![]() ![]() "About this title" may belong to another edition of this title. Book recommendations, author interviews, editors' picks, and more. ![]() Ages 12-up.Ĭopyright 1994 Reed Business Information, Inc. 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. 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. 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. ![]() Wildly successful, they lead a life of luxury in a grim 21st century of processed food and government monitoring. Twins BJ and Liz O'Connor are the founders and owners of the Gemini Corporation, a cutting-edge virtual-reality game manufacturer. 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. ![]()
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