I have been unable to determine a
definite pattern for defeating him, even though I've done it a number
of times. However, I'll give you a few tips that should help you.
Begin by hitting the trigger directly underneath the ship and between
the two thrusters. After a few hits, shoot Sonic around the outside of
the ship. Ideally, Robotnik will have retracted both of his weapons.
Speaking of his weapons, he has two:
1) Windsocks: If you are hit into a windsock, you are fired into a
window on either the left or right side. If you hit the the window
three times you will be flug out of the boss stage and into the left or
right half-table.
2) Claws: The claws grab Sonic and drop him into the chute on either
the left or right side.
If both of his weapons are retracted, you'll get a hit on the top of the
ship when you shoot Sonic around the outside; otherwise you'll either
land in the windsock or the claw.
If you see the message "Smell my socks!" it means that Robotnik has
re-instated his windsock attack. However, I do not know what message
indicates that his weapons are inactive; sorry!
10 hits to the ship defeats Robotnik and finishes the game, resulting in
a very lame final cutscene. But then again; we don't play the game for
the cutscenes, but for the game itself! I hope you enjoyed this game.
_
/ \ _|__|_.__
\_/|_||_ |_|(_)
:::::::::outtro
This has been a Sonic Spinball FAQ by TUI
The Unknown Individual
TUI can be contacted at
[email protected]
That is, once upon a time there was a squirrel who lived at
hotmail dot com
All ASCII art by FIGlet: www.figlet.com
Questions, comments, and constructive criticism are welcom. Rants and
flames and other hate speech will not be tolerated.
This FAQ is (C) 2002 by TUI and may only be found at www.gamefaqs.com
End Transmission...