Mystery & Crime, Science Fiction & Fantasy
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Overview
Welcome to the World of Rim. The year is 2027. Greenspace patrols the cosmos, Gamespace has been infiltrated by Tibetan zombies and tantric viruses, and the information superhighway forces lanes through our brains. And while everyone loves the interactive sushi and the way virtual reality can unite Tai Chi students with their long-dead masters, neural technology can also go haywire - with potentially deadly, but relentlessly entertaining, consequences. Forget Word Processing. This is the world of consciousness processing. A mere sideline of professor Frank Gobi, the downloading of human psyches becomes one lucrative hobby when he's recruited by the Satori Corporation. Satori, the world's largest - and creepiest - multinational, knows that Gobi is the only one who can track down their missing CEO, retrieve the missing algorithm that will bring their crashed virtual reality metropolis back on line, and end their public relations - and public health - nightmare. Gobi knows he's the only one who might be able to save his son (handle: The Kundalini Kid), one of thousands of Satori customers trapped on line in a game that's become just a little too real.Editorials
Emily Melton
Besher's highly original, eccentrically brilliant first novel is a cross between "Star Trek" and "Dungeons and Dragons", with a little Indiana Jones thrown in. It's the year 2027, and it's hard to tell where true reality stops and holographic realism kicks in, especially when chi-rays, space golf, orbiting hot springs, and Nissan space limos are virtually everywhere. Huge multinational Satori Corporation owns the world's first "virtualopolis," a virtual reality Gametime, where online activities entertain and educate the common folk. Satori is also involved in ultrasecret corporate war games, using tricks like urban dematerialization and corporate hostagetaking as the weapons of choice. When Satori's CEO disappears and Gametime crashes, trapping millions of citizens, the company calls in Dr. Frank Gobi to find the CEO and restore the Gametime system. Gobi is reluctant until he learns that his 10-year-old son is one of those trapped in Gametime. Besher tells a wonderful story. Full of outrageous techno-tricks, the book will amaze techno-wimps and amuse gigabyte groupies. Just to make sure his readers don't take it all too seriously, Besher injects plenty of ironic humor and enough whizbang action to appeal to the kid in all of us. Highly entertaining!Book Details
Published
March 1, 1996
Publisher
HarperCollins Publishers Ltd
Pages
320
Format
Paperbound
ISBN
9780061056697