Entry tags:
Fighting Fantasy VIi

This was one of the more famous Fighting Fantasy books, having been turned into a moderately rubbish PC game some years ago. It's set in a town that houses a twisted labyrinth underneath its foundations - not a natural phenomenon explored for curiosity and fortune like in Etrian Odyssey, but a custom-built monster-filled dungeon constructed by a sadistic Dungeons and Dragons-playing baron that really let his obsession get out of hand. Each year, champions come forward to brave its depths despite the count of survivors remaining at zero since its inception, and here you are cast as one of the people stupid enough to attempt it yourself.
As soon as I started reading the first paragraphs on the iPhone, I was surprised by how straight the conversion was from book to game - it's actually almost like something you'd expect from a Kindle in that while you get full-colour illustrations, the text and mechanics are basically unchanged from the paper version. The numbering and text of entries remains the same - choices are presented as hyperlinks that are disabled and highlighted according to whether they're valid or not, rather than the game making any effort to force the narrative even when a choice depends on something that it already knows (like whether you have an item in your inventory). For example, rather than splitting entries when a dice roll needs to be made, the classic challenges of "Test your luck. If you are lucky, turn to 94. If not, turn to 172." are still present - you first have to click the link after "Test your luck" which brings you to the dice-rolling screen, and then one or the other of those links will become enabled depending on the result of the roll.
Fights play out in exactly the same way as they used to, as well - you're taken to the screen where shaking the device causes a couple of dice to tumble around, and you can tilt it around to try to influence their landing even though this naturally doesn't help at all. The most you get in terms of extras is a decidedly Statbuilder-like little fanfare and "YOU WON" when fights end. They could have done a lot in transplanting this to a handheld game, taking you to an RPG-type battle screen to fight enemies or at least give visual representations of the monsters, but instead it's obvious that they made a conscious decision to keep it very firmly in its tangible roots.

The game - and the general Fighting Fantasy philosophy - says that no matter how poor your initial dice rolls are in setting up your character, the true route through the game should allow you to pass fairly easily. This is blatantly untrue - in fact, there's no reason not to just keep trying the character creation until you end up with the maximum possible skill score of 12 (a crucial statistic in fights). And even with that advantage, the setup of this particular book is such that you really need to do everything perfectly to have a chance of completing it - if you don't have three specific gems near the end, then instead of getting the promised reward, you get roped into a lifetime of maintaining and setting up traps for the dungeon, then presumably hiding away and hoping to see some passing gamebook designers fall into them.
no subject
And the funny thing (which just happens to be on my mind since I'm currently replaying it thanks to GOG) is that Roberta Williams' game design actually is generous if you play King's Quest 7--unfathomable, considering the game that came a mere two entries in the series before it, yet true. I just beat chapter one, as part of my "I beat this game before but it's been so long that I only remember about half the puzzles" replay, and was completely unaware that you actually have options in chapter one. That's not something I forgot; it's something I didn't even realize.
The game tricks you with what looks like a classic KQ5 "choose carefully because it's gone forever" exchange in which helping a certain wanderer gets him to lead you to a place with a horn lying on the ground and an inaccessible bag which he makes accessible for you. Inside is a certain magical powder (much like the Ghost-B-Gone/No Ghost spray from Uninvited, I can't even say the full name of the item without revealing the painfully obvious puzzle it solves) and a rope. As soon as you take one, the entire rest of the bag disappears forever. (Also, this is unconfirmed since I chose the powder, but I think I read somewhere that taking the rope makes the horn disappear too?) Hope you chose wisely!
Except that you're actually all right either way. There are two major puzzles left at this point, and one requires the horn or the rope, and the other requires the powder or a certain combination of other inventory items you probably already had before even doing this. Thus, either choice leaves you with the ability to solve both puzzles ... actually, you can even complete the chapter without helping the wanderer at all and without getting anything from him at all, though it's a little non-intuitive. (You need to just take it upon yourself to go to that area without him leading you there, take the horn since only the bag is guarded, and use the horn and your other items.)
Now, if this were King's Quest 5, the dual solutions for both puzzles would still work, but would consume the items, and you'd have to just know in advance which ones you need to use now and which ones you'll need to save for the unwinnable situation coming up four chapters later, but ... it's not.
no subject
I should probably mention that his 'crown' - I'm not even joking here - was revealed to be a parasitic spider that's attached itself to his brainKing's Quest 7 (and the counterpart I played by Al Lowe, Torin's Passage) definitely came at a softer time in Sierra's life... instant revival on death (which is exactly how death in adventure games should be) and a distinct lack of unwinnable routes. I'm really very impressed to hear about the choice of items and puzzles that they were used for - I remember being fascinated at the first of these games I ever played (the remake of King's Quest I) and how the puzzles seemed to have many different solutions that gave you points according to their cleverness. Keeping the idea of multiple routes like that without making so many of those routes "dead" would have still been a great way to set their adventures apart from Lucasarts, rather than going for distinction through brutality.
I remember only two specific things from King's Quest 7 - that wanderer in the desert who wants fresh water (and who throws the cauldron away if you give him salt water, but notably doesn't kill you for it), and seeing just how much Sierra wanted to be Disney at that point in their life. (Except Sierra still kills protagonists a lot, and Walt disnae).
no subject
himthat book immediately.King's Quest 7 is ... very notably Disney-inspired (or, if you've seen the "Land Beyond Dreams" number recently, it's Disney-"inspired" in much the same way that Gamma Ray songs are Judas Priest-/Iron Maiden-/Helloween-inspired) but for a game that finally got tired of Graham and Alexander and chose to feature Valanice and Rosella as the playable characters this time around, it actually works remarkably well. It has quite a lot of charm to it. And the soundtrack is great, too.
And there may be one or two poisonous monsters, but there is a notable lack of owls to warn you about them.And yes, it is rather strange that the wanderer doesn't kill you for giving him salt water, especially since he directly threatens your life (well, "go, now, this thirst drives me mad, and I know not what it will make me do" is pretty direct for a Sierra game, anyway) right before you have the chance to do that, and even KQ7 has no qualms killing you over less serious offenses. (With the instant "oops, let me try that again" feature, but you know.)