From Publishers 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.
Copyright 1994 Reed Business Information, Inc.
--This text refers to an out of print or unavailable edition of this title.
Book Description
This title offers a virtual reality adventure. At fourteen, twins Liz and BJ are smart gamemakers whose high-tech computer games sell in millions. But when their game Night's Castle becomes infected with a virus they are in trouble with the police. They must grab enough time to re-enter the VR world of Night's Castle and see if they can source the virus - if not they are ruined. Set in a city of the future, this book is a vivid and tense exploration of the VR world.
--This text refers to an alternate
Paperback
edition.