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Josh Lewis is unwillingly drawn into the computer experiments of Aaron, his friend and fellow classmate at an exclusive New York private school, and the two find themselves uncontrollably transported through space and time.
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Previews available in: English
Edition | Availability |
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1
The Great Interactive Dream Machine
2010, Penguin USA, Inc.
Electronic resource
in English
1101172525 9781101172520
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2
The great interactive dream machine: another adventure in cyberspace
1998, Puffin Books
in English
014038264X 9780140382648
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WorldCat
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3
The great interactive dream machine: another adventure in cyberspace
1996, Dial Books for Young Readers
in English
- 1st ed.
0803719892 9780803719897
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Book Details
Edition Notes
Originally published: New York : Dial Books for Young Readers, c1996.
Sequel to: Lost in cyberspace.
Classifications
The Physical Object
ID Numbers
Source records
San Francisco Public Library recordInternet Archive item record
amazon.com record
Better World Books record
Work Description
Josh Lewis and Aaron Zimmer of LOST IN CYBERSPACE return for another adventure. Here, Aaron finds a way to turn his computer into a wish-granting machine. There are, of course, a few bugs in the program. The computer doesn't just grant Josh and Aaron's wishes; it seems to be granting the wishes of Aaron's mom's poodle as well. To further complicate matters, a creepy spy is more than a little interested in the wish-granting machine. Are the boys in for more trouble than they can handle?
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Feedback?December 17, 2022 | Edited by ImportBot | import existing book |
November 19, 2022 | Edited by ImportBot | import existing book |
July 22, 2019 | Edited by MARC Bot | remove fake subjects |
April 9, 2013 | Edited by Melinda Rosa | merge authors |
October 15, 2009 | Created by WorkBot | add works page |