Do you remember the Choose Your Own Adventure books? Well, when I was in middle school, several of us were making our own sort-of versions of these. They were called Gamebooks, and my mate Blake, who you may recall from previous chapters about Doctor Who, developed them alongside his classmates Nathan Mize and Mark Hester. In a Gamebook, the front of a sheet of notebook paper was a densely-packed chapter of an adventure, with three options about what you would do next on the bottom of the page. You turned it over to see what would happen: usually, two options would have you dying, and only one left you able to proceed to the next chapter.
They started making these in early 1983, about a year before WGTV started showing Who, and some of the rest of us started copying them and eventually began writing our own stories. Probably close to a dozen of us kids made these over a three year period. They passed the time in class when we were bored and weren’t in the mood to draw comics. Over time, we’d change the rules and the format a little, incorporating coin tosses, die rolls, hit points, and alternating storylines, like the end of chapter one’s options might resolve to death, proceeding to chapter two, or proceeding to chapter three.
I mention all this because, inevitably, I made a sprawling Doctor Who Gamebook from my memories of the first seven stories that I saw, starting the Gamebook the morning after I first saw this in 1984. Sadly, this no longer exists – even more sadly, literally hundreds of pages of Who comics that I made between the ages of 13 and 15 do exist, and no, you can’t see them – but I mention it today because I clearly remember two key points about it.
One, I could not draw a Kraal to save my life. Granted, I was 12, and couldn’t draw much of anything to save my life, but I redid that dumb drawing of Styggron six or seven times and just could not do it.
Two, this Gamebook went on forever, with seven alternating storylines. Chapter 19 might have been a “Pyramids of Mars” chapter, with the results taking you to chapter 27 or 32, and chapter 20 might have continued the “Genesis of the Daleks” story, with results taking you to chapter 23 (where you’d reach the same grisly end that a wrong decision in chapter 15 might have sent you), 24, or 31. We didn’t write these things “by story,” we wrote them literally one chapter after the next, so there wasn’t any advance planning. And somehow or another, the Doctor Who Gamebook concluded after ninety-some or a hundred-odd chapters, and I hadn’t included a way out of the “Android Invasion” storyline. Every single option the Doctor had eventually led him to his death, because I didn’t include a chapter where he could win. It wasn’t the Daleks or Sutekh who finally killed our hero, it was the silly old Kraals!
Well, if you’ve been following along linearly instead of just reading the Doctor Who chapters, you may recall that our son needed a little light adventure after the horrors of the last couple of Who stories. “The Android Invasion” is perfectly placed for that. It sticks out like a sore thumb in season thirteen because it’s comparatively light and tame, and because the Kraals really aren’t much of a threat. The adventure was written by Terry Nation, and it was directed, for the last time, by former producer Barry Letts.
And, because our son has decided to be contrary, he’s telling us that this story is even scarier than “Pyramids.” We don’t believe him, because he isn’t reacting the same way that he does to real frights, but he’s chosen to insist that the situation is unbearably creepy and the Kraals are terrifying. The story is the sort of thing that Steed and Mrs. Peel might have investigated, before it takes an extraterrestrial turn, anyway, and he’s seen them tackle something similar twice already, so it isn’t that creepy. Deserted English village, weird clues about what’s going on, like brand new currency and telephones that only work sporadically… yes, this is very much like what Terry Nation concocted for programs like The Avengers or The Persuaders!, but bent into the Doctor Who shape.
One thing that I will give our son, though, is that he really didn’t enjoy most of the classic story from season seven, “Inferno,” because of the scenes where the Doctor confronts villainous duplicates of his friends. There’s a little echo of that here, as RSM Benton and Lt. Harry Sullivan appear to be working for the bad guys, but the Doctor figures it out at the end of part two. He and Sarah aren’t on Earth. It’s not just the white-suited “mechanics” that are robots. Everybody is, including Benton and Harry, and this village is a simulation, a testing site for the Kraals’ invasion of Earth.
It’s going to get a little bogged down and really silly in the second half, but I enjoyed these two parts quite a lot, despite some dopey plot holes. It’s a good example of the atmosphere being so entertaining that you can overlook the story’s minor deficiencies. Unless you just want to absolutely insist that you’re scared, anyway.