1. Dinobot War
Author: Dave Morris
Illustrator: Bob Harvey
First Published: 1985
ISBN: 0-552-52314-3
Length: 71 pages
Number of Endings: 8 (plus one embedded in a choice)
Plot Summary: While visiting Disneyland (!), you find a flying saucer
(!) in a cave (!) and end up travelling back in time (!) where you find the
Dinobots (!). I'm a little confused, really.
My Thoughts: I'm not sure what to say about this. It's written by
Dave Morris, who has done some great work, but it's a bit confusing,
especially if you fail to follow certain paths that reveal plot elements.
It's also kind of annoying that the Transformers' names are ALWAYS PRINTED
ENTIRELY IN CAPITAL LETTERS WHICH TEND TO IRRITATE THE READER. Anyway, while
I know very little about the Transformers in general, I'm pretty sure this
book doesn't pay a whole lot of attention to their continuity. As a
gamebook, it's not particularly exceptional. It's very linear, and beyond
that, all I can really think to say is that there's a lot of wasted
whitespace on most of the pages and that the book has a definite forward
momentum (that is, most choices lead physically forward through the book; if
a choice on page x leads to page y, chances are that y > x). The artwork
is somewhat interesting. On the whole, the Dinobots are rather poorly
rendered, but some of the other elements of the pictures are great -- the
aliens on page 61, for example, are absolutely brilliant! In any case, I
think this book is only really worth reading for its curiosity
value -- curiosity at Dave Morris' early work, at the British perspective on
the Transformers, or at the aforementioned artwork. If none of those things
interest you, it's not really worth the effort of tracking down.
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2. Peril from the Stars
Author: Dave Morris
Illustrator: Bob Harvey
First Published: 1985
ISBN: 0-552-52315-1
Length: 68 pages
Number of Endings: 3
Plot Summary: Your aunt and uncle are astronomers, and your sighting
of an unusual falling object in the sky soon leads to an encounter with the
Transformers.
My Thoughts: Although this book failed to particularly impress me
(probably largely due to the fact that I have no particular nostalgic
feelings toward it, having never read it before), it's certainly an
improvement over the previous volume. The story is easier to follow and a
bit more believable, the game design is less linear and fairly entertaining
(though not particularly innovative), and even the artwork seems to have
improved. It looks even better if you compare it to the American equivalent, since its humor and writing are
a lot less mind-numbing and irritating than what can be found in those
unfortunate counterparts. Overall, nothing too special, but possibly worth
a read if you're a Transformers or Dave Morris fan.
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3. Island of Fear
Author: Dave Morris
Illustrator: John Higgins
First Published: 1986
ISBN: 0-552-52316-X
Length: 67 pages
Number of Endings: 12
Plot Summary: Since your parents are marine biologists, you get to
visit an island in the South Pacific, where you end up battling Dirge, the
fear-inducing Decepticon.
My Thoughts: This is about equal in quality to the previous volume,
being a very short and unimpressive (though passable) adventure. I could
have done without the cheesy portrayal of the volcano-worshipping islanders
and the lame attempts at making Beachcomber seem cool, but my sensibilities
are largely intact. The only thing I can say I particularly liked about the
book was the slimy monster on the cover (I'm a sucker for slimy monsters),
but at least the whole experience wasted less than half an hour of my life.
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4. Highway Clash
Author: Dave Morris
Illustrator: John Higgins
First Published: 1986
ISBN: 0-552-52317-8
Length: 67 pages
Number of Endings: 5
Plot Summary: You must help the Autobots defend a shipment of
microchips from the Decepticons.
My Thoughts: I'm amazed by how trivial this book feels -- its scope
is so small that it really seems like it's one small scene from a larger
story. It takes place in only two physical locations, and pretty much no
matter what you do, it's over before you have time to care what's going on.
The writing is pretty weak, the story is even weaker, and the illustrations
are rather few and far between when you consider the amount of wasted white
space in the book. The only thing even remotely interesting about the book
is the inclusion of a mysterious monument known as the Druid Stone, the only
real sign that this was written by Dave Morris and not a dispassionate robot.
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5. Swamp of the Scorpion
Author: Dave Morris
Illustrator: Bob Harvey
First Published: 1987
ISBN: 0-552-52501-4
Length: 72 pages
Number of Endings: 10
Plot Summary: You are a Nebulan working on an oil rig, but you are
soon drawn into a battle against evil Transformers....
My Thoughts: This book is interesting for two reasons. First of all,
you get to play a non-human character (though the book isn't very clear about
exactly what a Nebulan is, so the uninitiated like myself are left guessing).
Secondly, there's some very simplistic inventory management, with the reader
getting to pick an item at one point in the text, possibly having
opportunities to use it later. It's pretty minimal, but it's the closest
this series ever gets to having a game system. Beyond these details, there's
not much of note here. It's an adequate (but only adequate) adventure that
only occasionally shows hints of Dave Morris' talent, which is largely wasted
here. This stuff is a long way from Fabled Lands (or even
Knightmare, for that matter).
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