First there was "Space demons" and then "Skymaze". Now there is Shinkei - a game so powerful it has the potential to make thoughts, desires and even dreams come true. A game with an intelligence that needs the minds of others in order to grow and expand. It's creator, Professor Ito, knows it must be destroyed, but not before his daughter Midori, and the four other players, Andrew, Ben, Elaine and Mario, are released from its thrall.
21/7 - Would definitely not be reading this if it weren't for the fact that I own it. If I hadn't paid money for this (a whole 20 cents), if I had borrowed it from the library, I would be returning this unread without a problem. But, at some time in the past the plot struck my fancy and so here I am, reading it. I found the first book in the trilogy to be average and from the blurb, I expect this to follow pretty much the same path, but I'll receive it worse because I've already read the story in the first book (thank goodness I didn't happen across the full trilogy at the sale, I'd be having a nervous breakdown over returning it unread versus forcing myself to read it). To be continued...
Later - Ugh! I've read like five pages and I'm already wondering whether I'll be able to push myself to keep reading. I think Rubinstein should have ignored all the fans who asked for sequels (she thanked them in her acknowledgements in this book) and went on to something new after finishing Space Demons. To be continued...
5/8 - I think I might have 'great book' withdrawal, you know the condition where you've read a series of great-to-fantastic books (Buzz and Bubble by Anders de la Motte, Shadow Kiss and Blood Promise by Richelle Mead) and then your next choice is a two or three starrer, but because of the aforementioned withdrawal it becomes a no starrer. My current strain of 'great book' withdrawal is exacerbated by a bad case of 'I have to get the next book in the seriesitis'. All I can think of is getting my eyes on Spirit Bound, and the only way I can distract myself until the hold comes in is by reading another great-to-fantastic book, and Shinkei definitely does not qualify. I would probably continue reading this but for the coincidence of suffering from both debilitating conditions, at the same time. This could probably end up a 2.5-3 star read, but as it is I have zero interest in continuing this. It's back to the library booksale for this one.
Shinkei was noticeably weaker than the previous books, Space Demons and Skymaze - the complications arising from the creation of the THIRD evil, scary game, and the change of setting to Japan, made things rather more confusing that it needed to be. Rubinstein was better off in the first two installments, where the story was simple, but was interesting and drew you in. Still, it was a fast-paced, intense read, and definitely a must-read for those who enjoyed the first two, if only to find out how it ends.
The weakest of the trilogy. If Space Demons spent 60% of its time inside the game, and Skymaze spent about 45%, Shinkei spends only about 5% or less, and it's not for the right reasons. It's so drawn out, and tiresome. It lack all the impact and message of Space Demons or even Skymaze, which was also not very strong. Also, the Epilogue feels tacked on, and needless in many ways. It's like the author read her work back, and realised there's a possibility someone might ask for a sequel, so she put a decisive end to it with the Epilogue.
I read Space Demons so long ago, I don't remember it. So this last in the series might has well have been a standalone book for me.
Under normal circumstances, I'd probably rate the book just three stars. But about halfway through, it started to have a special fascination for me in terms of my research into names. Gillian, from Julian, is a name long connected with labyrinths. Gillian Bore or Julian Bower was a medieval name for a unicursal maze.
And the nervous system is, when you think about it, an organic maze.
The opening of the book is quite slow: all of the characters from previous books have to be re-introduced and then mysteriously brought to Japan. A few more characters are introduced.
Professor Ito is having serious doubts about his invention of a new game, Shinkei. He tries to shut it down but it appears to have developed not only nascent artificial intelligence but a desire to grow. And that growth can only occur through the players who have been into the previous two games in the series: Midori, Ben, Andrew, Elaine, Mario and Toshi.
A ruthless Australian game developer, now resident in Silicon Valley, will stop at nothing to get his hands on the game. A quasi-religious Japanese sect, Pure Mind, have sent some gangland members to acquire the games for themselves. Everyone sees the potential in the game: not just as a commercial venture but as a simple step to world domination.
In the beginning is...
The end of the sentence will determine who controls the game. The fate of the world hangs in the balance.
Toshi, Professor Ito's honourable assistant who hankers for the simple ethics of the samurai past, decides there's only one course of action to stop the violence of those contending for control of the game. Ironically it's to kill all the players and then himself.
This was, overall, the weakest of the trilogy. Things I liked: - the new location (Japan) - some of the new characters (Ito, Midori, and Toshi) - the use of the medallions - the epilogue (tied the trilogy closed).
Things that didn't work for me/disliked: - slow plot - it took a long time to put all the players in play - quick wrap-up - then it all ended quickly - some weak "lessons" about greed and brainwashing
For me, it didn't engage as well as the first book, but like the second, I would still encourage a teen to finish the series if they are gripped by the story and it keeps them reading.
Nowhere near as good as the first two. This book felt more like an afterthought. Wildly different in style to books 1 and 2, and often extremely laborious and boring. The ending felt rushed and the epilogue makes it clear that this is it now, even though it rushes to resolve a bunch of things with quick exposition. Space Demons and Skymaze deserved better than this.
Weakest of the trilogy, the charm of the first two were the relationships between the characters, which barely interacted in this one. Much better technology and social commentary than the other two, but not as finely wrangled.
By far the best of the Space Demons trilogy. However this book is still a poor reward for wading through the previous two. New characters are introduced and Japanese culture is very much a part of the story (which is refreshing after two books of 1980's and early 90's Australian culture). The plot is much more lavish in scope and several loose ends are tied up. What I thought was a particularly nice touch was the last few pages were devoted to giving a brief synopsis of what happened to each character in the long term.
I was drawn to this book by the beautiful cover, in particular the Mario character. Who is this man? He makes the book. A certain times the book does become borish and tiring but at these times I close the book and stare at the cover.
Mario brings me back, I am home
This was voted top 100 book covers of the 90s and I agree.
Even if you don’t read the book, study the cover and embrace the beauty of mario