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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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