Gemini Game: The Virtual Reality Police Are After BJ and Liz!

Gemini Game: The Virtual Reality Police Are After BJ and Liz!

by Michael Scott
     
 
When players of their virtual reality computer game fall into a coma, Liz and BJ O'Connor, teenage owners of a computer games company, flee from the police in an attempt to locate a copy of their game and correct the programming.

Overview

When players of their virtual reality computer game fall into a coma, Liz and BJ O'Connor, teenage owners of a computer games company, flee from the police in an attempt to locate a copy of their game and correct the programming.

Editorial Reviews

Publishers Weekly - Publisher's Weekly
Scott gets some interesting mileage out of casting the teenage protagonists of this mildly innovative, futuristic story as established authorities rather than upstarts or rebels. Twins BJ and Liz O'Connor are the founders and owners of the Gemini Corporation, a cutting-edge virtual-reality game manufacturer. Wildly successful, they lead a life of luxury in a grim 21st century of processed food and government monitoring. But the twins stand to lose everything when one of their games is altered-so that players lapse into a fatal ``VR coma.'' Fleeing a vengeful policeman, BJ and Liz journey deep into an urban wasteland called ``the Quays.'' From there they must enter the life-threatening game, to discover the saboteurs and to isolate the virus that malevolently reprograms their work. Scott comes close to telegraphing the finale, but he establishes the atmosphere in a compelling fashion, and his VR scenarios are certain to please teenage technophiles. Ages 12-up. (Oct.)
School Library Journal - School Library Journal
Gr 6-10-B.J. and Liz O'Conner, 15, are Game Makers-computer programmers who design Gemini Corporation's incredibly detailed and wildly popular virtual reality computer games. When 12 different players fall into irreversible comas while playing Night's Castle, the game is declared illegal and the twins find themselves on the virtual reality police's ``most wanted'' list. Rather than surrender meekly, they escape into the Quays, a remote and lawless section of the city, to try to find the virus before the police find them. B.J. and Liz live in a fairly dreadful near-future world much like the one depicted in currently popular sci-fi movies. Pollution has made the air unbreathable and the raindrops lethal, so no one ventures out without protective clothing and breathing gear. A vast subculture exists around virtual reality gaming and VR burnout is a common and devastating condition. All of the character development and plot are focused on finding out who or what has virused Night's Castle in order to release the coma victims, but perhaps more importantly to clear the twins, presumably so that they can go home and design more games. In Monica Hughes's Invitation to the Game, virtual reality gaming becomes preparation for colonizing a new planet and escaping the ills of an overpopulated Earth. Gemini Game is more of a Robocop-Terminator-style technothriller-exciting plot, heavy on action and special effects, but with uninspired writing and little depth or insight into the conditions it depicts.-Susan L. Rogers, Chestnut Hill Academy, PA

Product Details

ISBN-13:
9780816742714
Publisher:
Troll Communications L.L.C.
Publication date:
07/28/1997
Series:
Virtual Reality Games Series
Pages:
156
Product dimensions:
5.11(w) x 7.51(h) x 0.44(d)
Lexile:
870L (what's this?)
Age Range:
8 - 11 Years

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