Category: Books

Some Gamebook Reviews

Back in the summer when our bathroom was being renovated, I ‘lived’ downstairs with Zoffy. I took the chance to grab some unread gamebooks from my shelf and play them. Here are my thoughts.

Star Bastards, successfully kickstarted in 2016, is supposed to be a newly rediscovered ‘long lost’ gamebook from the 1980s. I think it largely misses the mark both as a work of fiction and a game.

You choose one of two roles before you begin (law enforcement or a fugitive) and the story involves the cop chasing the criminal through space. I played the fugitive and in my first playthrough won (I think?) in fewer than 25 entries. The ending was vague enough that I wasn’t sure if it was a good or bad one, but I had no interest in trying again.

The game has lots of overly complex systems, almost none of which (including combat!) I used in my playthrough. The writing, while verbose, often lacks detail and the comedy is weak and breaks the fourth wall in a way that doesn’t really work.

While the book has more art than most modern gamebooks, it’s fairly amateur and in some cases visibly pixelated as of the source files were low resolution.

This book is a miss. I actually own the second in the series (a fantasy tale) which I’ve read isn’t ‘as good’ as this one so it’ll probably sit on my shelf a while before I read it.

Secret Of White Monks Abbey, released back in 1985, is a strange book. It’s unlike the others included in this post in that is is (almost) systemless and every entry is a single full-colour page. But while brief, it’s a little more complex than your typical choose-your-own-adventure.

There are only 46 entries, and a single playthrough includes only about 10 to 15 of them. The entries are very short and as a result the story is very disjointed with frequent and unbelievable location changes.

It’s not a difficult book, and trial-and-error alone got me all the endings in well under an hour. None of the endings made any logical sense, and in the end it’s not ever even fully explained what’s going on in the titular mansion.

While obviously written for children, I wonder if a young reader would have enjoyed this even way back in 1985?

The House On Sentinel Hill is a Lovecraftian book released in 2022 which of the ones in this post is closest in format to a Fighting Fantasy book. It’s a well written and structured book which suffers from a very high difficulty.

Set in 1926, you play an investigator visiting an abandoned (or is it?) old house in New England and quickly getting mixed up in all sorts of cosmic horror. The story and writing are both strong from the start, and its cinematic in style and very faithful to the works of H. P. Lovecraft. It’s also got lovely, creepy art.

But it’s difficult. Not only does it have a punishing sanity mechanic (like the Call Of Cthulhu RPG), but the default player stats lead to failed rolls 58% of the time. There’s a lot of instant deaths, many of which have no preceding hint or warning, and most of which are distinctly grim.

When I played these books – since I was taking notes to review them – I decided to play them faithfully and not cheat. For this book this meant many deaths. I was so intrigued by the setting and the story that I kept trying and ended up playing it over half a dozen times before putting it down. I kept getting stuck at the same point: entering combinations into a weird alien machine. While several of my attempts had me visiting bizarre dimensions and being killed by various cosmic beings, flipping through the book showed me there was still a lot I never saw.

I wondered what I had done wrong and eventually sought a hint online. I managed to find a Reddit post by the author himself who gave a vague hint which didn’t help at all. Other reviews commented on the difficulty as well, and some specifically cited the same combination that stymied me! I never did find the solution.

It’s a good book, but too difficult.

Western gamebooks aren’t common, and Raining Hammers may be the only one I own in a collection that now numbers well over 500 books. This is a book written for adults, with mature themes and writing, and takes a realistic (as opposed to fantastic) approach to its story of a lone gunman on a mission of revenge.

From the start this one works against the reader. The author made the unusual choice of writing the book in third person, which doesn’t work in a gamebook. It doesn’t feel like a gamebook either, as if the author wrote a normal book and then tried to turn it into an interactive one.

The first entry is almost a novella at six dense pages of tiny font, and sometimes I went from entry to entry with no decisions to make. It’s mostly linear, but also has occasions where you can revisit areas which don’t work in the context of the story. The gambling system also feels like it should have been cut, but perhaps if it had been this would have felt even less like a gamebook.

I think this one tries hard, and almost works, but in the end felt more like reading a novel than playing a game. I didn’t win, but I also didn’t care to try again. I think its legacy is that at 26 years old now it remains one of the very few gamebooks in its genre.

Nightshift is the best of these five by a wide margin. I was dubious at first since this is a book with no combat or even dice, but the puzzle-based gameplay is clever and the story well-written and very creepy.

You play a hospital worker who finds themself trapped in a hellish dimension full of demons, witches and all sorts of other weird denizens. You wander the hospital seeking a way out, and must solve many puzzles to find the true path to victory. I’d liken the story to Silent Hill or Hellraiser and it can be genuinely creepy at times.

As mentioned the writing is excellent, and the author skillfully avoids the usual pitfalls of gamebooks set in the modern world. At first the cause of the madness is unknown, but the slow reveal of what’s actually going on is done skilfully. I was particularly impressed by how well this worked through multiple attempts, where initially innocuous events sometimes take on a very different meaning.

The puzzles range from typical inventory or codeword based ones (do you have the brown key?) to math puzzles, word games and some that are more complex and clever. While dice are not needed, you will have to keep careful notes if you hope to beat this one.

This is the first in a series of six books by the same author, although I don’t think the stories are related. I was impressed enough I bought all the others, and look forward to playing them. This one is recommended.

The Men Who Turned Their Homes Into Arcades

The title of this entry is taken from the above book, which I bought a few months ago. It’s a beautiful ‘mook’ (magazine book) showcasing home arcades built by dedicated Japanese enthusiasts. While it’s in Japanese, I was able to read it using a translator.

I’ve also become a fan of topic-specific Japanese books like this, and have already purchased (and read through) similar ones about the history of certain game genres. The writing and detail in those impressed me, so I had high hopes for this one as well.

I was not disappointed: this book is fantastic, and the mania of some of these collectors fills me with profound respect. Page after page of beautiful photography shows rooms – sometimes multiple – of Japanese homes where every square inch is now dedicated to reproducing a Game Center in their house. We’re not talking one or two machines, but ten or more, including massive things like fishing games or even hydraulic sit-down cabinets.

There’s loads of wonderful and awesome anecdotes, of which the following is just an example

  • One man modified his home to add a massive external door on the second level so large cabinets could be installed from outside using a crane.
  • One man – a massive fan of the train game series Densha de Go! – has an entire room dedicated to arcade cabs of the series and even twice rented a train line so he could play his arcade cabs on actual running trains.
  • There are several stories of people having ceilings/floors reinforced to handle the weight of games, or removing doors, closets or even walls to make extra game space.
  • One guy took years to ‘brainwash’ (his words) his wife into letting him get his first arcade cabinet. A few years later he had a room full.
  • One man installed public toilets in his house incorporating fixtures he obtained from a closed Sega arcade!
  • Another man obtained an electricians license so he could rewire his home rather than pay someone else to do it.
  • One guy built his Game Center into a closet so it didn’t eat up living space can be invisible to guests (or family) when the door is closed.
  • An accountant converted his business waiting room into an arcade!
  • Several of the home arcades include common 1980s-era arcade extras – such as drink machines or coin changers – but one guy took it further to only include Showa-era coins in his money changer. (This is like a retro USA arcade only using 1980s quarters for their machines.)

Most allow friends and local children to play the games, and many are members of enthusiast clubs. The latter is important since maintenance is often cited as a big issue and being in a club would make it easier to find someone with the skills required to keep 40+ year old tech working.

I’d love to be able to do this myself, but for many reasons that’s impossible so I enjoyed living vicariously through this wonderful book. It was successful enough for a second volume, which I also own, but I’ll probably leave reading that one for when I return:

Japan Pickups: Games

I’m using ‘games’ here to describe video games and ‘TRPGs’ (as tabletop games are called in Japan). This is the category in which I’m always hunting for items on my trips and this time I was very happy with my finds…

It’s been a while since I’ve found a new Japanese Fighting Fantasy book for my collection, so I was pleased to see this JP version of ‘Out Of The Pit‘, the FF Monster Manual. Unlike the western version, it’s published at the same size as a normal FF book and is therefore a chunky little volume. The cover is a little tattered, but it’s in otherwise excellent condition and included its obi and even an advertisement for the Japanese Warlock magazine.

Speaking of which, I bought ten more issues of Warlock, which I found once again at Mandarake in Akihabara (where do they keep getting these from?). These weren’t cheap, but with this addition I now have 75% of the entire run of this magazine, including the first and last (#63) issues.

Moving onto one of my other collections, I found the above three Wizardry games. The leftmost had eluded me for years and was surprisingly inexpensive (about $30) but I didn’t even know Summoner had a PS2 version and didn’t hesitate to pay through the nose for it (~$100) when I found it in Nagano on Christmas Day. The last is the JP physical edition of the recent Wizardry 1 remake. Alas I was unable to find the special edition of this release, which comes with a lot of bonuses. One day I will…

This is a remarkable guidebook for all three Game Boy Color remakes of Wizardry 1 – 3. I’ve got many Japanese Wizardry game guides in my collection now, but this may be the best I’ve yet seen.

It starts with some lovely colour pages detailing the history of each game…

And then goes into detail about the specifics of the GBC versions of each title, including monsters, items and maps. Most of the book is in colour as well.

Each game gets its own section and as a result the book is fairly lengthy. The GBC versions of these games are rare and (very) expensive these days, so this book would have a limited audience. But I have all three games and will one day play them again and when I do this ‘bible’ will be extremely useful!

The above is the 1991 revised edition of the Wizardry TRPG rules for the tabletop game based on the video game series. I have read that the Wizardry TRPG was immensely popular back in Japan back in the day – competing even with D&D – but this is the first time I’d found a basic rule book for sale.

It’s got all the usual sections common to RPG rulebooks, and I like that the character sheet resembles those in the video games. I wonder what this game is like to play?

Speaking of the TRPG, I also bought the above. The two on the left are adventures, and on the right is a gamesmasters screen! These date to a few years before the rulebook above, which suggest they were intended for the first edition rules (which I’ve never seen). These were expensive, and only a maniac would buy them if he couldn’t even read them…

The above was an incredible find, not only because I’d never heard of it but also because I have since read it is ‘extremely rare’! It’s a Wizardry card game named after the ultimate wizard spell ‘Tiltowait’!

The description said it was ‘opened but never played’ and while the flimsy cardboard box had seen better days the cards themselves don’t show any evidence of use so I’m guessing the description was accurate.

Amusingly this is a reskin of Uno using monsters and spells from Wizardry as card art. From the included rules it seems ‘Tiltowait’ is the Draw 4 equivalent and other spells (‘Haman’ etc.) correspond to the other effect cards in Uno, with a few additions such as counter and discard spells.

The last game pickups from the trip were the above Switch titles. All of these are compilations of arcade games – mostly shooters. Taito Milestones 3 was purchased not just because it includes Cadash but also all three Rastan games and both Bubble Bobble and Rainbow Islands. It’s one of the very best arcade compilations I’ve seen! The game on the right is the special edition of Mushihimesama, the insect-themed Cave shooter.

Lots of treasures here, but alas my grails once again eluded me. The hunt will continue in future trips…