Books Illustrated by Nagata


Give Yourself Goosebumps

 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.

 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.


Demian's Gamebook Web Page (c) 1998-2002 Demian Katz