## Golden Sword of Dragonwalk

Golden Sword of Dragonwalk is a Twistaplot gamebook by the prolific R. L. Stine. It was published in 1983, nine years before Stine’s Goosebumps series began.

I speed through the first few choices, skim reading and this is the end of my pathway:

“In a few days, Grandma Carmen’s once quiet neighborhood is overrun by evil. Dragons roam the sidewalks, chewing up the hedges and swallowing pedestrians whole. Sorcerers change babies into toads…” (18)

Well yes, only children and rather silly adults enjoy such nonsense. Being rather silly myself, I restart. On page 5, I find a Morton’s Fork with one choice sending me directly to page 8 and the other having me read page 11 before sending me to the same page 8. I then have to choose which order I will fight the big dragon, middle dragon and little dragon. Six paths to choose from. Here are my choices and their results in the order I choose them.

1. middle, big, little – I’m DEAD but it seems to give a clue to fight the big one first.
2. big, middle, little – I’m DEAD but the wizard says never fight the big one first. Sigh.
3. little, big, middle – I kill the little one. I kill the big one. Then…

“… the look in the dragon’s eyes is not one of anger, but of grief. With its two companions gone, the middle dragon has lost all its fight. It offers no resistance as you plunge the Golden Sword through its heart.” (29)

Considering this is a book for kids, Mr. Stine got away with murder.

## How Tall is a Giant?

INTRODUCTION TO SCALING – Prerequisite for 5.NF.B.5a/b – This lesson addresses only one dimension when considering scale thus it may be used as a precursor to thinking about multiplication as scaling using a pair of factors.

CONTEXT – The height of a giant can vary greatly. The evidence of this comes from Giants, a tabletop RPG supplement written by Bruce Humphrey and published in 1987 by Mayfair Games Inc. According to this “reference for the society of giants,” there are many races of giants and though scholars have scoffed at their physical impossibility, their existence cannot be denied. Instead of delving into the biology of giants (see Giants pages 5 and 6 if you must), our focus today is on their height.

Fire Giants, 12 feet tall, impetuous and powerful warriors

Titans, 24 feet tall, first giants and progenitors of the other giants

Sea Giants, 18 feet tall, noble and personable giants from the depths

Frost Giants, 15 feet tall, resilient hermits from the icy realms

Hill Giants, 10 feet tall, aggressive and stubborn hunters

Investigate

Q1:  How many feet taller is each race of giants when compared to a 6 foot tall human?

Q2:  How many times taller is each race of giants when compared to a 6 foot tall human?

Q3:  How many times shorter is each race of giants when compared to a 60 foot tall sauroposeidon?

Q4:  How many times taller is each race of giants when compared to a 6 inch tall tufted titmouse?

Activity:  Draw a picture of yourself and a representative of each giant race, all to scale in regards to height.

Create

Activity:  Make a new race of giants. What will they be called? What characteristics will they have? How tall will they be? How will the height of the new race compare to the heights of other giants and animals?

## Videogames – Quick Reviews

In Alphabetical Order

1942 (NES, 1986) This vertically scrolling shooter from CAPCOM is a port of the arcade game by the same name in which you fly a WWII fighter plane through waves of enemy planes. It’s a top down view 2D game though some 3D movements are simulated. This NES port has levels similar to the original but the port has a slower game speed, thus its levels are more survivable. 1942 always feels consistently structured, even when new enemy plane types are introduced. Before long you will smoothly dodge and effortlessly destroy your enemies. However, the game flow is not infallible. Shots fired at you and some enemy planes are difficult to see when flying over land. There are not many types of power-ups, but they hold enough interest and value to risk a plane/life going after them. The ability to “continue” gameplay after death is unlimited (no quarters required) and allows you to get further in the game without having to start again from the first level. Complete the game because you enjoy it, not to view the ending screen. Or you will be disappointed. Smooth, often seamless, arcade shooter. Rating: 778 [Posted 12/1/19]

Midnight Magic (Atari 2600, 1986) In this pinball videogame from Atari you have 5 plays/balls and 4 flippers. Moving the joystick to the side operates the flippers on each corresponding side and pulling the joystick back uses all 4 flippers simultaneously. This is a sharp looking table with plenty of features to interact with. And the 4 flippers keep you busy. Once you knock out all the color tiles at the top of the board, the table turns blue and gives you a x2 multiplier. This was my favorite effect and gave me something to shoot for in subsequent plays. Surprisingly addictive classy pinball action. Rating: 685 [Posted 12/15/19]

Oink! (Atari 2600, 1983) In this game from Activision, you take control of each of three pigs in order to defend your homes against the powerful breath of the wolf. The wolf will blow away pieces of the house until he has a clear shot, then will attempt to use his breath to suck you in to him. You spend your time frantically rebuilding the house to block the wolf from sucking you in. There is no way to win, per se. You are delaying your doom long enough to rack up a high score. The characters in this drama are big and chunky which makes them pretty darn cute. The action is solid and there is a bit of strategy involved but the game gets repetitive, even tiring before long. Thankfully the game pauses on its own after the destruction of the straw (yellow) and wood (brown) houses, giving you a chance to rest. Adorable frantic action that gets old fast. Rating: 455 [Posted 12/7/19]

River Raid (Atari 2600, 1982) Vertically scrolling shooter from Activision. You control a jet shooting down or avoiding enemies. Oddly, you can’t fly over land, so you will crash if you hit the river bank. This game has some interesting features like the ability to accelerate/decelerate, the regular need for fuel and opposing jets flashing across the screen. Without these features the game would be dull but with them it’s difficult to gain any momentum. Prepare to be blown to bits often. Rating: 546 [Posted 1/6/20]

Vulgus (Arcade, 1984) In this vertically scrolling shooter from CAPCOM, you are being chased relentlessly. Even though some enemies will begin with a predictable pattern, their next moves will be determined by your own. This means you are never really comfortable and although the controls are velvety you may find yourself moving frenetically to avoid enemies. You will operate a twin shooter with unlimited fire that also has missiles that can cut through multiple ships. There are power-ups but don’t try too hard to grab them. Ships/lives are very important since there are no “continues.” You can easily be surprised by enemy ships coming on screen from the top and sides. So you may want to stay towards the bottom center when able. The graphics are attractive with a nice variety of landscapes and enemy types, but nothing too ambitious. Clean arcade twin shooter in which you are the prey. Rating: 652 [Posted 12/4/19; reviewed using Capcom Classics Collection Vol. 1 (PS2)]