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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.
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Also, that thing from the book version cover would be cute if it only had two eyes, but the eyes are a little unnerving as it currently stands.
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Funnily enough, when I first started reading this post, my initial concern was the same one you voiced later on: cheating. I maintain, as with all games one plays solo, that this should always be an option if one chooses to use it. Even a choice at the start which asks, "should valid choices be enforced?" that stops you cheating if you tell it to or lets you get on with it otherwise would have been sufficient on that front.
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Also of interest might be this site here, which I found a few months ago; it's a fan site, but features a number of home-made FF-style gamebooks, playable online, of varying levels of difficulty. Enjoy!
http://www.ffproject.com/
D.F.
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