Твоята мисия да вземеш обратно кралската корона от ръцете на злия Арчмейг те е довела до пустеещите западни земи. Пред теб е крайната цел – черната крепост Мампанг, където злия Арчмейг замисля коварен план как да завладее съседните кралства. Дали ще стигнеш там навреме? Грози те голяма опасност. Седем смъртоносни омагъосани дракона летят пред теб, за да съобщят на Арчмейг за твоето пристигане. Ще можеш ли да ги откриеш и убиеш, или ще бъдеш победен от могъщите ти противници? Всичко зависи от теб.
Steve Jackson (born 20 May 1951) is a British game designer, writer, and game reviewer, who is often confused with the American game designer of the same name.
Along with Ian Livingstone, he is the creator of the Fighting Fantasy books. The US Jackson also wrote three books in the Fighting Fantasy series, which adds to the confusion, especially as these books were simply credited to "Steve Jackson" without any acknowledgement that it was a different person.
I was ridiculously addicted to the 'Sorcery!' series as a a kid, and this book in particular. Though I'd read many other interactive books (Choose Your Own Adventure, Fighting Fantasy, etc.), this one really grabbed me with its mixture of role-playing elements, puzzle-solving, and clever story. This book stumped me many times but I always went back to the beginning to try it again, to see what detail I'd missed. I wound my way back and forth through its pages until I finally found a way to destroy all seven serpents and, at last, progress safely to the fourth and final volume.
Computer games make it so much easier today to engage the person experiencing it with interactive features while telling a story, but coming from a time when an interactive book was still a relatively groundbreaking concept, they didn't come much better, more engaging, or more challenging than Steve Jackson's 'Seven Serpents.'
For me personally, even looking at the cover brings back memories of summer days spent with the book in one hand and a pair of dice in the other, losing myself in that strange world for hours on end. Good stuff.
This one offers a fine compromise to the plot coupons, possible by means of continuity and there being one more book in the series before finishing up - you need to hunt down a bunch of serpents, but failing to catch them all does not necessarily mean a game over, only making things more difficult in the final part of the saga.
After the slump of Part 2, we're back to good stuff in every other way.
Now I’m in a pub in Rugby (yeah, where the game was created, and the myth behind the creation is hilarious), and it is a rather nice family pub, though don’t expect anything all that fancy. Anyway, that is probably beside the point because I assume that people would rather hear about this book than to hear about the pub that I am currently sitting in (though that assumption might be quite wrong considering that all sorts of people might end up reading this).
So, this is part three of the Sorcery Series and you have left the Cityport of Traps and are making your way across barren plains to the fortress where the final challenge will need to be completed. The person whom I followed that wrote the walkthrough for this book (because, yeah, I played through it multiple times years ago but am only rereading them so that I know what I’m writing about) stated that he found this to be the weakest of the Sorcery books. I’m not sure whether I can agree with him, but I sort of get his point. It is basically a journey from point A to point B with some challenges thrown in between.
Actually, come to think of it, basically all of the Sorcery books are getting from point A to point B (well, except for maybe the last one). However, in this one you are alerted that seven serpents that were created by the bad guy have learnt of information about your quest and are bringing the information back to him. As such, it is your job, while making the journey, to take out each of the serpents.
The interesting thing is that if you collected a ring from the previous book you can use this ring to extract information from the serpents. However, as it turns out, the information that you extract is for the next book, not this one, which means that you need to make extensive notes. Hell, you need to make extensive notes, and refer to them regularly, as you play through these books.
Mind you, this whole secret information being obtained reminded me of what I saw at Bletchley Park earlier – there were lots of posters warning people not to talk about stuff because they don’t know who is listening. In fact, there was one story where the British culled the wild falcons on the coast to allow their carrier pigeons to come through, and it also allow the German carrier pigeons through as well.
Yeah, it wasn’t too bad, though of course it did feel that you didn’t gain all that much from defeating the serpents, except that you did – you actually get some significant advantages in the final book if you stop all of the serpents from getting through. I have to say that this book did bring back some memories.
I'm going to revisit this one at some future date when I'm in a better frame of mind and I may then revise my review of it. But at present, I've just lost patience with it.
It's a huge book compared to other gamebooks. Not as huge as volume 4, but pretty damn huge. But at the moment, it doesn't seem to be huge in a good way. It's sprawling rather than epic, and just about every single situation I've been in has scythed away huge amounts of Stamina, without even the excuse of a fight.
I met and destroyed only one of the Serpents before being wiped out in the forest.
I'm sure the true path through this book is fascinating and spellbinding, but at the moment it just seems to me to be wandering around bewildered in area that's too damn large. IU can't even begin to imagine the number of replays necessary to work through this one, and quite frankly I don't have time for it. It's a great idea, but my initial impression is that it could and should have been so much tighter. Far too big and far too punishing and nowhere near engaging enough.
I may change my mind at a later date when I'm willing to give it another chance.
Your goal is to slay the seven serpents who have learnt of your plans before they can report back to their master and it's really fun. You've got some fun mechanics to implement when facing the serpents which usually consists of you going to a specific reference and the serpents themselves are pretty tough and put up a good fight.
You have some great encounters and meet some fun characters whilst on your journey. My favourite had to be the creepy snake charmer but there's a good selection to choose from.
Ultimately, this book feels like an adventure and you don't have to constantly worry about flicking to specific references under specific conditions. You're travelling from point to point whilst trying to slay some evil serpents. What's not to like?
This was an innovative combo of choose your own adventure and RPGs in a cohesive fantasy series. Really loved it as a kid, to the point of contorting my body to roll dice on the floor of the plane in economy on my my way to Wisconsin for Christmas one year. Good fun!
Oops. Forgot to log that I'd finished this. It was...OK. Like the previous two volumes, it is very of its time. And as with other books with this format, it's limited in its ability to react and explore. Just the nature of the beast, like playing video games. Only what was programmed (or written in this case) exists, so your options are limited. One important thing to note that I didn't realize until I was finishing the book, there is a reprint of the Spell Book in the back of this (and the 4th) volume. Now I could actually go back and play as a magic user, if I wanted to go through the books again. Which I don't. I'm annoyed that nothing bout the spell book being included is on the front or back cover of the book. You'd have to notice it in the table of contents, or a brief line in the rules of magic. Neither were places I was looking after having already gone through the first two books. Anyway. I like the art and the overall vibe. Playing through the book? Meh. I've got the 4th book, so I think I'll do a run through it, maybe finally playing as a magic user. But I'm kinda tapped out on this series.
A large and challenging game book, The Seven Serpents is probably going to be the first one in the series that causes repeated failures of expeditions. Although it is likely that an expedition will defeat a few of the serpents, slaying all seven of them before the end requires more than just luck. A lot of planning is required and insight into the optimal pathway to take. This will make the book less appealing to some, but for the more serious game reader, the Seven Serpents is a delight with plenty of twists and turns, and unexpected plotlines.
This is one difficult gamebook! Trying to find that damn item to get across Lake Ilklala while trying to find and defeat seven powerful serpents...hard but rewarding. I love how each book feels so different by really capturing a sense of place, and with such memorable encounters. Again, great illustrations and carry-over to book four. This series achieves the long sought after Lord of the Rings-esque epic trek in fantasy, and in a gamebook format? Chef's kiss.
My personal favorite of the first three books in the Quadrology. Some people prefer the previous one in Khare, but actually travelling and exploring is what draws me to these books.