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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.

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dbo:abstract
  • 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. (en)
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  • N/A (en)
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  • April 1997 (en)
  • December 1995 (en)
  • December 1997 (en)
  • February 1997 (en)
  • January 1999 (en)
  • July 1996 (en)
  • July 1997 (en)
  • June 1997 (en)
  • June 1999 (en)
  • March 1999 (en)
  • May 1999 (en)
  • October 1998 (en)
  • October 1999 (en)
  • February 1999 (en)
  • March 1997 (en)
  • November 1999 (en)
  • July 1995 (en)
  • February 1996 (en)
  • November 1995 (en)
  • April 1996 (en)
  • December 1996 (en)
  • June 1996 (en)
  • April 1998 (en)
  • August 1996 (en)
  • May 1997 (en)
  • November 1996 (en)
  • October 1996 (en)
  • August 1997 (en)
  • June 1998 (en)
  • September 1997 (en)
  • August 1998 (en)
  • December 1998 (en)
  • January 1998 (en)
  • July 1998 (en)
  • March 1998 (en)
  • May 1998 (en)
  • November 1998 (en)
  • August 1999 (en)
  • July 1999 (en)
  • September 1998 (en)
  • April 1999 (en)
  • December 1999 (en)
  • January 2000 (en)
  • September 1999 (en)
  • November 1997 (en)
  • January 1997 (en)
  • October 1997 (en)
  • September 1996 (en)
  • February 2000 (en)
dbp:shortSummary
  • The reader is staying at their grandmother's house, next to a cemetery. Ghosts start to appear around the house, but Grandma is unable to see or hear them. The reader is given the choice to either find out more about the ghosts by following one of them or get away from Grandma's house by going home. (en)
  • The reader is on a class trip in the Amazon Rainforest. The reader and their friend Zoe abandon the group and encounter a strange stone beast that chases them through the jungle as well as an encounter with a cave troll named Cronby. The two major storylines of the book branch from the decision to either run into a clearing or toward a pool. (en)
  • After having had horrific nightmares, the reader wakes up to discover that their surroundings are not what would be expected. The reader has amnesia and is trapped in a creepy house. Depending on whether they chooses to sneak out the window or hide in the attic, the reader will face either aliens, werewolves, or secret agents. (en)
  • The reader's grandmother is waiting at the train station. When the reader arrives, there are two of her - one on the platform and one on the train, claiming the one on the platform is a phony. The storyline the reader follows is determined by the choice of which grandma to accept as the real one. If the reader chooses the one on the platform, they will find that she is an alien in disguise. If the reader chooses the train one, they will discover that she is a secret agent out to destroy aliens. Both have various outcomes. (en)
  • The reader's mother, who works at Eeek Labs, invites the reader and the reader's friend Sam to come wait for her at work. Though the reader is warned not to cause trouble, the first choice in the book is whether or not to explore the lab. If the reader decides to explore the lab, the book continues. Otherwise, the book just ends quickly. Going through the canine maze could lead the reader to turn into a German Shepherd. The players can also encounter a Vamporilla with one ending having it taken away by Tarzan. (en)
  • The reader's uncooperative younger brother Denny stumbles into a time travel experiment at a museum and the reader has two hours to bring Denny back before he ceases to exist. Endings include falling into quicksand, being eaten by crocodiles, being labeled as a "Couch Potato" in a zoo, and exploding in space. Mark Nagata illustrated this book through Lost in Stinkeye Swamp, number 24. (en)
  • Reggie Mayfield tells the reader that there are monsters in his dad's department store. The reader and their friend Julie try to prove that Reggie is lying by going to the department store at midnight and spending an hour there. This is the first book in the series to have a largely non-linear storyline. It also uses an item collection system. Although previous books have contained at least one page that use one, it is the first time that an item check has been used as the main theme in the book's storyline. Craig White illustrated this cover, and continued to do so throughout the series and its special editions. (en)
  • Return to Terror Tower follows the events of A Night in Terror Tower with Sue and Eddie being the reader's friends now. They request the reader's help in reclaiming their rightful throne and overthrowing their evil king of an uncle who is ruling their village while escaping the capture of the king's knights and being sent to the Lord High Executioner. (en)
  • There is a curse that is rumored to haunt Tiki Island. Endings include turning into an octopus, falling into lava, getting banned from the island resort permanently, accidentally cursing themselves with the Tiki Eye, and getting buried under a mountain of diamonds. (en)
  • The reader's mother has hired a babysitter named Zoe. Zoe has whiskers, claw-like fingernails, and a pointy nose. Zoe provides the reader with a spinner that offers the choice between fun or games. Whatever it lands on determines which of the two main storylines the reader will follow. The spinner is reused for a couple of choices and there are a few activities to do in the "Games" section with a tattooed man named Dare. The Beast from the East is mentioned. Each of the storylines have only one good ending. Endings include: Being buried alive by rats, getting shredded into a Kid Grater, Zoe turning the reader into a rat, getting stuck with Dare for another week, and finally getting home via a DiskGoTech . (en)
  • The reader goes exploring in a cave, finds an animal skull, and drops it. Suddenly, a shaman appears and says that the reader has displeased the cave spirit. The reader is presented with the choice of either turning into a spellcaster or a hunter and then battling the corresponding creatures. Endings include being thrown off a cliff by a giant bird, being stuck forever in the Lost Land, accidentally stopping all time forever, and switching places with the Cave Spirit. (en)
  • The reader revisits the Carnival of Horrors from the first Give Yourself Goosebumps book. Cousin Floyd accompanies the reader on the journey, as does Patty, who appeared in part one. Endings include being eaten by hot dogs, being killed by slugs that spit acid, being buried under alphabet letters, getting eaten by a T-rex, being attacked by a squid, going to space, escaping back in time, escaping with the ghosts, turning into a crane prize, turning into a robot, becoming a skeleton, and escaping with passes to the Carnival of Horrors. (en)
  • The reader enters a creepy-looking clock store and attempts to help Chronos, the store owner. The storyline focuses on time travel and attempting to return to the proper time. The reader also encounter the Time Police, who attempt to track the reader down, and personifications of the star signs called the Zodiacs, who will either help or harm the reader. (en)
  • The reader is staying at an inn that seems peculiar. Falling asleep, the reader has nightmares about such things as metamorphosing into a bat and other people mutating into aliens. The reader must then find a way to escape their dreams while encountering the Sleep Master and the evil Lord Morphos. Endings include falling asleep for seven decades , metamorphosing into a robot, getting sucked into a black hole, getting blown up by dynamite, and being stuck in the dream world forever. (en)
  • The reader takes a job cleaning the garage of an inventor named Professor Shock. Being told to avoid a particular door in the garage, the reader enters it anyway. (en)
  • The reader and their classmate Jamie visit her uncle Darius for ideas to complete a science project. Darius is an inventor and has recently invented a transvator which he claims can take him to other universes where everything is the same except for one deadly difference. After Darius enters the transvator, the Darius who returns is from a universe of headhunters and the reader must decide whether to attempt to capture headhunter Darius or to enter the transvator in order to find the Darius who belongs in the reader's universe. Endings include being beheaded , having your neck broken, and being eaten by bugs. (en)
  • The reader wins a contest writing a horror story called "Revenge of the Werewolves" and the prize is admission to a horror convention featuring famous horror writers at a place called Twisted Tree Lodge. What nobody knows is that the reader didn't actually write the story as they found it in a trash can. The story the reader "wrote" starts coming true at the convention. Soon, everyone is metamorphosing into werewolves as the reader sees as mysterious man in black. The reader must also contend with appearances by vampires and zombies. (en)
  • The reader is spending the summer with their cousins Barney and Dora. Barney is a bully and Dora is a typical annoying little cousin. The reader's aunt and uncle don't want anyone in the basement. In the basement of the house, there is a refrigerator that holds a jar of a purple substance that smells like peanut butter and a box of some chocolate cake. The story depends on which the reader chooses to consume when they suddenly get hungry; eating the purple stuff shrinks the consumer with different results and eating the chocolate cake grows the consumer, with different results. (en)
  • The reader walks through a creepy part of town and stumbles upon a new comic shop called Milo's Comics Dungeon whose owner Milo does not plan on ever letting the reader leave. Various endings include being trapped in a comic permanently, melting into nothing, or being turned into a hundred-foot-tall green Godzilla-like monster. (en)
  • The reader is the new kid in town and so has no friends. The reader meets a young boy named Nick who invites the reader to join the "Horror Club" that meets in Bat Wing Hall. The reader then has to decide between going on a scavenger hunt around the house or searching for "the scariest item he/she can find". Endings include being stuck in a bat house, turning to stone, and running into the Swamp Monster. (en)
  • The reader and their friends check into a rundown hotel on the side of an abandoned highway. The hotel turns out to be inhabited by ghosts and the only way out is to locate the only other human resident. Jenna from Scream of the Evil Genie makes a cameo appearance. (en)
  • The reader visits a theatre where the characters in the films come to life. The initial choice is between watching a King Kong-like monster film called "Going Ape in Blastovision", a spy thriller called "Agent Z vs. Dr. Aqua", and a horror film called "House of a Hundred Horrors". (en)
  • The reader starts out with a costume called "Vampire in a Can": a cheesy vampire costume stuffed inside a can. The reader then finds a strange packet of red goo inside that will turn anyone who swallows it into a vampire. The two main storylines deal with either the reader turning into a vampire or the reader's pet poodle Fifi mutating into one. (en)
  • The reader, their parents, and annoying older brother Pete go to Lonestar National Park. While camping in the desert, the reader finds a shop and can buy one of two valuable items: a pair of magic snake eyes that allow the wearer to shapeshift into different animals or a map to an old, deadly gold mine. If the reader chooses the magic snake eyes, the reader may shapeshift into any of several different animals including a bear, a fish, and a falcon, while the choice of the map results in the necessity to solve a riddle. (en)
  • The reader visits Madame Zapp's new virtual reality arcade. The two main storylines result from the decision to either play Arctic Adventure or Adrift off Vega. Arctic Adventure takes the reader to the Arctic where they encounter the Abominable Snowwoman; Adrift off Vega takes them to space, where they are attacked by aliens. Beginning with this book, the covers take on a new style. (en)
  • The reader, their little sister Joanie, and their best friend Sid go to the mall, but Joanie runs into a magic shop and steals a magic book of magical spells while the reader is distracted. Later, they come to know that the shop owner is an evil magician who wants his book back or he will make Joanie disappear into thin air. (en)
  • The reader and their friend Richie do a great performance at a circus camp. As a reward, they are allowed to participate in a real circus. At the beginning of the book, the reader must choose only three items out of a list to take to the circus. (en)
  • The reader and family go on vacation to Cat Cay, which is inhabited by strange cat-like creatures. Endings include getting attacked by ghostly cats, sinking on a motorboat, turning invisible forever, a fatal fall off a rope, and suffocating in a sandstorm. (en)
  • The reader and their friend Trevor are fans of a horror movie that takes place in Payne House. The two decide to spend a night there as a result of a dare. The horrific elements of the movie, however, turn out to be real. It forces the reader to choose only three items before starting their adventure, but it is also possible to collect more items in Payne House. (en)
  • The reader attends a summer sports camp that turns out to be run by alien invaders. (en)
  • The reader prepares for a fun-filled vacation at WoodsWorld until rumors around the Kids Only Campfire reveal that the place is full of werewolves. There are 23 possible endings, three of which result in the entire thing having been a dream. Werewolves are not the only horrific element to the book as some endings involve trolls and metamorphoses into inanimate objects. This book is written in a different manner than the others, as several choices are about what happens to the character rather than what the character does. (en)
  • A suit of armor brought to the United States from England has a curse on it connected to the reader's family. Two crates are shipped with the suit of armor, one marked "Good Knight" and the other marked "Evil Knight"; the reader must choose one to open. Endings include being age-reversed into an infant and being turned into a flower or a bird. (en)
  • The reader wins a contest and is presented with the choice of two prizes: a tour of a toy factory or an Annihilator 3000 toy robot. If they choose the tour, the doll Nasty Kathy will attack them. If the toy is chosen, the robot starts annihilating the reader's house. (en)
  • The reader is thrown a horror-themed birthday party that is hosted by a strange entertainer named Dr. MacDeath while the reader's parents have to work late. The reader must choose to either open gifts or play party games. The gifts are violent motor-powered toys and all the "games" involve different outcomes. (en)
  • The reader is transferred to a boarding school in Nevada where all of the kids are very quiet. The reader plays a prank and steals their teacher's monocle, which when worn reveals secret brainwashing messages written over all the walls. This leads to the discovery that all the students are being mind-controlled by the teachers, who are plotting to take over the world. From there, the story will either follow the reader's attempts to escape the school or to survive the day's classes. (en)
  • The reader and a friend are taking a fortnight-long cruise to Japan. A fellow passenger says that people are doing experiments on the boat that are causing passengers to mutate into fish-like creatures and will blow up the ship. The reader has to choose between telling the captain about the bomb threat or jumping off in order to get away from the explosion. (en)
  • The reader is sucked into a tornado that turns out to be sentient after being unable to make it into the storm cellar in time. There are also talking animals within the tornado. (en)
  • The reader is in a rich area of town going trick-or-treating. The reader's initial choice is to choose from entering one of five colored houses, all of which are in front of a mansion. If he or she survives his or her time in the chosen house, the reader will sometimes be given the chance to choose a different house. But at other times, the reader will have to continue to the mansion. There are items to collect in some of the houses and missing some of them may lead to a bad ending. The reader's goal is to survive his or her time in the mansion, but it is impossible to do so without entering at least one house first. (en)
  • This book focuses on the reader getting rid of a poltergeist that has haunted a house, not trying to get out of a haunted house. In most of the endings, the reader is killed by the poltergeist. (en)
  • The reader moves to a new house called Swamp House. It is ugly, rundown, and haunted by a ghost named Annabelle, but there is treasure hidden in the grounds. In the basement, the reader finds a magic telescope and Annabelle's two-century-old diary. (en)
  • A history class is taking a trip to the Wicked Wax Museum the day before it opens. The reader and their friends Jake and Liz misbehave and are told by their teacher that they are not allowed inside. Eventually, Jake decides to go inside and soon starts screaming, providing the reader with the first choice in the book: whether to go in after him or to go find help. (en)
  • The reader is exploring a skyscraper shaped like a pyramid and, examining an Egyptian mummy, finds a diary that seems to have been written by the corpse. Possible endings include finding the mummy's treasure, disintegrating into dust, drinking a sleeping potion, and sinking into the La Brea Tar Pits. (en)
  • The reader is on a school field trip to the E. Ville Creeper Botanical Gardens. In order to complete the book successfully, the reader must manage an inventory and determine the best order in which to carry out actions. One of the two main storylines is characterized by an early choice that determines whether or not the book can be completed successfully. (en)
  • In this sequel to Invasion of the Body Squeezers, Jack, the protagonist of the first book, is the reader's friend. Returning from a trip, the reader finds out about Jack's experience fending off the alien invasion of Body Squeezers and soon learns that a second invasion is coming. At one point, the reader may choose to hammer a pick-axe into Leonard Nimoy's star on the Hollywood Walk of Fame in an attempt to save Los Angeles from the aliens. (en)
  • This book has four almost fully distinct main storylines. The reader and their friend Nathan or their family go on a weekend trip to Poison Lake. Some rumors have been going around that the lake is actually poisoned and thus should not be swum in. Rather than providing the reader with a choice in order to determine which storyline is followed, this book requires the reader to pick a lucky number. The number is then employed at several points throughout the book, making the course of the story more random than voluntary. (en)
  • At a magic show, the reader sneaks backstage and finds Mysterio the Magician's bag of tricks. Even though the label reads "DO NOT TOUCH!", the reader opens up the bag. Inside are a magic wand, disappearing powder, and reappearing spray. The reader's character is portrayed with more compassion than other books in the series - their main goal in the storyline is to get a dog to a safe location. (en)
  • The reader and two friends, Patty and Brad, wander into a haunted amusement park. There are two main storylines determined based on whether the reader chooses to go to the rides or the games. In addition to choices the reader can make about how the story unfolds, there are several games of chance that determine the reader's fate. Endings include blasting off to Mars for two decades, falling forever, bouncing forever on a trampoline, becoming stuck in a mirrored hallway, metamorphosing into a chicken, metamorphosing into a dummy for the Real-Life Space Display, metamorphosing into a ghost, and being stuck together with Brad and Patty by a gluelike substance like Siamese triplets. (en)
  • Another book with only one storyline, this book involves the reader installing a web crawler onto a computer that develops a virus that can come out of the computer and bite people. The reader may choose to seek help either from a strange computer-hacking teenager or from a doctor who makes strange suggestions. (en)
  • Coming home from school after a very tiring day, the reader takes a cola can out of the refrigerator. Once it is opened, a genie named Jenna, dressed like a punk rocker, pops out, instead of cola. She grants the reader three wishes, so long as they are neither violent, likely to kill or injure someone else, or menial household tasks. However, the wishes should be spoken very precisely or else. (en)
dbp:subject
  • None (en)
  • Classic Goosebumps #3 (en)
  • Classic Goosebumps Series (en)
dbp:subject.
  • Classic Goosebumps #14 (en)
dbp:title
  • All-Day Nightmare (en)
  • Alone in Snakebite Canyon (en)
  • Attack of the Beastly Babysitter (en)
  • Beware of the Purple Peanut Butter (en)
  • Checkout Time at the Dead-End Hotel (en)
  • Danger Time (en)
  • Deep in the Jungle of Doom (en)
  • Diary of a Mad Mummy (en)
  • Elevator to Nowhere (en)
  • Escape from Camp Run-For-Your-Life (en)
  • Escape from Horror House (en)
  • Escape from the Carnival of Horrors (en)
  • Hocus-Pocus Horror (en)
  • Into the Twister of Terror (en)
  • Invaders from the Big Screen (en)
  • It Came from the Internet! (en)
  • It's Only a Nightmare (en)
  • Little Comic Shop of Horrors (en)
  • Lost in Stinkeye Swamp (en)
  • Night in Werewolf Woods (en)
  • Night of a Thousand Claws (en)
  • One Night in Payne House (en)
  • Please Don't Feed the Vampire! (en)
  • Return to Terror Tower (en)
  • Return to the Carnival of Horrors (en)
  • Revenge of the Body Squeezers (en)
  • Scary Birthday to You (en)
  • Scream of the Evil Genie (en)
  • Secret Agent Grandma (en)
  • Ship of Ghouls (en)
  • Shop Till You Drop...Dead! (en)
  • The Creepy Creations of Professor Shock (en)
  • The Curse of the Cave Creatures (en)
  • The Curse of the Creeping Coffin (en)
  • The Deadly Experiments of Dr. Eeek (en)
  • The Knight in Screaming Armor (en)
  • The Twisted Tale of Tiki Island (en)
  • The Werewolf of Twisted Tree Lodge (en)
  • Tick Tock, You're Dead! (en)
  • Toy Terror: Batteries Included (en)
  • Trapped in Bat Wing Hall (en)
  • Trapped in the Circus of Fear (en)
  • Trick or....Trapped! (en)
  • Under the Magician's Spell (en)
  • Weekend at Poison Lake (en)
  • Welcome to the Wicked Wax Museum (en)
  • You're Plant Food! (en)
  • Zapped in Space (en)
  • Zombie School (en)
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rdfs:comment
  • 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. (en)
rdfs:label
  • Give Yourself Goosebumps (en)
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