Finished and left a long comment (coppied below). I also should mention that I did not read the "Stay at Auri island" side-branch in the intrest of time. I did find all three cannon endings Bill mentioned, though.
***
This is a long and well written game! It is good, despite taking awhile to get into (in my opinion). Not having played the board game did not affect the enjoyment of the story, and it was a great exploration game! That being said, it was not without flaws. I always include spoilers, so enjoy the game before you read the comments.
Grammar did not have much to talk about. The game was well polished with few mistakes. I never felt it was hard to read the game because of grammar or mechanics. I will list a few MINOR things I did notice, though.
-general- The use of em-dashes was a bit strange to me, but this could be because I am not used to them. The first page had a lot, as if the author was excited to finally use them in a story, but they were all correct. My understanding is that em-dashes replace commas while adding emphasis. Overusing them made them lose their effect on the first page. Likewise, in places where the sentence was "text--text,text" I was confused. Is this being emphasized or half-emphasized? Not that this is a big issue...
-pg 18- The sentence about Walter's life philosophy has a sentence that goes "independent clause: independent clause: independent clause." This is correct but repetitive. On the same page, when first talking about Woban island, there is a sentence that reads "it's next to Auri island, isn't?" This needs an "it" at the end.
-pg 3- 1st para- ", however;" should be "; however," (I think)
That is it for grammar stuff that I found, nothing there really matters... I will move on to the actual story and plot next.
Intros:
- The beginning was slow with very few choices. This made it hard to get into the story, despite being well written. I did not think a lot of the info was important, like in Marooned on Giri Minor when the author had to create a fantasy world, so it was hard to tackle the text walls. So much time was spent on getting to Fenway Park, describing it, and making sure you knew the protagonist didn't like baseball, that I expected the Woban's to have a baseball team. They did not. That being said, all the descriptions were amazing and you felt like you were there. On a similar note I have never seen "Cheers" so the intro to that branch didn't appeal to me. I did think the "Cheers" branch got off to a quicker start.
-Port and Starboard are nautical terms and would not be used on an airplane, again, this does not really matter.
-A note about "death pages too soon"- I get that the author doesn't like to put death pages too soon into the story, but I did not feel the one early death scene took anything away from the start. If anything it added to it, and I might have wanted more options early on to break up the text walls... even if they were quick deaths. This is a major preference/opinion thing though. I got bored when I made one choice in the first 5-6 pages on my first play through (Walter branch).
Once you got on the island:
- There was some great imagery, metaphors, and similes. These descriptions were so good I felt like I was really at the island, and the story picked up considerably here.
- Everything on the island was exciting, even the quick death branches. The only exception was the Woban dialogue. I feel like a lot of effort went into making that, with pages of conversations between Wobans. If the author did this so someone could figure out the Woban language I am impressed and in awe of the creativity; however, I simply skimmed these pages for English and got no value out of it.
- I really liked the Meredith and "Meredith's secret" twist, but I feel like it was fumbled. After learning Meredith's secret (which you can do on several branches) you always die within two pages. You never get the info and get to make an intelligent choice with it. It added to the story, and I get that there is a limit to branching in terms of the size of the story, but I wish I could have used the info. One branch where Meredith tells me her secret, I live, and we stop climbing the mountain to look for the real stone would be appreciated. What is the point of "Meredith's Secret" if you never use it? To make things worse you find both the real and fake stone by sheer luck choices, without knowing what Meredith knows on those branches.
- I did not like that there was no way to get the real stone on the Walter branch, although I really loved the writing and thought all of the paths that do exist are well done. This might just be a preference thing.
-The author never just says you die; rather, he makes a fun little branch with one or two choices and several different, elaborate deaths that are just as entertaining as a victory branch.
- The choice between two words I didn't know was a little frustrating. It was easily fixed by picked both choices, pressing back, reading the dead end first, and continuing, but still it was the classic "left or right with no foreshadowing" choice. Again, if there was a way to decipher the language I am very impressed and take this back, but I didn't sit there and think "I wonder if I can crack this language and understand it!" There was even a linguist you met that implied he figured it out, but never told YOU how to translate. You also die a page or two after talking to him regardless of choice... I will say that I can not think of a better way to write this scene, and it was very fun and well written regardless. I liked the story, but it did have these frustrating parts.
-The Cheers employer and branch is better, in my opinion, but I did think it was very strange that the only "winning" ending was on a branch that starts with you trusting a... Hitman? Goon? Not sure what to call him, but you have to randomly trust a shady figure on a plane to get to the only winning branch. It is really good, but seems counter intuitive.
Ultimately, this story is exciting and fun once you get to the island. Even the deaths are amazing stories worth playing! The downsides are that you didn't feel in control with your choices, often choosing between dying in 3 pages or dying in 4 on an elaborate no way to win branch. I still highly recommend it, but prepare to be mildly frustrated as you think "there is literally no way to accomplish this mission!"
P.S. If you started this wen 13 I am very impressed. Your original game book looks really cool, and your 13 year old self may have been a better author than I am now.