Choose Your Own Adventure (1979-1998)
Choose Your Own Adventure (2005-) — no. 4
Choose Your Own Adventure Reissues (Australian Versions) — no. 4
Lost Jewels of Nabooti
The Lost Jewels (reissue)
Choose Your Own Adventure 1-4 Box Set (Collection)
Choose Your Own Adventure Box Set 2 (6-10) (Collection)
Die Verlore juwele van Nabooti (Afrikaans)
I gioielli perduti di Nabooti (Italian)
As jóias de Nabuti (Portuguese)
As jóias perdidas de Nabooti (Portuguese)
Les joies perdudes de Nabooti (Catalan)
Las joyas perdidas de Nabooti (Spanish)
Las joyas perdidas de Nabooti (Spanish)
Las joyas perdidas de Nabuti (Spanish)
Die Juwelen von Nabooti (German)
Nabuuti no houseki satsujin jiken [ナブーティの宝石殺人事件] (Japanese)
Permata Naboti (Indonesian)
De verdwenen juwelen van Naboeti (Dutch)
Verschwundene Juwelen (German)
Wànnéng Bǎoshí [萬能寶石] (Chinese)
The Jewels of Nabooti (Graded Reader) (Gamebook)
Montgomery, R. A.
(Australian edition - cover)
Utomo, Gabhor (ChooseCo reissue edition - cover; ChooseCo reissue edition, later printing - cover; ChooseCo reissue edition with online ending badge - cover)
Granger, Paul (pseudonym used by Hedin, Don) (Original edition - original; Original version, retitled edition - original; Original edition, later printing - original)
Kornmaneeroj, Thananart (ChooseCo reissue edition; Australian edition; ChooseCo reissue edition, later printing; ChooseCo reissue edition with online ending badge)
Chanchareon, Kachaine (ChooseCo reissue edition; Australian edition; ChooseCo reissue edition, later printing; ChooseCo reissue edition with online ending badge)
Saffioti, Lino (Original edition - reissue cover; Original version, retitled edition - reissue cover; Original edition, later printing - reissue cover)
Butsingkhon, Sorasith (ChooseCo reissue edition; Australian edition; ChooseCo reissue edition, later printing; ChooseCo reissue edition with online ending badge)
Utahigarn, Atthakrit (ChooseCo reissue edition; Australian edition; ChooseCo reissue edition, later printing; ChooseCo reissue edition with online ending badge)
March, 1981 (Original edition)
August, 1989 (Original version, retitled edition)
2005 (ChooseCo reissue edition)
2006 (Australian edition)
0553143581 / 9780553143584
0553232312 / 9780553232318 (Original edition, later printing)
0553259121 / 9780553259124 (Original version, retitled edition)
1865049255 / 9781865049250 (Australian edition)
1933390042 / 9781933390048 (ChooseCo reissue edition, ChooseCo reissue edition, later printing, ChooseCo reissue edition with online ending badge)
131 pages (ChooseCo reissue edition with online ending badge, ChooseCo reissue edition, later printing, ChooseCo reissue edition)
121 pages (Original edition, later printing, Original edition, Original version, retitled edition)
|Number of Endings:||
38 (ChooseCo reissue edition with online ending badge, ChooseCo reissue edition, later printing, Original version, retitled edition, ChooseCo reissue edition, Australian edition)
38 (incorrectly listed as 36 on cover) (Original edition, later printing, Original edition)
|User Summary:||Your cousins Peter and Lucy ask for your help in finding the magical jewels of Nabooti.|
Sadly, this is a rather weak entry in the series. The writing is pretty awful and the story's not really too interesting (though it had the potential to be a lot better).
Hard to get better than total randomness filled with jewel searching. 8.5/10
The plot twists in a fun way! The worst death, to start, is the explosive dog. There's other things too: A rock band with a funny name, unpredictable characters, a rug merchant (yes, there's one way to find him) and many ways to find the jewels. The rating is probably because I've read it a lot, or it would have been 10/10.
(Review based on the Spanish (Timun Mas) translation).
If you follow my reviews, you'll know that I'm usually the guy who loves books everyone else hates. In this case, however, I have no choice but to agree wholeheartedly with the negative reviews posted here. During my first read-throughs I hoped the book would have some deep, interesting single plot, but the backstory changes wildly depending on the choices you make. This wouldn't be a problem if the author had cared to develop the plot a little bit in at least some of the paths included; however, every single one of the paths - even the successful ones - is frustratingly vague about what is going on or the motivations of the non-player characters. Add to this the complete absence of strategic gameplay and the fact that all storylines are extremely short, and you have a frustrating mess of a gamebook that appears like it was written by an eighth-grader. The book is so amateurish I wouldn't be surprised to learn it was the first one written by the author (even if it appeared later than others in the series). This should never have been published, let alone reissued. It still has historical significance in that it is among the earliest gamebooks to include atypical choices (such as "what do you want to happen next?" or "what do you believe just happened?" instead of "what will you do next?"). This doesn't improve the experience much, though.
|Waluigi Freak 99's Thoughts:||
For one thing, the writing was mostly unintelligible, and it proved difficult to try to guess what was happening to your character. I gave up reading after a couple of choices; something I rarely do with gamebooks unless they truly disappoint me. Then there was the tone. This book just didn't take itself seriously enough. Phrases like "TOO BAD!" should not be used to describe being killed in a terrorist's bomb, and goofy sound effects like "ZONK!" to describe a lightning strike just didn't seem to fit in with the story. Probably the only thing that stands out to me as memorable about this book was the death ending on page 78. I guess I was just in the mood for sick, twisted humor when I read it, however, one page is hardly enough to carry the weight of a disappointing book.
I concur that this is one of the worst CYOAs. I noticed that there are 36 endings in a 121 page book. You can do the math and figure out that it isn't a very good story to ending ratio. And the endings! They are so short and abrupt, and often have nothing to do with what's been happening. This book feel like the author was rushed and just couldn't be bothered to write proper endings. An example is the storyline where you head to Paris and you eventually get a police escort. While in the restaurant, you are slipped a note saying to go outside. If you don't, your police escort walks up behind you and puts a packet in your lap that contains the jewels, crushed to a powder! You fail! If you do go outside, you have the choice of continuing on to the Eiffel Tower, or going back. If you go back, you are treated to the shortest ending ever where you are admonished for giving up and it says "TOO BAD!" If you do go to the Eiffel Tower, you get a nonsensical paragraph about looking down on the twinkling lights of Paris, and some hogwash about the jewels being where you find them - wherever you look. THE END.
Um, okay. It just seemed like a whole lot of work, introducing characters and setting up situations, to just end with "Well, that didn't work out."
I'm also not fond of gamebooks that change characters' personalities on different readthroughs. I like to feel like my reading has given me knowledge I can use to better solve the puzzle next time. I guess you could argue that changing good guys to bad guys in subsequent plotlines keeps it fresh, but I'm not so sure. Also, this game has plenty of Choice A: Go. Choice B: Wait. That's fine, but don't you dare have Choice A lead to "The whole building blows up. The End." and then have choice B say. "You wait and weigh your options. A man approaches you.... blah blah continue with story." That's just aggravating. Why didn't it blow me up in choice B too? Bah. I could barely finish this book, but my love of CYOA compelled me forward until I had read every last ending. Avoid this unless you get it for free or something.
|Special Thanks:||Thanks to Ken G. for the 1989 reissue cover scan and to Adam Osman for the Australian cover scans.|
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