Showing posts with label Robin Waterfield. Show all posts
Showing posts with label Robin Waterfield. Show all posts

Friday, 24 October 2025

40 years of Rebel Planet

2025 marks 40 years since the publication of the fifth Fighting Fantasy sci-fi title, Rebel Planet (FF18), by Robin Waterfield.

“I was working in the Penguin/Puffin copy-editorial department when the series began," Waterfield explains. "My desk was free to edit one of the books, and after that I became the default copy-editor for them all, having got the hang of them. Later, after leaving Penguin, I became the series editor from 1986-1988, when I handed over to Marc Gascoigne.

“By the time I wrote my first one, I had edited quite a few, and was already involved in reading (and rejecting) the countless submissions from hopeful kids. I knew how the games worked, and I’ve been a lifelong games-player (though I was not involved at all in the RPG world). So I didn’t find them too difficult to write. The first one I wrote was non-Titan (Rebel Planet), but that was because Philippa specifically asked me to do an SF one.”

In Rebel Planet, the leaders of SAROS (a secret Earth organization) are fighting to overthrow the alien Arcadian Empire. Having gathered together their last few resources, they send the hero on one last daring, and foolhardy, mission to strike at the heart of the Arcadian homeworld.

Rebel Planet was adapted to become one of a select group of FF computer games, available for the ZX Spectrum, Commodore 64, Amstrad CPC, BBC Micro and Acorn Electron. The cover was provided by artist and colourist Alan Craddock with Gary Mayes producing the internal black and white illustrations, just as he would for the next two SF FF titles.

Robot, by Gary Mayes.
(© Gary Mayes, 1985 and 2025)

“If I remember correctly, the opportunity arose through the Games Workshop magazine, White Dwarf, and I think my name was put forward to the publishers Puffin, as a likely candidate,” says Mayes, recalling how he came to contribute to the Fighting Fantasy series. “In many ways it was a breath of fresh air to illustrate a whole book and particularly to work in black and white, something I had wanted to do for quite a while. My work at that time was varied and came from a number of different sources and this [Rebel Planet] gave me an opportunity to work within the fantasy/science fiction genre, which I had wanted to do since I had started drawing as a child.

“My early influences were illustrators like Frank Bellamy, Frank Kelly Freas, and numerous others that I had pored over as a teenager and inspired me to think about work of that nature. The FF books were a significant step along the way and provided an opportunity to develop my skill and method of working with a subject I loved.”

Alan Craddock’s cover rough for Rebel Planet, which at the time went by the title Emperor of Arcadion.(© Alan Craddock, 1985 and 2025)

But what of Craddock? Did he have a background in RPGs? “I had played Waddington’s Risk board game for many hours with my friends,” says Craddock. “During the Sixth Form school holidays we would play games which would last days at a time. So I knew the pleasure a good board game could provide. And when I had finished reading Tolkien I wanted more, and obviously a role-playing game could be a way of achieving that. But painting was my particular outlet. Once I became a professional artist in 1979 and got married soon after, those long balmy summer days of playing Risk for days on end were gone. I wanted to be the best artist I could be; no time for playing games. I also had to decorate and wash dishes!” 

Gamebook author Mark Lain is currently working with Gary Mayes on Rebel Planet: The Graphic Novel. To read an interview withM Mark about the graphic novel, follow this link.


To read more about the history of Fighting Fantasy gamebooks, follow this link.



Friday, 1 October 2021

Rebel Planet: The Graphic Novel is funding now on Kickstarter!

Rebel Planet: The Graphic Novel is now live on Kickstarter! To find out more and to pledge your support to the project, follow this link.

Written by long-time Fighting Fantasy fan and gamebook author Mark Lain, the graphic novel is being drawn by original Rebel Planet artist Gary Mayes!


Sunday, 26 September 2021

Rebel Planet: The Graphic Novel - launching on Kickstarter soon!

Rebel Planet has to be one of the most popular science fiction titles in the Fighting Fantasy range. Published in 1985, it was written by Robin Waterfield (who also wrote Masks of Mayhem, Phantoms of Fear, and Deathmoor) and illustrated by Gary Mayes.

As revealed during last year's 12 Fighting Fantasy Days of Christmas, Robin Waterfield and series co-creator Ian Livingstone have given permission for the classic FF gamebook to be turned into a graphic novel.

Written by long-time Fighting Fantasy fan and gamebook author Mark Lain, the graphic novel is being drawn by original Rebel Planet artist Gary Mayes!

Mark is raising the finance required to produce the book via crowdfunding, and the Kickstarter launches at 8:00pm on Friday 1st October 2021.

Rewards include both soft- and hardback editions of the graphic novel, signed bookplates, Arcadian propaganda badges, and T-shirts. You can even pledge to have the book dedicated to YOU!

To find out more, watch the video below and sign up to be notified when the Kickstarter launches here.

Wednesday, 16 December 2020

The 12 Fighting Fantasy Days of Christmas - Day 8

Do you remember Rebel Planet, one of the most popular of the Fighting Fantasy science fiction titles?

Well, today, we can exclusively reveal that the gamebook's original author, Robin Waterfield, and series co-creator Ian Livingstone, have given permission for FF and gamebook superfan Mark Lain to turn the story into a graphic novel.

The artist taking on the art duties for this momentous project is none other than the adventure's original illustrator, Gary Mayes, who will be bringing the world of Rebel Planet to life in shimmering '80s monochrome!

The art in the graphic novel will all be new material and Gary will be producing a new colour cover for the book too. So set your hype-phasers to stun now, as the Kickstarter to fund production of the gamebook will be coming some time in 2021.

Watch this space for more news in the New Year...


Mark Lain is a regular attendee of the Fighting Fantasy: Virtual Beer-o and the next one is taking place on Wednesday 23rd December, from 7:45pm GMT, so you might be able to ask him more about the project then.



Friday, 20 April 2018

The Second Swordsman - Cover-ing More of Khul

In this, his 15th Second Swordsman post, Malcolm Garcia returns to the dark continent of Khul...


The Second Swordsman - Cover-ing More of Khul

By Malcolm Garcia

Something synonymous with FIGHTING FANTASY adventures are the covers that adorn each book. From the infamous ones on Deathtrap Dungeon and City of Thieves to the oddness of those on (the original) The Citadel of Chaos and Spectral Stalkers, each promised a glimpse of what adventuring lay within. For this episode of the Second Swordsman I chose three covers that have, what I considered to be, quite interesting cover art.

Scorpion Swamp was decorated with the Pool Beast which was drawn by Duncan Smith, Beneath Nightmare Castle had the Spiked Maiden of prolific cover illustrator Terry Oakes, and Masks of Mayhem had John Sibbick’s Golem rushing at YOU through an underground cavern. Only two of these, the Pool Beast and the Spiked Maiden can you fight during the adventure, although with SKILL scores of eight and ten respectively that might not be the wisest choice. Coincidentally, all three books were set in Khul, a place I’d not visited since attempting the trio of Luke Sharp adventures set in the southwest of the continent. But would always choosing the second option give me greater success this time?

Robin Waterfield wrote Masks of Mayhem and the only book of his I’d tried previously was Phantoms of Fear (not being willing to sell a kidney to get a copy of Deathmoor) where I had met my end in a fight against myself. In Phantoms, following the Second Swordsman process had led me to the underground dream world of the Demon Prince Ishtra and so I had some hope that I’d get a fair way into this book. The background to Masks was a bit complex, but it boiled down to a ‘kill the big bad girl’ mission. I started with good SKILL, STAMINA and LUCK scores as well as the much-appreciated ten meals and a potion of strength (the second potion in the list of choices).

Very early in the adventure I reached Lake Nekros where, rather than going into the Affen Forest (which I’d explored previously in Phantoms and would have liked to return to) I instead headed into the hills. While circumnavigating the lake I managed to sprain my ankle in a rabbit hole and incurred a SKILL loss at, what I thought was, a very early stage in the book. Soon afterwards I then chose to go one way down a path rather than another and my adventure was suddenly over. No fights. No treasure. Just what must be one of the most enigmatic sudden deaths in FIGHTING FANTASY, “You walk off through the mist which closes behind your back. You are never seen again, by man or monster, on this earth.” Mysterious and memorable.

I then left northeastern Khul and went west, to the town of Fenmarge for the beginning of Scorpion Swamp. In the FIGHTING FANTASY series, this book was both the first to be penned by an author other than Ian Livingstone or Steve Jackson, the writer being the American Steve Jackson, and was also the first (of the fantasy adventures at least) to not be set on Allansia. With these firsts would Scorpion also be the first book where following the Second Swordsman process would be successful? The only other adventure of Jackson’s I’ve tried was Demons of the Deep, where I got a pretty long way before being slain by the STAMINA-supercharged Kraken.

While I started the book with a magic ring, I had no food and a poor LUCK score. Then, as with my attempt at Demons, choosing the second option meant I began Scorpion by ignoring opportunities to interact with the locals and learn something about my surroundings. This resulted in me paying no attention to talk of a group of wizards and choosing a quest. I hastily headed into the swamp, failed a LUCK test, and fell into a hole and died. No fights. No treasure. No spell gems. Just the final ‘told-you-so’ words of, “Soon, as the villagers predicted, only your bones are left, gleaming in the dim light that filters down between the trees.”

Not too far south of the place of my defeat in Scorpion lies the city of Neuberg, the setting for Beneath Nightmare Castle. This was the third book by Peter Darvill-Evans I’ve attempted – in Portal of Evil I was captured by a group of soldiers early on and in Spectral Stalkers I foolishly tried to swim through a moat of acid after wandering around aimlessly for far too long. The starting scores for my attempt at Beneath were promising, but in the background of the adventure YOU are captured and knocked unconscious. Given the choice between accepting or rejecting an offer of help from an unseen stranger, I chose the latter. And died. Again. And this time I set a record for the quickest failure in a FIGHTING FANTASY adventure – just one choice! My previous worst performance as the Second Swordsman was in Crypt of the Sorcerer (where I failed in two choices). This time there was no disappearing into the mist or a muddy hole, but instead the terrifying, “They kill you slowly and take ecstatic pleasure in your agonised writhings. You go completely insane before you die.”

Never before has choosing every second option met with such abject failures across a range of adventures. Even so, each of these latest poor performances proved memorable because of their suddenness, giving me a different experience than the occasional long and winding path to an inevitable and ignominious death (I’m looking at you Seas of Blood and Armies of Death).


Thank you  to Malcolm for another entertaining Second Swordsman blog post. Which titles will he be tackling next, in his ongoing mission to only choose every second choice in a FIGHTING FANTASY adventure? You're just have to keep logging on to www.fightingfantasy.com to find out!

And remember, if you have any suggestions for items for the official Fighting Fantasy blog don't forget to get in touch via mail@fightingfantasy.com.

Friday, 14 July 2017

The Second Swordsman – 'We’re not on Titan anymore (Toto)'

This week it's time for the sixth in Malcolm Garcia's Second Swordsman series. Enjoy!


The Second Swordsman – 'We’re not on Titan anymore (Toto)'

By Malcolm Garcia

After coming so very close to succeeding in my first FIGHTING FANTASY adventure by arbitrarily choosing every second option (in Battleblade Warrior) I decided to attempt a trio of adventures which, while starting on the familiar world of Titan, soon cast the adventurer far away into places hitherto unknown.

In Spectral Stalkers, Portal of Evil and Phantoms of Fear YOU start as an adventurer on the continent of Khul. I’d previously only visited Khul when attempting Seas of Blood and was looking forward to exploring more of the land-based perils. Spectral and Portal start off in the south-west of the continent, near the town of Neuburg and were both written by Peter Darvill-Evans (his other addition to the FIGHTING FANTASY range being Beneath Nightmare Castle, which is actually set in Neuburg). Phantoms is set in north-east Khul and was written by Robin Waterfield, who also penned Masks of Mayhem and Deathmoor (which I’ll attempt if I can ever get my hands on a copy without having to sell a kidney).

In Spectral I started off with impressive SKILL and LUCK scores, but my STAMINA was not so great and I had only two meals and a small amount of gold. But none of this would be of any consequence as choosing every second option proved to be a particularly foolish process to use in this adventure. At the very start YOU are whisked away from Khul after coming into possession of a magical artifact that is being sought by the eponymous Spectral Stalkers. But from the very beginning of Spectral I had no idea about what I should be doing or where I should be going. While this was initially intriguing, it soon gave way to a feeling of helplessness.

I bumbled through the Library of Limbo (ignoring advice from a dragon librarian) and, despite several opportunities to do otherwise, failed to learn anything useful about the world I was in or my quest. I managed to ignore so many things in Spectral that I didn’t even have a single battle in the whole adventure. (The only other time this happened was in Island of the Lizard King – where I died within four choices of the start). I also never once got to Test my Luck. I got the feeling in Spectral that I made a poor choice near the start which would have otherwise led to me gathering some important knowledge and objects. What killed me in the end was suitably anticlimactic – it wasn’t a horrible trap or a fiendish beast, but a moat of acid. Even Deathtrap Dungeon provided some imaginative expanding fungus to finish me off.

Giving southwestern Khul (and Peter Darvill-Evans) the benefit of the doubt, I returned there to explore the mystery of the Portal of Evil. This adventure is set in the wilderness between the cities of Zagoula and Neuburg, but the eponymous portal promised to whisk me far away from all of this, if I could survive long enough to find it. Which I didn’t. It all started so very well, with decent SKILL and STAMINA scores (and a joke in the introduction about lawyers being akin to thieves). But then I adopted a passive approach that is all-too-familiar when choosing every second option. While I did get to fight my first ever FIGHTING FANTASY dinosaur, the battle was over before I could kill it, I also failed to help a talking dinosaur, didn’t search a body of a foe I’d killed, and even ignored a shiny thing hidden in a tree. Surely everybody knows that on Titan adventures can succeed based solely on the possession of shiny things!

I also, in a manner similar to Spectral, had the feeling that I made a poor choice early in Portal. There were several times at relatively early stages of my quest where I was asked if I had certain specific objects I’d yet to come across – a ring of zombie warding, a warrant from the Margrave, and even some gold coins. This happened often enough to make me believe I had missed out on an important chunk of the adventure by following the Second Swordsman process. In another disappointment, my failure in Portal was brought about by being captured by a group of soldiers. While this isn’t my biggest failure, I’d put it on par with my fate in Trial of Champions.

And so then I travelled far, to the north-east of Khul and the Affen Forest to become a Forest Elf and learn from a dream that I needed to defeat a Demon Prince. In Phantoms dreams are an important part of the adventure; you learn things through them, and at later stages of your quest you can alternate between the real world and the dream world. The illustrations by Ian Miller (who did the covers for several FIGHTING FANTASY novels but only did the internals once) enrich the nightmarish atmosphere of the adventure which, for the most part, gave me a sense of being worn down by despair.

My initial SKILL, STAMINA, and LUCK scores were reasonable (but not great), and Phantoms added a POWER score which gave the ability to cast spells. Unlike Spectral, from the beginning of my adventure I knew where I needed to go, and I fought plenty of creatures along the way – sixteen in total. Several of these battles were made more difficult by imposed losses of SKILL (I’m looking at you Fog Devil and everything I faced after breathing in the evil mist). I also had several battles where there were a few too many unlucky rolls of the dice (against the Wolves – who almost killed me – and a Komodo Lizard). But I was saved from an early defeat in Phantoms by my own food scavenging skills, and choosing the potion of strength at the start of the adventure. What didn’t help me was anyone at all. There were no friendly witches, merchants or fellow adventurers to give me any advice or special objects; I was on my own from the very beginning.

After making my way through the depressing part of the forest, that had been blighted by the evil of the Demon Prince, I finally entered their underground lair and gained the ability to control my shifting between the real and dream worlds. Rather than do this at every opportunity I made the decision to do it every second time it was offered. The two worlds are parallel to each other – a path you take in one will move you forward in the other. But soon after my first attempt at changing into the dream world, my real world body was attacked and I had to change again to complete the fight. Then, on my second opportunity to enter the dream world, I had to fight a mirror image of myself, a fight that somewhat arbitrarily took the shape of a series of random dice rolls, of which I lost way too many and was killed.


All in all these three adventures were a rather unsuccessful attempt to find success away from the familiar world of Titan. I never reached the portal in Portal, I entered the dream world only fleetingly in Phantoms and, while I went far away in Spectral, I never knew what I was trying to do when I got there. But I was intrigued by the world I visited in Spectral, and the depressing atmosphere of Phantoms meant I’d visit both of these FIGHTING FANTASY adventures again one day.


Thank you, once agin, to Malcolm, for another Second Swordsman blog post. If you have any suggestions for items for the official Fighting Fantasy blog don't forget to get in touch via mail@fightingfantasy.com.