Growing up in the 80s is a chore for Sarah, who feels misunderstood by her parents and badgered by Rhys, her bothersome brother who incessantly prattles on about his treasured computer games.
When Rhys tells her one of the games tried to pull him inside the computer, she laughs off his fanciful fib. As if such a thing could happen! She waggles the joystick to disprove his fairytale and her smile dissolves as she is pulled into the computer.
Sarah’s previous concerns are dwarfed by the ones she finds in this new virtual hell. Now trapped in games she’d never had any interest in playing, how can she possibly beat them?
With the help of feisty Nell, another trapped player, can Sarah find her way back home or is it game over? An evil madman, a hostile planet, bloodthirsty robots, a never-ending throng of karate experts and relentless digital soldiers will do their best to ensure Sarah never escapes.
Trying to figure out this book's target audience... It's written like a children's/YA book. Yet its main purpose seems to be crafting plot around details of specific C64 games from the 80s -- the kinds of details only 50-year-olds would know. Seems like the intersection between these two writing approaches might have carved out a really (really) narrow target audience. Still, being an 8-bit guy with graying hair, I could readily identify the unnamed games, Bonus star for being 8-bit.
This story takes you on one hell of a ride from the moment non-gamer Sarah is sucked into a computer game- the race is on. Together new found friends she must navigate the levels from flying ships to cowboy lands - to get home- before her lives run out! Gaming fans will love this epic adventure!
The story needs more background for me, it was all so fast jumping around, not enough scene setting. I did enjoy it overall, and I would read more of these books.