Josh Lewis's best friend, Aaron Zimmer, has turned his computer into a wish-granting machine. Unfortunately, there are a few bugs in the system. Nobody knows when the computer will interactivate next! When a mysterious spy called The Watcher starts monitoring the boys' every move in cyberspace, the trouble begins...."Humor, fantasy, science fiction, and mystery all cleverly combine to make this book guaranteed fun."-- School Library Journal
When New York City prep-schooler Josh meddles with his best friend Aaron's computer project, a dinosaur presentation becomes a wish-granting program. The boys, first seen in Peck's Lost in Cyberspace, tap into the wishes of those around them: Josh's airhead sister wants to go to the Hamptons, a grumpy old spinster wants to go back in time, and the shih tzu downstairs just wants to go out. Josh and Aaron's wish, to be bigger and stronger than the class bully, yields wildly funny results. Individual episodes will provoke laughter and even thought, but a predictable plot involving a threatening cyber-spy fails to provide dramatic tension. Aaron's technical jargon sheds no light on the logic of the "dream machine" and his lengthy discourses may bore some readers: "Josh," he says, "the past, the present and the future are a multiple program running concurrently, with peripherals." Although the sentimental conclusion carries little emotional weight, the story's fast pace and clever one-liners make it an enjoyable light read for science fiction fans. Ages 10-up. (Oct.)
There are no customer reviews available at this time. Would you like to write a review?
November 01, 1998
Number of Print Pages*
Adobe DRM EPUB
* Number of eBook pages may differ. Click here for more information.