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Twistaplot
Twistaplot is a series of children's gamebooks that were published by Scholastic from 1982 to 1985. Books #1, #4, #9, and #14 were written by R.L. Stine, who would go on to write the ''Fear Street'' series and the ''Goosebumps'' series, which in turn spawned the gamebook spin-off series ''Give Yourself Goosebumps''. The remaining books were written by various authors including Louise Munro Foley. They were Scholastic's response to the ''Choose Your Own Adventure'' series. After the success of the ''Goosebumps'' series, the Twistaplot titles that were written by R. L. Stine were reissued with new covers in 1994 and 1995. Style and gameplay Twistaplot covers a wide variety of genres, including science fiction, fantasy, and horror. Similar to the ''Give Yourself Goosebumps ''Give Yourself Goosebumps'' is a children's horror fiction gamebook series by R. L. Stine. After the success of the regular ''Goosebumps'' books, Scholastic Press decided to create this spin-off series in 1 ...
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Twistaplot
Twistaplot is a series of children's gamebooks that were published by Scholastic from 1982 to 1985. Books #1, #4, #9, and #14 were written by R.L. Stine, who would go on to write the ''Fear Street'' series and the ''Goosebumps'' series, which in turn spawned the gamebook spin-off series ''Give Yourself Goosebumps''. The remaining books were written by various authors including Louise Munro Foley. They were Scholastic's response to the ''Choose Your Own Adventure'' series. After the success of the ''Goosebumps'' series, the Twistaplot titles that were written by R. L. Stine were reissued with new covers in 1994 and 1995. Style and gameplay Twistaplot covers a wide variety of genres, including science fiction, fantasy, and horror. Similar to the ''Give Yourself Goosebumps ''Give Yourself Goosebumps'' is a children's horror fiction gamebook series by R. L. Stine. After the success of the regular ''Goosebumps'' books, Scholastic Press decided to create this spin-off series in 1 ...
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Louise Munro Foley
Louise Munro Foley (born October 22, 1933) is a Canadian writer who later moved to the United States. She was born as Louise Munro in Toronto; her last name was adopted in 1957 when she married Donald Foley. In the 1960s she worked as a copy editor for a number of radio stations and department stores before taking courses at California State University in Sacramento. Whilst doing this, she wrote her first book, "The Caper Club" and it was published in 1969. Foley also wrote a number of articles for ''Writer's Digest'' and the ''Christian Science Monitor'' during this period, besides hosting a number of radio programmes. After she finished her degree at California State University in 1976, Foley divorced and turned to full-time writing, firstly for the ''Twistaplot'' series and from 1983, for ''Choose Your Own Adventure''. Foley was only the fourth author after Edward Packard, R.A. Montgomery and Richard Brightfield to permanently establish herself within the ''Choose Your Own A ...
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Choose Your Own Adventure
''Choose Your Own Adventure'' is a series of children's gamebooks where each story is written from a second-person point of view, with the reader assuming the role of the protagonist and making choices that determine the main character's actions and the plot's outcome. The series was based upon a concept created by Edward Packard and originally published by Constance Cappel's and R. A. Montgomery's Vermont Crossroads Press as the "Adventures of You" series, starting with Packard's ''Sugarcane Island'' in 1976. ''Choose Your Own Adventure'', as published by Bantam Books, was one of the most popular children's series during the 1980s and 1990s, selling more than 250 million copies between 1979 and 1998. When Bantam, now owned by Random House, allowed the ''Choose Your Own Adventure'' trademark to lapse, the series was relaunched by Chooseco, which now owns the trademark. Chooseco does not reissue titles by Packard, who has started his own imprint, U-Ventures. Format Original ...
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Children's Literature
Children's literature or juvenile literature includes stories, books, magazines, and poems that are created for children. Modern children's literature is classified in two different ways: genre or the intended age of the reader. Children's literature can be traced to traditional stories like fairy tales, that have only been identified as children's literature in the eighteenth century, and songs, part of a wider oral tradition, that adults shared with children before publishing existed. The development of early children's literature, before printing was invented, is difficult to trace. Even after printing became widespread, many classic "children's" tales were originally created for adults and later adapted for a younger audience. Since the fifteenth century much literature has been aimed specifically at children, often with a moral or religious message. Children's literature has been shaped by religious sources, like Puritan traditions, or by more philosophical and scienti ...
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Gamebooks
A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. Each narrative typically does not follow paragraphs in a linear or ordered fashion. Gamebooks are sometimes called choose your own adventure books or CYOA after the influential ''Choose Your Own Adventure'' series originally published by US company Bantam Books. Gamebooks influenced hypertext fiction. Production of new gamebooks in the West decreased dramatically during the 1990s as choice-based stories have moved away from print-based media, although the format may be experiencing a resurgence on mobile and ebook platforms. Such digital gamebooks are considered interactive fiction or visual novels. Description Gamebooks range from branching-plot novels, which require the reader to make choices but are otherwise like regular novels at one end, to what amounts to "solit ...
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Scholastic Corporation
Scholastic Corporation () is an American multinational publishing, education, and media company that publishes and distributes books, comics, and educational materials for schools, parents, and children. Products are distributed via retail and online sales and through schools via reading clubs and book fairs. Clifford the Big Red Dog, a character created by Norman Bridwell in 1963, serves as the company's official mascot. History Scholastic was founded in 1920 by Maurice R. Robinson near Pittsburgh, Pennsylvania, to be a publisher of youth magazines. The first publication was ''The Western Pennsylvania Scholastic''. It covered high school sports and social activities; the four-page magazine debuted on October 22, 1920, and was distributed in 50 high schools. In the 1940s, Scholastic entered the book club business. In the 1960s, international publishing locations were added in England (1964), New Zealand (1964), and Sydney (1968). Also in the 1960s, Scholastic entered the book p ...
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Fear Street
''Fear Street'' is a teenage horror fiction series written by American author R. L. Stine, starting in 1989. In 1995, a series of books inspired by the ''Fear Street'' series, called '' Ghosts of Fear Street'', was created for younger readers, and were more like the ''Goosebumps'' books in that they featured paranormal adversaries (monsters, aliens, etc.) and sometimes had twist endings. R. L. Stine stopped writing ''Fear Street'' after penning the ''Fear Street Seniors'' spin-off in 1999. In summer 2005, he brought ''Fear Street'' back with the three-part ''Fear Street Nights'' miniseries. , over 80 million copies of ''Fear Street'' have been sold.Luisa Gerasimo e.a. in ''The Teacher's Calendar of Famous Birthdays''
page 8, on R. L. Stine: "That year he also created ''F ...
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Goosebumps
''Goosebumps'' is a series of children's horror fiction novels by American author R. L. Stine, published by Scholastic Publishing. The protagonists in these stories are tweens or young teens who find themselves in scary circumstances usually involving the supernatural, the paranormal or the occult. From 1992 to 1997, 62 books were published under the ''Goosebumps'' umbrella title. Various spin-off series were written by Stine: ''Goosebumps Series 2000'', ''Give Yourself Goosebumps'', '' Tales to Give You Goosebumps'', ''Goosebumps Triple Header'', ''Goosebumps HorrorLand'', ''Goosebumps Most Wanted'' and ''Goosebumps SlappyWorld''. Another series, '' Goosebumps Gold'', was never released. ''Goosebumps'' has spawned a television series and merchandise, as well as a series of feature films, starring Jack Black as Stine. Since the release of its first novel, ''Welcome to Dead House'', in July 1992, the series has sold over 400 million books worldwide in 32 languages, becoming the ...
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Give Yourself Goosebumps
''Give Yourself Goosebumps'' is a children's horror fiction gamebook series by R. L. Stine. After the success of the regular ''Goosebumps'' books, Scholastic Press decided to create this spin-off series in 1995. In fact, Stine had written gamebooks in previous years. Fifty books in the series, including the "special editions" were published between 1995 and 2000. All of the books in the series, with the exception of ''Please Don't Feed the Vampire'', are now out-of-print. General plotline For the most part, play is rather simple, as the books are merely novels with branching plots. The books are written in the second person and enlivened by puzzles or choices. Rather than being simply from beginning to end, the reader is told to turn to a certain page at the bottom of the current page, at certain pages the reader will be given at least two choices of which page to turn to, depending on what they want the main character (one's self) to do. If the reader makes poor choices, the b ...
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Science Fiction
Science fiction (sometimes shortened to Sci-Fi or SF) is a genre of speculative fiction which typically deals with imaginative and futuristic concepts such as advanced science and technology, space exploration, time travel, parallel universes, extraterrestrial life, sentient artificial intelligence, cybernetics, certain forms of immortality (like mind uploading), and the singularity. Science fiction predicted several existing inventions, such as the atomic bomb, robots, and borazon, whose names entirely match their fictional predecessors. In addition, science fiction might serve as an outlet to facilitate future scientific and technological innovations. Science fiction can trace its roots to ancient mythology. It is also related to fantasy, horror, and superhero fiction and contains many subgenres. Its exact definition has long been disputed among authors, critics, scholars, and readers. Science fiction, in literature, film, television, and other media, has beco ...
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Fantasy
Fantasy is a genre of speculative fiction involving Magic (supernatural), magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy literature and drama. From the twentieth century, it has expanded further into various media, including film, television, graphic novels, manga, animations and video games. Fantasy is distinguished from the genres of science fiction and horror fiction, horror by the respective absence of scientific or macabre themes, although these genres overlap. In popular culture, the fantasy genre predominantly features settings that emulate Earth, but with a sense of otherness. In its broadest sense, however, fantasy consists of works by many writers, artists, filmmakers, and musicians from ancient mythology, myths and legends to many recent and popular works. Traits Most fantasy uses magic (paranormal), magic or other supernatural elements as a ma ...
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Horror Fiction
Horror is a genre of fiction which is intended to frighten, scare, or disgust. Horror is often divided into the sub-genres of psychological horror and supernatural horror, which is in the realm of speculative fiction. Literary historian J. A. Cuddon, in 1984, defined the horror story as "a piece of fiction in prose of variable length... which shocks, or even frightens the reader, or perhaps induces a feeling of repulsion or loathing". Horror intends to create an eerie and frightening atmosphere for the reader. Often the central menace of a work of horror fiction can be interpreted as a metaphor for larger fears of a society. Prevalent elements of the genre include ghosts, demons, vampires, werewolves, ghouls, the Devil, witches, monsters, extraterrestrials, dystopian and post-apocalyptic worlds, serial killers, cannibalism, cults, dark magic, satanism, the macabre, gore and torture. History Before 1000 The horror genre has ancient origins, with roots in folklore ...
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