In this article, we will explore in detail Nintendo gamebooks and its impact on different aspects of our daily lives. From its origin to its evolution, Nintendo gamebooks has played a fundamental role in the way we interact with the world around us. Over the years, Nintendo gamebooks has generated endless debates and discussions, becoming a topic of interest for academics, professionals and the general public. Through this analysis, we will seek to shed light on the various facets of Nintendo gamebooks and its influence on our current society.
Novels based on Nintendo video games
Nintendo gamebooks are novels based on video games created by Nintendo. The gamebooks feature characters and settings from the Super Mario and The Legend of Zelda franchises, in two series, Nintendo Adventure Books and You Decide on the Adventure.
Nintendo Adventure Books
The Nintendo Adventure Books series of 12 books was created by Russell Ginns, author of the Samantha Spinner series. It was published from 1991 to 1992 by Simon and Schuster in the United States and Archway Books and Mammoth Books in the United Kingdom.[1][2] They are formatted like the popular Choose Your Own Adventure books, where the story progresses with the reader's decisions. Ten of the books are about the adventures of the Mario Bros. in the Mushroom Kingdom and are based primarily on the Valiant comics published for the Nintendo Comics System imprint. Books nine and ten are about Link from The Legend of Zelda series.[3][4][5][6]
Each book is 121 pages long, containing various puzzles such as mazes and word searches.[7]
Some of the books were re-released as a promotion for Pringles.[8]
The You Decide on the Adventure series has four gamebooks published by Scholastic from 2001 to 2002. All four were written by Craig Wessel, based on Game Boy Advance and Game Boy Color games.[9]
^Bock, Philip K. (1992). "A monstrous adventure -- Monster Mix-Up (Nintendo Adventure Books no. 3) by Bill McCay". Journal of Anthropological Research. 48 (3): 261. ISSN0091-7710.