cover image Gemini Game

Gemini Game

Michael Scott. Holiday House, $14.95 (159pp) ISBN 978-0-8234-1092-7

Scott gets some interesting mileage out of casting the teenage protagonists of this mildly innovative, futuristic story as established authorities rather than upstarts or rebels. Twins BJ and Liz O'Connor are the founders and owners of the Gemini Corporation, a cutting-edge virtual-reality game manufacturer. Wildly successful, they lead a life of luxury in a grim 21st century of processed food and government monitoring. But the twins stand to lose everything when one of their games is altered-so that players lapse into a fatal ``VR coma.'' Fleeing a vengeful policeman, BJ and Liz journey deep into an urban wasteland called ``the Quays.'' From there they must enter the life-threatening game, to discover the saboteurs and to isolate the virus that malevolently reprograms their work. Scott comes close to telegraphing the finale, but he establishes the atmosphere in a compelling fashion, and his VR scenarios are certain to please teenage technophiles. Ages 12-up. (Oct.)