Scream Shop Pick Your Path


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These books, published by Grosset & Dunlap, seem like refugees from the Choose Your Own Nightmare / Give Yourself Goosebumps / Nightmares! era of horror gamebooks. The books are entirely straightforward branching-plot books without any special gimmicks. The most remarkable things about them are that they're written in the third person and that they lack the gratuitous "don't read this book from cover to cover" message found in practically every other gamebook series. Each book tells a distinct story, but there's some feeling of continuity (or at least consistency) in the fact that each tale takes place in Bleaktown and involves Sebastian Cream's mysterious junk shop.

The information on this page is as complete as my collection will allow. I'll add more reviews as the books are released. If you find any errors, please send an e-mail to demiankatz@gmail.com.


 1. Abracadanger
Author: Tracey West
Illustrator: Brian W. Dow
First Published: 2003
ISBN: 0-448-43224-2
Length: 138 pages
Number of Endings: 19
Plot Summary: Ben, a young magician, finds the kit of a famous magician known as Dr. Presto and discovers that it works all too well....
My Thoughts: This is an underwhelmingly average book. The "magic gone out of control" plot has been done before with remarkably similar results, and there's really nothing to make this adventure differ from its predecessors. Every good characteristic (like the fact that Ben and his friends take a rational view of their situation until they are no longer able to, or the decent plot consistency) is counteracted by a bad one (the excessive familiarity of the plot, or the lack of especially interesting characters or places). The book is fairly successful in what it does, but what it does isn't all that exciting. This may be of interest to readers who have never seen such a book before, but to a veteran, it's just a bit more of the same old stuff.

 2. Now You See Me, Now You Don't
Author: Tracey West
Illustrator: Brian W. Dow
First Published: 2003
ISBN: 0-448-43225-0
Length: 144 pages
Number of Endings: 22
Plot Summary: Amy, a shy, lonely girl, gets a necklace for her twelfth birthday which allows her to become invisible.
My Thoughts: This book is pretty similar to the last one; the premise is overly familiar, the writing is fairly uninspired, and there's an unfortunate lack of quirkiness to the whole thing. I did find it more enjoyable than the previous book, though; although Amy's character and her struggles are both stereotyped and exaggerated, it was nonetheless nice to have a little bit of character development intertwined with the more fantastic elements of the adventure. If a bit more effort had been made to be original, this could have been pretty good; as it is, it's just another average, unremarkable gamebook.

 3. Eye Spy Aliens
Author: Tracey West
Illustrator: Brian W. Dow
First Published: 2003
ISBN: 0-448-43226-9
Length: 144 pages
Number of Endings: 20
Plot Summary: Evan Kim, a fan of Harriet the Spy, acquires a very special piece of surveillance equipment from Sebastian Cream's Junk Shop....
My Thoughts: It may simply be because I'm partial to the subject matter, but I found this to be the most enjoyable book in the series so far. The book takes the central plot device from John Carpenter's They Live (an object which reveals the identity of aliens hiding among us) and uses it to tell a number of familiar but enjoyable (and sometimes intertwined) tales of visitors from space. Most of the choices are interesting, some of the outcomes are at least a little bit unpredictable, consistency between paths is high if not absolutely perfect, and I appreciated the fact that the book takes itself more seriously than the average Give Yourself Goosebumps title (though the names of the various alien races are awfully cheesy). Although not a classic for the ages, this is an above average entry in the simple horror gamebook niche.

 4. Revenge of the Gargoyle
Author: Tracey West
Illustrator: Brian W. Dow
First Published: 2003
ISBN: 0-448-43227-7
Length: 144 pages
Number of Endings: 19
Library of Congress Summary: When a teenager selects a marble from Sebastian Cream's Junk Shop, she is unaware that it is the missing eye of one very angry gargoyle.
My Thoughts: This is about on a par with the previous adventure. It takes itself seriously enough to be more engaging than a Give Yourself Goosebumps book, and it has a certain degree of internal consistency -- repeated readings reveal new layers of plot, though some of these layers seem slightly contradictory, and the whole thing keeps getting harder to swallow. Certainly, the architecture and geography of Bleaktown is a bit on the exotic side. There is a mild attempt at enhancing the sense of series continuity by featuring a brief appearance by Evan Kim, the protagonist of the previous adventure. There's also a slightly unusual choice where the reader decides not which action to take but rather which characters to continue reading about. Beyond that, there's nothing too notable about the gameplay, and while the plot is one of the more original ones in the series, it's not too groundbreaking, nor does it fit very well with the book's title. Like the rest of the series so far, this is a solid but unexceptional adventure; it might make a good gift for a young reader unfamiliar with gamebooks, but it is unlikely to excite a long-time fan.

 5. Three Strikes and You're a Monster!
Author: Tracey West
Illustrator: Brian W. Dow
First Published: 2004
ISBN: 0-448-43359-1
Length: 144 pages
Number of Endings: 15
Plot Summary: Baseball fanatic Matthew Carter is a great catcher but can't hit to save his life... until he finds an unusual baseball bat in Sebastian Cream's Junk Shop.
My Thoughts: Like many of the Give Yourself Goosebumps books, this is structured so that it contains two completely independent stories separated by the first decision -- depending on which bat Matthew picks up, completely different adventures await him. Of course, in one path, it is possible to exchange a bat at the store and thus start over on the second path. The actual content of the book is, as usual, not bad but not too special. There are some missed opportunities for more interesting gameplay (the exploration of a cave, for example, which offers three openings to enter but doesn't bother to distinguish them in any way) and more sheer stupidity than usual for the series (the solution to a quest for a monster's name was not only a missed opportunity for some sort of puzzle but also made me cringe). I'm glad to see that this series is selling well enough to make it into a second year of publication, but I hope it gets a little livelier before it comes to an end -- with just a little more creativity or quirkiness, I think this series could produce something memorable.

 6. The Day of the Dead
Author: Tracey West
Illustrator: Brian W. Dow
First Published: April, 2004
ISBN: 0-448-43360-5
Length: 144 pages
Number of Endings: 19
Plot Summary: A pair of twins stop into the Scream Shop to pick up a gift for their great-aunt, who they will meet for the first time during a trip to Mexico during el Dia de los Muertos.
My Thoughts: Of the series so far, this book definitely stands out as the most unique. While the various supernatural events which take place during the course of the adventure are fairly familiar, the Mexican setting and well-integrated cultural references give it a unique flavor and even add an educational side to the book. I also enjoyed the fact that in one path, the characters can visit a Mexican junk shop remarkably similar to the one back home in Bleaktown, a detail which builds interestingly on the premise of the series. My biggest complaint about the book is one of my most common gripes: a lack of consistency. There are both large and small shifts in story details at numerous points in the book, and as usual, I found that it made things less interesting. Fortunately, even without a consistent story, there is some motivation to replay all the paths, because different sections reveal different interesting facts about el Dia de los Muertos. This is an above average book, and I am left a little curious about why this was released in April; it would probably get more of the attention it deserves around October, when it could theoretically be put on display with other holiday-themed books.

7. The Curse of Count Blood

8. War of the Trolls


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