What If Books


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This four-book series appeared in the early eighties and just as quickly disappeared. The books have no system of rules, so the mechanics are of the simplistic Choose Your Own Adventure variety. According to the backs of the last two books, the intended audience was ages 8-13. The series was published by Regal Books under their Galaxy imprint, and judging by Biblical references in the first book's introduction (among other things), it seems to fall into the same mildly religious camp as its longer-lived contemporary, the Making Choices series. There are only a few overt references, but it's fairly obvious that Regal's primary market was Christian bookstores. It's amazing how many gamebooks followed this particular path....

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 1. Ride the Blue Bazoo
Author: Laurie B. Clifford
Illustrator: David Marty
First Published: 1983
ISBN: 0-8307-0901-0
Length: 97 pages
Number of Endings: 29
Plot Summary: You wake up only to realize that you've forgotten about an important history test; in the adventures that follow, you often have an opportunity to ride the titular Blue Bazoo, a nerd's strangely modified moped.
My Thoughts: This book is almost good, but it doesn't quite make it. The writing style is more flavorful than your average Choose Your Own Adventure, but its flavor isn't used to much advantage. Similarly underused is the book's frequent inclusion of more than two choices at the end of many sections, a fairly unusual practice in a genre where two choices seem to be the common standard. The problem is that most decision points, regardless of how many choices they provide, only lead to one section that isn't a dead end. This makes most of the other choices seem like pointless filler. Speaking of pointless filler, I also object to the fact that the same full-page illustration is printed twice in the book (see pages 26 and 85). It's also a little cheesy that every single choice begins with the words "what if." Another problem is that, since many decisions are of a moral nature, and "bad" decisions are always punished with an immediate ending, the whole adventure begins to feel preachy and predictable. In the end, despite the cover of slightly colorful language (I bet the publisher, and possibly the author, had no idea what "dorky" actually means) and some outrageous choices (you have to love the "what food do you force down in order to simulate stomach flu?" decision), the book's moral agenda ends up being a little too obvious for the reader's comfort, and this, combined with its other flaws, brings the whole book down.

 2. Follow the Lone Cry
Author: Laurie B. Clifford
Illustrator: David Marty
First Published: 1983
ISBN: 0-8307-0913-4
Length: 99 pages
Number of Endings: 26
Library of Congress Summary: The reader makes choices dealing with going to the Yukon in search of treasure.
My Thoughts: This book is a little bit unusual, as it could be best described as a character study. The reader is given a backstory, some family obligations and even a gender and nickname, and the choices often involve balancing obligations and desires. It's quite interesting, because it takes some old Choose Your Own Adventure standbys (globetrotting parents, treasure hunting) and treats them more as emotional obstacles than as fun plot devices. It also stirs up a moderate amount of childhood nostalgia and occasionally displays a mildly twisted sense of humor. Sounds interesting, doesn't it? It almost is, but it has all the same problems as the last book. There's one long path through the book, and if you don't make the right choices, the story just ends abruptly. I'd much rather have had more detailed but shorter paths in place of this "one strike and you're out" design. It also really bugs me that the reader can't get away with making choices that aren't entirely mature, responsible and selfless. This would be a much stronger book if you could do something wrong and see how your actions impact your friends and your future. Instead, we're treated to logic like "you tried to hurt your parents' feelings, so you got run over by a truck." Oh well; you can't have everything.

 3. Sneak Behind Enemy Lines
Author: Laurie B. Clifford
Illustrator: Uncredited
First Published: 1984
ISBN: 0-8307-0939-8
Length: 129 pages
Number of Endings: 43
Library of Congress Summary: By entering a contest advertised on the back of a cereal box, the reader is launched on a series of adventures whose outcome is governed by the choices he or she makes at the bottom of each page.
My Thoughts: This is the worst book of the series thus far. For the most part, it's more of the same -- the same basic lopsided structure, the same writing that's almost effective but not quite, the same unconvincing moralizing. Where the last two books had some interesting features to help compensate for their failings, this one really doesn't. Although the reader's character has something of a background, it's completely irrelevant to the story, which itself is just a series of cliches. The decision-making isn't very interesting either, since most of the choices aren't very meaningful and there's often no way of predicting which choice will work out and which will bring the adventure to a screeching halt. It's also a little irritating that, though this is the longest book of the series, much of its length comes from story sections that could have fit on a single page but which were instead pointlessly cut in half. The only saving grace is the book's sense of humor, which is occasionally mildly amusing. It's not nearly enough, though, and I wouldn't really recommend wasting much time on this thing.

 4. Accept the Royal Challenge
Author: Laurie B. Clifford
Illustrator: Uncredited
First Published: 1984
ISBN: 0-8307-0940-1
Length: 114 pages
Number of Endings: 36
Library of Congress Summary: The reader chooses the development of the plot while dealing with a difficult neighbor lady. Can she possibly be royalty?
My Thoughts: Like the rest of the series, this book is a mixed bag. It's kind of amusing at times, and it's probably the most unusual book of the series plot-wise (which is not to say it is free of cliches). At the same time, though, the decision-making is meaningless as usual; most of the time, it's obvious which choice is the one needed to move forward (there are way too many "give up and back out of the adventure" opportunities), but when the right answer isn't obvious, it doesn't necessarily make any sense. It seems pretty clear that no real effort was made to make this story truly interactive. Perhaps even more disappointing, though, is the book's near-total lack of closure. The entire story feels like the very beginning of a much longer tale, and not a single ending is satisfying; at least it can be said that the author was consistent in this regard! As in the previous book, the reader's character is assigned an identity (well, just a name this time) which has no particular bearing on anything but manages to dissociate the player from the protagonist. In any case, I have to say that it's kind of a shame that the series ended here. What with the linear nature of the stories, it would have been easy to create a sequel and continue this storyline, thus achieving something that was rarely done in books as mechanically simplistic as these.


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