Wrong Way Go Back - most amusing. I'd suggest changing the lift section mentioned in the two posts above - maybe it should just be testing your luck instead.
Sorry to bother you folks, but I am trying to beat wrong way go back. I have tried every conceivable option and I still end up getting cooked up like an oven ready chicken.
I am going to ask a few questions in the hope someone can help me. Firstly, what is the significance of the cabinet with the power supplies and other miscelanious items? Do I need to concern myself with the keypad at the abandoned security station? Do I need Garry Fishbone's ID if I find it or the sonic screwdriver? Sometimes, I only find my own ID card where upon you stop searching automatically.
Yes, I think you need Garry Fishbone's ID. Did you run into your parent-bot yet? Garry has something that will enable you to reprogram it. If that's not enough I can post more spoilers on how I won.
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Shadow Dragon Sun Jun 3 15:41:39 2007 General Chat
Yeah, spoilers would be nice. I always get stuck with the random search options, they waste sections so badly and you never know what you need and what you don't.
Talk to the computer at the very beginning, so you know where you are and don't have to waste time going to every floor looking for the club.
I believe that you need the following items: Garry Fishbone's ID, your own ID, the sonic screwdriver and a 12V power supply. AFAIK there is no point searching in Garry's room, just take his programming manual.
Hi everyone, WWGB is hard. It took me numerous attempts to complete my own gamebook due simply to the time factor. Even knowing what you need, you still have to do things quickly. In particular:
SPOILER
Searching the dance club and fighting the space pirate in the lift. In the dance club there are some items you must find, but if you take too long to find them, then it is all over for you.
According to my calculations, you need to finish your search in the dance club (with all of the necessary items in your possession) before 0:21:00, and defeat the space pirate before 0:32:00 Otherwise it is impossible to escape before the ship plunges into the star.
I think Wrong Way Go Back is one of the most unreasonable FF gamebooks I have ever played. So much of it relies on random events such as searching the club as to timing that if you don't find what you need the moment you need it, the game is over. It would make things a lot easier if you could specify where you want to search for example under the tables etc. Time would only be wasted if you specify the wrong option as in the lift sequence.
Coincidentally, I've been thinking about making exactly the change you describe. But I think the nightclub search is the only unreasonable part in the gamebook.
Agreed. I didn't ever ask the computer what was going on, so never found out which deck I was on. If you only change the nightclub seen, that would make life a whole lot easier.
Wrong Way Go back is actually terrible, but only because the reader has no control over what happens. If you don't find things in exactly the right order in the nightclub you fail.
SPOILER
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If you find your ID first you automatically leave the nightclub and cannot win.
Hi everyone. Thanks for the feedback. Andy and I have discussed the issue and there will be some changes at some point in the future. However, your character will still
SPOILER
leave the night club when he finds his ID, since that is what he is going there to search for. He doesn't know that he needs anything else.
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In a longer gamebook, I would never put in such a chance-dependent section. But this is a short one, and the nightclub section is near the start; so to me that makes it acceptable. I make no apologies for making the book difficult, as this was my intention. But please point out anything that is unrealistic, silly, contrived, pointless, etc. All feedback will go to improving future works.
Great website! As much as I love playing text adventures aka works of interactive fiction, there are times when I just don't feel like bothering myself with parser problems and inventory juggling. These are the moments when I missed game books. I am now missing no more.
I understand that you will provide the diamond key online eventually.
Now this boom has some special mechanics as far as combat is concerned.
Does it mean that you're willing to implement different combat mechanics?
I always did think that FF combat were boring...
Thanks.
The combat system in The Diamond Key isn't really very different at all, so I didn't have any issues with it.
In general, I am not keen on different combat mechanics. By far the most important aspect to me is how good the writing and the storyline are, so I'm not going to be overly motivated to deal with a gamebook with a completely different system when it could more easily be adapted to FF.
Any advice for the pro, or from experienced players?
What should I avoid?
I've got about 50 paragraphs finished I would think.
Andy, I understand what you're saying. I don't think my gamebook is combat centered by a good, dynamic fight sometimes is really something I enjoy.
Would the following be applicable:
Where the difference between the attack power of two opponent determines the amount of damage caused? Something similar to "The Diamond Key" but a bit more simple.
I've worked on some new mechanics to fix the boring combat.
I'm thinking about fixing other flaws of the old system, namely how a huge difference in SKILL score either makes the game too difficult or too easy. Any suggestions?
I was thinking of having characters start with a set set of stats.
For example:
SKILL: 9 ENDURANCE: 16 LUCK: 9
I don't really see the point of randomly generated characters anyway.
I could also offer a choice of different characters with different stats.
Any suggestions would be read and taken into consideration.
One last thing: should I begin with a small adventure and go from there?
A set of standard scores would be the way to go, especially if you want to make sure the player has a certain chance of getting through the adventure. For example, you could design an adventure where a character with certain scores has about a 50% chance of making it through, assuming they made all the "right" choices. Or you could adjust this figure if you wanted a harder or easier adventure.