Packard, Edward

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packardedward

Space vampire

1987
As the Space Academy's top recruit, you must capture a vampire before he reaches Earth. You decide how the story will end.

Mutiny in space

1989
You are an apprentice crew member aboard a space ship where there is a mutiny. You choose what happens next in the story.

Sunken treasure

1982
The reader is asked to make choices which will determine the outcome of a search for sunken treasure.

Ghost hunter

1986
Hunting for the ghost of Harlowe Thrombey in the dark gloomy basement of the Thrombey mansion you see a white glow at the top of the stairs. You decide what happens next.

Dream trips

1983
The reader chooses which adventures she will go on in her dreams.

Deadwood City

1982
y following the instructions at the bottom of each page, the reader can have several different adventures in the Old West.

Dinosaur Island

1993
The reader's decisions control the course of what happens when a plane crash leaves three friends stranded on a remote island inhabited by dinosaurs.

Magic master

1992
You, the reader, visit the home of the magic master hoping to discover the secret of his powers. When you arrive the door is unlocked. Do you go inside?.

Vampire invaders

1991
You the reader, an expert on vampires, is called to examine evidence that vampires have invaded the Earth. Where should your mission begin?.

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