Pick-a-Path


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This series, published by Scholastic, served as the "for younger readers" companion to the Twistaplot series. The books are roughly the same size and format as the Skylark Choose Your Own Adventure books. Seventeen volumes were published in the series before it was discontinued.

The information on this page is as complete as my collection will allow. If you find any errors or can provide copies of the translations, please send an e-mail to me at demiankatz@gmail.com.


 1. The Dandee Diamond Mystery
Authors: Jane O'Connor and Joyce Milton
Illustrator: Daryl Cagle
First Published: 1982
ISBN: 0-590-32742-9
Length: 56 pages
Number of Endings: 10
Plot Summary: You and some relatives compete to meet the challenge left in a rich uncle's will: to find the Dandee Diamond.
My Thoughts: Although the setup here is very familiar and the storyline lacks the consistency that I prefer in interactive works, this is a fairly good adventure for younger readers. Some of the choices are fairly interesting, the illustrations are appealing, and the layout is quite nice; the inclusion of a copy of the will, complete with sloppy handwriting, in the text was a cute touch, and other notes (and even a maze) add further visual excitement to the proceedings. Perhaps this is only a triumph of style over substance, but at least it's a triumph of something.

 2. The Roller Coaster Ghost
Author: Fran Manushkin
Illustrator: Dave Ross
First Published: 1983
ISBN: 0-590-32814-X
Length: 60 pages
Number of Endings: 9
Plot Summary: Your father has been hired to run a fancy new roller coaster, which would be great if not for the fact that it's haunted.
My Thoughts: Although this book deserves some credit for portraying a consistent mystery for the reader to solve (unlike the previous volume), it is inferior to its predecessor in most other respects. The artwork isn't as attractive, the layout isn't as interesting, and the writing is more condescending. It's a relatively satisfying read, but nothing too memorable.

 3. The Great Baseball Championship
Author: Richard Wenk
Illustrator: David Gothard
First Published: 1983
ISBN: 0-590-32813-1
Length: 59 pages
Number of Endings: 11
Plot Summary: There's a major little league game today, and if all goes well you'll be accepted into the Babe Ruth League!
My Thoughts: This is quite a change of pace from the previous book. While that adventure was fairly tightly plotted, this one is all over the place. The choices and consequences are almost all entirely random, and the book explores some pretty weird territory ranging from time travel to kidnap attempts. Some of these adventures might be entertaining to the book's target audience, but they're not too thrilling and don't really come together to form a satisfying whole. On an unrelated note, the book deserves an award for corporate name-dropping; Wheaties, Burger King and several other famous brands all get mentions during the course of the adventure.

 4. The Amazing Bubblegum Caper
Authors: Jane O'Connor and Joyce Milton
Illustrator: Jerry Zimmerman
First Published: 1983
ISBN: 0-590-32893-X
Length: 60 pages
Number of Endings: 10 (including one "ending" which leads back to page 2)
Plot Summary: It promises to be a boring summer until scientists report mysterious pink orbs looming over the Earth....
Translation: Spanish
My Thoughts: This book is by the same team of authors that created the first book, and it shares many of its characteristics: low internal consistency compensated for by good layout and interesting choices and puzzles. There's a maze, a rebus, a "find the errors" page, and even a rather tricky logic test (see page 49). What makes this an improvement over the first book is the plot, which is very strange and often rather amusing, featuring eccentric alien creatures and bizarre megalomaniacs. This is my favorite entry in the series so far thanks to its mix of originality of plot and quality of game design.

 5. The Super Trail Bike Race
Author: Richard Wenk
Illustrator: David Gothard
First Published: 1983
ISBN: 0-590-32927-8
Length: 58 pages
Number of Endings: 12
Plot Summary: If you can win Horace B. Hokum's bike race, you'll get a shopping spree and your town will get a recreation center!
My Thoughts: This is quite different from the author's previous entry in this series. The plot is much tighter, the choices are more meaningful and interesting, and it's an all-around better book. Interestingly enough, the book has much lengthier sections of text between choices than most other entries in the series, yet it still manages to have a high number of endings.

 6. Mystery at Mockingbird Manor
Authors: Laurie Pascal and Jamie Pascal
Illustrator: David Prebenna
First Published: 1983
ISBN: 0-590-32812-3
Length: 57 pages
Number of Endings: 8
Plot Summary: You've been given the opportunity to work at your grandfather's hotel in the Rocky Mountains, an exciting place visited by the rich and famous.
Translation: Spanish
My Thoughts: Although many of the threads through this book contain some more potentially exciting subject matter than some other books in the series, I found it rather unthrilling. The plot doesn't make a whole lot of sense, being both inconsistent and often hastily resolved, and the choices have little bearing on what happens much of the time. There's a slightly interesting maze included, but this adds little excitement. Also a bit odd is the fact that the reader's character keeps swooning over a handsome prince at every possible opportunity. This seems kind of out of keeping with the target age group of the book and certainly must have annoyed the legions of unsuspecting seven-year-old boys who ended up playing this adventure.

 7. The Fantastic Journey of the Space Shuttle Astra
Author: Barbara B. Hiller (credited as B. B. Hiller)
Illustrator: Jerry Zimmerman
First Published: 1984
ISBN: 0-590-32972-3
Length: 56 pages
Number of Endings: 10
Plot Summary: The year is 2020, and you are on the Space Shuttle Astra, on your way to rescue your mother from the incessant babbling of her dull sister.
Translation: Spanish
My Thoughts: I really enjoyed this one; it has a quirky sense of humor, a lot of choices, and plenty of mazes and word games and other puzzles. This is certainly not the greatest gamebook ever created, but it is one of the more entertaining younger-reader-oriented adventures I've come across and certainly a highlight for this series.

  8. The Magic Top Mystery
Authors: Jane O'Connor and Jim O'Connor
Illustrator: Kevin Callahan
First Published: 1984
ISBN: 0-590-33142-6
Length: 60 pages
Number of Endings: 9
Plot Summary: Someone is stealing all of the lawn flamingos in Flamingoville. With the help of a magic top, you set out to find the culprit.
My Thoughts: Like the last adventure, this book has a good sense of humor and a variety of puzzles to solve. What sets it apart from the rest of the series, though, is its use of randomization. The magic top that figures into the plot is actually included as a piece of the back cover to be cut out (see scan at right). Spinning this at various points in the book determines what happens to you. While it's completely random, I found it to be a fun gimmick here, making this an enjoyable read.

 9. Jungle Adventure
Author: Nora Logan
Illustrator: David Gothard
First Published: 1984
ISBN: 0-590-33050-0
Length: 56 pages
Number of Endings: 11
Plot Summary: While visiting your uncle's wilderness park, you get an unexpected ride on a runaway elephant!
My Thoughts: This is a distinctly generic book. Although everything about it is perfectly competent, it lacks flavor. The text is readable but unexceptional, and the choices are reasonable but not especially interesting. Just about the only notable thing about the book is that it includes an ending involving quicksand that is more unambiguously fatal than usual for the series (though at a different point it resorts to the old "it was only a dream" cop-out instead of killing the reader's character). Death and destruction aside, you can safely skip this one without missing anything.

 10. The Mystery of the Missing Mummy
Author: Kate McMullan
Illustrator: David Prebenna
First Published: 1984
ISBN: 0-590-33143-4
Length: 58 pages
Number of Endings: 13
Plot Summary: You're on a field trip to the museum, and you can't wait to see the mummy!
My Thoughts: If I had a dollar for every gamebook involving mummies and museums, I'd have enough money to buy some more gamebooks involving mummies and museums. This is a very familiar theme, and it's not treated very well here. There are some awful puns, some even worse jokes and very little else. This is at best average for the series, and probably a bit worse than that. At least it's short!

 11. Dinosaur Adventure
Author: Nora Logan
Illustrator: Bert Dodson
First Published: 1984
ISBN: 0-590-33049-7
Length: 58 pages
Number of Endings: 11
Plot Summary: Your uncle has devised a time travel mechanism, and its first test leads to predictable results.
My Thoughts: Like the last book, this is nothing new. Every event and theme in it has been done elsewhere, probably several times over. In many ways, it also resembles the author's previous story, Jungle Adventure. The writing and choices are decent but unexceptional, and there's both a fatal ending and an "it was only a dream" ending. At least a few of the prehistoric creatures encountered during the course of the story are a bit more exotic than the most familiar ones. I wasn't too impressed, but it could have been worse, and I enjoyed the subject matter despite having seen it many times before.

 12. The Ballerina Mystery
Authors: Jamie Pascal and Laurie Pascal
Illustrator: Jean Jenkins
First Published: 1984
ISBN: 0-590-33048-9
Length: 58 pages
Number of Endings: 11
Plot Summary: You are a ballerina competing against both your best friend and your worst enemy for the role of Fairy Princess in a National Ballet Company production.
My Thoughts: Well, after a lot of ultra-familiar stories, this is something a little bit different (though not too different, because much of the story revolves around dealing with obnoxious siblings and other rivals, a familiar gamebook theme). Although I didn't find the story tremendously interesting, there are quite a lot of different things that can happen in the book, and while I felt a little suspicious of the book's "just for girls" orientation, I don't think it wasn't nearly as condescending or offensive as it might have been. Not being a member of the target audience, though, it's hard for me to judge such things objectively. At least there's not nearly so much swooning as in the authors' previous effort!

 13. The Secret of 13
Author: Barbara B. Hiller (credited as B. B. Hiller)
Illustrator: Bert Dodson
First Published: 1984
ISBN: 0-590-33294-5
Length: 57 pages (numbered 1 through 58 without a page 13)
Number of Endings: 12
Plot Summary: Your elevator stops at the 13th floor of a building, and things just kind of get weirder from there.
My Thoughts: This isn't normally the sort of book I like very much; it has no real plot, just random events, and there's absolutely no attempt at continuity whatsoever. For some reason, though, I really liked it. The writing is above average, the randomness is entertaining, the whole play on the fact that this is the thirteenth book in the series is kind of clever, and there's just an overall feeling that this is something a little bit unique. This is certainly the only gamebook I can think of that includes a list of ingredients, and when you choose to try the recipe yourself, it actually gives you the necessary instructions to cook the meal! The missing page 13 is also a nice touch. Good stuff! This series has made me a bit of a B. B. Hiller fan.

 14. RIM, The Rebel Robot
Author: Nora Logan
Illustrator: John O'Brien
First Published: 1984
ISBN: 0-590-33289-9
Length: 57 pages
Number of Endings: 11
Plot Summary: You've won a robot thanks to your great performance at the science fair, and you just couldn't resist the urge to give it some custom programming....
My Thoughts: We've gone from the original back to the familiar here. This book is based on essentially the same concept as the fourth Skylark Choose Your Own Adventure and doesn't really handle the plot any more interestingly. It's certainly a passable read, but it's nothing special. The most notable thing is that it's the first book in the series to display any sort of inter-book continuity -- it features the same Uncle Max character as the author's previous tale, Dinosaur Adventure.

 15. The Hot Dog Gang Caper
Authors: Barbara B. Hiller (credited as B. B. Hiller) and Neil W. Hiller
Illustrator: A. Delaney
First Published: 1985
ISBN: 0-590-33419-0
Length: 58 pages
Number of Endings: 11
Plot Summary: You've got a ransom note in your hand, a sack of money on your kitchen table, and a lot of decisions to make....
My Thoughts: This is another interesting book from B. B. Hiller (this time with a bit of help from a coauthor). The most unusual thing about the story is that it starts in media res, with the events that occurred before the introductory section being explained as you go along. This is the only interactive book I can think of at the moment where your choices affect not only what happens next but also what happened before. Also unusual (though not unprecedented) is the fact that many choices deal not with what you will do but with what you think will happen. Normally I find this sort of thing annoying, but it works here, especially since the writing is of good quality and some of the options are delightfully odd. This is definitely one of the most interesting younger reader-oriented gamebooks.

 16. Adventure at Camp Schoonover
Author: Richard Wenk
Illustrator: Dyanne DiSalvo
First Published: 1985
ISBN: 0-590-33137-X
Length: 60 pages
Number of Endings: 11
Plot Summary: It's your first summer at sleepaway camp and there are all kinds of fun things to do!
My Thoughts: I found this book decidedly less than thrilling. It doesn't do anything that other camp-themed gamebooks haven't done better, and it has far too many cringe-inducing moments and factual errors (don't let a Native American see this book!). I'll give it credit for one thing: Ms. Starchmaster is a great name for a disciplinarian. Other than that, there's little merit here.

 17. Murf the Monster
Author: Nora Logan
Illustrator: Mort Gerberg
First Published: 1985
ISBN: 0-590-33290-2
Length: 58 pages
Number of Endings: 10
Plot Summary: Alien pods are causing weird mutations in a local creek....
My Thoughts: This is a typical Nora Logan book: some death, an appearance by Uncle Max, and an acceptable but unexceptional treatment of a familiar storyline. This isn't a bad book, but it's a rather undistinguished end to a series that was sometimes rather more interesting than I expected it to be.


Spanish Translations

At least three of these books were released in Spanish as part of Editorial Everest, S. A.'s "La Torre y la Flor - Tu Aventura" line. The books are printed on thick paper in an unusual two-color format: the text is black, and the illustrations are all a pale green color.

1. A bordo de la lanzadera espacial
Translation Of:
The Fantastic Journey of the Space Shuttle Astra
This book is not part of my collection.

2. El misterio de las burbujas rosas
Translation Of:
The Amazing Bubblegum Caper
This book is not part of my collection.

 3. Misterio en el hotel de las montañas
Translation Of: Mystery at Mockingbird Manor
Literal Translation of Spanish Title: Mystery in the Hotel of the Mountains
Translator: José María Pérez Miguel
First Published: 1983
ISBN: 84-241-5186-0
Length: 57 pages


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