1996 It all begins when Eric, Charles, and Andreas come upon the video store of their dreams, featuring war games they've never even heard of. Amid the stacks of lurid boxes, the most remarkable game of all is pressed on them by the store's owner. Though it fits on a single diskette, the game surpasses their wildest fantasies: the graphics are better than a movie, and the action seems to put them right inside the screen. A chilling novel of suspense, virtual reality, and cyberterror by a major new author of young adult fiction.
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