- Age Range: 10 and up
- Hardcover: 160 pages
- Publisher: Dial; 1st edition (October 1, 1996)
- Language: English
- ISBN-10: 0803719892
- ISBN-13: 978-0803719897
- Product Dimensions: 5.8 x 0.7 x 8.6 inches
- Shipping Weight: 10.9 ounces
- Average Customer Review: 7 customer reviews
- Amazon Best Sellers Rank: #13,359,864 in Books (See Top 100 in Books)
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The Great Interactive Dream Machine Hardcover – October 1, 1996
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From Publishers Weekly
When New York City prep-schooler Josh meddles with his best friend Aaron's computer project, a dinosaur presentation becomes a wish-granting program. The boys, first seen in Peck's Lost in Cyberspace, tap into the wishes of those around them: Josh's airhead sister wants to go to the Hamptons, a grumpy old spinster wants to go back in time, and the shih tzu downstairs just wants to go out. Josh and Aaron's wish, to be bigger and stronger than the class bully, yields wildly funny results. Individual episodes will provoke laughter and even thought, but a predictable plot involving a threatening cyber-spy fails to provide dramatic tension. Aaron's technical jargon sheds no light on the logic of the "dream machine" and his lengthy discourses may bore some readers: "Josh," he says, "the past, the present and the future are a multiple program running concurrently, with peripherals." Although the sentimental conclusion carries little emotional weight, the story's fast pace and clever one-liners make it an enjoyable light read for science fiction fans. Ages 10-up.
Copyright 1996 Reed Business Information, Inc.
From School Library Journal
Grade 4-6?The continuing adventures through time, space, and middle school of Josh Lewis and Aaron Zimmer, first introduced in Lost in Cyberspace (Dial, 1995). Techno-nerd Aaron has found a formula that allows cyberspace travel through cellular reorganization. Unfortunately, there are bugs in the program that turn the computer into an uncontrollable wish-granting time-travel machine. The boys shun soccer camp, instead attending summer school for history at their exclusive New York City private school. Their study of World War II has surprising results for their 80-year-old lonesome neighbor, Miss Mathers. Humor, fantasy, science fiction, and even a touch of mystery all cleverly combine to make this book a guaranteed fun, fast-paced adventure.?Connie Tyrrell Burns, Mahoney Middle School, South Portland, ME
Copyright 1996 Reed Business Information, Inc.
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of class (b) to be left unattended in the computer room. As a long-time teacher (including a teacher of a computer classroom), I am here to testify that sixth grade schedules are not arranged that way.
In _The Interactive Dream Machine_, Aaron now has a massive computer at home that blows out the power in the apartment building. There are are still some moments of outrageousness in the novel; but on the balance, it is a touch more credible than the first book. In _Lost in Cyberspace_, the boys encounter some characters who lived before the Great Depression. In the second novel, they encounter characters (I will not say who) from World War II in England.
Peck uses another running joke. In the first book, the boys have been assigned to do a book report on _The Time Machine_ by H. G. Wells. In _The Dream Machine_ , they are assigned to do a report on Jack Finney's _Time After Time_. What time travel tale might the students be assigned in English next year?
Josh and Aaron are back from "Lost In Cyberspace". "The Great Interactive Dream Machine" is the sequel to "Lost In Cyberspace". So if you liked "Lost In Cyberspace" you will love "The Great Interactive Dream Machine"! Here are some things that are the same. Aaron is still crazy about technology, Josh is still trying to keep Aaron from going totally ballistic about technology, and Aaron created another crazy machine. Here are some events that happened. Josh changed a digit in Aaron's dream machine formula. Also, Aaron is heart broken at the end. Plus, I will give you a hint about the dream machine. It grants dreams.
My feelings about this book are, that it's a confusing book. It has a bunch of technology talk that can be complicated. It has some funny parts. I think mature readers should read this book. But overall, I thought this book was good. So get ready for your dreams to come true in "The Great Interactive Dream Machine"!
This book was interesting and kept me reading. It was a fun book that made me laugh, wonder and want more. I give this entertaining book 3 stars. Everyone will enjoy it!