8. Weekend at Poison Lake
Author: R. L. Stine
Illustrator: Craig White (cover), no internal illustrations
First Published: December, 1999
ISBN: 0-590-99652-5
Length: 135 pages
Number of Endings: 23
Plot Summary: In four mostly unrelated but somewhat parallel stories,
your trip to Poison Lake turns out to be a decidedly horrific event.
My Thoughts: As I understand it, the Goosebumps books were nearly the
doom of Scholastic; lots of money was invested into the series, but then it
suddenly dropped in popularity, leaving contractual obligations to be
fulfilled but little public interest in more books. If not for the timely
appearance of Harry Potter, the publisher would probably be in considerably
worse shape than it actually is today. In any case, I say all this to
justify my theory that the use of the phrase "Last Chance" on the
cover of this, the last Special Edition Give Yourself Goosebumps book,
is not a coincidence -- in fact, there was likely some temptation to put
"Good Riddance to Bad Rubbish" somewhere on the book's exterior.
Anyway, publishing industry disasters aside, this is a pretty pitiful ending
to a series that started out by exceeding all expectations. The gimmick here
is that you pick a lucky number at the start of the book, and this lucky
number determines which of the four unrelated stories you end up participating
in. At numerous times during each adventure, you have chances to use your
lucky number to get out of bad situations. If this were something like the
"Test Your Luck" situations in Fighting
Fantasy, it might be interesting. Unfortunately, there's no pattern to
the way your lucky number works, so it acts mainly as an excuse for the
author to include random story branches without having to devise actual
meaningful choices. It almost goes without saying that the writing isn't
good enough to compensate for the frustratingly pointless game design.
Although I was pretty displeased with this book, I could see its basic format
working well in more capable hands -- it normally frustrates me when gamebook
plot lines deviate as wildly as the plots do here, but the difference is that
most gamebooks have one introductory passage from which all plots diverge.
In this book, however, the first choice comes before any plot is introduced,
and thus each storyline has its own distinct beginning. Imagine an
interactive collection of short stories, running parallel with one another
and sharing the same themes but being otherwise distinct (except, perhaps,
for occasional opportunities for the reader to cross over from one into
another). I think it could be fascinating if done correctly.