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A computer-detesting sixth grader finds himself trapped inside a computer and becomes a "glitch," or malfunction, that the computer police must track down, as well as a pawn in the war between rival factions ROM and RAM
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Grade 5-8 Eleven-year-old Benjamin Bean dislikes modern machinery, particularly computers, and is dismayed to find a new microcomputer in his favorite second-hand bookstore. There's a "bug" in the store's computer program, however, and when Benjamin casually picks up a loose electrical cable, he is sucked into the machine. Inside is a chaotic world full of regimented people and living data-animated numbers, letters and punctuation marks, etc. With the aid of the letter "M" and Professor Babbage (inventor of the mechanical digital computer), Benjamin travels through the kingdom, surviving encounters with a dragon and the police, until he finds the true bug in the system and returns home. Despite its promising premise, poor characterizations and a muddled plot make The Glitch an unsuccessful fantasy. Benjamin heads towards one section of the kingdom and then another; only in the latter part of the book is there a recognizable goal. The breezy style of narration is unconvincingBenjamin sounds more like an adult than a child, his friends are never fully developed, and the villain has little to say. Although many recently published books have tried to capitalize on computer popularity, the definitive computer fantasy has yet to be written. Karey Wehner, San Francisco Public Library
Copyright 1986 Reed Business Information, Inc.
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Book Description Dutton Juvenile, 1985. Hardcover. Condition: New. Seller Inventory # DADAX0525671609
Book Description Dutton Books for Young Readers, 1985. Condition: New. book. Seller Inventory # M0525671609