Richard Brightfield
Personal Information
Description
Richard Brightfield (born 1927) is an American writer of children's gamebooks. He wrote a number of Choose Your Own Adventure books, and was the first author to establish himself within that series after its founders Edward Packard and R.A. Montgomery. Although he is probably best known among collectors of that series for his books on martial arts, his earliest works for that series had quite different subject matter, being focused on various scientific topics or fantasy. Brightfield resides in Palm Beach County, Florida. [source](
Books
Master of Judo
You are a black belt in judo and have been offered the summer job of a lifetime teaching this martial art to the steppson of a billionaire. Better still, you'll do your teaching on a yacht headed for exotic ports in the Caribbean Sea. But when your student is mysteriously kidnapped during one of your island visits, it's up to you to find him. Do you dare trust your suspicious shipmates to assist you? Or should you rely on your judo mastery and the local police to help you with the hunt?
How I became a freak
After being turned into a horrible monster at a carnival house of mirrors, the reader must make plot choices that determine whether or not the freak returns to normal.
The roaring twenties
Presents a social history of the United States during the 1920s, a decade of prosperity, Prohibition, Presidential scandals, fads and sensations, controversies, sports heroes, and the stock market crash.
Something's in the woods
The reader's decisions control the course of an adventure in the woods involving spooky ghost kids, disappearing parents, underground goblins, and mind-blowing time warps.
Island of doom
The reader's decisions control the course of an adventure on a mysterious Caribbean island thought to be haunted by spirits of the cannibals that once lived there.
Master of Tae Kwon Do
The reader's decisions control the course of an adventure in which an undercover CIA agent searches for another agent missing in Korea.
Master of Kung Fu
The reader's decisions control the course of an adventure in China, where a boy named Billy has disappeared while on a kung fu tour.
The gruesome guests, and other stories
Presents four scary stories involving a spooky lighthouse, a phantom mask, a haunted house, and a mysterious photograph.
Murder comes to life and other stories
Presents four tales of the supernatural involving a haunted typewriter, a mysterious bicycle, an ancient curse, and a magic locket.
Master of Karate
The reader's decisions control the course of an adventure in Japan, in which mysterious figures wearing black medieval armor attack the participants in a karate competition.
Invaders of the Planet Earth
The reader must decide whether to accept the aid of the alien Vorks in combating the Taurons, the oppressive, powerful conquerors of Earth, in this multiple-plot science fiction adventure.
Planet of the Dragons
When your spaceship accidentally lands on Tambor, you discover that the inhabitants of this distant planet are being terrorized by fire-breathing dragons. In order to restore peace, you must vanquish the dragons once and for all--if you choose your actions correctly!
The Deadly Shadow
CAN YOU TRACK DOWN DIMITRIUS, THE HUMAN TIME BOMB? You are a crack operator for the Special Security Agency. Now the agency is counting on you to find the deadly Dimitrius, a human time bomb who can explode with all the force of an atomic blast! But before you start your search, you'll need an undercover identity. What should you be? If you decide to pose as a professional gambler, turn to page 74. If you pretend to be an art collector, turn to page 23. Think carefully! Dimitrius is dangerous. He might shatter you into a thousand fiery pieces—unless you can outsmart him and save the world from disaster! What happens next in the story? It all depends on the choice you make. How does the story end? Only you can find out! And the best part is that you can keep reading and rereading until you've had not one but many incredibly daring experiences!
The Dragon's Den
You're on the quest of a dragon's fabulous treasure. With the help of the wizard Zarkon, you've reached the top of a tower near the dragon's den. Suddenly you hear banging on the tower door. It's Tarlane, the evil dragon master! You must escape! Zarkon lifts his magic staff-and a flying dragon appears at the tower's edge. If you try a daring escape by jumping on the dragon's heard, turn to page 88. If you decide to wait and take your chances with Tarlane, turn to page 106. No matter what you choose, your search for the treasure will be dangerous. You might end up waist-deep in gold and jewels-or battling a fire lizard in the depths of the dragons' den! What happens next in the story? It all depends on the choices you make. How does the story end? Only you can find out! And the best part is that you can keep reading and rereading until you've had not one but many incredibly daring experiences!