The Moon Maze Game
(OverDrive MP3 Audiobook, OverDrive Listen)
The year is 2085, and humanity has spread throughout the solar system, a stable lunar colony is agitating for independence, and lunar tourism is on the rise...
Against this background, professional "Close Protection" specialist Scotty Griffin, fresh off a disastrous assignment, is offered the opportunity of a lifetime: to shepherd the teenaged heir to the Republic of Kikaya on a fabulous vacation. Ali Kikaya will participate in the first live action role-playing game conducted on the Moon itself. Having left Luna—and a treasured marriage—years ago due to a near-tragic accident, Scotty leaps at the opportunity.
Live action role-playing attracts a very special sort of individual: brilliant, unpredictable, resourceful, and addicted to problem solving. By kidnapping a dozen gamers in the middle of the ultimate game, watched by more people than any other sporting event in history, they have thrown down an irresistible gauntlet: to "win" the first game that ever became "real." Pursued by armed and murderous terrorists, forced to solve gaming puzzles to stay a jump ahead, forced to juggle multiple psychological realities as they do ... this is the game for which they've prepared their entire lives, and they are going to play it for all it's worth.
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Larry Niven. (2018). The Moon Maze Game. Unabridged Blackstone Publishing.
Chicago / Turabian - Author Date Citation (style guide)Larry Niven. 2018. The Moon Maze Game. Blackstone Publishing.
Chicago / Turabian - Humanities Citation (style guide)Larry Niven, The Moon Maze Game. Blackstone Publishing, 2018.
MLA Citation (style guide)Larry Niven. The Moon Maze Game. Unabridged Blackstone Publishing, 2018.
Library | Owned | Available |
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Shared Digital Collection | 1 | 1 |
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Larry Niven is the multiple Hugo, Locus, and Nebula Award–winning author of science fiction short stories and novels, including the Ringworld series, as well as many other science fiction masterpieces. His Footfall, coauthored with Jerry Pournelle, was a New York Times bestseller.
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Steven Barnes is a prolific author and scriptwriter who has been nominated for the Hugo, Nebula, Cable ACE, and Endeavour awards. His work for television includes episodes of The Twilight Zone, The Outer Limits, Stargate SG-1, and Andromeda. A lifelong student of human-performance technologies, he holds black belts in judo and karate, has an instructor certificate in Circular Strength Training, and is a trained hypnotherapist.
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The year is 2085, and humanity has spread throughout the solar system, a stable lunar colony is agitating for independence, and lunar tourism is on the rise...
Against this background, professional "Close Protection" specialist Scotty Griffin, fresh off a disastrous assignment, is offered the opportunity of a lifetime: to shepherd the teenaged heir to the Republic of Kikaya on a fabulous vacation. Ali Kikaya will participate in the first live action role-playing game conducted on the Moon itself. Having left Luna—and a treasured marriage—years ago due to a near-tragic accident, Scotty leaps at the opportunity.
Live action role-playing attracts a very special sort of individual: brilliant, unpredictable, resourceful, and addicted to problem solving. By kidnapping a dozen gamers in the middle of the ultimate game, watched by more people than any other sporting event in history, they have thrown down an irresistible gauntlet: to "win" the first game that ever became "real." Pursued by armed and murderous terrorists, forced to solve gaming puzzles to stay a jump ahead, forced to juggle multiple psychological realities as they do ... this is the game for which they've prepared their entire lives, and they are going to play it for all it's worth.
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June 6, 2011
Niven and Barnes revive their long-running Dream Park series (after 1992's The California Voodoo Game), set in a future when live action role-playing is a reality TV sensation. The televised test run of the Moon's new gaming park is derailed when the players, including teen prince Ali Kikaya, are taken hostage. Our heroes quickly escape, but they're still trapped inside a game with terrorists hot on their heels. Ali is wracked with guilt, romances flourish, and poorer gamer Sharmela plays to the cameras to help her endorsement deal. The authors treat disabled gamer Asako as a cheap source of pathos, and it's hard not to sympathize with revolutionaries trying to overthrow Ali's father in the name of democracy, but readers willing to overlook these flaws will enjoy a cat-and-mouse chase in which role-playing serves as perfect training for heroics and survival.
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The year is 2085, and humanity has spread throughout the solar system, a stable lunar colony is agitating for independence, and lunar tourism is on the rise...
Against this background, professional "Close Protection" specialist Scotty Griffin, fresh off a disastrous assignment, is offered the opportunity of a lifetime: to shepherd the teenaged heir to the Republic of Kikaya on a fabulous vacation. Ali Kikaya will participate in the first live action role-playing game conducted on the Moon itself. Having left Luna—and a treasured marriage—years ago due to a near-tragic accident, Scotty leaps at the opportunity.
Live action role-playing attracts a very special sort of individual: brilliant, unpredictable, resourceful, and addicted to problem solving. By kidnapping a dozen gamers in the middle of the ultimate game, watched by more people than any other sporting event in history, they have thrown down an irresistible gauntlet: to "win" the first game that...
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