What would you do if you were a rancher on a distant planet, using robots to herd vicious dinosaurs? What would you do if your deadly enemies, the Karosseans, invaded? What would you do if you knew that the protection of your homeland against the invaders and marauding dinosaurs was up to you alone? Now is your chance to find out, for all this is exactly what happens in this thrilling futuristic adventure!
Part story, part game, this is a book in which YOU become the hero! Two dice, a pencil and an eraser are all you need. YOU decide which routes to take, which dangers to risk and which foes to fight.
American game designer, often confused with the British game designer of the same name.
Author of games/systems such as GURPS, Illuminati, CarWars, and Munchkins.
See also: Steve Jackson, co-creator of the Fighting Fantasy series (NB the US game designer also wrote 3 titles in this series) Steve Jackson, author of works on crime Steve Jackson, Scottish thriller writer
This was a nice enough diversion from the usual fantasy trend in Fighting Fantasy. First of all, any book sporting a cover with a robot brawling with a tyrannosaurus rex gains automatic awesomeness points. That HAD to be said. The story has a naive retro feel to it that makes it simply adorable. It's very short and rather simple. But it's really nothing special in the end. The artwork feels very old and sometimes even awkward, and there are no really interesting situations. I liked how the cities were named as City of Knowledge, City of Industry, etc. It makes destination choices much more interesting than just going to places with random names. All in all, i'm glad I bought and read this FF title. It's fun and nice.
This is another Fighting Fantasy Gamebook written by the US Steve Jackson which has made me notice that he has written a number of these books. I suspect that the two Steve Jacksons are probably good friends, most likely because they both like roleplaying games, they both run their own roleplaying game company, and they both have the same name. That may sound silly but seriously, one of my best friends in primary school was a guy named David S, and the main reason we were friends was because we had the same name (especially since only the first letter of our last name was used to identify us, and both of us having last names beginning with S made it a little difficult).
This gamebook uses a similar methodology as Jackson's first foray into this medium, namely that you are able to visit the same location multiple times, however if you have been to the place before (in most cases) you have to go to a different reference. Most of the game books only allow you to visit a place once and then move on, so this book and Scorpion Swamp (so far) stand out in this regard.
Robot Commando, obviously, is another sci-fi gamebook, though this time it appears to be based on Battletech (or more specifically Mechwarrior). The idea is that you live on a planet that is inhabited by dinosaurs (or dinosaur like creatures) and the dinosaurs are herded and kept at bay by giant robotic vehicles. Pretty much most of the book has you running around in one type of robot or another. There are also specific rules for robot combat (which also applies to combat with dinosaurs) though occasionally there will be standard combat. A number of the robots have special abilities which give you some advantages. However, the book also suggests that you make notes of where the details of the robot is located. As is the case with vehicles, you can only have one at a time, however it is recommended that you note where you left other robots.
As for the plot, well it involves an alien invasion where they use some method to put everybody to sleep. However, as it turns out, whatever they did, you are immune to it, but it still leaves you in a predicament as you are the only one left awake and you must defeat the aliens all on your own. Another thing about this book is that it uses numbers hidden in the text as clues, and sometimes you need to look very carefully. For instance there is one part where the model number of the robot you are using is a reference for a page you need to turn to, and you may not realise it until it is too late. Anyway, that happens in real life as well, in that you might notice something that you write off as irrelevant only to discover that it was actually relevant, however you have forgotten all about it by the time you discover that you need it (like during a quiz night).
Robot Commando, by the ‘other’ Steve Jackson, is a very cool entry in the series. A planet of dinosaur-herders with robots is attacked by aliens who put everyone on the planet to sleep except (inexplicably) you; and only you can save the day.
There aren’t as many dinosaurs as you might expect, given the set-up and that audacious cover, but this is more than compensated for by other quality aspects of the book. It’s one of those gamebooks, like Scorpion Swamp, in which you can visit the same locations more than once. There seem to be a few possible ways to save the day, which is another nice touch, and good for replay value. Another really neat element is that when you find a new robot you can make a note of where you leave your current one and pick it up later, if you choose (each robot has its own strengths and weaknesses).
I tried and failed three times, so it’s not that easy either. One I can see myself coming back to.
Sometimes, you have to appreciate a book that aims for a bonkers premise, and just leans into it full tilt. The story here is fairly simple: enemy aliens (who look just like you) have invaded, and their first move has been the global release of a gas that has put every member of your species asleep--except you. So now you have to travel from city to city to stop them from enslaving your people before they wake.
It's a bit different from other sci-fi FF books, in that the sci fi part isn't exploring an alien culture, but your own. Granted, that culture is mostly pretty dull. You have the option to visit about six different cities, including the capitol, jungle city, temple city, the city of knowledge, the mysterious city of guardians, and the city of industry. In terms of design, the gamebook is much more open than most, allowing a fair amount of backtravelling and a sizeable portion of the gameworld is generally only a few passages away. It's a bit easier than some gamebooks of the era as well, due to its way of handling death--which we'll get to--and three different paths to the end game. You can either brute force it, knowledge your way into a ceremonial duel, or avoid direct conflict altogether and engineer a cure for the virus. Each requires a bit of item hunting that belies the open structure--if you attempt either of the combat endings without very specific kits, you'll probably lose. But it's still more options and more replayability than these books often have.
The real stars of the book, however, come from the cover, which is a giant robot fighting a T-Rex. That is to say, the game is littered with a wide variety of robots that you pilot, and over half the combat encounters are really robot fights, where you battle from within a special bot of choice. There's even a diegetic reason for the plethora of battle robots, albeit a fairly ludicrous one. The planet is overrun with dinosaurs, so the people developed giant robots to fight them. Sure. It's contrived, but it's also FUN. The robots have a lot of variety between them, and special abilities that make hunting them out very enjoyable. (And yes, I also noticed that the gamebook insists on calling them robots when they're clearly mech suits. I guess they decided Mecha Commando won't sell as well, which is not the choice I'd made, but there you go.) The robots also make combat easier, as frequently losing a fight in a robot means at least a small chance at escape before it's fully destroyed.
The dinosaurs don't really serve any purpose, other than combat fodder, but they do add a lot of flavor to an otherwise potentially drab story. As do the robots. The design is impressive, with multiple solutions, an easier combat approach, and a wide variety of battle bots to try out. Robots fighting dinos. What more do you want?
This entire review has been hidden because of spoilers.
Nothing says writing to market like robots versus dinosaurs! Still, this title is surprisingly okay. The writing, story, and pathing aren't particularly strong but the art is decent and my hard-wired-through-childhood-advertising love of transformers really fired my imagination. The story sees you transforming from robot to jet as you fly from city to city to try to save your people from invasion, with the opportunity to swap out robots as you go. The whole everyone-but-you-falling-asleep plot device is strange and never fully explained, at least in my playthrough. Maybe your characters is an android or something (duhn-duhn-duhn), but that's a spoiler I never found. With up to three different endings, the progression and writing feels a lot like a text adventure game, which was fine. The ending I found seemed obvious to me as I followed clues to clearly advertised locations. At least the ending I found was pretty cool. Though the dinosaurs felt tacked on and were largely unnecessary. 2.5 Stars.
Probably the most memetic of all Fighting Fantasy books, going by the name and the premise and of course that awesome cover. It's also the first genuinely good scifi addition to the series. It really makes me wish there'd been more of its sort.
It's well-plotted and solidly written, it has some great unique mechanics with all the giant robots you can go around in, and a free-form near-sandbox plot that has several ways to solve the problem and get rid of the invaders and make it to the end - adding to the replay value too.
This second Steve only ever put down three entries into Fighting Fantasy, but all three were pretty good. I wish he'd done more.
Played through a full round once and ended with a satisfying ending. Plenty of open ended pathways to how you can finish the series and the sheer fun of dice rolls led me to having a great night.
Will definitely run through this again in the future, just like to give some time between various playthroughs so it remains fresh.
Perfect for young kids or adults who never grew up.
The best contribution the US Steve Jackson (the SJG/GURPS one, not the Games Workshop/Fighting Fantasy co-creator one) made to the Fighting Fantasy series. Full review: https://refereeingandreflection.wordp...
on paper this looks brilluant but in reality average and in sime parts boring;i felt it lacked atmosphereand in some parts boring as it was jyst too EASY!! I doubt if i wull ever play this one again!