Showing posts with label miscellaneous gamebooks. Show all posts
Showing posts with label miscellaneous gamebooks. Show all posts

Sunday, 3 May 2026

Only YOU Can Save Cliff Hanger!

Last year, I published one of my favourite things I've ever written -- a history of Cliff Hanger, the part-gamebook part-comic strip that ran in Fleetway Publications' Buster from 1983-87, and was then reprinted from 1992 until near the comic's end in 1999. Here's a thing that's been bothering me about the strip for a while. Or possibly two things, one of which isn't bothering me any more.

One of the many interesting quirks of Cliff is that almost every single strip is numbered in a unique way: which number strip it is appears on Cliff's jacket. (Or occasionally somewhere else if artist J. Edward Oliver can't put it there for some reason.)


The number in the final regular strip in 1987 was 197. (Thanks to Great News for All Readers for the scan of the original strip, rather than the colourised reprint.)


The rules surrounding this numbering system seem pretty clear: Only the 'regular' strips in the weekly comic count. Cliff's jacket appears unnumbered in Christmas annuals or Summer Specials, or other nonstandard strips such as the Cliff Hanger Adventure Book, a cut-out-and-keep Choose Your Own Adventure story which appeared over five issues of Buster.

Sunday, 10 August 2025

Sub-Optimal


The six Transformers Adventure Game Books were released between 1985 and 1987 by Corgi. Gamebooks based on licensed properties are rarely high points of the genre, and whilst these don't plumb the depths of Dick Tracy: A Catch-a-Crook Adventure, they're not especially remarkable: each runs between 67 and 72 pages, and can have as few as three possible endings. They were authored by Dave Morris, who also wrote the Knightmare gamebooks and The Crystal Maze gamebook, as well as other series based on Enid Blyton's Adventure Squad, LEGO, James Bond Jr. and HeroQuest, but is best known for his work with Jamie Thomson on their own original ideas, most notably the incredibly ambitious Fabled Lands series.

The second book, Perils From the Stars, is the one that only has three possible endings -- one good, two bad. One of those bad endings, though, is a stunning example of one of my favourite ways to die in interactive fiction: The game allows you to voluntarily do something incredibly, lethally stupid. (Much thanks to regular commentator Ed Jolley for putting me on to this.)

You look to JAZZ, but he is still too groggy to act. STARSCREAM's homing beacon, which is attracting the falling weapons pod straight towards it, lies on the floor beside the telescope.

If you want to get the homing beacon and hurl it at STARSCREAM, turn to page 44
If you want to put it in your pocket, turn to page 46

Tuesday, 14 January 2025

The Perils of Cliff Hanger


The above is a typical specimen of Cliff Hanger, the British comics character who enjoyed a four-year stint in Fleetway Publications' Buster from 1983 to 1987 with a strip that was part comic, part adventure gamebook. Trust me, I'm just as surprised as you that it's taken me over eight years to write about this.

When readers first encountered Cliff in June 1983, he was watching his favourite television show, Now Get Out of This (a parody of the genuine gameshow Now Get Out of That) and unwisely proclaimed that if he could get on the show, he bet he could get out of anything -- which two agents of the Mysterious Evil Spies Society, who happened to be overhearing him at the time, took as an invitation to zap him into various traps they wanted to test to see if they were good enough to use against genuine secret agents.

Every week, Cliff would thus get teleported into a situation of catastrophic danger that frequently had some relation to what he was doing when the Evil Spies blasted him with their matter transmitter ray (or any of the other different rays they had access to, leading to the running joke "Don't call me Ray!"), and at the end of his page there would be three options as to what he should do next. The reader should tick one of the boxes and then turn to elsewhere in the issue (usually a boxout included on the letters page) to see if they chose the right option. The possible resolutions to the above strip are as follows:

Sunday, 7 July 2024

Crystal Book Persuasion

Name a gameshow from circa the late 80s to early 90s which you'd guess had a large number of tie-in puzzle/game books published. You might well say Knightmare first in answer to that unwieldy question, and you'd be absolutely right. But I'd be willing to bet that The Crystal Maze would be in your top two.


The very first such book, simply entitled The Crystal Maze, was published in 1990, the same year as the first series, and a pretty early example of a tie-in book for a Channel 4 show. Internet listings say it was released the same day the very first episode actually aired, which seemed like a mistake to me at first, but Iain Weaver recalls it being advertised after the broadcast of Series 1 episodes (quite possibly including episode 1). In any case, the above is the original cover, clearly recognising the marketability of Richard O'Brien; it was later reprinted with a photographic cover depicting the Crystal Dome.

Sunday, 29 October 2023

The Famous Five and You


I wanted to do a proper review of these because I've mentioned them as a shining example of "not very good adventure gamebook based on a licensed property" in one or two other posts discussing similar series, and also someone pointed out that their title is actually quite funny if you think about it. But I should warn you that that perhaps unintentional piece of passive-aggressiveness might well be the highlight of The Famous Five and You.

Sunday, 22 October 2023

Give Yourself An Incredibly Unsatisfying Role-Playing Experience


Give Yourself Goosebumps saw R. L. Stine's best-selling series collide with the solo gamebook format in a way remarkably similar to the other big proponent of US interactive fiction, Choose Your Own Adventure, for a total of exactly fifty different books (42 in the regular series, plus 8 'special editions') released between 1995 and 2000, when the franchise entered a hiatus that would last some eight years. With the nineties not being enormously kind to the gamebook genre on the whole, for many members of the generation who grew up with Goosebumps this was likely the first, and quite possibly only, series of interactive fiction books they followed.

If you were of that generation and revisited the original series of Goosebumps books more recently (and for whatever reason a hell of a lot of them have turned up in my local charity shops and second-hand bookshops lately), then they almost certainly read very differently as an adult. Whilst exactly how much of the main range Stine wrote himself still seems up for discussion, the various spin-off series -- this and the short story collections, amongst others -- are beyond debate, with multiple authors having openly stated they ghostwrote various entries. And time may well have been even less kind to the offshoots.

Sunday, 8 October 2023

Alea Jacta Est!


Translating into English as "the die is cast", if you didn't know, Alea jacta est! was a four-volume series of adventure gamebooks starring the famous indomitable Gauls published in France in 1988, with three of the entries being translated into English a year or two down the line; the original Latin title remains on the cover, but each book is also billed under the rather less imaginative heading of "An Asterix Game Book". The books boasted a full combat and inventory system, and directly mashed together the appearance of a regular Asterix comic album with the functionality of an adventure gamebook, using a mixture of text sections and puzzles based around illustrations. The English translations were done by Anthea Bell and Derek Hockridge, who so brilliantly translated the original comics, which gives these versions a great sense of authenticity. And the series might very well be one of the most successful marriages of an existing property to the adventure gamebook format. But given such a category also includes Give Yourself Goosebumps, The Famous Five and You and Dick Tracy: A Catch-a-Crook Adventure, that doesn't seem like a terribly high bar to clear. So, what's it like?

Friday, 2 July 2021

Unsung Heroes


Remember HeroQuest? It was basically a simplified tabletop RPG crossed with an adventure board game. Very much your classic dungeon crawling setup. BoardGameGeek describes it as "Milton Bradley's answer to Dungeons & Dragons", which is a pretty good description. It's been out of print for many years now due to legal issues (although a crowdfunded revival is currently in the works), apparently relating to co-developers Games Workshop, but still remains fondly remembered despite a second-hand copy of the game being likely to set you back at least £60 on eBay, quite possibly much more, to say nothing of the various expansion packs released over the years.

But there were also three -- seemingly pretty obscure -- adventure gamebooks based on the board game. So let's talk about those.

Tuesday, 9 June 2020

The Phantom of Ghastly Castle and Other Killer Puzzles


The Killer Puzzles series was authored by Kjartan Poskitt, and spanned four titles released in the mid-to-late nineties. They diverged from the Usborne Puzzle Adventures and other series of around the same time in several aspects: apart from a rather twisted sense of humour, they were also extremely difficult, to the point that Poskitt received almost as much correspondence asking for help from adult readers as he did from children - because the series also did not include any answers or solutions.

Killer Puzzles also had one other selling point: if you managed to complete every puzzle in the book, then you could solve its big secret. In three of the four entries (to wit: Decode the Deadliest Joke in the Universe, Titus O'Skinty's Gruesome Gameshow and Attack of the Killer Puzzles), this was a coded message of some kind, although the specifics as to how you decoded it and how the puzzles gave you the key were very different in each book. The other book, Find the Phantom of Ghastly Castle, took a totally different approach: for one thing, it wasn't just a puzzle book, it was a sort of adventure gamebook.

And "sort of" has always been good enough for this blog.

Sunday, 10 February 2019

You Can Be the Stainless Steel Rat


This is a curious little gamebook. A one-off title by the character's creator, Harry Harrison, You Can Be the Stainless Steel Rat is absolutely impossible to lose. All the paths eventually lead to the same victory, although it is possible to get stuck going round in circles. There's also no real inventory management, no statistics, and no dice (although tossing a coin to make a decision occasionally comes into play), making the whole thing comparable to an entry in the Choose Your Own Adventure series. One wonders whether or not Mr Harrison truly grasped the concept behind an adventure gamebook (he never wrote another interactive book again); at any rate, calling this 'interactive' or a 'role-playing game' (the latter term is used on the American cover) seems to have a bit of nerve. Also, the title is a complete misnomer, as you do not play as the Stainless Steel Rat, but rather a new recruit to the Special Corps, with the SSR serving as the book's narrator.

Sunday, 24 June 2018

Starlight Adventures


It's the mid-1980s, adventure gamebooks are at the height of their fame, and the place to go to get the original and the best is Puffin Books, the publishers of Fighting Fantasy.

Such was the concept's popularity that Puffin also published some rather curious offshoots: series that were not part of Fighting Fantasy, but looked a bit like them. They all had the 'ADVENTURE GAMEBOOKS' banner (sometimes referred to as the "sawtooth" design), the same basic cover design, and they all looked pretty similar internally... but they weren't actually part of the Fighting Fantasy banner. One of these was the Cretan Chronicles, which I have expressed my distaste for in an earlier article. Another was the Starlight Adventures - a series of gamebooks aimed at girls.

Sunday, 29 April 2018

Adventure Games Live


In lieu of a proper blog post this week, I thought I'd point my regular readers in the direction of Adventure Games Live, given the popularity of the gamebook articles on here. AGL features a whole suite of old-school text adventure games, ranging from trivially easy to incredibly hard, is a fantastic way to kill time, and the website is still active but not updated so it's easy to miss.

I find websites of that kind quite fascinating for whatever reason - there's still a small trickle of viewers playing the games, and there's one or two people on the discussion forums, but the webmaster is no longer aware. AGL is part of a wider website, RinkWorks, and you can see from the main page that there's even a few automated features still regularly updating. Like a virtual ghost town. (NB: Interestingly, in the time between me queuing up this post and it going live, part of the website seems to have come back to life...)

So, yeah, do check it out. Good fun.

Wednesday, 14 December 2016

Cretan Chronicles


 
Across 1985 and 1986, the three volumes in an adventure gamebook series called Cretan Chronicles were published by Puffin Books. Puffin also published the hugely popular Fighting Fantasy range, but whilst the Cretan Chronicles had some elements of the FF design in their covers, they were also distinctly different.