Last updated on April 25th, 2016 at 06:48 pm
Fighting Fantasy is a series of single-player roleplay gamebooks created by Steve Jackson and Ian Livingstone. The first volume in the series was published by Puffin in 1982, with the rights to the series eventually being purchased by Wizard Books in 2002. The series distinguished itself by featuring a role-playing element, with the caption on many of the covers claiming each title was an adventure “in which YOU are the hero!” The majority of the titles followed a fantasy theme, although science fiction, post-apocalyptic, super-hero, and modern horror also featured. The popularity of the series led to the creation of merchandise such as action figures, board games, role-playing game systems, magazines, novels and video games.
Several of the Fighting Fantasy titles have been released as video games, including
Temple of Terror , ported to C64 , Plus4, Amstrad, ZX Spectrum :
|Title:||Temple of Terror|
|Machine:||PAL & NTSC|
|Code Type:||Machine code|
|GameEndingType:||Has an end, game ends|
|Released by:||Legion Of Doom (LOD)|
|Converted by:||P., Csaba (Csabo)|
|Additional Graphics by:||T., Tamás (Chronos)|
– The original could only save the game to tape, this version can save to either tape or disk.- The original game was impossible to complete, because it used an internal variable for two things: keeping track of the pirates, and the last door, which only opens when 4 items are inserted into it. When an item was inserted, the variable got incremented by one. How ever, the other part of the logic, dealing with the pirates, noticed this, printed a message and reset the variable to zero. Therefore the part of the logic, which checked if the variable reached four never executed. This of course has been fixed. Also, due to the nature of this bug, I am sure that the game simply wasn’t tested before release – or perhaps somehow the wrong version was released, although the chances of that happening on two different systems is low. This is no mere typo, not a single byte off issue, it’s a glaring bug that needed some extensive changes.- Lots and lots of text fixes. Grammar, typos, extra commas or apostrophes were all corrected.
– Several new synonyms added, e.g. “SERPENT GUARD” can be referred to either as “SERPENT” or “GUARD”.
– Lots of minor (but non fatal) bugs fixed. One, for example, is the messenger of Death. As an added obstacle, the player must avoid reading all the letters of the word DEATH, which has been left all over the temple. However, one of the letters (D), was completely missing, making this whole issue nonsensical. This has been fixed, so if the player does read all letters, he will die. Another example: “DROP CROSSBOW” produced the message “You don’t have it.” even when the player did have it and it was correctly dropped.
– Graphic fixes: in several rooms, when an enemy was killed, they stayed on screen either indefinitely (weird!) or until you re-entered the room (annoying). All of these were fixed.
– Brand new additions: after fixing all the above issues, I decided to add a few more things. There were some cases where some spells or items SHOULD have worked, but didn’t. I couldn’t think of any reason why they shouldn’t, so I added a few changes. These give a few “new paths” for the player to solve the game, but otherwise I feel that thematically they are justified.