Find Your Fate Junior - The Transformers


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These nine books based on the popular toys and cartoon show were released by Ballantine Books through 1985 and 1986. The books were at a lower reading level than the original Find Your Fate books, though they're not quite as simplistic as the Skylark Choose Your Own Adventure books. Unsurprisingly, there's no game system; you make choices, but there are no statistics or items to keep track of. Rather strangely, there was a British Transformers series released at exactly the same time as these books which used the same basic format but which was written by British authors. It surprises me that no attempt was made to merge these two series, especially considering the fact that the Find Your Fate - Doctor Who books were published simultaneously in the U.S. and Britain under different series titles.

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1. Dinobots Strike Back
Author: Casey Todd
Illustrator: Bill Schmidt (credited as William Schmidt)
First Published: December, 1985
ISBN: 0-345-32669-5
Length: 73 pages
Number of Endings: 12
Plot Summary: The fiendish Insecticons gain control of the (rather dim) minds of the Dinobots, hoping to turn their powers to evil.
My Thoughts: This is a pretty horrible book. The basic writing style is decidedly jarring -- the book is written in third-person, present-tense with lots of short, condescendingly-simple sentences. Rather than controlling a single character, the reader instead makes decisions for different Autobots at different times, making the book less than immersive. The game design is further flawed by the fact that some of the paths through the book are much, much shorter than others for no good reason -- in a number of successful endings, the Dinobots are saved and the story stops... but in one path, one of the rescued Dinobots suddenly remembers something which causes the story to last much longer. As far as I can tell, there's no reason that this event couldn't happen after all of the endings involving rescued Dinobots, thus giving more gameplay with no additional effort. Seems a bit sloppy to me. My final complaint is that many characters in the book are referred to by name without much (if any) description -- if I knew the toys better, I'd know what was going on, but as it is, most of the characters were extremely vague in my mind. I can see how this would have appealed to a very young Transformers fanatic, and it might still appeal to older, nostalgic fans of the line, but as a pure gamebook, it is close to worthless.

2. Battle Drive
Authors: Barbara Siegel and Scott Siegel
Illustrator: Bill Schmidt (credited as William Schmidt)
First Published: December, 1985
ISBN: 0-345-32670-9
Length: 73 pages
Number of Endings: 12
Plot Summary: Bumblebee, the cute little Volkswagen Autobot, is out on a scouting mission when (rather unsurprisingly) he runs across the evil Decepticons.
My Thoughts: This book is written in the same basic style as the last one, though it shows evidence of a bit more (but only a bit more) skill with the English language. It's still more than a little on the condescending side, and as before, the reader doesn't play a character in the story but instead watches events unfold and then chooses how to influence them. This gets particularly strange on page 32, on which the reader is encouraged to actually write down a warning message for the Autobots (yes, I repeat, the reader is told to write a message in the actual book) so that they don't fall into an ambush! If anyone owns a copy of this book in which some poor reader actually decided to attempt this, I'd be interested (and likely amused) to see the message. In any case, this isn't the only bit of strangeness -- there's also an abrupt ending in which the reader falls out of bed and wakes up (!), thus preventing the story from reaching any sort of conclusion. I imagine that the authors probably thought they were being clever by designing these ways of involving the reader in the book (well, either that, or they were displaying their utter contempt for the genre). Such things might actually be interesting if executed well, but as things stand, the reader's intelligence is insulted and the story is pointlessly derailed. I can't really recommend this book, but it might be worth looking at purely out of morbid curiosity.

3. Attack of the Insecticons
Author: Lynn Beach
Illustrator: Bill Schmidt (credited as William Schmidt)
First Published: December, 1985
ISBN: 0-345-32671-7
Length: 74 pages
Number of Endings: 12
Plot Summary: The Autobots and Decepticons battle for control of the Sun-Pak, a solar-powered device which could greatly reduce the Transformers' fuel demand.
My Thoughts: This is the best book in the series so far, though that's not really saying much. The third-person, present-tense writing is here as always, but the story being told has a bit more substance than the last too books, and the style isn't quite as condescending as before. Still, I'm not sure the tone is quite right. I'm no Transformers expert, but would Optimus Prime really yell "Take that, you flying fathead!" under normal circumstances? Would anyone, for that matter? (It's on page 12, by the way, in case you feel the need to check). You probably won't damage your brain by reading this book, but I don't know that you'll help it much either.

4. Earthquake
Author: Ann Matthews
Illustrator: Bill Schmidt (credited as William Schmidt)
First Published: April, 1986
ISBN: 0-345-33071-4
Length: 73 pages
Number of Endings: 15
Plot Summary: While on a pleasure cruise, Beachcomber stumbles upon the secret Decepticon fortress. Funny how easily these ultra-well-hidden bases seem to turn up!
My Thoughts: This book has probably the clearest characterization thus far in the series; although the characters aren't all that interesting, they're fairly well-defined, so even someone like myself who doesn't know the Transformers very well can have a pretty good idea of what's going on. The book also has some satisfyingly long paths without limiting its number of endings, which is a sign of a decent design. Like the rest of the series, though, it's far from perfect. The writing style remains fairly condescending (especially when it comes time to make a choice), and the plot itself is silly and improbable even by Transformers standards. There are also a few choices in which the reader is asked to flip a coin or think of a random number rather than making a decision; although I might have enjoyed this gimmick at one time, it seems totally senseless here and now. Perhaps worst of all (mainly because it's a pet peeve of mine), the book uses the word "effect" when it should use "affect" (see page 37). For shame! For shame! Overall, I'd say that this book, like the rest of the series thus far, is only really worth reading out of curiosity or nostalgia; it otherwise has little to offer the average gamebook reader.

5. Desert Flight
Author: Jim Razzi
Illustrator: Bill Schmidt (credited as William Schmidt)
First Published: April, 1986
ISBN: 0-345-33072-2
Length: 73 pages
Number of Endings: 11
Plot Summary: While the Autobots are in the desert looking for fuel, they hear a distant explosion. Meanwhile, Cosmos detects a Decepticon base from his post in outer space...
My Thoughts: This book shows off all of the worst characteristics of this series to their fullest. The writing is weak at best, being full of clunky exposition, unspeakable puns and cringe-inducing dialogue. The game design is similarly poor, with choices being few and far between and at least a third (and probably closer to a half) of the book being wasted whitespace. The adventure's single attempt at a "puzzle" is insultingly simple, and most of the choices are meaningless, with there being no real way of knowing what will lead to death and what will lead to victory. As far as plot goes, the only things that really stick out in my mind are a weird and pointless reworking of the Trojan Horse story and an obnoxious and gratuitous little kid character thrown in to inexplicably save the day. My best advice would be to avoid this book. In fact, I've still yet to find any reason not to avoid this entire series. Oh well.

6. Decepticon Poison
Author: Judith Bauer Stamper
Illustrator: Bill Schmidt (credited as William Schmidt)
First Published: April, 1986
ISBN: 0-345-33073-0
Length: 73 pages
Number of Endings: 12
Plot Summary: The Decepticons have poisoned the Autobots' fuel, and now many are unable to transform! Obviously, something must be done about this...
My Thoughts: This is really just more of the same. An empty plot, a lot of awful and pointless puns and insults, some silly attempts at personally involving the reader in the story's events, and nothing whatsoever in the way of literary merit. Admittedly, this isn't the worst or most insulting of the series, and there's even a certain degree of strategy to many of the book's choices, but I still can't find any significant reasons to recommend it -- as with the rest of the series, it's hard to get past the overwhelming fact that there just isn't much here.

7. Autobot Alert!
Author: Judith Bauer Stamper
Illustrator: Bill Schmidt (credited as William Schmidt)
First Published: September, 1986
ISBN: 0-345-33388-8
Length: 73 pages
Number of Endings: 12
Plot Summary: The Autobots have a difficult decision when two evil Decepticon schemes arrive at once: an attempt to control all of Earth's communications and a quest to steal an ancient Autobot secret!
My Thoughts: This book is among the better entries in the series. As with the last book, there is some strategy to several of the choices, and the storylines in the book are a little more interesting (though no more believable or coherent) than previous adventures. Also notable is the fact that the books reflect the changes in the Transformers universe introduced by the release of the Transformers movie. Several new characters are used, and both the Autobots and Decepticons have new leaders. Anyway, despite its positive elements, this is still a pretty dreary book. Lots of pointless page turning combined with the usual flawed writing make this nearly as unpleasant a read as any other book in the series. Is it just me, or could kids have come up with more interesting adventures by just playing with their action figures and forgetting about these books?

8. Project Brain Drain
Authors: Barbara Siegel and Scott Siegel
Illustrator: Bill Schmidt (credited as William Schmidt)
First Published: September, 1986
ISBN: 0-345-33389-6
Length: 73 pages
Number of Endings: 14
Plot Summary: The Decepticons plan to zombify the audience of a huge rock concert using their latest evil invention, and it's up to the Autobots (and Sparkplug Witwicky) to stop them!
My Thoughts: This is one of the few books in this series that I remember actually reading as a kid. I kind of liked it at the time, and I've attributed that enjoyment to youthful insanity up until this point. Now that I've read it again, though, I'd have to say that it's actually not too bad, which is particularly remarkable considering the quality of the rest of this series. Although it has the usual assortment of puns and cheesiness, it also has a joke or two that (gasp) actually work and a number of fairly exciting and clearly-written action sequences. This is all the more surprising considering that it's written by the authors responsible for the unspeakably bad Battle Drive. Anyway, what it comes down to is that if you have to read just one book from this series, this is the one least likely to damage your brain (despite anything the title might suggest).

9. The Invisibility Factor
Author: Josepha Sherman
Illustrator: Bill Schmidt (credited as William Schmidt)
First Published: September, 1986
ISBN: 0-345-33391-8
Length: 73 pages
Number of Endings: 18
Plot Summary: Two Autobots witness the landing of a spaceship that appears to have the ability to become invisible, and this eventually leads to a battle with the Decepticons for control of the power of invisibility.
My Thoughts: What's with Josepha Sherman and ending gamebook series? Just a few months after writing this conclusion, she also wrote the final entry in the original Endless Quest series. Considering that she isn't exactly a prolific author of interactive books, one might speculate that there's some sort of curse (or blessing, depending on how you feel about the series she terminated) attached to her. In any case, this isn't a bad way to end the series. The book has all of the usual flaws, but the story is definitely not the worst of the bunch and the interactive elements are numerous; this has the most endings of any book in the series, so there are lots of decision points offered in rapid succession. Of course, not all of them are meaningful -- there's some coin-flipping and random-number guessing -- but at least the reader is kept busy.


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