Heir Apparent

Heir Apparent

4.5 125
by Vivian Vande Velde

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In the virtual reality game Heir Apparent, there are way too many ways to get killed--and Giannine seems to be finding them all. Which is a darn shame, because unless she can get the magic ring, locate the stolen treasure, answer the dwarf's dumb riddles, impress the head-chopping statue, charm the army of ghosts, fend off the barbarians, and defeat the…  See more details below


In the virtual reality game Heir Apparent, there are way too many ways to get killed--and Giannine seems to be finding them all. Which is a darn shame, because unless she can get the magic ring, locate the stolen treasure, answer the dwarf's dumb riddles, impress the head-chopping statue, charm the army of ghosts, fend off the barbarians, and defeat the man-eating dragon, she'll never win.

And she has to, because losing means she'll die--for real this time.

Editorial Reviews

Publishers Weekly
When Giannine arrives at a virtual arcade, she is greeted by protestors but decides to play in Heir Apparent anyway. But then the arcade's CEO appears in her game and tells her the only way out is to successfully complete it-and quickly, or risk "fatal overload." PW called this a "consistently entertaining fantasy... ingeniously developed." Ages 10-up. (June) Copyright 2004 Reed Business Information.
A plucky fourteen-year-old protagonist from sometime in the future, Giannine Bellisario, receives a birthday gift certificate from her absentee dad. Redeeming it at a local Rasmussen Gaming Center Virtual Reality Arcade, she enters a Total Immersion Game Room and elects to play a dangerous new virtual reality game: Heir Apparent. Suddenly, Giannine becomes Janine de St. Jehan, sheepherder in a fantasyland version of Medieval England, and heir to deceased King Cynric. In this computer-generated reality, Janine must play to survive, a task complicated by morality protestors in the real world who create a glitch in Rasmussen's ability to return her. Thus, she must win the game by defeating dragons, completing a quest or two, answering riddles, subduing the villains—all the requisite cast members of a fantasy written with humor, realism, and historical accuracy. The only problem is that every time Giannine makes a mistake that kills her character, she must begin at the start of the game. As she plays, the activist group, People from the Society to Prevent Cruelty to Children, takes over the arcade and damages the equipment that controls Heir Apparent. Now in order to escape, Giannine must win the game or literally die. Heir Apparent is a rollicking, suspenseful adventure with a female dragon slayer who can become king and just possibly save her own life. 2002, Harcourt, 315 pp.,
— Judith Hayn
It is Giannine Bellisario's 14th birthday, and she has received a gift certificate for the Rasmussem Gaming Center. At the Center, she decides to play the virtual reality game Heir Apparent, in which she will spend half an hour pretending to be the shepherdess Janine de St. Jehan, who is actually the illegitimate daughter of the king. She must face such obstacles as ghosts, wizards, and murderous half-siblings to try and win the crown before her time runs out. Unfortunately, the game takes a deadly turn when protesters who believe that fantasy is harmful to children enter the Gaming Center and sabotage the virtual reality equipment. Giannine becomes trapped in the simulation, and the only way she will be able to escape is if she discovers one of the infinite possibilities for successfully completing the game. Unfortunately, there are just as many potential ways to die, and every time Giannine dies, she must start at the beginning again. The possibility that Giannine will suffer brain damage grows with every passing second she spends trapped in the game. Giannine is a sarcastic and determined heroine, and her responses to the increasing frustration she feels every time she is sent back to the beginning of the game are in turns hysterical and exciting. The fantasy elements within the game might irritate some die-hard fantasy fans because they gently spoof some of the basics of traditional fantastical fare. On the other hand, this is a great book for those teens who are fans of both fantasy and SF. KLIATT Codes: J—Recommended for junior high school students. 2002, Harcourt, Magic Carpet, 315p., Ages 12 to 15.
—Heather Lisowski
School Library Journal
Gr 6-9-All of the elements of a good fantasy are present in this adventure. Giannine Bellisario is about to celebrate her 14th birthday. This year, she actually receives a present from her father on time. It is a gift certificate to any Rasmussem Gaming Center Virtual Reality Arcade. Crossing a picket line formed by CPOC (Citizens to Protect Our Children) to enter, she decides to use her certificate for a total-immersion game called Heir Apparent. The object is to be crowned king. When the demonstrators damage the center, the protagonist is on her own and must complete the game successfully in order to escape permanent brain damage. Ghosts, witches, wizards, and magical tools help her as she races against time and faces many setbacks. Challenges range from barbarian attacks and peasant uprisings to a giant dragon. In addition, the half brothers and the hostile queen have treacherous plans to keep the crown for themselves. This adventure includes a cast of intriguing characters and personalities. The feisty heroine has a funny, sarcastic sense of humor and succeeds because of her ingenuity and determination. This unique combination of futuristic and medieval themes will appeal to fans of fantasy and science fiction.-Lana Miles, Duchesne Academy, Houston, TX Copyright 2002 Cahners Business Information.
Kirkus Reviews
A near-future teenager trapped in a full-immersion virtual reality game finds herself racing the clock to beat non-virtual death in this plausible, suspenseful outing. Safety precautions come to naught when a group of anti-fantasy do-gooders breaks into a games arcade and damages the equipment. Stranded in "Heir Apparent," a game in which she, as the illegitimate but designated successor to a medieval throne, has to claim and keep her position, Giannine discovers that she can only escape real brain damage, or worse, by finishing the game within three "days." Vande Velde (Being Dead, 2001, etc.) keeps readers in touch with the outside world with substantial but not distracting subplots, surrounds her bright but amateur gamer with magic implements, allies or rivals with unknown allegiances, and other standard game devices, and creates a believable plot line for the game to follow. Though Giannine is repeatedly (to her vast annoyance) forced to start over after being "killed," she learns from her mistakes, survives increasingly tricky, sometimes hilarious, challenges, and wins both crown and life at the last possible moment by not only overcoming opponents, but by using newly developed diplomatic skills to win allies. It’s riveting reading for experienced gamers and tyros alike. (Fiction. 11-13)
From the Publisher

"Consistently entertaining."—Publishers Weekly

"A testament to Vande Velde's storytelling magic."—The Horn Book

"A stylish tale [that] addresses both fantasy gaming and censorship."
The New York Times Book Review 

"Plausible, suspenseful. . . . Hilarious. . . . It's riveting reading for
experienced gamers and tyros alike."—Kirkus Reviews (starred review)

A Junior Library Guild Selection
A New York Public Library Book for the Teen Age

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Product Details

Houghton Mifflin Harcourt
Publication date:
Sold by:
Houghton Mifflin Harcourt
Sales rank:
820L (what's this?)
File size:
2 MB
Age Range:
10 - 12 Years

Read an Excerpt

Chapter one
Happy Birthday to Me
It was my fourteenth birthday, and I was arguing with a bus. How pathetic is that?

Even before the bus had started in on me, my mood wasn't exactly the best it's ever been. Birthdays do that to me. This year I didn't even have a good excuse: I had actually received my birthday gift from my father on time, which might have been a sign he was making an effort to be a more considerate and involved dad. Of course, if he was really considerate and involved, he wouldn't have had his secretary call to ask me what kind of gift certificate I wanted for my birthday.

Whatever. Birthday = don't-mess-with-me mood.

So there I was, on my way to cash in my gift certificate, riding on a bus powered by artificial intelligence-emphasis on the artificial.

I saw the picketers just as the bus paged me: "Passenger Giannine Bellisario, you asked to disembark at the Rasmussem Gaming Center, but there is a civil disturbance at your stop. Do you wish to continue to another destination, or would you prefer to be returned to the location at which you boarded?" The voice was kind and polite and only slightly metallic.

I was not polite. I sighed. Loudly. "Are they on strike?" I asked into the speaker embedded in the armrest.

There was a brief pause while the bus's computer brain accessed Central Information. "Rasmussem employees are not on strike," the bus reassured me, at just about the same time that I could make out the picketers' signs. "The demonstration is by members of CPOC."

I sighed even louder. They pronounce it, C pock. It stands for Citizens to Protect Our Children. As a fourteen-year-old, I qualify-by society's definition-as a child. I am willing to accept protection from stray meteors, ecoterrorists, and my seven-year-old cousin, Todd. But I don't feel in need of protecting by CPOC, which strongly believes that only G-rated movies should be made and that libraries should stock only nice, uplifting books that promote solid family values-nice being defined as nothing supernatural, nothing violent, nothing scary. That about kills my entire reading list. I think there are a couple alphabet books they approve of. Still, as far as I knew, this was the first time they'd ever come after Rasmussem.

I have excellent timing like that.

As the bus passed by the patch of sidewalk the picketers had claimed, I could read their signs: MAGIC = SATANISM and VIOLENCE BEGETS VIOLENCE and INAPPROPRIATE FOR OUR CHILDREN.

"Why can't you drop me off?" I asked. "Legally, they aren't allowed to obstruct anyone from going in." I'd learned that in Participation in Government class.

"Rochester Transit Authority is prohibited from letting a minor disembark into a situation that might be hazardous," the bus told me.

A little bit of artificial intelligence can be an annoying thing. "What are they going to do: smack me on the head with a pamphlet?" I asked.

The bus didn't answer and kept on moving. I was not going to win an argument, I could tell.

"Well, then," I said, "let me off at the next stop."

"Not if you intend to return to the Rasmussem Gaming Center stop," the bus responded.

I checked our progress on the real-time electronic route map displayed on the back of the seat in front of me and told the bus, "Of course not. I want to be dropped off at the art museum."

"That is on this vehicle's route and is only one block away," the bus told me. "Estimated time of arrival, thirty seconds."

So much for artificial intelligence. A human bus driver could have guessed that I had not developed a sudden craving for culture. Then again, a human bus driver probably wouldn't have cared, any more than the other passengers did.

The bus stopped in front of the museum. "Have a nice day, Giannine Bellisario," the bus told me.

I smiled and gave a Queen Victoria wave, and muttered under my breath, "Your mother was a toaster oven."

AS I APPROACHED the gaming center, I could see the picketers were quiet and orderly; so using my human intelligence, I deduced they weren't dangerous. Once I got in front of the building, I sprinted for the doorway. It was beneath a large red-and-gold sign flanked by rearing dragons: RASMUSSEM GAMING CENTER.

At least one of the picketers realized my intent and started quoting some Bible verse at me, complete with yeas and thous and wicked ones.

I started walking faster, and he started quoting faster, which would have been fine except he was also moving to cut me off. I reached the door and a Rasmussem employee opened it for me, which was better service than they'd ever provided before. He was probably set there to make sure the picketers didn't physically interfere with the customers. Once the door was shut behind me, that blocked out road noise and protester noise alike.

The lobby of a Rasmussem Gaming Center looks pretty much like the lobby of a movie theater. Lots of slick posters advertising the latest games, a concession stand, booths where you can feed in tokens and play some of the older virtual reality arcade-type games. For a Saturday on a nice May afternoon, the place looked dead, though the popcorn machine was going, wafting the enticing smell of fresh popcorn all the way down to the doors where I'd come in.

But I was self-disciplined and resisted. I went up to the reception desk in the waiting area. The total immersion gaming rooms were beyond, where they hook you up to the computer-as an individual or with a group-to experience a role-playing fantasy.

There were a pair of older boys, late high school or maybe even college age, sprawled in the comfy chairs in the waiting area, looking as though they'd been there awhile. They glanced up hopefully when they spotted me, then returned to leafing through their catalogs and poking at each other and trying to look cool for the receptionist, who was tapping her computer keys with the speed, concentration, and fervor of someone who had to be playing Tetris instead of working.

She must have made a game-ending mistake for she scowled and looked up. "Welcome to Rasmussem Gaming Center," she said. She wore a gown that was a medieval style but that shimmered and slowly shifted color, going from pink to lavender to deep purple to blue. I knew that if I watched long enough, it would cycle through the rainbow. There was one of those new genetically engineered dragons on her desk, hamster-sized and unpleasant: It had been trying to tip over the receptionist's nameplate, and when I placed my gift certificate on the desk, the little beast lunged at me. "He's just playing," the receptionist assured me as I snatched my hand back. "It's his way of greeting you."

Sure. I have an uncle who'll tell you the same thing about his rottweiler.

The receptionist looked at the gift certificate. "This will get you half an hour of total immersion game time or forty-five tokens for the arcade games up front. You can play your own module, or you can join other players." She pointed toward the older boys. Her desk dragon dove and nipped at the trailing edge of her sleeve. The tiny chain that tethered him to her pen holder yanked him up short, and he hovered, his leathery wings fluttering. The receptionist ignored him. "They're trying to form up a foursome to play Dragons Doom. Interested?"

I don't like to play role-playing games with people I don't know, and besides, I figured an eighth-grade girl with a seventh-grader's figure probably wasn't exactly what they'd been hoping for, either.

"No, I'll play with computer-generated characters," I said.

The receptionist nodded. I could see her set herself on automatic pilot. "Because the computer directly stimulates your brain, you will feel as though you're actually experiencing the adventure." She must have said this about a million times a day, because she spoke quickly and without inflection, so that if I hadn't known what she was talking about, I wouldn't have known what she was talking about. "Half an hour of game time will take you through the three days of your chosen computer adventure. You will smell the smells, taste the tastes, feel the texture of the clothes you're wearing and the things you touch. You will experience cold if your computer persona is in a situation where he or she would feel cold, just as you will feel hunger and you might feel pain. If your persona is killed off, you will not, of course, feel that pain. You are guaranteed at least thirty minutes of playtime. If you get killed before your thirty minutes have been used up, you will be given another life and the adventure will automatically restart. Once you have started a life, you will be able to continue until you successfully finish or until you are killed, even if your thirty minutes runs out partway through. Any questions?"

I shook my head.

"Want to check out the promos?" She pointed to the alcoves, and her dragon once again lunged and missed.

At the promo station, the computer recognized my handprint and showed the names of the games I'd played the other times I'd been here, as well as the game I'd played when I'd visited my cousins in Baltimore and we'd gone to the Rasmussem Center there. The screen showed the dates I'd played and the scores I'd received. I pressed the button indicating I wanted to view the trailers for games that could be played in half an hour or under.

Alien Conflict I didn't even bother with, nor Dinosaur Safari. I watched the promo for Lost in Time and decided it looked too complicated. It was probably the kind of game where you had to come back four or five times before you got anywhere. Weatherly Manor was a haunted-house game that looked like a possibility, though the computer knew my birth date, which meant I would get the toned-down version for those under sixteen. A Witch's Stew sounded too young even though this list was supposed to be age specific. Sword of Talla looked interesting, and I was thinking I'd probably go with that, when I pressed the button for Heir Apparent.

The voice-over described Heir Apparent as a game of strategy and shifting alliances. "The king has died," the voice said. "Are you next in line for the throne, or next in line to die?" There was a flurry of quick scenes: a castle on a hill, an army assembling, a dragon, someone being pursued through the woods, a wizard tossing powder into the air, and an eagle forming from the powder and lunging-talons outstretched-so that he looked about to come straight out of the screen, and I instinctively jerked back. "Who can you trust?" the voice asked. The screen went dark with an ominous thud like a dungeon door slamming. A child's voice whispered, "Bad choice," and cackling laughter echoed while the name Heir Apparent flashed on the screen, then slowly faded.

I found myself more inclined toward Heir Apparent than Sword of Talla, and knew myself well enough to know why. In the montage of scenes, there had been some really good-looking guys. Probably not the smartest way to choose a game. On the other hand, it made no sense to pick a game specifically because it had nobody interesting-looking.

I went back to the receptionist. "Heir Apparent for girls as well as boys?"

The receptionist had been filing her nails while waiting, and now that she paused, the desk dragon leaped and clung on to the emery board, gnawing at the edge. She shook him off. "Yes," she told me, "a female character can inherit the throne and become king if she makes the right decisions."

"Is there only one set of right decisions?" I asked. That could make for a frustrating game, the kind you have to play over and over.

"Heir Apparent," she said, "is like bean soup."

"Excuse me?" I said.

"Playing Heir Apparent," she explained, "is like making bean soup, whereas Dragons Doom is more like making a peanut butter and jelly sandwich."

I had no idea what she was talking about.

"With Dragons Doom, all you've got to do is remember you're making a peanut butter and jelly sandwich, and you'll end up with a peanut butter and jelly sandwich. Barring, of course, dropping the bread, peanut-butter-side down, onto the floor."

"Of course," I agreed, just to humor her.

She continued, "But with Heir Apparent, you can approach in any one of several ways, and still end up with bean soup. You can use pinto beans or black beans or navy beans. You could maybe add macaroni, or not, and you'd still end up with bean soup. But there're all sorts of dangers-if you do decide to use macaroni but you add it too late, it's undercooked, maybe even crunchy. Add it too early, and it becomes mushy. You can have too much salt, not enough pepper. Tarragon might help, or it might make the whole thing bitter." She leaned forward confidentially. "And that's not even getting into the question of boil or simmer."

Just my luck to get an explanation from someone who didn't know when to give up a bad metaphor. "Not just one set of right decisions?" I interpreted. "Okay, I'll go for it."

Just then her desk dragon pooped on the desk.

I should have taken it as an omen.

Copyright © 2002 by Vande Velde, Vivian
All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording,
or any information storage and retrieval system, without permission in writing from the publisher.
Requests for permission to make copies of any part of the work should be mailed to the following address: Permissions Department,
Harcourt, Inc., 6277 Sea Harbor Drive, Orlando, Florida 32887-6777.

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What People are saying about this

From the Publisher
"Consistently entertaining."—Publishers Weekly

"A testament to Vande Velde's storytelling magic."—The Horn Book

"A stylish tale [that] addresses both fantasy gaming and censorship."
The New York Times Book Review 

"Plausible, suspenseful. . . . Hilarious. . . . It's riveting reading for experienced gamers and tyros alike."—Kirkus Reviews

A Junior Library Guild Selection A New York Public Library Book for the Teen Age

Meet the Author

Vivian Vande Velde has written many books for teen and middle grade readers, including Heir Apparent, User Unfriendly, All Hallow's Eve: 13 Stories, Three Good Deeds, Now You See It ..., and the Edgar Award–winning Never Trust a Dead Man. She lives in Rochester, New York. Visit her website at www.vivianvandevelde.com.

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