An armchair-adventurer franchise goes to Everest.
The premise is familiar: Readers engaged in a video-game–like scenario face a series of decisions. At each challenging juncture choices must be made. Do this and turn to page… Do that, and you’ll discover you’re doomed. Readers become members of the youngest team to ever scale Mt. Everest. Those that trouble to study the backmatter will receive some pithy advice from climbing expert Morton (who has successfully scaled Everest multiple times.) It is wise to heed that advice. The team consists of three young teens, three experienced climbers and the sponsor, a video-game–company owner, all of whom are just lightly sketched—it’s all about the plot. Most of them will almost seductively offer you opportunities to make major mistakes. Realistically, the errors made on the approach to Everest are generally forgiven: a quick recovery period then back to climbing. Those made higher up may be lethal. Brief text sections are accompanied by an occasional short graphic section consisting of five or six frames of action-filled art. Readers that make cautious choices will be rewarded by reaching the summit, but it’s easy to be led astray, and only a path or two through the minefield of mistakes will result in full success—although there are quite a few amusing ways to fail without actually dying.
Quick, clean fun; no crampons needed. (Action/adventure. 8 & up)