Features: This cartridge contains a virtual bookshelf of one hundred complete classic novels and plays. Featured authors include: Austin, Dickens, Carroll, Bunyan, Hardy, Wilde, Shakespeare, Bronte (x3), Wilde, Stevenson and Verne. The DS is held sideways (like in Brain Training) and the stylus is used to 'flick' to the next page, to make the experience more like leafing through a hardback. You can even play background noise to mimic sitting in locations like a forest or a coffee shop.
The cartridge has room for around another ten books which can be downloaded via a wi-fi connection. Once read, these can be deleted to make room for more but currently there are only ten to choose from anyway.
Comments: This is almost brilliant. Portable devices for reading e-books are still relatively expensive and unusual but there are millions of DSs in the UK. People of all ages have them and are used to carrying them around and taking them on holiday. Why hasn't anyone thought of combining the technologies before? Why are we only now receiving the benefits of the first DS book experiment?
The reason e-book readers haven't caught on is that they're too expensive for people to risk taking to the beach or using in the bath. There's also the suspicion that e-books will be almost as expensive as physical books and come with the joys of DRM. Suddenly, for only £20, all of us with a DS can carry around a library in our pocket containing a vast swathe of books we meant to read at some point but haven't quite got round to: 20,000 Leagues Under the Sea, Kidnapped, Alice in Wonderland, the list goes on... Brilliant!
Well, as I said, almost...
This is still very much an experiment. The designer seemed to think the reason that e-readers haven't caught on is that we like the physical feel of books - the shape, the page turning, the ability to sit them on a shelf - and every effort has been made to duplicate the book experience. In pretty much every instance, this has made the DS experience worse.
For instance, even with the smallest font size, The Three Musketeers has 5000 pages, so turning each one with the stylus would be immensely irritating. Happily, though, this particular problem can be avoided by using buttons.
Surely having to read the titles of books sideways on a bookshelf is a matter of necessity rather than design? Why simulate it? A virtual stack of books doesn't topple over if you remove the bottom one. Once again, the problem can be overcome (by turning the DS round) but it's another bizarre experimental choice.
Also, does anyone really want to have their DS play background noises to simulate an airport lounge (complete with bing-bongs)... or a moving train... or being slowly baked alive...? The last one is supposed to be a 'hot summer day' but you could have fooled me. Thankfully, these ambient sounds don't need to be switched on, nonetheless their inclusion at all is something of a mystery.
The major issue, however, can't be avoided. By forcing users to hold the DS like a book with the two screens showing different pages of text, 100 CBC ensures that each line of text is very short. This takes a lot of getting used to. It's not so bad with some books - Around the World in 80 Days and Huckleberry Finn are fine to read - but books with long words and rambling sentences (try some Poe) are hard work when there are only two and a half words per line. It's like trying to read table tennis.
This is a shame, since there is a lot to be said for the reading experience otherwise. The contrast level with a DS Lite on its lowest brightness setting doesn't cause eye-strain. It's also possible to read in the dark. Why there isn't an option to hold the DS the normal way up and have slightly longer lines of text is yet another mystery.
The only real use of the DS's abilities to enhance the package is the option to download fresh books. It's fantastic that extra titles are available but there are no promises that the selection will increase. Also, the feature seems rather tacked on. Although the books all come with introductions and author biographies, these aren't available before download - there's just a list of titles and file sizes. Since the downloads are free, this isn't a disaster, but it's not hugely informative.
If you're thinking of buying a DS to get an e-book reader on the cheap, then you'll be disappointed. The 100 Classic Book Collection isn't brilliant. It is, nevertheless, almost brilliant. If you have a DS already, this is a great way to sneak a stack of books around with you wherever you go - a stack of books with very small pages but that take up almost none of your baggage allowance and that you can read in the dark. If you want to catch up on your classics, it's definitely worth checking out.
Conclusion: Despite the curious presentation, this is still a library in your pocket.
Rating: 4/5.
Showing posts with label book review. Show all posts
Showing posts with label book review. Show all posts
A Cheese and Tomato Spider
By Nick Sharratt

Story: Eleven pictures of everyday people and objects are transformed into some very unusual items thanks to each page being split in half. An exploding volcano and a grey-haired granny can become an exploding granny (or, indeed, a grey-haired volcano). Watch out for the birthday lemon, the wriggly pizza and the haunted fish!
Age: This book made my 4-year-old, 6-year-old and 8-year old all fall about laughing. Eight is probably about the upper age limit but at the lower end of the scale even very young children should appreciate it.
Length: This depends on the exact amount of laughing which takes place but there are 121 picture combinations so it can easily take fifteen minutes to get through them all - not bad for a twenty-four page book with only fifty words.

Comments: This is a simple idea which is astonishingly effective. Some of the pictures are amusing enough to make an adult smile, and kids love the absurdity of it all.
The repetitive nature and lack of story mean reading it to a small child could drive you quickly mad if they wanted it over and over again, however. Older children have a tendency to start bickering over which combination to do next. Still, there's plenty of fun to be had.
Oh, and take it home rather than reading it in the library - it'll be easier to contain your children as they roll around giggling.
Conclusion: Gets children in a wide age-range laughing together without you having to put You've Been Framed on the telly. Can't be bad...
Rating: 4/5.

Story: Eleven pictures of everyday people and objects are transformed into some very unusual items thanks to each page being split in half. An exploding volcano and a grey-haired granny can become an exploding granny (or, indeed, a grey-haired volcano). Watch out for the birthday lemon, the wriggly pizza and the haunted fish!
Age: This book made my 4-year-old, 6-year-old and 8-year old all fall about laughing. Eight is probably about the upper age limit but at the lower end of the scale even very young children should appreciate it.
Length: This depends on the exact amount of laughing which takes place but there are 121 picture combinations so it can easily take fifteen minutes to get through them all - not bad for a twenty-four page book with only fifty words.

Comments: This is a simple idea which is astonishingly effective. Some of the pictures are amusing enough to make an adult smile, and kids love the absurdity of it all.
The repetitive nature and lack of story mean reading it to a small child could drive you quickly mad if they wanted it over and over again, however. Older children have a tendency to start bickering over which combination to do next. Still, there's plenty of fun to be had.
Oh, and take it home rather than reading it in the library - it'll be easier to contain your children as they roll around giggling.
Conclusion: Gets children in a wide age-range laughing together without you having to put You've Been Framed on the telly. Can't be bad...
Rating: 4/5.
The Regional Accounts Director of Firetop Mountain
By Alex Jenkins & Stephen Morrison

Age: Adult (contains a little swearing, plenty of violence, some ritual sacrifice, a touch of sexual harassment, a fair amount of discrimination against mythical creatures and a highly illicit relationship with a water cooler).
Story: You are an office temp who has fallen on hard times. Desperate for any work you can get, you take a data entry job at Firetop Mountain Plc. You must navigate the dank corridors, placate your co-workers and do as little work as possible while still getting paid...
...until you discover you're being bled dry to power a mystic portal to a fantasy realm. Lost in the basement with an IT troll and the tea lady, you must fight your way through the building in an epic quest for survival, revenge and someone to sign your timesheet.
Comments: There's obviously something in the air. On almost the same day I posted my Choose your own housedad adventure, this book was released - another tribute to interactive gamebooks which young geeks the world over were thrilled by in the eighties.
The Warlock of Firetop Mountain was the first of the Fighting Fantasy series of books - easily the best series in the genre. I remember it being fantastic. I spent many hours flicking between numbered paragraphs and rolling dice in an effort to reach the warlock's treasure. It was months before I realised there were in fact TWO keys labelled '111' and I was able to finally get to Paragraph 400 and the good ending.
Ah, happy days...
The Regional Accounts Director of Firetop Mountain (RADFM) does an excellent job of capturing the style and format of the old Fighting Fantasy books. Once again it's time to decide whether to turn left and go to Paragraph 179 or turn right and go to Paragraph 213. You have Aptitude, Endurance and Luck scores which, combined with some dice rolling, determine the outcome of fights and tricky situations. It's all very nostalgic and the line drawings are spot on.
There are plenty of amusing jokes about temping, fantasy and gamebooks. Some of them are laugh-out-loud funny. References encompass everything from The Lord of the Rings to Twin Peaks. It's an essential gift for every World of Warcraft-loving corporate slave you know.
By laying into both Fighting Fantasy and office culture, however, the book loses focus slightly. Fewer mythical creatures might have made the digs at cubicle life sharper. There's also a possibility the adventure itself might have been bettered structured. As it stands, RADFM is a rather linear progression of encounters with invisible co-workers and photocopier repair gorgons and similar beings. Many of the decisions are only a choice between continuing onwards or suffering instant death; most of the rest are of no consequence as both options bring about the same result within a paragraph or two. There are only about three occasions where a player decision takes the quest on a significantly different path for any length of time.
Although the book has simple rules for creating a character and rolling dice to decide fights, it quickly becomes clear that the adventure is nigh on impossible to complete without cheating. At one point early on, it's quite easy to die three times in half a dozen paragraphs thanks to a poor decision, an unlucky dice roll and an uneven (and entirely unavoidable) fight. After that, keeping a finger in the last paragraph just in case becomes essential and keeping a tally of scores seems pointless - the book isn't playing fair.
True, RADFM is meant to be a parody, but there's no reason it couldn't be a proper gamebook into the bargain. The people who are going to get the most from this are those who played plenty of Fighting Fantasy books when they were younger. I can't be the only one who wants at least the possibility of taking the dice rolling seriously.
Some of the humour will be lost on those who didn't play the originals much or who are unaware of them. You'll be able to identify these people merely by telling them the title of RADFM. If they look at you blankly, you're likely to have some explaining to do. Anyone who so much as smiles, however, will enjoy this book.
It's just that a week later you may well find them guiltily scouring eBay for the original. Or Forest of Doom... or possibly Citadel of Chaos... or...
Conclusion: Amusing rather than genius but worth getting if The Housedad Adventure leaves you wanting more.
Rating: 4/5.

Age: Adult (contains a little swearing, plenty of violence, some ritual sacrifice, a touch of sexual harassment, a fair amount of discrimination against mythical creatures and a highly illicit relationship with a water cooler).
Story: You are an office temp who has fallen on hard times. Desperate for any work you can get, you take a data entry job at Firetop Mountain Plc. You must navigate the dank corridors, placate your co-workers and do as little work as possible while still getting paid...
...until you discover you're being bled dry to power a mystic portal to a fantasy realm. Lost in the basement with an IT troll and the tea lady, you must fight your way through the building in an epic quest for survival, revenge and someone to sign your timesheet.
Comments: There's obviously something in the air. On almost the same day I posted my Choose your own housedad adventure, this book was released - another tribute to interactive gamebooks which young geeks the world over were thrilled by in the eighties.
The Warlock of Firetop Mountain was the first of the Fighting Fantasy series of books - easily the best series in the genre. I remember it being fantastic. I spent many hours flicking between numbered paragraphs and rolling dice in an effort to reach the warlock's treasure. It was months before I realised there were in fact TWO keys labelled '111' and I was able to finally get to Paragraph 400 and the good ending.
Ah, happy days...
The Regional Accounts Director of Firetop Mountain (RADFM) does an excellent job of capturing the style and format of the old Fighting Fantasy books. Once again it's time to decide whether to turn left and go to Paragraph 179 or turn right and go to Paragraph 213. You have Aptitude, Endurance and Luck scores which, combined with some dice rolling, determine the outcome of fights and tricky situations. It's all very nostalgic and the line drawings are spot on.
There are plenty of amusing jokes about temping, fantasy and gamebooks. Some of them are laugh-out-loud funny. References encompass everything from The Lord of the Rings to Twin Peaks. It's an essential gift for every World of Warcraft-loving corporate slave you know.
By laying into both Fighting Fantasy and office culture, however, the book loses focus slightly. Fewer mythical creatures might have made the digs at cubicle life sharper. There's also a possibility the adventure itself might have been bettered structured. As it stands, RADFM is a rather linear progression of encounters with invisible co-workers and photocopier repair gorgons and similar beings. Many of the decisions are only a choice between continuing onwards or suffering instant death; most of the rest are of no consequence as both options bring about the same result within a paragraph or two. There are only about three occasions where a player decision takes the quest on a significantly different path for any length of time.
Although the book has simple rules for creating a character and rolling dice to decide fights, it quickly becomes clear that the adventure is nigh on impossible to complete without cheating. At one point early on, it's quite easy to die three times in half a dozen paragraphs thanks to a poor decision, an unlucky dice roll and an uneven (and entirely unavoidable) fight. After that, keeping a finger in the last paragraph just in case becomes essential and keeping a tally of scores seems pointless - the book isn't playing fair.
True, RADFM is meant to be a parody, but there's no reason it couldn't be a proper gamebook into the bargain. The people who are going to get the most from this are those who played plenty of Fighting Fantasy books when they were younger. I can't be the only one who wants at least the possibility of taking the dice rolling seriously.
Some of the humour will be lost on those who didn't play the originals much or who are unaware of them. You'll be able to identify these people merely by telling them the title of RADFM. If they look at you blankly, you're likely to have some explaining to do. Anyone who so much as smiles, however, will enjoy this book.
It's just that a week later you may well find them guiltily scouring eBay for the original. Or Forest of Doom... or possibly Citadel of Chaos... or...
Conclusion: Amusing rather than genius but worth getting if The Housedad Adventure leaves you wanting more.
Rating: 4/5.
Tadpole's Promise
By Jeanne Willis & Tony Ross
Story: A tadpole and a caterpillar meet at the surface of the water and fall in love. They promise each other that they will never change.
This goes very, very badly...
Age: 4-6 years. The ending might be lost on younger children or possibly disturb them. Older children will be put off by thinking the book looks like it's for toddlers. (Eight-year-olds might actually get the most from it, though. Try to have them loitering around while you read to a younger sibling).
Length: Under five minutes.
Comments: There are far too many children's books involving fluffy animals, predictable outcomes and happy endings. There simply aren't enough black comedies. Tadpole's Promise goes some way to redressing the balance.
Sproglette picked this off a shelf in the library and I read it to her, expecting a twee and tiresome story about friendship, all dressed up with cute creatures. As we progressed, it became quickly apparent we were going somewhere darker. Nevertheless, I found the ending shocking, funny and true.
This book strikes me as exceptional in the same way as The Gruffalo, Mister Magnolia and The Father who had 10 Children. Unlike those, it's not going to appeal to everyone, however. Tadpole's Promise is entertaining and clever but also sad and brutal. It's not a pleasant, feel-good story. Hunt it out in your local library but don't buy it as a gift for the next random birthday party your child gets invited to. They might not get invited back next year...
Conclusion: A tragedy about the life-cycle of frogs and butterflies, the ugliness of nature and the importance of not making promises you can't keep. More educational and thought-provoking than entire shelves of books about happy bunnies.
Rating: 4/5.
Story: A tadpole and a caterpillar meet at the surface of the water and fall in love. They promise each other that they will never change.
This goes very, very badly...
Age: 4-6 years. The ending might be lost on younger children or possibly disturb them. Older children will be put off by thinking the book looks like it's for toddlers. (Eight-year-olds might actually get the most from it, though. Try to have them loitering around while you read to a younger sibling).
Length: Under five minutes.
Comments: There are far too many children's books involving fluffy animals, predictable outcomes and happy endings. There simply aren't enough black comedies. Tadpole's Promise goes some way to redressing the balance.
Sproglette picked this off a shelf in the library and I read it to her, expecting a twee and tiresome story about friendship, all dressed up with cute creatures. As we progressed, it became quickly apparent we were going somewhere darker. Nevertheless, I found the ending shocking, funny and true.
This book strikes me as exceptional in the same way as The Gruffalo, Mister Magnolia and The Father who had 10 Children. Unlike those, it's not going to appeal to everyone, however. Tadpole's Promise is entertaining and clever but also sad and brutal. It's not a pleasant, feel-good story. Hunt it out in your local library but don't buy it as a gift for the next random birthday party your child gets invited to. They might not get invited back next year...
Conclusion: A tragedy about the life-cycle of frogs and butterflies, the ugliness of nature and the importance of not making promises you can't keep. More educational and thought-provoking than entire shelves of books about happy bunnies.
Rating: 4/5.