By Author / Illustrator
Walker Books Ltd
Paperback / softback
Gaming and time travel collide in this exhilarating middle-grade adventure, from bestselling author Jennifer Bell.
'The Game is on. Travel with wonder.' When Arthur, Ren and Cecily investigate a mysterious explosion on their way to school, they find themselves trapped aboard The Principia - a scientific research ship sailing through hazardous waters, captained by one Isaac Newton. Lost in the year 2473 in the Wonderscape, an epic in-reality adventure game, they must call on the help of some unlikely historical heroes to play their way home before time runs out. Jumanji meets Ready Player One in this fast-paced adventure featuring incredible real-life heroes, from the internationally bestselling author of The Uncommoners series.
See Book 2: Legendarium
Wonderscape is a modern, fast and clever adventure that combines time travel, reality gaming and historical figures in a thrilling and utterly mind-blowing journey to the year 2473. An unexpected and unusual combusting garden gnome situation throws together three very different schoolchildren, Arthur, Ren and Cecily. Having stumbled through a strange portal to gaming reality 'Wonderscape', they must now put aside their differences and distrust of each other to form a tightly knit trio to survive and escape their very odd surroundings.
The story is contemporary, fresh and fun as they meet historical and inspirational figures from the past, now recreated with their minds trapped in 'mimic' robot bodies by unscrupulous game creators. It is an intriguing concept that fascinates Arthur,Ren and Cecily; in this world they can absorb information into their minds from Wondercloaks and Isaac Newton wears fluffy slippers… It becomes a battle of time for the three before the game turns them into slime and also a battle for the future of Wonderscape itself and who should be controlling it.
Wonderscape is adventurous and imaginative - a bold and skillful blend of future sci-fi, invention and technology alongside the past knowledge, ethics and cultures of the famous historical men and women now existing in a virtual ground-hog day like gaming cycle. The three main young characters show their skills at solving riddles and using their different strengths to outsmart the codes and obstacles in their path. With Cloud, a classic companion dog joining them (obviously, this is an upgraded, sci- fi version of a canine), this adventure packs an enjoyable, warm and excitable punch.
352 pages / Reviewed by Jennifer Caddick, teacher
Suggested Reading Age 9+