by Seth McEvoy, futuristic (1984)
Bantam Books, $2.25, ISBN 0-553-24521-X
As a hot shot Interplanetary Spy, you are back on another mission, this time around to rescue your bioandroid old friend (last seen in Robot World) from whatever it is that is threatening planet Parno. But when you arrive, the whole planet is missing! You discover a very, very tiny planet - the Microworld in the title - in the very space that Parno is supposed to be. Who will investigate matters further? This looks like a job for... you!
This one has some pretty interesting puzzles, but the plot is a rehash of another thinly-drawn space tyrant bent on destroying worlds to indulge his base appetites. You run around solving puzzles and saving the day, and that's it. There is no memorable story line, nothing, just a thin rehash of the Ming the Conqueror trope. Compared to some of the better gamebooks in this series, this one is a by-the-numbers rehash of the formula in a tired and lifeless manner.
Far from being a trip to remember, Mission To Microworld is a snore and a bore.
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