Books by R. L. Stine


Find Your Fate Junior - Golden Girl

1. Golden Girl and the Vanishing Unicorn
Author: R. L. Stine
Illustrator: Ken Barr
First Published: June, 1986
ISBN: 0-345-32860-4
Length: 73 pages
Number of Endings: 10
Plot Summary: You come across an old woman who gives you a map which appears to lead to the magical gemstone segment that you need in order to become a really effective do-gooder. However, since finding the gemstone seems to be the Golden Girl equivalent of escaping from Gilligan's Island, you have much cause for suspicion....
My Thoughts: This book wasn't nearly as awful as I expected it to be. I came into this with the horrors of the Find Your Fate Junior - The Transformers books still fresh in my mind, and I expected the same sort of third-person, condescending garbage, only insultingly aimed at a female audience. As it turns out, the text is written readably in the second-person, the condescension is gone, and while the book is aimed at a female audience, it's not offensively "girly" in tone -- sure, nearly all the characters are female and the most prominent male is an arrogant moron, but it's not as grotesque as it could have been. Of course, all this praise is not to say that this is a good book -- it's cheesy and based on action figures, so high quality is not to be expected -- but it is tolerable. It also happens to be hilariously funny (quite unintentionally) thanks to its featured villain: Moth Lady. Now, the mere mention of a villain named Moth Lady had me in hysterics, but it got even sillier when I realized that all Moth Lady really does in this book is flutter around and get drawn to flames! The mind boggles. If you're a fan of humorous stupidity, this is a book worth finding. Beyond that, the only thing that sticks out in my mind about this title is the fact that it's not very aptly named -- only about half the paths through the book have anything to do with a vanishing unicorn. Personally, I'd have called it Golden Girl and the Flutterings of Moth Lady, but that's just me....


Give Yourself Goosebumps

 1. Escape from the Carnival of Horrors
Author: R. L. Stine
Illustrator: Cover artist uncredited, no internal illustrations
First Published: July, 1995
ISBN: 0-590-55323-2
Length: 135 pages
Number of Endings: 25
Plot Summary: The carnival has returned to town. Last year it was pitiful, but this year it's larger, more spectacular, and (of course) totally evil.
Collected In: Give Yourself Goosebumps Books #1-#4
Translation: German
My Thoughts: R. L. Stine is not the most praiseworthy author in the world, but he does occasionally manage to create an interesting gamebook by adding unusual features. In addition to the usual choices, this book includes a number of special gimmicks that make it more fun, most of them involving carnival games.

 2. Tick Tock, You're Dead
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: November, 1995
ISBN: 0-590-56645-8
Length: 135 pages
Number of Endings: 28
Plot Summary: Your uncooperative younger brother stumbles into a time travel experiment at a museum and you must bring him back before his time runs out and he ceases to exist.
Collected In: Give Yourself Goosebumps Books #1-#4
My Thoughts: This is a fairly well-designed book; the various story threads fit together pretty well and some are creatively reused. There aren't as many games and non-typical choices as the previous book, but it is something of a challenge to get through successfully.

 3. Trapped in Bat Wing Hall
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: December, 1995
ISBN: 0-590-56646-6
Length: 137 pages
Number of Endings: 27
Plot Summary: After moving to a new town you have difficulty making friends until you are invited by a boy you can't quite remember to a club meeting in a haunted house.
Collected In: Give Yourself Goosebumps Books #1-#4
Translations: German, Italian
My Thoughts: This is the most straightforward, Choose Your Own Adventure-like book so far in the series as far as gameplay goes. In every other respect, it's fairly typical.

 4. The Deadly Experiments of Dr. Eeek
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: February, 1996
ISBN: 0-590-67318-1
Length: 130 pages
Number of Endings: 26
Plot Summary: You and your best friend try to find your mother in the research lab where she works.
Collected In: Give Yourself Goosebumps Books #1-#4
My Thoughts: This book is considerably weaker than the previous three. The plot is fairly aimless, the internal consistency is poor, and there's nothing particularly unusual about the gameplay.

 5. Night in Werewolf Woods
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: April, 1996
ISBN: 0-590-67319-X
Length: 133 pages
Number of Endings: 23
Plot Summary: A summer vacation at WoodsWorld turns out to be rather unpleasant thanks to a multitude of werewolves.
Translation: German
My Thoughts: This is a decidedly strange book; the events in it really have nothing to do with one another and some of the locations are quite bizarre. Sadly, this strangeness doesn't prove to be a good thing and the incoherent text isn't backed up by interesting gameplay. All in all, this isn't a terribly enjoyable read.

 6. Beware of the Purple Peanut Butter
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: June, 1996
ISBN: 0-590-67320-3
Length: 135 pages
Number of Endings: 26
Plot Summary: Eating food in the off-limits basement of your aunt's house proves to be a bad idea - it causes your size to change dramatically.
My Thoughts: Like the previous book this is strange , but not in a good way... The plot is ludicrous (which is to be expected from this series, I suppose) and the novelties in the gameplay (which include some coin flipping and choices dependent on time of week or age of the reader) are pointless and uninteresting.

 7. Under the Magician's Spell
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: July, 1996
ISBN: 0-590-67321-1
Length: 135 pages
Number of Endings: 23
Plot Summary: Your annoying younger sister tags along when you go to the mall to meet a friend and ultimately ends up causing trouble in a magic shop.
Translation: German
My Thoughts: This isn't too bad for the series, but it's a fairly tedious read. Just about the most innovative thing in the book involves drawing a card out of a deck, but it serves little purpose and is merely another variation on the pointless randomization that's in many of these books.

 8. The Curse of the Creeping Coffin
Author: R. L. Stine
Illustrators: Nagata (cover), internal illustrator uncredited
First Published: August, 1996
ISBN: 0-590-84765-1
Length: 132 pages
Number of Endings: 21
Plot Summary: The graveyard behind your grandmother's house is presently moving around by itself, a fact which unnerves you greatly...
My Thoughts: This book is surprisingly good for the series; some of the decisions are aided by actual thought rather than luck and the sarcastic sense of humor present in many of these books is used much more effectively than usual.

 9. The Knight in Screaming Armor
Author: R. L. Stine
Illustrators: Uncredited
First Published: September, 1996
ISBN: 0-590-84766-X
Length: 136 pages
Number of Endings: 21 (plus two "endings" which instruct the reader to continue)
Plot Summary: A suit of armor brought to the U.S. from England has a curse on it connected to your family.
Translation: Italian
My Thoughts: This book has some fairly good moments, but it also has some bad ones. While it's a more entertaining read than most books in the series, many of the choices in it are pointless or change the plot in seemingly random ways. Additionally, while it's slightly interesting that a maze is included in the book, it serves no real purpose to the gameplay.

 10. Diary of a Mad Mummy
Author: R. L. Stine
Illustrator: Nagata (cover), internal illustrator uncredited
First Published: October, 1996
ISBN: 0-590-84767-8
Length: 136 pages
Number of Endings: 23
Plot Summary: While examining an Egyptian mummy in an American-built pyramid-shaped skyscraper you stumble across an ancient diary which appears to have been written by the corpse... in English!
Translations: German, Italian
My Thoughts: While being for the most part stupid and senseless, this book has several redeeming features. First of all, while it includes many of the cliches common to gamebooks involving mummies, it twists them enough to be slightly unpredictable. Second, it uses the phrase Klaatu Barada Nikto, something a movie buff like myself can't help but appreciate. Finally, it has more illustration than usual, including a maze used in a slightly unconventional (but sadly ineffective) manner. Also worth noting is that the player has an older sibling in this story, something which happens fairly infrequently in gamebooks of this sort.

 11. Deep in the Jungle of Doom
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: November, 1996
ISBN: 0-590-84768-6
Length: 136 pages
Number of Endings: 25
Plot Summary: You go off the trail on a South American jungle tour with your friend Zoe and have an adventure.
Translation: German
My Thoughts: This book was a bit more entertaining than most of the others in the series, but that may just be the result of a personal leaning towards cheesy adventure stories set in the jungle... In most respects it's really just average.

 12. Welcome to the Wicked Wax Museum
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: December, 1996
ISBN: 0-590-84772-4
Length: 137 pages
Number of Endings: 22
Plot Summary: On the way to a wax museum, you and two of your friends get in trouble and are forced to stay in the lobby when you reach your destination. Your friend Jake decides to wander off anyway, and it's all downhill from there...
My Thoughts: This book seems to cover a bit more territory than some of the others in the series, which makes the gameplay a bit more fun than usual. The story is incredibly unoriginal, of course, but it would be quite a surprise if it weren't. The book also includes a maze which brings the Be an Interplanetary Spy series to mind but is pretty much pointless.

 13. Scream of the Evil Genie
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: January, 1997
ISBN: 0-590-84773-2
Length: 137 pages
Number of Endings: 22
Plot Summary: You find a genie in a cola can and she offers you three wishes...
Translations: German, Italian
My Thoughts: The genie scenario is a familiar one in the gamebook world and this is a fairly unexceptional version of the story. This book does seem to have a wider variety of choices than many other books in the series, but that doesn't help it to escape the familiarity of its plot.

 14. The Creepy Creations of Professor Shock
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: February, 1997
ISBN: 0-590-84774-0
Length: 135 pages
Number of Endings: 21
Plot Summary: You get hired to clean out an inventors garage, and what do you do? You go through the door you were specifically instructed to avoid at all costs!
My Thoughts: This is a very strange book in a series of very strange books. While its strangeness doesn't really manage to be particularly clever, it does have its moments and is a fairly enjoyable read. The mirror world section is particularly interesting. The game design here is also not too bad, being more sophisticated than usual for the series; sections are re-used creatively here and there.
Errata: For some reason, the back of my copy of this book (which is a first edition) lists the next book in the series as Secret Agent Grandma when it should be Please Don't Feed the Vampire.

 15. Please Don't Feed the Vampire
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: March, 1997
ISBN: 0-590-93477-5
Length: 137 pages
Number of Endings: 21
Plot Summary: The "Vampire in a Can" costume you just bought turns out to be a bit troublesome when you discover (the hard way) that the fake blood it contains turns whatever consumes it into a vampire!
My Thoughts: Although the gameplay in this book is almost totally uninteresting, the writing isn't too bad... Some of the humor comes close to actually being funny (though not too close). Of some note is the fact that the first choice comes only two pages into the book; this is a bit quicker than usual. Further into the story, though, there are plenty of long stretches devoid of choices. On an unrelated note, it's interesting that the description on the back cover suggests that Fifi the dog is male. Hmm...

 16. Secret Agent Grandma
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: April, 1997
ISBN: 0-590-84775-9
Length: 131 pages
Number of Endings: 23
Plot Summary: You have to meet your grandmother at the train station. This being a gamebook, that doesn't prove to be a simple or safe task.
My Thoughts: This is a pretty lousy book; its plot is derivative (which is no surprise for this series), its internal consistency is just about nonexistent, and it's full of annoyingly weak attempts at suspense.

 17. Little Comic Shop of Horrors
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: May, 1997
ISBN: 0-590-93483-X
Length: 137 pages
Number of Endings: 30
Plot Summary: A shortcut home from school leads you to a comic shop. Unfortunately, wandering into the store leads to you getting trapped in an unusual place...
My Thoughts: This isn't one of the absolute best books in this series, but it's on the higher end of the scale. The story's not too bad and the gameplay is made more interesting by some choices which require you to test your balance and reflexes.

 18. Attack of the Beastly Baby-Sitter
Author: R. L. Stine
Illustrators: Nagata (cover), internal illustrator uncredited
First Published: June, 1997
ISBN: 0-590-93485-6
Length: 136 pages
Number of Endings: 23 (plus two "false" endings
Plot Summary: You're annoyed when you discover that you're going to have a babysitter and horrified when you discover that your babysitter is an evil imposter...
My Thoughts: This isn't the most well-written book, but it does have a much higher number of mini-games and puzzles than most books in this series, so fans of gamebook novelties should find it somewhat entertaining... There's a maze, a follow-the-ropes puzzle, a "spinner" like the one used in the first book of this series and various other challenges of luck and skill. The book's continuity is also a bit better than usual...

 19. Escape from Camp Run-For-Your-Life
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: July, 1997
ISBN: 0-590-93489-9
Length: 137 pages
Number of Endings: 23
Plot Summary: Your trip to a summer sports camp turns out to be considerably less pleasant than you expected...
My Thoughts: Apart from a choice which asks you to point at a random spot on a map of the United States in order to make a decision, there's nothing new in this book, though it's not as bad as some of the other books in the series.

 20. Toy Terror: Batteries Included
Author: R. L. Stine
Illustrator: Nagata (cover), no internal illustrations
First Published: August, 1997
ISBN: 0-590-93492-9
Length: 137 pages
Number of Endings: 21
Plot Summary: You've won a contest and now you have a choice: do you want to take a tour of a toy factory, or would you rather get your very own Annihilator 3000 toy robot?
My Thoughts: This is a pretty dull entry in the series. There are no games or puzzles to supplement the text and the choices are for the most part uninteresting. Certain elements of the plot are slightly reminiscent of some classic Doctor Who episodes, but I suspect it's just a coincidence...

 21. The Twisted Tale of Tiki Island
Author: R. L. Stine
Illustrators: Nagata (cover), internal illustrator uncredited
First Published: September, 1997
ISBN: 0-590-93500-3
Length: 137 pages
Number of Endings: 21
Plot Summary: Your summer vacation at Tiki Island turns out to be rather unpleasant thanks to a rumored curse...
My Thoughts: This is a fairly enjoyable entry in the series; the "quest of the Tiki Eye" plot strand is particularly fun to play through. A few of the choices in the book are rather frustrating, though; there are times when the option that seems to make the most sense just isn't possible. The book also includes a maze which serves as a trap for those who would cheat...

 22. Return to the Carnival of Horrors
Author: R. L. Stine
Illustrator: Nagata (cover)
First Published: October, 1997
ISBN: 0-590-21062-9
Length: 137 pages
Number of Endings: 21
Plot Summary: Just when you thought you were safely away from the Carnival of Horrors, you find yourself trapped in it once more!
My Thoughts: As the title suggests, this is a sequel to the first book in the series, and it's a worthy successor. While it's almost exactly the same as its predecessor in terms of plot and format, it's worth reading for its numerous entertaining puzzles and games-within-the-game. They're not particularly challenging, but they're the sort of thing I always enjoyed when I read these books as a kid -- the hand-eye coordination game is a particular highlight. The book also benefits from an intelligent design -- it's not entirely linear, and in at least one place it refers back to a particular plot elements to keep track of what the reader has and hasn't done already. My only real complaint (a big one, I fear) applies to the rest of the series as much as to this book, and it relates to the blandness of the writing. The characters are pure stereotypes, and the humor doesn't go far enough into absurdity to actually be funny most of the time. If the book had less of a "paint-by-numbers" feel, I might have gone so far as to say it was good. Oh well. I suppose it's also worth mentioning that this is the final entry in the series to feature a nifty prism cover.

 23. Zapped in Space
Author: R. L. Stine
Illustrators: Nagata (cover), internal illustrator uncredited
First Published: November, 1997
ISBN: 0-590-39774-5
Length: 137 pages
Number of Endings: 22
Plot Summary: You pay a visit to Madame Zapp's Virtual Reality Arcade, where you get to participate in one of two different VR games: "Abominable Snow Woman" or "Adrift off Vega."
My Thoughts: Being a Goosebumps book, this is no great piece of English literature, and, like many other books in the series, its internal consistency is more or less non-existent; still, it's an above-average kids' gamebook. The virtual reality theme is a good excuse to use diverse settings in the story, and both plot strands are satisfyingly goal-oriented. Along the way to completing each mission, the reader gets to face a variety of puzzles, ranging from choosing which item to grab to solving word searches and math problems. There's even a trivia question referring back to an earlier volume in the series (Trapped in Bat Wing Hall). All of these challenges are quite simple, but they give the book a lot of flavor. It's not quite at the level of Be an Interplanetary Spy as far as puzzles go, but it's up there with the more interesting Twistaplot books. Also worth noting is the fact that the cover art is printed backwards -- just look for the artist's signature and you'll see what I mean!

 24. Lost in Stinkeye Swamp
Author: R. L. Stine
Illustrators: Nagata (cover), internal illustrator uncredited
First Published: December, 1997
ISBN: 0-590-39775-3
Length: 134 pages
Number of Endings: 26
Plot Summary: You've just moved into a new house, which happens to be directly adjacent to a swamp rumored to contain treasure... and ghosts.
My Thoughts: Like many books in the series, this one contains several storylines, all using the same basic plot elements in totally different ways; in other words, it lacks internal consistency. This didn't bother me too much here, though, as each storyline provides a relatively engaging quest, and puzzles and riddles are used liberally to keep things enjoyable. It's just about as tacky and unoriginal as the rest of these books, but its swampy setting and slightly eccentric characters strike enough pleasant chords to make for fun, if intellectually undemanding, reading.

 25. Shop Till You Drop...Dead!
Author: R. L. Stine
Illustrators: Craig White (cover), internal illustrator uncredited
First Published: January, 1998
ISBN: 0-590-39776-1
Length: 133 pages
Number of Endings: 27
Plot Summary: Your friend Reggie makes a bet that you and another friend named Julie can't survive the hour from midnight to one A.M. in his father's store, which he claims is cursed. You foolishly accept.
My Thoughts: This is the first book in the series to include a plot line that's largely non-linear and that uses inventory management to prevent the final battle from being won too quickly. Although not a total triumph (there's a continuity error or two that crop up if you do things in the wrong order), it's a decent gamebook, featuring some genuinely interesting gameplay. It sort of reminds me of the Megaman video games in that you have to conquer certain areas first in order to acquire special items which make victory attainable in later locations. The adventure is further enhanced by the fact that an effort has been made to make the little puzzles more interesting and challenging than usual -- the word search puzzle is somewhat unconventional, and the maze is both tricky and restricted by a time limit! The paths that don't lead to the non-linear part of the book aren't nearly as interesting, but they're certainly no worse than average for the series. This is a book worth reading, and if you enjoy it, be sure to also grab a copy of book 30, which does the same thing, only with even more success.

 26. Alone in Snakebite Canyon
Author: R. L. Stine
Illustrator: Craig White (cover), no internal illustrations
First Published: March, 1998
ISBN: 0-590-39997-7
Length: 137 pages
Number of Endings: 24
Plot Summary: While camping in the desert you find a shop and can buy one of two valuable items: a pair of magic snake eyes that will allow you to transform into different animals or a map to an old (and deadly) gold mine.
Translation: German
My Thoughts: I quite enjoyed this book... The animal transformation part of the book offers a lot of entertaining possibilities and the gold mine features a fun little riddle that actually requires a few moments of thought to solve. This is definitely one of the better books in this series.

 27. Checkout Time at the Dead-End Hotel
Author: R. L. Stine
Illustrator: Craig White (cover), no internal illustrations
First Published: April, 1998
ISBN: 0-590-39998-5
Length: 140 pages
Number of Endings: 21
Plot Summary: You and your friends get trapped in a hotel inhabited by ghosts and must find the only other human in the place in order to get out alive.
My Thoughts: This is definitely an above-average entry in the series. While the story is nothing special, the gameplay is quite challenging, requiring careful exploration and good luck to get through successfully. As a bonus, a solution to the first Give Yourself Goosebumps Special Edition adventure is included in the back of this book.

 28. Night of a Thousand Claws
Author: R. L. Stine
Illustrator: Craig White (cover), no internal illustrations
First Published: June, 1998
ISBN: 0-590-40034-7
Length: 137 pages
Number of Endings: 26
Plot Summary: Your family goes on vacation to Cat Cay, an isolated island with a decidedly unconventional feline population.
Translation: German
My Thoughts: After a few exceptional books in a row, the series has returned to average here. Only a few things seem notable about this volume. First of all, its atmosphere is a little closer to being genuinely creepy than is usual for the series... but it's still not nearly close enough. Perhaps more interesting is the fact that the adventure isn't as clearly partitioned into multiple unrelated stories as most of the other books in the series are. Usually, the first choice determines which storyline you encounter in a Give Yourself Goosebumps book. Here, though, there's no such clear partition between the book's storylines. However, just because the book isn't clearly partitioned, don't think that it's a united whole -- it has as much inconsistency as any volume in the series. Finally, there are a few gameplay gimmicks, but they're nothing special -- just some pointless randomization and a "how many words can you find in this phrase?" puzzle. This isn't a bad book, but it's also not really a special one. I am indifferent to it.

 29. Invaders from the Big Screen
Author: R. L. Stine
Illustrators: Uncredited
First Published: July, 1998
ISBN: 0-590-40289-7
Length: 137 pages
Number of Endings: 28
Plot Summary: You have the choice of seeing three different films: a King Kong rip-off, an espionage thriller or (of course) a horror flick. Whichever you choose, it proves rather more realistic than you had anticipated...
My Thoughts: This is an average entry in the series. While its movie-based setting offers a certain amount of variety in terms of storylines (much like the second Which Way book), it doesn't break any new ground and remains uninspired and predictable throughout. The title also isn't very accurate; the reader usually ends up going into the screen rather than battling things coming out of it. In any case, apart from a somewhat interesting puzzle involving musical notes, this book has nothing too special to offer. Unless you're really devoted to reading all of these books, you won't miss much by skipping this one.

 30. You're Plant Food
Author: R. L. Stine
Illustrator: Craig White (cover), no internal illustrations
First Published: September, 1998
ISBN: 0-590-41974-9
Length: 136 pages
Number of Endings: 24
Plot Summary: Your class trip to the E. Ville Creeper Botanical Gardens turns out to be a bit more interesting than expected...
My Thoughts: This is quite an interesting little book. Like most of the volumes in the series, it contains two more or less unrelated adventures, and it has lots of inconsistencies of storyline. Nonetheless, its game design is remarkably sophisticated for such a simple book. As in book 25, one of the storylines included here is extremely non-linear and requires the player to figure out the best order for the actions to be carried out in. Inventory management is also essential in order for the book's mission to be successfully completed. The other storyline is more straightforward, but it still has the twist that if you fail to perform a particular action early on, you can't succeed at the end. This is definitely about as close to a "real" gamebook that you're going to get in this series, and it's a fairly entertaining read.

 31. The Werewolf of Twisted Tree Lodge
Author: R. L. Stine
Illustrator: Craig White (cover), no internal illustrations
First Published: November, 1998
ISBN: 0-590-46306-3
Length: 137 pages
Number of Endings: 25
Plot Summary: A bit of plagiarism has won you a spot at the Twisted Tree Lodge horror convention; alas, all is not as it seems....
My Thoughts: After the previous book's interesting game design, this one plunges back into the realm of totally random senselessness. There's absolutely no coherence whatsoever to the book; characters and circumstances change wildly depending on your choices, so there's no strategy involved, and the author throws around so many different styles and concepts that it's impossible to tell what's even supposed to be going on. There are a couple of ideas that might have been interesting if they had been developed consistently throughout the book, but since everything feels so half-finished, the whole thing is really just a waste of time.

 32. It's Only a Nightmare!
Author: R. L. Stine
Illustrator: Craig White (cover), no internal illustrations
First Published: December, 1998
ISBN: 0-590-76785-2
Length: 137 pages
Number of Endings: 40
Plot Summary: You're trying to sleep while visiting an inn with your parents; this is a little difficult since your bed's headboard is covered in creepy gargoyles and you have recurring nightmares about a strange being who calls himself the Sleep Master.
My Thoughts: I think that I probably would have enjoyed this book had I read it when I was younger; since it's about dreaming, it covers a broad variety of scenarios, many of them not even attempting to be horrific in any way. It's fast-paced and surreal, and it just feels a little different from the average book in this series. It lacks substance and direction, though, and being different doesn't really save it from being mediocre. It's a change of pace, but it's not an especially worthwhile one, nor does it come close to living up to its potential -- the Sleep Master could have been much creepier, and most of the dream scenarios lack originality and miss opportunities for both scares and laughs.

 33. It Came from the Internet
Author: R. L. Stine
Illustrators: Craig White (cover), internal illustrator uncredited
First Published: February, 1999
ISBN: 0-590-51665-5
Length: 135 pages
Number of Endings: 22
Plot Summary: You've installed some new web crawling software, and now your computer has a virus... a rather unusual one, at that.
My Thoughts: With my computer science background, few things annoy me more than ludicrously stupid portrayals of computer technology in popular culture. For this reason, I braced myself to really hate this book. Rather to my surprise, it didn't bother me too much. Obviously, there's not a great degree of realism on display here, what with computer viruses that can pop out of the monitor and bite people, but enough sense of reality underlies the fantasy that I could suspend my disbelief and accept it without cringing. Also good is the fact that the book largely focuses on a single plotline. There are some stupid deaths and pointless asides, but after the last two books of disjointed random wandering, it was nice to see some degree of consistency again. Add a gratuitous maze to keep things interesting and you have an unexceptional but entirely readable adventure which explores some technological themes that are too new to have been explored during the height of gamebooks in the eighties.

 34. Elevator to Nowhere
Author: R. L. Stine
Illustrators: Craig White (cover), internal illustrator uncredited
First Published: March, 1999
ISBN: 0-590-51670-1
Length: 136 pages
Number of Endings: 23
Plot Summary: You visit your science fair partner's uncle, an inventor, and get mixed up in adventures involving an elevator that leads to other dimensions.
My Thoughts: There sure are a lot of strange scientist uncles in gamebook-land; the first few pages of this book felt awfully familiar to me. Indeed, there are a lot of familiar plot devices on display here, but I found the book to be a lot more fun than I expected. There's a clear mission to accomplish, a variety of places to explore, multiple paths to victory, and a sense of continuity nearly unprecedented in this series -- I was actually able to use something I learned from my first play-through to avoid getting killed during a later adventure. The book is also fairly well-written, having a certain sense of fun while still taking itself relatively seriously and, for better or worse, being surprisingly violent. This obviously isn't a classic, but it's another unexpectedly respectable entry in a series that I never thought I'd hold any respect for whatsoever.


Give Yourself Goosebumps Special Edition

 1. Into the Jaws of Doom
Author: R. L. Stine
Illustrator: Craig White (cover), no internal illustrations
First Published: February, 1998
ISBN: 0-590-39777-X
Length: 238 sections (plus 10 pages of introductory material and rules)
Number of Endings: 39
Plot Summary: You lag behind the rest of your class during a field trip to the museum and end up getting trapped by an insane Super Computer that wants you dead!
My Thoughts: When I first opened this book, I nearly let out an audible gasp. It has several sections per page, it requires the reader to keep track of inventory, and it even uses dice! The only thing that keeps it from being a "real" gamebook is its lack of character statistics like strength or hit points. This is remarkable, especially for a mass-market book published in 1998! Alas, the book isn't all it could be -- the design is rather spoiled by the die rolling. All of the die rolls in the text are pure tests of luck, and since many of them are completely unavoidable, it becomes increasingly likely that you'll lose due to bad luck the farther into the story you get. For what it's worth, things seem to get easier as you go, but the die-rolling still makes replaying without cheating very tedious and is simply a bad design practice. It's unfortunate that a point-based character creation system wasn't added to the rules -- this could have offered a way for players to strategically avoid death by poor die rolls, assuming that different rolls were adjusted by different abilities. Oh well; I guess you can't have everything. Despite its flaws, it's a nice change of pace from the more traditional Give Yourself Goosebumps series, and its style of gameplay certainly suggests that R. L. Stine hasn't forgotten about his classic Hark series.

 2. Return to Terror Tower
Author: R. L. Stine
Illustrators: Craig White (cover), internal illustrator uncredited
First Published: May, 1998
ISBN: 0-590-39999-3
Length: 136 pages
Number of Endings: 26
Plot Summary: Eddie and Sue, the main characters of the 27th non-interactive Goosebumps book, escort you back 800 years in time to save England from a tyrannical threat.
My Thoughts: This is considerably more simplistic than the previous book. We're back to the usual numbered pages rather than numbered sections, and there's no use of dice; the only game mechanic retained is the inventory management, and it isn't exactly ground-breaking. The game design doesn't seem bad at first, allowing you to explore a number of medieval locations in a non-linear fashion, but its flaws show through rather quickly. The worst is a nasty continuity problem -- if you go to the forest, you have an important encounter. If you then go to the village, it's entirely possible that you'll end up having that very same encounter again due to the way the paths converge. Very sloppy! Other problems include the fact that there's little strategy involved in play (death often comes seemingly at random) and the incredible stupidity of the player character -- when you come across a bunch of signs which match the illustrations on your map, you're still supposedly puzzled about what they could mean... And when you follow the path leading to one tower, you believe for some reason that it leads to the other one! Perhaps the author intended for the book's drawings to be less obvious than what the illustrator ultimately created, but as it stands, it's kind of annoying. This book should have been much better, and it's a shame that the series lost its complexity after only one relatively interesting book was published.

 3. Trapped in the Circus of Fear
Author: R. L. Stine
Illustrator: Cover artist uncredited, no internal illustrations
First Published: August, 1998
ISBN: 0-590-41920-X
Length: 131 pages
Number of Endings: 26
Plot Summary: You and your friend Richie have won the opportunity to participate in a real circus as a result of your excellent performance at circus camp. Of course, this being a horror story, it's not a very pleasant place to be....
My Thoughts: The series keeps getting more simplistic -- the last volume featured inventory management, but this one just asks you to pick three items from a list of options before starting play, much like the gimmick in some of the Time Machine books. Once your initial items are chosen, they never change, and you can't pick up any others. There are also enough hints in the text about item selection which make the whole book remarkably easy to complete successfully (though lots of deaths are nonetheless inevitable). There are only two other things that are special about this Special Edition other than the item selection. First of all, there's an interesting word search where you have to count the number of times you find a word, multiply this by another number and then turn to that page; this is slightly reminiscent of (admittedly more complicated) math puzzles found in some of the better British gamebooks. The other unusual thing is the fact that the entire book is devoted to one storyline rather than being broken up into two or more unrelated adventures like most of the regular Give Yourself Goosebumps books are. Despite this, though, the adventure seems kind of short. Regardless of its disappointing elements, though, the book isn't awful. Somehow, it wasn't as cringe-inducing as I've come to expect from this series, and I actually almost (though not quite) chuckled at its humor here and there. This isn't as good as the first Special Edition, but it definitely beats the second one.

 4. One Night in Payne House
Author: R. L. Stine
Illustrators: Craig White (cover), internal illustrator uncredited
First Published: October, 1998
ISBN: 0-590-43378-4
Length: 135 pages
Number of Endings: 23
Plot Summary: You and your friend Trevor have dared each other to spend a night in Payne House, the setting of a horror movie you've seen many times. Predictably enough, the movie is all too real....
My Thoughts: This book uses the same item-picking game system as the last book, though it adds the ability to pick up additional items; there are a couple things in the house that you can grab for later use. The adventure is also considerably more challenging than the last -- there are quite a few red herrings, and only after you've died many times, receiving hints and knowledge of the house in the process, do you have much hope of winning. There challenge is further enhanced by a "figure out a number and then turn to that page" puzzle along with a clever method of ensuring that the reader has visited a particular location and grabbed a necessary inventory item. All in all, the book has a fairly decent design, since it allows the reader to experience most of the story before winning, though it ultimately feels kind of hollow -- there's really no skill involved in winning; it's just process of elimination combined with luck. It also seems unfair that a reader who weighs under sixty pounds is completely doomed and can't win without cheating. Of course, what more should I expect from a Goosebumps book? Taken in the context of the series, this is pretty good. Taken out of that context, it's mediocre, though not entirely without redeeming features.
Errata: The second choice on page 71 should probably read "If you didn't bring the bat, or if you don't wish to use it, turn to PAGE 113." Otherwise, it would be impossible for the reader to ever make use of the bat later on in the story, since as things stand, the story only advances if you don't have the bat.

 5. The Curse of the Cave Creatures
Author: R. L. Stine
Illustrators: Craig White (cover), internal illustrator uncredited
First Published: January, 1999
ISBN: 0-590-18734-1
Length: 136 pages
Number of Endings: 28
Plot Summary: While hiking through the desert, you find a cave. All too quickly, you manage to break an ancient skull and release a dangerous spirit, and it's now your job to undo the damage you have done!
My Thoughts: It seems that R. L. Stine (or whatever author was borrowing his name for the purposes of writing this book) was feeling a bit nostalgic for Wizards, Warriors & You when the concept for this adventure was devised. The first choice you are faced with is whether to be a hunter or a spellcaster, and depending on your decision, you must then pick out a selection of weapons or spells to bring along on your mission. This, combined with the fairly promising-sounding plot, raised my hopes that this would be an entertaining adventure. Unfortunately, it fell far short of its potential. The weapon and spell choosing is rather pointless since in each case you get to pick three items from a list of only four, and there's not much strategy to actually using the things you choose, especially if you become a hunter. Similarly pointless are the pair of puzzles found in the book -- although the word transformation puzzle is used in what could almost (but not quite) be called a clever manner, I really can't comprehend the point of the color-in-the-squares thingie on page 120. Things are made much worse by the fact that the writing is well below par (and par is pretty low when you consider that we're talking about Goosebumps here). The overall tone is light, but not humorous, thus undermining the horror and inducing apathy in the reader. There are lots of pointless sentence fragments (my favorite was the gramatically nightmarish "Let him show itself."), and descriptions often go too far overboard in attempting to be impressive (a Pterosaur as big as a tree?!). Add at least one dumb factual error (tarantulas and scorpions aren't insects, and most people know that by now), and you've got quite a mess. It's not very challenging either, and the title doesn't feel quite appropriate. Definitely the low point of the series thus far.

 6. Revenge of the Body Squeezers
Author: R. L. Stine
Illustrator: Craig White (cover), no internal illustrations
First Published: June, 1999
ISBN: 0-590-51674-4
Length: 134 pages
Number of Endings: 23
Plot Summary: You return from a trip to find out that your friend Jack has just fended off an alien invasion -- and a second one is just beginning!
My Thoughts: This book doesn't really seem to belong in this series; there's nothing special about it to make it a Special Edition -- no gimmicks, no rules, no extra-high challenge level. The only justification I can think of is the fact that it's a sequel to a non-interactive Goosebumps 2000 novel, though that doesn't seem like a very good reason to me. Even if I didn't feel the need to complain about its inappropriate classification, though, I still would have a lot to gripe about -- this is a mediocre effort at best. As in the last book, the writing is pretty awful, being filled with annoying sentence fragments that seem to be meant to make things more exciting but which actually serve only to distract the reader. Like practically everything bearing the Goosebumps label, the adventure lacks originality and intelligence. Surprisingly, though, there is one small but amusing sign of creativity in the book: in probably the most bizarre scene in the whole series, you attempt to save Los Angeles from an alien squeeze-bomb by attacking Leonard Nimoy's star on the Hollywood Walk of Fame with a pick-ax! Alas, the execution of this wonderfully bizarre idea isn't as good as it should have been, but the idea alone made me laugh, and that's more than I can say for most members of the Give Yourself Goosebumps family. This is a pretty lousy book, but it deserves a little credit for being more outrageously odd than most of its kin.

 7. Trick or... Trapped!
Author: R. L. Stine
Illustrator: Craig White (cover), no internal illustrations
First Published: October, 1999
ISBN: 0-590-99393-3
Length: 135 pages
Number of Endings: 27
Plot Summary: It's Halloween, and your classmate Nathan has just tipped you off to a great place to acquire loads of candy!
My Thoughts: This book is at least a bit more special than the last one -- this time there is a gimmick, namely inventory management. As you explore the book, you also have to keep track of the candy and other items that you pick up. Sounds interesting enough, but it's seriously underused. Books with inventory management work best when you can either use the items strategically or when the book itself feels like a puzzle. Obviously, in a book without attributes or hit points, strategic item use doesn't figure into the mix, and this book doesn't manage to inspire the puzzle feeling since no items are essential for victory... there isn't even an end score for them to contribute to! So ultimately, the whole thing feels empty; lots of random, pseudo-horrific events combined a few pointless items to pick up do not make a very successful gamebook. It's not entirely awful, but it doesn't have enough distinguishing features to make it worth wasting time on.
Errata: Page 38 should really offer an "If you have neither item, turn to..." option. I guess the author was just desperate to sucker people into falling for the cheater trap on page 92.

 8. Weekend at Poison Lake
Author: R. L. Stine
Illustrator: Craig White (cover), no internal illustrations
First Published: December, 1999
ISBN: 0-590-99652-5
Length: 135 pages
Number of Endings: 23
Plot Summary: In four mostly unrelated but somewhat parallel stories, your trip to Poison Lake turns out to be a decidedly horrific event.
My Thoughts: As I understand it, the Goosebumps books were nearly the doom of Scholastic; lots of money was invested into the series, but then it suddenly dropped in popularity, leaving contractual obligations to be fulfilled but little public interest in more books. If not for the timely appearance of Harry Potter, the publisher would probably be in considerably worse shape than it actually is today. In any case, I say all this to justify my theory that the use of the phrase "Last Chance" on the cover of this, the last Special Edition Give Yourself Goosebumps book, is not a coincidence -- in fact, there was likely some temptation to put "Good Riddance to Bad Rubbish" somewhere on the book's exterior. Anyway, publishing industry disasters aside, this is a pretty pitiful ending to a series that started out by exceeding all expectations. The gimmick here is that you pick a lucky number at the start of the book, and this lucky number determines which of the four unrelated stories you end up participating in. At numerous times during each adventure, you have chances to use your lucky number to get out of bad situations. If this were something like the "Test Your Luck" situations in Fighting Fantasy, it might be interesting. Unfortunately, there's no pattern to the way your lucky number works, so it acts mainly as an excuse for the author to include random story branches without having to devise actual meaningful choices. It almost goes without saying that the writing isn't good enough to compensate for the frustratingly pointless game design. Although I was pretty displeased with this book, I could see its basic format working well in more capable hands -- it normally frustrates me when gamebook plot lines deviate as wildly as the plots do here, but the difference is that most gamebooks have one introductory passage from which all plots diverge. In this book, however, the first choice comes before any plot is introduced, and thus each storyline has its own distinct beginning. Imagine an interactive collection of short stories, running parallel with one another and sharing the same themes but being otherwise distinct (except, perhaps, for occasional opportunities for the reader to cross over from one into another). I think it could be fascinating if done correctly.


Hark

 The Badlands of Hark
Author: R. L. Stine
Illustrators: Pound (cover), Robert Roper (interior)
First Published: 1985
ISBN: 0-590-33772-6
Length: 250 sections
Number of Endings: 79
Plot Summary: You are on a search for treasure on the incredibly dangerous planet of Hark.
Translation: Spanish
My Thoughts: This is a very, very difficult book to finish successfully. This doesn't mean it's an intellectual challenge, just that it has so many arbitrary deaths and dead ends that it takes forever to find the right way through. Still, if you have patience (and make a map), it is possible to get through successfully. The book has a few continuity problems (like the ability to get infinitely many points if you "cheat" and follow certain plot threads through again and again) and the writing is uneven, but I can't help liking it; it's quite different from most gamebooks, even if all the differences aren't favorable.
My High Score: 1625 (no points counted more than once)

 The Invaders of Hark
Author: R. L. Stine
Illustrators: Pound (cover), Neil Trescott (interior)
First Published: 1985
ISBN: 0-590-33776-9
Length: 250 sections
Number of Endings: 59
Plot Summary: You must rescue the princess of Hark from one of two invading alien armies.
Translation: Spanish
My Thoughts: I got through this book somewhat faster than the first one. This was probably due to luck, but a familiarity with the backwards logic of the series does help here; as in the previous book, victory requires some seemingly bad moves. Overall I found this book more satisfying than the previous one; the events don't seem quite so random and the continuity is better.
My High Score: 1050 (no points counted more than once)


Twistaplot

  1. The Time Raider
Author: R. L. Stine
First Published: 1982
Reissued: January, 1995
ISBN: 0-590-32637-6 (original), 0-590-48555-5 (reissue)
Length: 94 pages
Number of Endings: 28
Plot Summary: Your uncle Edgar builds a time machine and you get to test it out!
Translations: Dutch, Portuguese
My Thoughts: Here's a familiar plot... Fortunately some interesting things have been done here. This book features some use of random numbers, optional endings, multiple endings on single pages and other unusual gimmicks which make it an entertaining read. There's also an almost Monty Pythonesque adventure involving a maniacal leader who wishes to force slaves to lay eggs. The biggest problem with this book involves the terrible quality of its interior illustrations.

  4. Golden Sword of Dragonwalk
Author: R. L. Stine
First Published: 1983
Reissued: 1995
ISBN: 0-590-32724-0 (original), 0-590-48557-1 (reissue)
Length: 94 pages
Number of Endings: 23
Plot Summary: While visiting your grandmother's house you are recruited to save a fantasy kingdom from evil magic.
Translations: Dutch, Portuguese, Swedish
My Thoughts: This book has some interesting design elements, the most notable of which involves choosing your companion. Depending on which you choose, different things happen at several points in the story. Despite this little innovation, the book isn't all that entertaining. It relies on too much random number picking and in many ways shows itself as an obvious predecessor to the weaker Give Yourself Goosebumps books.

  9. Horrors of the Haunted Museum
Author: R. L. Stine
Illustrators: Tom Stöerrle (original cover), uncredited artist (reissue cover), David G. Klein (interior)
First Published: 1983
Reissued: September, 1994
ISBN: 0-590-32930-8 (original), 0-590-48556-3 (reissue)
Length: 93 pages
Number of Endings: 19
Plot Summary: You accept a dare to spend the night in a supposedly haunted museum.
Translation: Portuguese
My Thoughts: This horror adventure is somewhat less obnoxious than the average Give Yourself Goosebumps book, but that doesn't make it a classic. Both the Which Way and Choose Your Own Adventure series have had considerably better excursions into this genre.

 14. Instant Millionaire
Author: R. L. Stine
Illustrators: Charles Moll (cover), Jowill Woodman (interior)
First Published: 1984
ISBN: 0-590-33231-7
Length: 93 pages
Number of Endings: 20
Plot Summary: You've just won a million dollars! If you can spend it fast enough, you'll get five million more!
Translation: Portuguese
My Thoughts: This book is essentially rather pointless, but it's an entertaining read. Everything that happens is pretty much random and unrelated, but it's all strange enough to be fairly amusing... The character of Uncle Clyde is priceless.


Wizards, Warriors & You

  1. The Forest of Twisted Dreams
Author: R. L. Stine
Illustrators: Earl Norem (interior and American cover), Josh Kirby (British cover)
First Published: August, 1984
ISBN: 0-380-88047-4 (American edition), 0-552-52282-1 (British edition)
Length: 103 pages
Number of Endings: 15 (not counting conditional failure)
Plot Summary: The recently-won Magic Helmet of Cornwall has been stolen by giants, and you must travel through the mysterious Forest of Twisted Dreams to retrieve it.
Translations: Danish, French
My Thoughts: This is an enjoyable but flawed book. The writing is sometimes atmospheric and sometimes cheesy, and the gameplay is interesting but far too luck-based. While deciding which spells or weapons to use is always an interesting challenge, it tends to come down to the flip of a coin (or several coins) no matter what choice is made. If there were more of a game system in place, this might be acceptable, but as it is, there's far too much starting over, following the same path, and just hoping for better luck. Worse than all the flipping, though, is the fact that victory for the Wizard depends on what time of day and day of the week it is while the player is reading -- if it's the wrong day and time, failure is inevitable. This is a pointless barrier to victory, and it detracts from enjoyment of the book. Of course, all is not lost, since even when the Wizard's path is blocked, the Warrior's is not (with adequate luck), and both paths lead to the same ending anyway. Not surprisingly, the option of playing two different characters makes replay value fairly high, though there aren't quite enough options to prevent things from getting tedious what with the high death rate inherent in the story's dependence on lucky coin tosses.

  2. The Siege of the Dragonriders
Author: R. L. Stine (writing as Eric Affabee)
Illustrators: Earl Norem (interior and American cover), Josh Kirby (British cover)
First Published: August, 1984
ISBN: 0-380-88054-7
Length: 103 pages
Number of Endings: 18 (not counting conditional failure)
Plot Summary: An army of men riding on dragons have destroyed the kingdom's harvest and threatened world domination; you must discover who they are and devise a way to stop them.
My Thoughts: One of the great mysteries that plagued my for years of gamebook reading was whether or not Eric Affabee was a pseudonymous reference to the Monty Python "Eric the Half a Bee" song. Finally, years later, I discovered from Contemporary Authors that it's actually a name used by R. L. Stine. Unfortunately, though, if the name is in fact a Monty Python reference (which seems pretty likely), no other humor shows through in the writing, which is rather dry and tedious. For some reason, the author feels a need to keep bringing up old foes of the Wizard and Warrior even though these characters have never been mentioned before; without actual past references, all of these supposedly startling revelations have a way of falling flat. Despite these attempts at establishing a past history for the Wizard and Warrior, the book's internal continuity is non-existent; the paths for the Wizard and Warrior lead to completely different backstories for the adventure (and ultimately to separate successful endings, unlike the previous volume), plus there's at least one choice which makes no sense. On page 48, the Wizard is given two options -- to prevent the Warrior from attacking a dragon, or to prevent the Warrior from attacking a dragon because the Wizard thinks this will cause the dragon to take him somewhere important. This is pretty much a non-choice, but what makes it particularly frustrating is that if you think the dragon will take you someplace good, it instead eats you, but if you stop the Warrior from attacking it without having any thoughts, the dragon in fact takes you someplace good! Very strange. These flaws aside, gameplay is a little less frustrating than the previous book but still almost entirely based on luck. I didn't run out of things to try as quickly before winning this time, though I still didn't feel a particular sense of accomplishment in my eventual victory.
The British edition of this book is not part of my collection; the scan is courtesy of Slick.

7. Challenge of the Wolf Knight
Author: R. L. Stine
Illustrator: Earl Norem (interior and American cover)
First Published: September, 1985
ISBN: 0-380-89944-2
Length: 103 pages
Number of Endings: 21 (not counting conditional failure)
Plot Summary: King Henry's cousin is coming to visit, but before he does, you have been asked to make the countryside safe by investigating tales of a mysterious wolf-headed knight.
My Thoughts: It seems kind of confusing to have a book about an unrelated Wolf Knight right after an adventure featuring a character known as the Knight of the Wolves, but perhaps I'm just being nitpicky. In any case, something very surprising happened when I read this book... I finished it successfully on my first attempt! Close to pure luck, I suspect, since I'm not exceptionally skilled and this is not too different from the other books in the series, but it was a rather gratifying experience. That's not the only thing that made me appreciate the book, however; also worth mentioning is the fact that this is the first adventure to feature a new set of spells and weapons. The new spells are nothing too special, but some of the new weapons have magical powers, making the job of equipping the Warrior much more interesting than before. Unfortunately, the adventure itself is nothing too special, though it's not terrible either. Just another typical fantasy quest with a bit too much reliance on luck and the feeling that with a little more work or complexity, it could have been a much better gamebook.


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