Nintendo Adventure Books


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This twelve-book series was published in the United States by Archway and in England by Mammoth starting in 1991, not too long after a solo adventure was printed in Nintendo Power magazine. The books are based on Nintendo's two most popular properties of the time: Super Mario Bros. and The Legend of Zelda, with the majority of the adventures being Mario-themed. The books are fairly unique in format. Although heavier in text and lighter in illustration, they are probably closest to the Be an Interplanetary Spy series, featuring a lot of puzzles and mazes which offer clues and determine success or failure in various situations. Players also keep track of inventory items (which are sometimes necessary to perform certain actions) and, in some adventures, coins (which, when used, determine the reader's final score). The writing is third-person, present tense, which isn't the best choice but which is generally tolerable here.

The information on this page is as complete as my collection will allow. If you find any errors or can provide further information on the translations, please send an e-mail to me at demiankatz@gmail.com.


   1. Double Trouble
Author: Clyde Bosco
Illustrators: Greg Wray (cover), Josie Koehne (puzzles)
First Published: June, 1991
ISBN: 0-671-74112-8 (American edition), 0-7497-1000-4 (British edition)
Length: 121 pages (59 sections)
Number of Endings: 4
Plot Summary: Everything's suddenly appearing in pairs, and it's getting rather crowded in the Mushroom Kingdom; clearly the Koopas are involved.
Translations: Dutch, Hungarian
My Thoughts: I found this to be an enjoyable bit of fluff. There's not much in the way of story, but the writing is pleasantly light-hearted and surreal (though not nearly as much fun as what is found in the early Sonic the Hedgehog adventures). The puzzles are all chance-based or remarkably easy, yet they enjoyably complement the text. The scoring system and some slightly non-linear design elements (most interestingly the use of amnesia as an excuse to loop back to an earlier section) increase replay value. I have no great praise for the book, but it took an entertaining couple of tries to complete it successfully, and I left feeling satisfied if not especially challenged.
My High Score: 2380

  2. Leaping Lizards
Author: Clyde Bosco
Illustrators: Greg Wray (cover), Josie Koehne (puzzles)
First Published: June, 1991
ISBN: 0-671-74113-6 (American edition), 0-7497-1001-2 (British edition)
Length: 121 pages (58 sections)
Number of Endings: 6
Plot Summary: Luigi is late for a picnic in the Mushroom Kingdom, and his day pretty much goes downhill from there....
Translations: Dutch, Hungarian
My Thoughts: This book is pretty similar in quality and tone to the previous one, which makes sense since it has the same creative team. This time around, Luigi gets the spotlight instead of Mario, but time is given to all of the characters, even the fussy and occasionally amusing chief mushroom assistant Wooster, who I am told (by reader Andy Stout) actually comes from a Mario comic book series. The highlight of the adventure is probably its climax, in which the characters must compete in a series of athletic events, accumulating medals as they go. It fits in well with the series' format and makes a good conclusion to another easy but pleasant volume. At least this time one of the puzzles (on page 11) made me stop and think for a couple of minutes; that's something!
My High Score: 590

 3. Monster Mix-Up
Author: Bill McCay
Illustrators: Greg Wray (cover), Josie Koehne and Beth Haggart (puzzles)
First Published: July, 1991
ISBN: 0-671-74201-9 (American edition)
Length: 121 pages (61 sections)
Number of Endings: 11
Plot Summary: A day at the circus goes sour when the princess is kidnapped... again. Soon, a plot involving strangely re-combined monsters is revealed.
Translation: Hungarian
My Thoughts: This book was written by a different author than the last two, and the difference really shows. The characters seem a little bit different, self-aware references to the story's video game origins are more prominent, and simple cartoon-style humor is more evident in the dialogue. The writing is not entirely without merit, but I found it to be of lower quality than the last two adventures. The book's game design is interesting but flawed. There's a lot of recycling in the form of choices which loop back to earlier points in the adventure and endings which are led to from multiple points. This is good, in that it lengthens the adventure and makes victory a little more difficult, but it's also bad, because it messes up continuity and creates places where a reader could theoretically loop forever, scoring an infinite number of points. Puzzles are the usual mix of pointless, confusing and mildly challenging; not too many are especially satisfying. Overall, you could probably skip this adventure without missing anything, though it's not entirely devoid of value.
My High Score: 590 (no points counted more than once)

 4. Koopa Capers
Author: Bill McCay
Illustrators: Greg Wray (cover), Josie Koehne (puzzles)
First Published: August, 1991
ISBN: 0-671-74202-7 (American edition)
Length: 121 pages (66 sections)
Number of Endings: 13
Plot Summary: Luigi has been recruited by Bowser to rescue the missing Wendy O. Koopa!
My Thoughts: I found this to be a rather surprising book. While the previous three adventures are close to trivial in terms of gameplay, this one is actually quite challenging. It's structured like some of the more frustrating Fighting Fantasy books -- it's not at all hard to reach the end of the story, but if you don't arrive with the right inventory items, you're doomed. Unsurprisingly, these items are hidden in obscure, non-intuitive places. It took a bit of mapping for me to figure out how to win. I wasn't too thrilled by this, as I felt the difficulty was more of a cheap shot than a genuine challenge, but it was strangely refreshing to see how potentially convoluted even a short gamebook like this one can be. I also enjoyed several of the puzzles on display here. While there are still a fair number of confusing or trivial challenges, I felt that some of the puzzles (mostly those involving the timing of jumps) actually captured some of the feel of playing a real Nintendo game. The worst aspect of the book was probably its actual text, which seemed to have the least flavor so far in the series, mainly because by sending Luigi off on his own, there's less opportunity for banter and conversation. It's not a big loss, though, since few people are likely to be reading these books for the character interaction....
My High Score: 1410

  5. Pipe Down!
Author: Clyde Bosco
Illustrators: Greg Wray (cover), Ron Zalme (puzzles)
First Published: September, 1991
ISBN: 0-671-74203-5 (American edition), 0-7497-1306-2 (British edition)
Length: 121 pages (62 sections)
Number of Endings: 6
Plot Summary: It's the princess' birthday, but one of her presents isn't what it seems....
Translation: Dutch
My Thoughts: Now that we're back to Clyde Bosco's authorship again, the style of the first two books has come back. I was glad for its return, and it's accompanied by a decent (but not perfect) game design which integrates some of the more challenging gameplay mechanisms introduced in the previous volume -- getting the right stuff in your inventory is vital (though not as pointlessly difficult), and the puzzles, while not terribly hard, are at least mostly non-trivial. It's not really an outstanding book, but it's a pleasant read, going by rather quickly but offering just enough challenge to be satisfying to complete.
My High Score: 5270

  6. Doors to Doom
Author: Bill McCay
Illustrators: Greg Wray (cover), Josie Koehne (puzzles)
First Published: October, 1991
ISBN: 0-671-74204-3 (American edition), 0-7497-1307-0 (British edition)
Length: 121 pages (59 sections)
Number of Endings: 14
Plot Summary: A mad scientist has unleashed the Doors to Doom machine, which connects different dimensions and thereby creates the means for world conquest!
Translation: Dutch
My Thoughts: This is an above-average book brought down by some serious flaws. While reading through for the first few times, I really enjoyed myself. The book offers a change of scenery by sending Mario and Luigi into the worlds of Donkey Kong and Donkey Kong Jr. in addition to the usual Super Mario Brothers stuff, and the puzzles are almost all genuinely challenging and interesting. The problem comes from the book's overall structure. There's no coin-collecting this time around, but points are accumulated as the story unfolds. At the very end of the story, you need at least 410 points in order to win. However, after extensive mapping and head-scratching, it seems to me that the highest possible score is 370, and even this is only attainable by intentionally answering one puzzle incorrectly and then looping around before giving the right answer. Of course, since there are loopback opportunities, it's possible to count points more than once and thus score infinite points; perhaps this is what the author intended, but if so, it's a pretty cheap shot. In any case, I was prepared to herald this as the best book in the series so far, but this design flaw, combined with a rather anticlimactic ending, prevents me from giving this adventure the praise it would otherwise deserve. Good stuff, but sadly not quite good enough.
My High Score: 370 (no points counted more than once)

 7. Dinosaur Dilemma
Author: Clyde Bosco
Illustrators: Greg Wray (cover), Josie Koehne (puzzles)
First Published: 1991
ISBN: 0-7497-1308-9 (British edition)
Length: 121 pages (61 sections)
Number of Endings: 11
Plot Summary: Mario and Luigi are on vacation on Dinosaur Island, but they can't have peace for long....
Translation: Swedish
My Thoughts: This is the first book to reflect the release of Super Mario World for the Super Nintendo, and it thus has a focus on the then-new character of Yoshi. The writing isn't as enjoyable as that of Clyde Bosco's earlier works, but the gameplay is more tightly structured. It's possible to explore various areas in a non-linear fashion, but only the correct order will yield all the items needed for victory. The book is slightly forgiving in that it is sometimes possible to go back and try again without being killed, but the ultimate solution to the book is rather arbitrary, and the vast majority of the puzzles are simplistic and meaningless. Although in some ways this book seems like a sign of progress in Bosco's game design skills, it is nonetheless inferior to the rest of his output.
My High Score: 2600

  8. Flown the Koopa
Author: Matt Wayne
Illustrators: Greg Wray (cover), Josie Koehne (puzzles)
First Published: December, 1991
ISBN: 0-671-74206-X (American edition), 0-7497-1309-7 (British edition)
Length: 121 pages (60 sections)
Number of Endings: 10
Plot Summary: A trip to a dinosaur flying show turns out to be less relaxing than everyone had hoped....
My Thoughts: Matt Wayne's first entry in the series is very much in the style of most of Clyde Bosco's work. The tone is light, the game design is simple, and there's even a brief appearance by the character of Wooster. It's not an especially satisfying read, though. For one thing, the plot, though containing some mildly amusing elements, meanders a bit too aimlessly. This isn't helped by the puzzles, which are often an unfortunate blend of mindlessly simple and tediously labor-intensive. There are some exceptions -- the puzzle on page 33 is simple but cute while the puzzle on page 95 is (to me at least) incomprehensible. Page 95 is also the source of another problem -- this page offers the reader the option of picking up an object, but there is no explicit instruction to mark the item on the character sheet; since the rest of the book spells out even the most obvious of instructions, it's easy to miss this opportunity to acquire a critical tool needed later on. In any case, this book is neither great nor awful; it's just sort of insubstantial. If you skip it, you won't miss anything, but if you play it, you'll only waste a small fraction of your life and might find it at least mildly entertaining.
My High Score: 3500

 9. The Crystal Trap
Authors: Matt Wayne (cover credit), Richard Chevat (interior text credit)
Illustrators: Greg Wray (cover), Josie Koehne (puzzles)
First Published: January, 1992
ISBN: 0-671-74207-8 (American edition)
Length: 121 pages (62 sections)
Number of Endings: 14
Plot Summary: Link and Zelda stumble into one of Ganon's traps....
Translation: Swedish
My Thoughts: I'm a little confused about the origin of this book. The cover credits Matt Wayne, but on the inside, there is a credit that says "Text by Richard Cherat." I'm assuming that this is a typo for Richard Chevat, as this is a name that I have seen elsewhere (including later in this series). I'm not sure if this means that the book is a collaboration between Matt Wayne and Richard Chevat or if Richard Chevat actually is Matt Wayne, though I suspect that the latter is the most likely. Anyway, regardless of authorship, I didn't find this book to be very entertaining. On the positive side, adventuring in the fantasy world of The Legend of Zelda was a nice change of pace from the earlier and sillier Super Mario stuff, and the adventure feels long enough to be satisfying. It's also interesting to see Zelda getting more of the spotlight than Link, and fans of the game will likely be pleased to see appearances by many familiar foes. The book is rather disappointing in both text and gameplay, though. The text is too bland and brief to capture the colorful, sprawling flavor of the games (or even the cartoon series, for that matter). The puzzles are similarly unfaithful to the game, and many don't even have much bearing on what's happening in the plot, instead serving to foreshadow and offer hints. I prefer puzzles that simulate whatever challenge the hero of the book is currently facing; I'm less interested in doing an unrelated math problem in order to find out a word that vaguely hints at what might happen next. The best puzzles here offer opportunities for the reader to score extra points or require some recollection of what has happened so far; the worst don't even make much sense -- it first occurred to me during this adventure that it would have been a good idea for the publisher to include solutions to the puzzles in the back of the book. Ultimately, this isn't an awful book, but it's totally forgettable and doesn't live up to the potential of its subject matter.
My High Score: 1395

 10. The Shadow Prince
Authors: Matt Wayne (cover credit), Roger Peckinpaugh (interior text credit)
Illustrators: Greg Wray (cover), Josie Koehne (puzzles)
First Published: 1992
ISBN: 0-7497-1545-6 (British edition)
Length: 121 pages (59 sections)
Number of Endings: 11
Plot Summary: During an encounter with moblins, Link and Zelda meet a mysterious stranger....
Translation: Swedish
My Thoughts: This is definitely the stronger of the two Legend of Zelda adventures in this series. Its tone is somewhat closer to the cartoon series (though not faithfully based on it), with some mildly amusing banter between Link and Zelda and a fairly engaging (if less than subtle) plot. Unfortunately, although the story is acceptable and the length of the adventure is substantial enough to be satisfying, most of the puzzles are weak. As before, some are simply incomprehensible while others serve only to provide foreshadowing which actually spoils and undermines the story. There are a couple of good puzzles that actually do integrate well with the story, allowing the reader to visually ponder Link's situation, but it's too little, too late. I would actually recommend ignoring all of the puzzles unless they obviously relate to the plot; some of these choices are more interesting if you don't know which decision to make based on a dumb maze. Nintendo fans will probably have some fun with this, though they may be troubled by such things as Link calling Zelda "Zel" a lot and Ganon being described as a skeletal figure. Perhaps if more Zelda adventures had been released, further improvements would have led to something really good; unfortunately, though, it ended here at the level of mere adequacy.
My High Score: 900

 11. Unjust Desserts
Author: Matt Wayne
Illustrators: Greg Wray (cover), Josie Koehne (puzzles)
First Published: March, 1992
ISBN: 0-671-74209-4 (American edition)
Length: 121 pages (60 sections)
Number of Endings: 12
Plot Summary: It's Yoshi's birthday. Unfortunately, somebody has put something bad in the cake....
Translation: Swedish
My Thoughts: It usually takes me, at most, a couple of hours to get through one of the books in this series. This one took me weeks, not because it was especially challenging, but because it was so awful I could barely motivate myself to read more than a couple of pages at a time. For one thing, the premise is stupid. It's a sort of take on Fantastic Voyage, with Mario getting miniaturized and exploring the inside of Yoshi. An interesting idea, but it's done in a totally ludicrous way -- Yoshi is filled with plumbing. I realize that this is a fantasy series and there's room for all manner of strangeness... but this particular strangeness seemed without charm or even fantasy logic. At no point did the story engage me. Of course, I don't really read these books for the story, so the book might have been saved by good gameplay. Alas, the gameplay is probably the worst I've seen in the series. Every bad puzzle idea previously used in the series is dragged out again here; pointless foreshadowing puzzles were especially annoying. There are also multiple points (see pages 4 and 81) where the puzzles that determine which choice the reader should make are completely random and can be successfully answered either way. Why not just flip a coin? It would waste less time. There are also some puzzles that don't even try to have anything to do with the plot; why should counting matching pictures of Bowser (on page 45) determine whether Mario stays put or goes exploring? The crown jewel of bad design, though, is the puzzle on page 99. The game is designed so that there are two successful paths, and each requires that certain items be found early on in order to survive later. The only way to get one of these items on one of the two paths is to answer the puzzle on page 99 incorrectly! I'm not sure if this is a typo or an editorial oversight, but it's quite irritating regardless. It's not the only inexcusable flaw -- it's possible to reach page 77 and be told that you have escaped from some bugs even if you have never encountered them. I wonder if these errors were fixed in the Swedish translation. In any case, I'm greatly relieved to finally have put this miserable book behind me. Alas, my enthusiasm for finishing the final book in the series has been somewhat muted by this experience; I'm glad there's not much more to go.
My High Score: 1050

  12. Brain Drain
Authors: Matt Wayne (cover credit), Richard Chevat (interior text credit)
Illustrators: Greg Wray (cover), Josie Koehne (puzzles)
First Published: April, 1992
ISBN: 0-671-74210-8 (American edition), 0-7497-1547-2 (British edition)
Length: 121 pages (63 sections)
Number of Endings: 13
Plot Summary: A day fixing the royal soda machine is disrupted when people (and creatures) mysteriously start switching bodies.
My Thoughts: This is an undistinguished end to the series; although not as bad as the previous book, it shares some of that volume's flaws. The puzzles don't integrate well with the plot, and some of them are completely random or pointless. Some of the graphic design also leaves something to be desired -- the very first puzzle is supposed to have letters printed on a checkerboard pattern, but rather than actually putting the letters where they belong, the designer has chosen to draw the squares separately and put the letters that go in them off to the left. I assume this was done because it would have been more difficult to print letters on a black background, but doing so would not be that hard and would certainly be less confusing. The adventure's plot, which once again centers on Luigi rather than Mario, has some potential for humor, and while there are a couple mildly amusing moments, it doesn't begin to exploit the full possibilities. This is at least partially because the adventure feels especially short -- although there is only one victorious ending (just like the rest of this series), there are quite a few different ways to reach it. Some involve finding items needed at crucial moments and others involve sheer luck; the variety means there is some replay value in attempting to go back and get a higher score, but it makes the story itself seem somewhat rushed. In any case, I wasn't motivated to do too much replaying, as my rather miserable score attests.
My High Score: 450


Dutch Translations

Four titles were translated into Dutch and released as "Nintendo - Kies je eigen avontuur" by Tijgerboek.

1. Groot gevaar
Translation Of:
Double Trouble
This book is not part of my collection.

2. De handige hagedis
Translation Of:
Leaping Lizards
This book is not part of my collection.

3. Van onderen!
Translation Of:
Pipe Down!
This book is not part of my collection.

4. De duistere deur
Translation Of:
Doors to Doom
This book is not part of my collection.


Hungarian Translations

Three of these books were translated into Hungarian.

1. Dupla gubanc
Translation Of:
Double Trouble
This book is not part of my collection.

2. A nyúlkirály
Translation Of:
Leaping Lizards
This book is not part of my collection.

3. A nagy kavarodás
Translation Of:
Monster Mix-Up
This book is not part of my collection.


Swedish Translations

Four of these books were translated into Swedish.

1. Prinsen från skuggorna
Translation Of:
The Shadow Prince
Literal Translation of Swedish Title: Prince from the Shadows
This book is not part of my collection.

2. Farligt frosseri
Translation Of:
Unjust Desserts
Literal Translation of Swedish Title: Dangerous Gluttony
This book is not part of my collection.

3. Kristallfällan
Translation Of:
The Crystal Trap
Literal Translation of Swedish Title: Crystal Trap
This book is not part of my collection.

4. Kampen om dinosaurielandet
Translation Of:
Dinosaur Dilemma
Literal Translation of Swedish Title: Battle for the Land of Dinosaurs
This book is not part of my collection.


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