2. Journey Under the Sea
Author: R. A. Montgomery
Illustrators: Don Hedin (credited as Paul Granger) (interior and original cover), Catherine Huerta (reissue cover)
First Published: 1979 (earlier edition published in 1977)
ISBN: 0-553-14003-5 (early printings), 0-553-20979-5 (later printings), 0-553-23229-0 (even later printings), 0-553-27393-0 (much later printings)
Length: 117 pages
Number of Endings: 42
Plot Summary: You are an undersea explorer in search of Atlantis.
Translations: Catalan, Dutch, German, Italian, Portuguese, Spanish (Argentina), Spanish (Spain), Urdu
My Thoughts: Although the writing is a little weak, this is a good gamebook.
The mission to find Atlantis gives the reader a goal and sense of purpose,
which generally makes these things a lot more fun. This book was first
published as part of the Adventures of You series.
|
78. Return to Atlantis
Author: R. A. Montgomery
Illustrators: Catherine Huerta (cover), George Tsui
First Published: April, 1988
ISBN: 0-553-27123-7
Length: 113 pages
Number of Endings: 18
Plot Summary: Three years after discovering Atlantis, you decide to
go back and learn more about the lost city.
Translations: Catalan, Spanish (Spain)
My Thoughts: After more than ten years, R. A. Montgomery wrote this
sequel to what was probably his first gamebook, Journey Under the Sea.
The book suffers from the fact that it has no particular objective or plot,
and not all of its branches and endings are entirely satisfying, but it is
still a respectable adventure full of the implausible but fun science-fantasy
concepts that readers have come to expect of the series. In and of itself,
the book isn't anything too special, but for fans of this series, and R. A.
Montgomery's work in particular, it provides plenty of new and unusual
territory to explore and is well worth a read.
|
82. Hurricane!
Author: Richard Brightfield
Illustrators: Catherine Huerta (cover), Leslie Morrill (interior)
First Published: August, 1988
ISBN: 0-553-27356-6
Length: 114 pages
Number of Endings: 16
Plot Summary: You are a seeker of sunken treasures, but you are
distracted from your normal activities when a girl asks you to help her find
her lost father, a computer programmer who disappeared while searching for
the source of some mysterious signals.
My Thoughts: Like the last title, this book fully embraces the unique
tone of this series. In its chaotic pages, it has pirates, mad scientists,
mysterious armies, ancient structures and, as the title suggests, some nasty
weather. I didn't really find it to be a terribly interesting read, though;
the book simply fails to offer anything new, and past entries in the series
have dealt with the same subject matter in a more interesting fashion. It
does earn some points by giving the player a clear objective to aim for and
making it somewhat difficult to achieve that objective, but since the choices
are more random than strategic, there's no particular satisfaction in
"winning." Interestingly enough, my copy of this book is a seventh
printing, which suggests that this was reprinted a lot more times than the
average book in the series was. Perhaps it has some special charm that I'm
somehow completely missing.
|
83. Track of the Bear
Author: R. A. Montgomery
Illustrators: Catherine Huerta (cover), Frank Bolle (interior)
First Published: September, 1988
ISBN: 0-553-27533-X
Length: 113 pages
Number of Endings: 15
Plot Summary: You are the descendent of a long-lost Arctic explorer,
and when you hear that a movie is going to be made about his more famous and
successful rival, you decide that it's time to find out what really happened
all those years ago....
Translation: German
My Thoughts: This was something of a surprise. After two books that
consisted almost entirely of disjointed random events, I was shocked to run
across a book with a consistent and fully-developed plot. I was even more
startled to find such a book coming from R. A. Montgomery, an author not
generally known for being satisfied with just one storyline at a time. While
I found the book to be rather seriously flawed by its sometimes less than
likeable characters and its over-the-top good-guy/bad-guy rivalry, it really
is refreshing once in a while to read through a book which actually makes an
effort to answer most of the questions that it raises. Although it's not as
impressive an accomplishment as Danger at Anchor Mine (another solidly
plot-oriented Choose Your Own Adventure), it's still a mostly
satisfying work and an interesting departure for its author.
|
1. Tenopia Island
Author: Edward Packard
Illustrators: Catherine Huerta (cover), David Perry (interior)
First Published: June, 1986
ISBN: 0-553-25472-3
Length: 133 pages
Number of Endings: 1
Plot Summary: You are the only survivor of an unfortunate encounter
between a spaceship and a meteor. Your lifepod lands on the dangerous planet
of Tenopia, and you must find a way home.
Translation: Spanish
My Thoughts: I found note-taking to be rather essential for this
book. During your travels on Tenopia Island, you're often asked if you've
been to certain specific locations before. Since the place names are all
rather unmemorable, it's hard to keep track of where you've been without
writing some things down. Perhaps I took the note-taking too far, however;
I also wrote down some clues, and by following them, I managed to finish the
book so quickly that I didn't have much chance to be entertained by it. I
certainly wasn't as thrilled as when I first played it about a decade ago and
fell in love with the series. Still, this isn't a bad design -- it's much
more game-like than Edward Packard's better-known
Choose Your Own Adventure books, with map-reading and puzzle-solving
playing important parts on the way to victory. The fact that there's no way
to lose may disappoint gamebook fans looking for a challenge, however;
Fighting Fantasy this is not...
|
2. Trapped in the Sea Kingdom
Author: Richard Brightfield
Illustrators: Catherine Huerta (cover), David Perry (interior)
First Published: June, 1986
ISBN: 0-553-25473-1
Length: 134 pages
Number of Endings: 1
Plot Summary: On your way to Kabran, you fall from a balloon, get
implanted with gills and find yourself in need of a way out of the dangerous
Sea Kingdom.
Translation: Spanish
My Thoughts: As far as the need for extensive note-taking goes, this
is an improvement over its predecessor; the locations are, for the most part,
fairly distinctive, so it's much easier to remember where you've previously
been. The overall challenge level is also higher than the previous book;
while there are some clues about the path to safety, they're not nearly as
explicit as before. I like the undersea setting quite a bit, though the
story isn't as exciting as it might have been -- far too much time is wasted
being captured again and again by countless similar evil races. Really, the
most notable thing about the whole book is its "translate the ancient
language" cryptogram puzzle, which works surprisingly well and doesn't
feel as gratuitous as such puzzles often do. As with the previous book, I
really loved this when I first read it years ago, but I wasn't too impressed
when I returned to it more recently. I find this a little saddening, though
I guess I shouldn't be surprised that my literary priorities have changed a
bit over the years...
|
3. Terror on Kabran
Author: Richard Brightfield
Illustrators: Catherine Huerta (cover), David Perry (interior)
First Published: August, 1986
ISBN: 0-553-25636-X
Length: 129 pages
Number of Endings: 1
Plot Summary: At last you've reached Kabran... but now you need to
figure out where the Galactic Patrol Station that holds the key to your
freedom is actually located!
Translation: Spanish
My Thoughts: This adventure has the best sense of exploration so far
in the series. Rather than giving you a general direction to travel in and
forcing you to plod along while avoiding setbacks, this book instead gives
you no initial clues as to where your destination lies; you've got to do all
of the detective work from scratch. Unfortunately, I didn't find the
ultimate solution to be very satisfying; in fact, I don't know what
happened -- after wandering in circles I eventually randomly came across a
signpost displaying some familiar symbols, and I was out. Trying to act on
clues didn't seem to help much. Perhaps I missed some important detail
somewhere, but I don't think so... I also think the book might have been a
little more fun if it required the reader to keep track of Pango seed
expenditure; the seeds are used as currency in the book, but the reader's
supply dwindles and is replenished for the convenience of the plot rather
than in any realistic way. It might have been more fun to have required
seeds to be spent at certain times and earned by playing minigames at others.
Of course, this probably would have made the book more complex than the
authors would have liked... but perhaps a little more complexity is just
what the series needed. In any case, this is the most fun I've had up to
this point in my exploration of Tenopia, but it's definitely far from
perfect.
|
4. Star System Tenopia
Author: Richard Brightfield
Illustrators: Catherine Huerta (cover), David Perry (interior)
First Published: September, 1986
ISBN: 0-553-25637-8
Length: 131 pages
Number of Endings: 1
Plot Summary: Life is never easy. Just as you think you're on your
way home, space pirates attack your ship and force you to track down an
alternate means of transport: the well-hidden emergency Galactic Patrol
starship.
Translation: Spanish
My Thoughts: Time to get out the notebook again... Like the first
book in the series, there are a lot of weird place names to remember (some of
which differ by only a single letter), and you'll almost certainly have to
write them down if you wish to correctly answer the "have you been to
this place before?" questions. Despite this annoyance, the book is
entertaining; much of the challenge lies in collecting five words which make
up a code needed to activate the starship you seek. "Collect the
parts" is certainly a classic gamebook objective, and it's done well
(though without much innovation) here. Unfortunately, though, the book
suffers from excessive linearity at times. The first section of the story is
seven pages long (not including illustrations), and there are several points
where the reader isn't given a choice when he or she really should be able to
make one (why, for example, would you want to fly directly into a pirate
base?). Perhaps the original manuscript was longer than the publisher wanted
and some choices had to be edited out. Despite its problems, though, the
book is fun, and it definitely ends the series on a high note.
|