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THE GREAT INTERACTIVE DREAM MACHINE by Richard Peck

THE GREAT INTERACTIVE DREAM MACHINE

By Richard Peck

Age Range: 10 & up

Pub Date: Oct. 1st, 1996
ISBN: 0-8037-1989-2
Publisher: Dial

In this sequel to Lost in Cyberspace (1995), computer-whiz Aaron Zimmer has accidentally given his computer the ability to grant wishes. A bug in the formula makes it grant the most emotionally powerful wishes of any creature in the area, including poodles. Peck's book may not "rank right up there with the discovery of radium and call waiting," and the intriguing premise gives way to a story that is over before it really gets going. Still, some biting prose, larded up with enough technobabble to fuel a starship, should keep computer geeks chortling in the chat-rooms. (Fiction. 10+)