Synopsis When a defective time-jumping device strands Theodore, a teen from the distant future, in the twenty-first century, he is helped by two high schoolers--Jules, who is having time problems of his own, and Gen, an old friend Jules was about to ask out.
| Details | | Publication Date: | 2004-05-01 |
| Size | | Length: | 288 pages | | Height: | 8.3 in | | Width: | 5.8 in | | Thickness: | 1.0 in | | Weight: | 12.8 oz |
Publisher's Note In a futuristic world, kids play with a special game that allows them to be transported to any place back in time, but when the creators of the JumpMan games decide to rig the machines against their users, Theo finds himself in a real bad place when he stumbles upon his best friend asking his girl out on a date.
Industry Reviews "Valentine's light, effortless, and highly humorous prose makes the brain-twisting ruminations on Time captivating instead of painful; the details of Theodore's future world and how we got there, as well as the revelations he sparks in Jules and Gen about the present world, are both entertaining and thought-provoking." Bulletin of the Center for Children's Books - Krista Hutley
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