There seems to be no respite to the current Eighties revival. From the Ting Tings, garishly framed glasses and deck shoes, to casual football hooliganism, a global recession and Conservative Government, it seems we can\u2019t escape similarities to that decade.Even heroin is having a mini revival.And, as they say, \u201cif you can remember the 80s, you\u2026 still have nightmares about fluorescent leg warmers.\u201dBut there\u2019s one massive aspect of that period that hasn\u2019t made much of a comeback; tabletop role-playing games.In the early 1980s, Dungeons & Dragons, Call of Cthulhu, Traveller, Runequest, and a whole smorgasbord of other RPGs, were to teenage boys what alcopops and under-age sexual encounters are to today\u2019s generation.We didn\u2019t need to go on stabbing sprees, we had fictional orcs to brawl. And, if we were really lucky (with our twenty-sided die) we might even have been treated to a description of a comely wench\u2019s ample bosom, delivered by another teenage boy, in the guise of a Dungeon Master.As good as role-playing sessions were, though, they took an awful lot of preparation. And you\u2019d need a big collection of other similarly-minded geekagers to have a half-decent adventure.That\u2019s where Fighting Fantasy Gamebooks came in\u2026Fighting Fantasy: The Warlock of Firetop Mountain\nFormat\niPhone\/iPod Touch\/iPad\nPrice\n\u00a31.79\nWhere\niTunes\nBack in 1982, The Warlock of Firetop Mountain hit bookstores and created a huge sensation. It was a cross between the Choose your own Adventure novels coming into the UK via the States (giving multiple options, and subsequent page numbers, after each chapter), and a role-playing game, with character stats and dice-rolling aplenty.Its success spawned a run of Fighting Fantasy Gamebooks that lasted for 59 separate titles and 13 years. Now it has found a new medium and audience in the guise of an iPhone and iPad app, and it\u2019s not just a nostalgic look back for a grown-up geek, there\u2019s proper gameplay in there too.Keeping true to the original, the heart of the application, on both iPhone and iPad formats, is an ebook. The text is identical to the original paperback, as are the pics, albeit tarted up and coloured in. However, the dice rolling is integrated (shake the device and they spin across the screen), as is character management. And the choices at the end or during the chapter, including fight or flee, are hot links.That\u2019s really all there is to it. If you\u2019re not a big reader, you won\u2019t get on very well with TWOFM, if you are, there\u2019s plenty of entertainment therein.One criticism would be that there\u2019s no auto mapping function. The book rather relies on you knowing where you are in the dungeon at any given time, and avid fans back then will have had a pencil and graph paper to hand. When you\u2019re on a train now though, you\u2019re not likely to get out an exercise book and plunge into a world of cartography, with your iPhone in one hand, quill in the other. Considering the technology, it would\u2019ve been simple to have created an in-game auto map as you go.Nonetheless, mapping issues aside, this is an excellent app to rekindle the love for traditional role-playing games, and with another two books in the series already available too, Citadel of Chaos and Deathtrap Dungeon, let\u2019s hope it continues to build.Now, where did I put my lead figurines?