78. Misión Alfa Centauro
Literal Translation of Spanish Title: Mission: Alpha Centauri
Authors: Jacqueline Marty Aboitiz de Balcells (credited as Jacqueline Balcells), Ana María Güiraldes Camerati (credited as Ana María Güiraldes) and Alberto I. Balcells (credited as Alberto Balcells)
Illustrator: Andrés Jullian
First Published: 1988
ISBN: 956-13-1188-7
Length: 136 pages (plus a 4-page activity supplement)
Number of Endings: 10 (nine failures plus one successful ending led to from three places)
Plot Summary: It's one hundred years after the evil creatures from the
previous volume were defeated. Now, the overpopulation of Earth, Mars and
Venus has forced a group of colonists to travel to a new, hospitable planet
in the Alpha Centauri constellation to find out whether it can be a new home
for mankind. For that purpose, an enormous ship called the Alondra is
prepared, transporting several families, plus plant and animal specimens, on
board. After four years in space, a strange virus which only affects
grown-ups forces all adults on board to go into hibernation, leaving the
children alone to pilot the ship to its destination for the following two
years. You are twelve year-old Camilo, the son of the ship's captain, and
the ship's computer chooses you as the next captain....
My Thoughts: Once again, Guillermo Paredes has delved into a world
barred to me by my linguistic limitations....
Guillermo Paredes' Thoughts:
Found the plot summary interesting? Well, it's just about the only
interesting aspect of this book, so you can skip it without regret. I must
say that, despite my disappointment with the first book, I had somewhat high
hopes for this one, if only because it has more pages. However, the extra
space is used without any real skill. About the only good things which can
be said about this book is that it's not as frustratingly linear as the first
entry and that the choices are not as obvious. There is still only one
succesful ending, but there are different paths to reach it, so a person can
at least be motivated to find them all. Despite this, the book's gameplay
feels far worse than that of its predecessor. Because of its size and
format, it closely resembles a Star Challenge book, and I was hoping it would
have the same level of action and variety in it. Alas, I was wrong. It's
not another ultra-linear quest, but it's nothing good either.
Put broadly, the book is just a collection of random, unexplained encounters
and events which change wildly depending on your decisions (and have little
to do with the actual goal of the adventure). The story itself is so boring
and silly that there is no point in describing it; in fact, the only things
which are really worth discussing about this book are its unusual features.
One of the two first options you can choose in this book leads to a series of
diverging paths which all end up in failure. This is an extremely bad design
practice: I much prefer gamebooks where each conglomerate of paths offers at
least one chance of victory. Doesn't that make sense? Poncio, the pet robot
from the previous adventure, appears in this one as well, but his
participation in the story ranges from none to very little (once again,
depending on the choices you make).
Don't be deceived into thinking this book offers a detailed account of a
two-year journey. It all revolves around having two or three completely
unexplained encounters immediately after your job as captain begins, and
after that the remainder of the trip is described in two or three pages of
text, without anything of note happening (and this only if you're lucky.
Some of the victorious paths skip the journey completely and lead you
directly to the end, which makes for a confusing read). Lastly, if you're
wondering why there's a metal sword and a castle on the front cover, I'll
tell you the book has a fantasy medieval sequence, in which you must enter a
virtual reality game (though the term "Virtual Reality" is never
used here; the technology is simply described as a more advanced form of
cinema) and you get to choose to become (you guessed it) either a knight or a
wizard's apprentice. This leaves me puzzled for two reasons. First, it
amazes me that the authors could, in 1988, at least portray the capabilities
of Virtual Reality technology. Secondly, the resemblance to the Wizards, Warriors and You series is clear, even though
this series was not very well-known in the Spanish-speaking world. However,
the "choose to become the
wizard or the warrior" ripoff may seem too obvious to go unnoticed. The
fantasy sequence, however, fails as miserably as the rest of the book because
there is no point to it: in both cases your character gets to fight one - or
even several - enemies without any player input, and no matter which
character you choose to become, you'll only encounter one more choice point,
with one choice leading to failure and the other ending the adventure
successfully.
To sum it up, this is another waste of time which I would advise people to
avoid at all costs. If these authors have any real writing skills, they
unfortunately don't show in this interactive format. I still have some hope
for the final book in this series, though, since it seems like another title
which is completely different from the others....