Jumpman Rule #1


Book Description

In the future, kids play with JumpMans, which take them back in time. But the people who manufacture JumpMans don't want kids going just anywhere. That's why it's a big deal when 51st-century Theo finds himself in bedroom of 21st-century Genevieve.




Jumpman


Book Description

Novel for teenage readers. In the year fifteen billion and seventy-three, the new JumpMan Pro is disastrously launched. Describes TimeMaster's Cheeo's scheming, the adventures of Theodore Pine in the Third Millenium, and the efforts of Jules Santorini and Genevieve Corrigan to rescue him. Author is a broadcaster on ABC radio, and a reporter for 'Showtime Movie News'.




Jumpman Rule #2


Book Description

Teenagers Genevieve Corrigan and Jules Santorini "TimeJump" to the year 15,000,000,072 to correct problems being caused by the not-so-trustworthy head of TimeMaster Corporation, Quincy Carter One.




The Past Is Gone


Book Description

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.




The Future Is Unknown


Book Description

With Quincy Carter One on the loose somewhere in time, "TimeJumping" supposedly not safe anymore, and history starting to "Unhappen," Jules and Gen are once again called upon to help correct the past.




Jumpman


Book Description

Teenagers Genevieve Corrigan and Jules Santorini "TimeJump" to the year 15,000,000,072 to correct problems being caused by the not-so-trustworthy head of TimeMaster Corporation, Quincy Carter One.




Alpha Force: Rat-Catcher


Book Description

Target: Drug Rat Alpha Force are an elite team of five highly-skilled individuals brought together to battle injustice. The team join a covert SAS operation in South America, fighting to catch an evil drugs baron. To gain information, they infiltrate a tight-knit community of street kids then head into the isolated mountains where a terrifying and twisted hunt is to test their individual skills to the max . . . Contains Chris Ryan's top SAS tips for survival in cave systems.




Jumpman Rule


Book Description

The year is Fifteen Billion and Seventy-three, and Theodore Pine Four uateenager, TimeJumper, legend uais the biggest celebrity on the Two Planets. Theo knows there's only one Rule when you TimeJump: Don't Touch Anything. That Rule applies whether you're Jumping to the Big Bang or to the day pizza was invented. But Theo's been spending a lot of time with Quincy Carter One, the Cheeo of TimeMaster Corporation. Quincy's starting to think that Rule 1 doesn't apply to him. Why not fiddle about with history? Meanwhile, back in the present, Jules Santorini and Genevieve Corrigan are too busy worrying about their first date to wonder what Theo's up to. They have no idea they're about to TimeJump three thousand years into the future, become invisible, spy on Theo, and try to save the world. But it's OK, they'll still be home on time. Can Rule 1 be broken? And if it can't, then why do we need Rule 2? Don't Even Think About It! The second book in the sensational JumpMan series is here.







The Inter-Galactic Playground


Book Description

Science fiction is often considered the genre of ideas and imagination, which would seem to make it ideal for juveniles and young adults; however, the ideas are often dispensed by adults. This book considers the development of science fiction for children and teens between 1950 and 2010, exploring why it differs from science fiction aimed at adults. In a broader sense, this critical examination of 400 texts sheds light on changing attitudes toward children and teenagers, toward science education, and toward the authors' expectations and sociological views of their audience.