Give Yourself Goosebumps


  This page is no longer being updated. For the new version, click here.

Before becoming incredibly popular in the mid '90s due to his horror novels, R. L. Stine wrote a respectable number of gamebooks (including the somewhat unusual Hark books). Thus it's rather appropriate that his later popularity caused quite a few gamebooks to be printed. In addition to reprints of some of Stine's Twistaplot and Find Your Fate books, various horror gamebooks were published, including Choose Your Own Nightmare, Nightmares!, and, of course, this series, which was begun by Scholastic's Apple Paperbacks in 1995.

This page is under construction; I'll add reviews as I find time. If you find any errors, please send an e-mail to demiankatz@gmail.com.


 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.

35. Hocus-Pocus Horror

36. Ship of Ghouls

37. Escape from Horror House
Translation:
German

38. Into the Twister of Terror

39. Scary Birthday to You!

40. Zombie School

41. Danger Time

42. All-Day Nightmare
Translation:
German


Compilations

The first four books in this series were released in a boxed set.

 Give Yourself Goosebumps Books #1-#4
Contains:

Escape from the Carnival of Horrors
Tick Tock, You're Dead
Trapped in Bat Wing Hall
The Deadly Experiments of Dr. Eeek
ISBN: 0-590-89892-2


German Translations

Several titles were translated into German as the "Gaensehaut" series....

1. Die Geisterbahn des Grauens
Translation Of:
Escape from the Carnival of Horrors
This book is not part of my collection.

2. Im Bann des Magiers
Translation Of:
Under the Magician's Spell
This book is not part of my collection.

3. Geheimtreff: Villa Fledermaus
Translation Of:
Trapped in Bat Wing Hall
This book is not part of my collection.

4. Tief im Dschungel des Verderbens
Translation Of:
Deep in the Jungle of Doom
This book is not part of my collection.

5. Wer die Mumie stoert
Translation Of:
Diary of a Mad Mummy
This book is not part of my collection.

6. Unter Werwoelfen
Translation Of:
Night in Werewolf Woods
This book is not part of my collection.

7. Der Schrei des Boesen
Translation Of:
Scream of the Evil Genie
This book is not part of my collection.

8. Ein grenzenloser Albtraum
Translation Of:
All-Day Nightmare
This book is not part of my collection.

9. Im Haus der Poltergeister
Translation Of:
Escape from Horror House
This book is not part of my collection.

10. Der Fluch der Klapperschlange
Translation Of:
Alone in Snakebite Canyon
This book is not part of my collection.

11. Die Rache der Werewoelfe
Translation Of:
Night of a Thousand Claws
This book is not part of my collection.


Italian Translations

A few books in the series were translated into Italian and sold as part of gift packages released on various special occasions. Not all of the packages included gamebooks; the missing numbers in the list below are for packages which had short story collections instead. The series was published by Arnoldo Mondadori Editore under the name "Piccoli Brividi."

 1. Il club dell'orrore
Translation Of: Trapped in Bat Wing Hall
Literal Translation of Italian Title: The Club of Horror
Translator: Roberta Gefter Wondrich
First Published: 1996
ISBN: 88-04-42379-X
Length: 137 pages

 2. Diario di una mummia impazzita
Translation Of: Diary of a Mad Mummy
Literal Translation of Italian Title: Diary of a Mad Mummy
Translator: Alessandra Padoan
First Published: 1997
ISBN: 88-04-43321-3
Length: 136 pages

3. Il genio del male
Translation Of:
Scream of the Evil Genie
This book is not part of my collection.

6. Il cavaliere fantasma
Translation Of:
The Knight in Screaming Armor
This book is not part of my collection.


Demian's Gamebook Web Page (c) 1998-2003 Demian Katz