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The Great Interactive Dream Machine

ebook
1 of 1 copy available
1 of 1 copy available
Josh Lewis' best friend, Aaron Zimmer, has turned his computer into a wish-granting machine. It ought to be every techno-addict's dream, but there are a few bugs in the system. Nobody knows when the computer will interactivate next—and it doesn't just grant Josh and Aaron's wishes. In fact, Aaron's mom's poodle seems to eb doing some of the wishing, too. When a mysterious spy called The Watcher starts monitoring their every move in cyberspace, the real trouble begins in this compelling story from Newbery medal-winning author Richard Peck.
"A guaranteed fun, faced-paced adventure."—School Library Journal
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    • Publisher's Weekly

      October 2, 1996
      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.

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  • Kindle Book
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Languages

  • English

Levels

  • ATOS Level:4
  • Lexile® Measure:580
  • Interest Level:4-8(MG)
  • Text Difficulty:2-3

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