Robot Commando

Maker:
Puffin Books
Year:
1986
System:
Gamebook
Genre:
RPG
Tags:
Science Fiction / War / Fighting / Text-based
Language:
English
Median Rating:
5/5

Thoughts by Mr Creosote (19 Oct 2024) – Gamebook

Oh, boy! Fighting Fantasy ripping off another popular franchise. The Transformers had taken the cartoon and toy market by storm. The task to get this sort of thing into the gamebook line went to “the other” Steve Jackson. Who came up with one of the most nonsensical premises imaginable, pitting a rancher (!) against a planetary invasion force consisting of thousands of battle robots and an equivalent number of trained soldiers. Oh, and there are also an occasional dinosaur to deal with, but at least that seems appropriate to the protagonist’s occupation as a dinosaur herder.

Massive suspension of disbelief on, and the writing itself at least good in spite of the ludicrous plot, Robot Commando convinces on another level. It is the first book of the line which gets a non-linear structure right. Whereas previous books either didn’t consider state changes to previously visited locations at all (The Forest of Doom) or wasted precious sections on pure bookkeeping tasks (Scorpion Swamp), Jackson finds a good balance in this one.

The basic structure of the book has its players visit several cities, each of which consists of a handful of major locations which then branch off into short vignettes. Some may be re-tried later on, after finding a relevant object or piece of information. Some just may not, because for example, the invaders are now aware of the threat and posted new guards. The obligatory maze simply loops quickly, a merciful signpost to deftly turn players away.

The cities allow to prepare before travelling to the capital for the big showdown. Which can be approached in no less than three distinct ways. Even if two end in similar ways (a big confrontation with the leader of the baddies), the paths to get to each, the steps to fulfil before are quite distinct. However, and that’s a big plus, it’s not one early decision which puts players on one of the paths irrecoverably. Depending on which elements they find, they may decide on the fly how to continue; everything being available in each playthrough.

Solutions excellently conceived in a mechanical way, Robot Commando feels much more like a game than a “grand adventure”. Fulfil systematic steps to solve a given task. In some ways, it’s almost a strategy game rather than roleplaying. Maybe the closest thing is a Battletech RPG. Finding appropriate battle robots, switching between them and using their respective special abilities plays a big part. Locating upgrades to the equipment. Even the distinction between pilot and “Mech” abilities is in place.

The use of battle robots further has the advantage that failure in combat or similar doesn’t automatically mean the end. In many cases, a backup vehicle can be found; escape and regrouping is still possible. A bit boost to playability and fairness in this genre which all too often revels in too many ways to have their players fail.

In the end, there is just two regrets. First, dinosaurs are not nearly as prominent as one could have hoped for. Second, travelling between the cities mostly happens instantaneously. Why not throw in random encounters during the trips? This could have had the advantage of discouraging endless back and forth, as every trip would constitute an inherent danger, and provided the opportunity to have some cool, gratuitous fights between giant robots and dinosaurs.

Nevermind. What’s there is already a clear highlight of the whole series for those more inclined towards or at least open to a primarily “gamey” experience. Even if based on the same basic mechanics, mostly the same rules, the whole premise has been rethought in an intelligent and highly entertaining way. Bent and shaped into mechanically almost a different genre, without feeling forced about it. Bravo!

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