Books.org participates in affiliate programs including Bookshop.org and the Amazon Services LLC Associates Program. We may earn a commission from qualifying purchases made through links on this page, at no additional cost to you.
Overview
It’s the most advanced computer role-playing game ever: When you play you’re really there—in a dark dream teeming with evil creatures, danger-filled fortresses, and malevolent sorceries.
The game plugs directly into your brain—no keyboard, no modem, no monitor. And for game hacker Arvin Rizalli and his friends, no cash up front, no questions asked . . . and no hope of rescue when the game goes horribly, deathly wrong.
Synopsis
It’s the most advanced computer role-playing game ever: When you play you’re really there—in a dark dream teeming with evil creatures, danger-filled fortresses, and malevolent sorceries.
The game plugs directly into your brainno keyboard, no modem, no monitor. And for game hacker Arvin Rizalli and his friends, no cash up front, no questions asked . . . and no hope of rescue when the game goes horribly, deathly wrong.
Publishers Weekly
Arvin Rizalli, his mother and six of his friends pirate a computer-generated, interactive role-playing game. No dull video game, the program plugs right into the players' brains, putting them in the middle of a daring quest to rescue a kidnapped princess. The quest moves at a breakneck pace, careening from forests to caves to deserts to enchanted cities. Along the way, Arvin and his company fight a dizzying array of orcs, wolves and other evildoers, but their biggest challenges come from Arvin's mother's mysterious, life-threatening illness and a bewildering assortment of dangerous glitches in the computer program. Readers who are fond of either sword and sorcery fantasy or role-playing games will not be able to put this swashbuckler down. Ages 12-up. (Sept.)
Editorials
From the Publisher
“Readers...will not be able to put this swashbuckler down.”—Publishers Weekly“Vivid and diverting.”—Kirkus Reviews