2001;
198 pages. Book #11 (out of 20) of the “Mythadventures” series. New Author? : No. Genre : Fantasy; Humor; Dimension-Travel. Overall Rating : 4½*/10.
Our hero, the apprentice wizard Skeeve, is
overjoyed. He’s just purchased a
treasure map, and got it for a dirt-cheap price. Of course, as his mentor, Aahz, points out,
the odds of the map being legitimate are rather slim.
Still, the treasure is a living, breathing, “golden cow”, and if the map
does turn out to on the up-and-up, such an acquisition would do wonders for the
finances of our two daring protagonists.
Ah, but it appears the treasure map is also a magic map, and the
requisite dimension-hopping will take our adventurers to remote and
scarcely-visited alternate universes. It
looks like they will need some unwanted partners. And the inherent problem with
dimension-hopping isn’t the act of doing it; it’s trying to get back to your
home dimension again.
What
could possibly go wrong in such a scenario?
What’s To Like...
Myth-ion Improbable was published after an 8-year
hiatus in the series, during which the IRS and Robert Asprin engaged in a
protracted dispute about the latter’s taxes.
There’s a revealing Author’s Note at the beginning of the book, wherein Asprin
touches upon the impact this had on his writing, and that Myth-ion Improbable
was an attempt to get back into the writing style he had used in the earlier
books.
He
picked a good place in the series’ story to begin again. My two favorite characters, Aahz and Skeeve,
are here, along with Tanda. My two
least-favorite characters, Guido and Nunzio, are not. Gleep makes a token appearance, but
essentially is left out. Other than
that, there are only a couple new characters to keep track of.
Asprin’s trademark “pseudo-quotes” are once
again at the beginning of each chapter.
The plotline is straightforward, and you’ll watch Skeeve and Aahz search
for the treasure, chit-chat with vegetarian, cow-worshipping cowboys, and
tread cautiously in the presence of possessed bovines. The wonders
of carrot juice are extolled, and there’s a bit of a more serious theme about
addiction to speed.
The
storyline’s not so much a matter of building the tension as it is about our
fearless band of heroes hopping around until they stumble upon the
treasure. This is an quick and easy read, and
despite being part of the series, it is pretty much a standalone novel. The Asprin wit is present, at least in a
limited amount. But his puns are missing.
Excerpts...
“Aahz, you might
really want to look at this. It’s a map
to a creature called a cow.”
“So?” Aahz said,
shaking his head. “Remember the last
time we were at the Bazaar at Deva?
Where do you think that steak you ate came from?”
I stared at
him. I had no idea steaks came from
creatures called cows. I had just
assumed they came from creatures called steaks.
Trout came from trout, salmon came from salmon, and duck came from duck. It was logical. Besides, there were no cows in this
dimension. At least, none that I had
ever met. (pg. 4)
Every person in
the place glanced up at us as we entered, then went back to eating and talking
as if they saw strangers every day and just didn’t care. I considered that a good sign.
“Howdy, folks,”
the guy behind the bar said, wiping a spot off the wood surface in front of
him. “What’s your pleasure?”
I had no idea
what the guy meant. I sort of understood
the words, but standing in the middle of a bar, I sure didn’t understand why he
was asking me about pleasure. Just a
little too personal of a question for someone I didn’t know. (pg. 58)
I didn’t need compliments
from a woman who left me to rot in a town full of cow food. (pg. 125)
Sadly,
Myth-ion Improbable completely fails to
catch the humor, the fun, the world-building, and the sparkle of the early
books in this series. There’s a slew of
dimension-hopping, but no effort was made to make them unique or interesting. Indeed, once the dimension-traveling started,
the settings were limited to a cabin, a saloon, a meadow, and a castle. Yawn.
The plotline was equally disappointing.
There were no twists, our heroes just wander around from one
town/dimension to the next, with them all looking the same, as they wait for a deus-ex-machina to appear. At one point, Skeeve is lying on a bed,
staring upward into space, and conviently notices the key to his problem
inscribed on the ceiling. No logical
reason for it to be there; it seemed like Asprin didn’t want to expend the
effort to think of an interesting way for Skeeve to find that key
resource. I felt like I could’ve written
the storyline, and that is not a compliment.
I’d like to blame this on the IRS, but I remember reading the series 20
years ago and thinking that somewhere along the line, Asprin utterly lost his
Muse. I can’t tell you which book it
was, but it’s when the Mafioso was incorporated into the story. Really, Mr. Asprin?! You’re writing a fantasy series, with bizarre
worlds to create and explore, and the best you can think of is stereotypical gangland characters? How underwhelming.
4½ Stars. If
you’re never read a Mythadventures
book, don’t start with this one. Start
at the beginning (Another
Fine Myth), and continue until you meet up with Guido and Nunzio,
then quit and read something else.
You’ll thank me for this.
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