Darryl Kirby is an orphan. He is also a whiz at computer games. But when Darryl plays a new version of his favorite game, StarMaster, strange things begin to happen. A mysterious message -- "WANT TO PLAY?" -- invites him to play a new game in which the stakes are higher than they appear -- a game that eventually lands him in the luxurious Paradise Lab, where software guru Keith Masterly has enlisted a brain trust of children for a secret purpose of his own. With the help of his friend, Nina, Darryl slowly uncovers a sinister plan and finds himself the star in his own real-life computer game. But will he and Nina be able to stop Masterly and escape before it is too late?
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Gr 5-7-A fast-paced, science-fiction adventure. Darryl recently lost his entire family in a horrible fire, and now resides at an orphanage funded by Keith Masterly, founder of the world's largest computer empire. After Darryl plays exceptionally well on the version of "Stargate" found on the laptop in his room, he's unexpectedly adopted and whisked away by Masterly himself. At first, the boy is thrilled to be a part of Paradise Lab, where there are lots of other smart kids like him, all helping Masterly conduct science experiments aimed at "conquering time." But Darryl and his friend Nina come to realize that Masterly's ultimate goals are deadly, and it's up to them to rescue everyone from a madman's evil grip. Though the plot, and especially the ending, is far-fetched, Seidler has created empathetic characters and writes at a level that is accessible even to readers not usually drawn to this genre. Despite the high-tech backdrop, it is Darryl's emotional journey that resonates and makes this novel a worthwhile purchase.-Ronni Krasnow, New York Public LibraryCopyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.
From: Reed Elsevier Inc.
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Gr. 4-7. Twelve-year-old Darryl Kirby lost his entire family in a fire. His subsequent placement in the Masterly Children's Shelter introduces him to Boris and BJ and to StarMaster 3, a video game more intricate than any he's ever encountered. The first couple of chapters are a bit of a snooze for the reader not heavily into PlayStation culture, but Brainboy quickly morphs into an absorbing thriller about a group of brainy orphans recruited by software guru Keith Masterly to further his sinister plans. Darryl uncovers the purpose for Masterly's luxury think tank and his ultimate plan for the orphans' demise. From there, the story flows smoothly between the captive team's escape plan and the savvy detective work of the kids on the outside, who are left wondering about the fate of their friends. As rich in texture as the novels of Avi and Gail Carson Levine, Brainboy deftly bridges the gap between the young-adult thriller of a past generation and the high-tech adventures of this one. TerryGlover.
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