Description |
87 pages : 22 cm |
Summary |
When someone uses futuristic technology to play pranks on twelve-year-old Dorso Clayman, he and his best friend set off on a supposedly impossible journey through space and time trying to stop the gamesters who are endangering the universe. Seventh-grader Dorso Clayman opens his locker door to find a dead body. Thirty seconds later it disappears. It's not the first bizarre thing that has appeared in his locker and then vanished. Something's going on. Somebody has decided to make Dorso and his buddy Frank the target of some strange techno-practical jokes. The ultimate gamesters have hacked into the time line, and things from the past are appearing in the present. Soon, the jokes aren't funny anymore-they're dangerous. Dorso and Frank have got to beat the time hackers at their own game by breaking the code, before they get lost in the past themselves. |
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When someone uses futuristic technology to play pranks on twelve-year-old Dorso Clayman, he and his best friend set off on a supposedly impossible journey through space and time trying to stop the gamesters who are endangering the universe. |
Study Program |
Accelerated Reader AR MG 5.2 3.0 85879. |
Subject |
Space and time -- Fiction.
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Computer games -- Fiction.
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Science fiction.
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Space and time -- Juvenile fiction.
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Video games -- Juvenile fiction.
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ISBN |
0385746598 trade |
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0385908962 library binding |
Standard No. |
9780385746595 |
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