Sniper!


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This was TSR's last paperback-sized advanced gamebook line, and it was introduced in 1987. Although originally planned as a tie-in to the Top Secret role-playing game (which also inspired several Endless Quest and Catacombs books), it was changed at the last minute into a tie-in to a relatively obscure wargame. I can't imagine why. Interestingly, the series used the "Trust no one" tagline years before The X-Files began. The books used a similar six-sided-dice-based system to TSR's other advanced gamebooks, though it is largely misused and oversimplified. For some reason beyond my comprehension, every roll of the dice is referred to as a "COMBAT roll," even if it has nothing to do with combat whatsoever! The books also happen to lack the nifty tear-out bookmarks of their predecessors. The first book doesn't even feature a character sheet of any sort (unless you count its "value sheet," which lists possible values for attributes but seems to be designed more for reference than for writing on. In any case, six books were released before the series ended and TSR's contribution to the gamebook slowed to a near-total standstill. The only major TSR gamebook line after these books was the second Endless Quest series.

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


1. Viet Rampage
Authors: Mark Acres (gamebook), Harris Greene (essay)
Illustrators: Doug Chaffee (cover), Todd Cameron Hamilton (interior)
First Published: August, 1987
ISBN: 0-88038-499-9
Length: 191 pages (150 sections, plus maps and "Photographic Satellites" essay)
Number of Endings: 19
Plot Summary: You're a veteran of the Vietnam War working for the CIA as an espionage agent. Your latest assignment is to return to the site of the war which scarred you in search of a fallen spy satellite; while you're there, you also hope to rescue an old buddy...
Translations: Bulgarian, Hungarian
My Thoughts: This definitely isn't my genre -- patriotic, brainless war fiction is relatively stomach-turning to me, and this is definitely about as over-the-top and insulting as the genre can be; I just hope it was written with tongue in cheek, or else I'm a little frightened of the author. This being said, it's not a badly-written book, and the game design is decent (apart from the numerous typos mentioned below) -- there's consistency to the events of the story, and it definitely requires tactics as well as good luck to win. It's relatively brief, but not disappointingly so. The interior art also happens to be quite striking, and I'm surprised that such stylish work found itself in such an unlikely place; it pushes the limits of black and white printing with its nifty shading. All in all, it's probably worth grabbing a copy of this book (if it's cheap enough) just so you can gawk at the art and amuse yourself for a couple of hours. Just don't take it too seriously, or you may damage your brain.
Errata: This book could really have used some better editing. A lot of the page numbers leading to the results of dice rolls are reversed, making good rolls lead to death and bad rolls lead to success. This really confused me at first since the same error even seems to be in the combat example in the rules! In any case, I found this problem in sections 14, 34, 47, 51 and 109. It's probably present elsewhere, so hold your place when you turn the page so you can go back and try the other outcome if the one you turned to doesn't make any sense.

2. Blast Out in Lebanon
Authors: Dana Kramer and Mark Acres (gamebook), Harris Greene (essay)
Illustrators: Doug Chaffee (cover), Todd Cameron Hamilton (interior)
First Published: September, 1987
ISBN: 0-88038-500-6
Length: 190 pages (116 sections, plus maps and "Mercenary Soldiers and Spies" essay)
Number of Endings: 7
Plot Summary: You are a free-lance agent working for the CIA, and your mission is to recover (or kill) a kidnapped man who has devised a new Middle-east peace plan before his knowledge can be used to further less-than-peaceful causes.
My Thoughts: This book has much in common with the previous volume in this series -- despite its irritatingly macho and ultra-patriotic attitude, it features good writing and interesting artwork. It's also a bit superior to Viet Rampage in terms of plotting (there's more of it) and game design (though there are some minor continuity breaks, like how many dead bodies appeared in one night and exactly what weapons were encountered in a particular situation). The book is a bit on the easy side -- I completed the adventure successfully on my first try, and although I did have a number of exceptional dice rolls, it feels like I could have been just as successful with less remarkable luck on my side. Still, the book has multiple successful endings, so it has a certain degree of replay value even if unfortunate deaths don't necessitate starting over from time to time. Admittedly, though, I wasn't really motivated to attempt a replay -- the storyline is pretty linear no matter what you do, and the book's possibilities are limited by its length -- 116 sections just can't offer the same array of paths as the 350-400 sections typical of most British gamebooks. Nonetheless, this is a worthwhile (and fairly quick) read, especially if you enjoy the action/espionage genre more than I do.

3. Into China
Author: Dan Greenberg
Illustrators: Doug Chaffee (cover), Todd Cameron Hamilton (interior)
First Published: November, 1987
ISBN: 0-88038-501-4
Length: 104 sections, plus maps
Number of Endings: 2 good endings (one better than the other) plus 2 bad endings (one led to from 20 different places)
Plot Summary: You are a CIA agent with a respect for China, and one of your most brilliant Chinese foes has decided to defect, under the condition that you assist him in his efforts...
My Thoughts: On a whole, I should have enjoyed this book more than the previous two. The simple fact that its main character is a bit more reasonable and interesting than the violent ultra-patriots of the last two volumes would be sufficient reason to mark this the best of the series so far. The fairly well-developed plot doesn't hurt either. Still, I just didn't find this to be as satisfying a read as it should have been. The gameplay is disappointingly linear, for one thing, so that most of the choices are really non-choices, either pushing the reader back on track or leading to unavoidable death whenever the "wrong" choice is made. The combat situations are also rather inadequately defined by the rules, though this doesn't impact the gameplay too much since no matter how you interpret the fighting system, it's pretty hard to lose most battles. Finally, and perhaps most importantly, the book's characters are just too exaggerated to be even remotely believable. This would have worked better if the author had exercised a bit more restraint, but as it is, the idiot is too idiotic, the geek is too geeky, and the stereotypical bad English is too stereotypical. If you can mentally tone down the one-dimensional characters, though, this is a decent read... it's just not a great gamebook.

4. KGB Doublecross
Authors: Matthew J. Costello (gamebook), Harris Greene (essay)
Illustrators: Doug Chaffee (cover), Todd Cameron Hamilton (interior)
First Published: December, 1987
ISBN: 0-88038-502-2
Length: 174 sections, plus maps and "The KGB and Its Activities in the United States" essay
Number of Endings: 1 good ending and 1 bad ending (led to from 19 different places)
Plot Summary: You're a CIA agent posing as a Canadian arms dealer and... wait, that sounds like book two. But, no, this is different. Anyway, you're an agent, and you have to go on a dangerous mission, and... Oh, never mind. It's the same as the other books, give or take a plot element.
My Thoughts: This book started out promisingly. It drops the reader right into the action and creates genuine interest in what is going on. It also contains a lot of sections (relative to other books in the series), so it gives the impression that there's a lot to explore. Unfortunately, it falls on its face very swiftly. First of all, it uses the game system more than the previous volumes... much more. In fact, there are very few choices in the book. Most of the time, you read a bit, roll the dice, hope that the roll was good (which is often hard to tell), then read some more. In the long run, you have no control over the story, and in at least one place I very bitterly resented being unable to make a particular decision. This isn't a gamebook; it's more like a randomly-generated action novel -- the same events happen every time (barring death), but the details are always slightly different. Could be interesting, but it fails totally due to the fact that TSR's copy editor must have had better things to do than ensure that this book was error free. There are so many incorrect paths and reversed page numbers that it's impossible to get through the book without frequently back-tracking just to figure out why your perfect die roll led to something horrible happening (or vice versa). Attempting to correct mistakes with the game mechanics becomes so distracting that it's impossible to pay attention to the plot and characters (which might otherwise have been at least marginally interesting -- the book is not without traces of talent). In any case, it almost makes me glad that TSR practically stopped publishing gamebooks after this series -- they had a special talent for really screwing things up spectacularly! Boo, hiss, etc.
Errata: If you thought book one was messed up, take a look at this! As in that previous confusing volume, many page numbers leading to the results of dice rolls are reversed, making good rolls turn out poorly and bad rolls turn out well. This problem exists in sections 14, 19, 32, 52, 55, 76, 82, 104, 107, 120, 155 and 162. These probably aren't the only problems, so it's best if you hold your place before turning the page so that you can go back and try the other outcome if you turn to a nonsensical results page. Also, in section 100, the results should be something like: 11 or less, turn to 144; 12 or more, turn to 75. Finally, sections 46 and 59 both have a choice that leads to 53. I don't know where this should lead, but 53 is definitely not right!

5. ULTRA Deadly
Authors: Neil Randall (gamebook), Alexander S. Cochrane, Jr. (interview)
Illustrators: Doug Chaffee (cover), Todd Cameron Hamilton (interior)
First Published: March, 1988
ISBN: 0-88038-549-9
Length: 192 pages (162 sections, plus maps and "The ULTRA Advantage" interview with Donald B. Bussey)
Number of Endings: 12 endings (one of which is a generic death ending led to from 18 sections, another of which is a failure led to from 11 sections)
Plot Summary: It's World War II, and you're a spy in Europe trying to help save the world. It's still pretty much the same as the rest of the series, but now it's historical!
My Thoughts: Well, I thought, this can't be worse than the last book in the series. In a way, I was right -- there weren't as many technical flaws as before (though there certainly were some). There was even a bit of innovation -- as mentioned above, the book is historical, which is at least something of a change of pace (though now that the USSR is gone, I suppose all of the books could be considered historical). Unfortunately, the book's flaws are countless and far outweigh its virtues. Although the writing is occasionally interesting, it is also occasionally awkward and hard to understand. The book's real failing is its ultra-linear design. After a mostly-linear introduction and a totally linear (and incredibly long) mission briefing, you finally get to make what seems like a real choice... except that one of the options leads to a sudden and unsatisfying failure. This would be okay if not for the fact that you keep getting offered this choice. You might pick it once, but after that, you know it's an ending, so you always have to pick the other choice, even if you don't like it. Really, during the entire period of time that this choice is offered, the author might as well have put in "Turn to page xx" text instead of options, as it would have made no difference! And it gets worse... after a while, you inevitably come to a point where you have to roll the dice. If you make a low roll, guess where you go? Yep, right to the bad choice that ends the game! What was the author thinking here?! This isn't interactive fiction, it's linear frustration! Things get a little better after this point, but not by much. For the rest of the story, you make choices here and there, and either you live or you die. The problem is that endings vary wildly in their level of detail. Although the book has multiple successful endings, only one of them is written in a satisfying way, making the book end with a dull thud most of the time. It's a shame. This, like the rest of the series, could have been good. It's not, though, and I recommend staying far away from it.
Errata: I only found two blatant errors. Section 48's choices both lead to totally inappropriate sections -- again, I'm not sure where they should go, but it's certainly not what's printed in the book. Also, section 106 is a bit sloppily written. The first option should end with something like "If you are incapacitated, turn to 151; otherwise, turn to 145."

6. Libyan Strike
Author: S. Spano
Illustrators: Doug Chaffee (cover), Todd Cameron Hamilton (interior), Jim Clouse (maps)
First Published: June, 1988
ISBN: 0-88038-579-0
Length: 192 pages (92 sections, plus prologue, maps and "Penetrating a Hostile Land: Preparation, Iron Nerves and Luck" essay)
Number of Endings: 2 (1 good plus 1 bad led to from 10 different places)
Plot Summary: You're a relatively inexperienced (but skilled) agent about to end up on a mission in Libya, with some very personal reasons to hope for success...
My Thoughts: Much to my surprise, this final book allows the series to end on something of a high note. Of course, there are flaws: the story is as incredibly linear as the rest of the series, and there are a few jarring inconsistencies (characters are treated as dead even if you don't kill them, plot points are repeated just in case you come down a path where you missed them the first time around, and so forth). However, the book has a number of high points. First of all, the book seems to be free of the major typos that plagued the last two. Additionally, it's the only book in the series where the character background is just that -- a character background. The other Sniper! books contain pointless spoilers for the beginning of the storyline in this section, much to my annoyance; this book, though, simply speaks of your character's history and provides a useful context for your mission. It's not just you're character that's well-defined, either; the members of the supporting cast are also fairly detailed. Overall, the writing is above average; while the book isn't entirely free of cliches, it has style. The most interesting manifestation of the author's style is the fact that the story occasionally jumps away from the player and details what's happening to other characters in other places. This breaks immersion a bit, but it gives the book a cinematic feel that increased my enjoyment of the story. I actually wouldn't mind seeing this technique used more often. Also worthy of note is the generic death ending, which is interestingly written. If you have to read just one book from this series, make it this one... and go ahead and burn books four and five. I won't be offended.


Bulgarian Translations

At least one of these books was released in Bulgarian under the "Six Actions" label.

1. Yarost vav Vietnam
Translation Of:
Viet Rampage
This book is not part of my collection.


Hungarian Translations

At least one of these books was released in Hungarian.

1. Vietnámi tombolás
Translation Of:
Viet Rampage
This book is not part of my collection.


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