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Choose Your Own Adventure (1979-1998)
Choose Your Own Adventure (2005-) — no. 26
Choose Your Own Adventure Reissues (Australian Versions) — no. 20
Moon Quest (Graded Reader) (Gamebook)
Mattingly, David B.
(Original edition - cover)
Semionov, Vladimir (ChooseCo reissue edition; Australian edition)
Richardson, Roy (Original edition - interior)
1996 (Original edition)
2008 (ChooseCo reissue edition)
2009 (Australian edition)
0553566210 / 9780553566215
1741693659 / 9781741693652 (Australian edition)
1933390263 / 9781933390260 (ChooseCo reissue edition)
128 pages (ChooseCo reissue edition)
|Number of Endings:||
This book has two different paths that you can choose, neither of which really satisfy a quest for a satisfactory outcome. It goes into a lot of depth on the moon and how a colony can theoretically exist, but it tends to be overly descriptive with a lack of satisfying choices. In one adventure, you might find a message left by a previous moon colony, and in the other, you may find what amounts to rebels trying to make the moon independent. Overall, no matter which path you choose, you may not find it worth your time.
I was expecting something a little more wacky than this. There are a few paths that get strange, involving aliens, some sort of tentacles that are afraid of water, and some Montgomery-esque new-agey stuff. Then there's an amount of dry, straightforward crisis adventure, trying to deal with a moonquake while hauling a transport up a cliff. Lastly, a bit of action, trying to help save some diplomats from an assassin.
The only thing that stood out to me was that your character seems like a bit of a jerk during the diplomat path. You ask for higher pay, you complain about stupid questions rich people ask on tours. It's hard to say that this seems out of character, but that's what it is.
I'm not sure if there are any differences with the reissue version of the book - I read the original release.
This book is easily compared with an earlier entry in this series, Space Patrol - perhaps too easily. The subject matter in these two books is surprisingly similar - you will find ancient alien civilizations, terrorists, and metaphysical mumbo-jumbo in both. As such, it is hard for me to judge Moon Quest on its own merits.
The tone in Moon Quest is serious rather than funny, something that does not help the absurd plotline look any less absurd. While Mr. Anson Montgomery does demonstrate the beginnings of not-bad writing and coherent storylines, these are brief snatches rather than whole sections of the book. You may well have to save your expedition team by performing first aid in one string, but in others you have to explore ruins left by the prior inhabitants of the moon and choose whether or not you will save humanity by accepting the aliens' combined experience into your mind.
As such, the book is very inconsistent. Some parts are good, but others are just plain horrid. At times it actually seems like Moon Quest was written in two steps - one where the author started writing the usual garbage and a second where he sat down, thought it through, then kept going on a new, better tack without getting rid of any of the old stuff. Really, it seems that this Montgomery definitely picked up some bad habits from the more well-known writer I assume is one of his relatives.
|Special Thanks:||Thanks to Adam Osman for providing the Australian cover scans and pointing out this book's variant position in the Australian series order (#20).|
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Known EditionsOriginal edition
ChooseCo reissue edition