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- y Jumpman Milsons Point : Random House Australia , 2002 Z993470 2002 single work children's fiction children's science fiction
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y
JumpMan Rule 1 : Don't Touch Anything
Milsons Point
:
Random House Australia
,
2004
Z1162243
2004
single work
children's fiction
children's
science fiction
'Theo knows the Rule, just as every kid from the year fifteen billion and seventy-three does: When using your TimeMaster JumpMan for routine time travel, DON'T TOUCH ANYTHING. And usually, when traveling to routine JumpSites like Three Seconds After the Big Bang or the Building of the Great Pyramid, this is no problem. But Theo's latest TimeJump is anything but routine. First, this Jump has put him in the early twenty-first century, of all places. Second, he has found himself visible to Genevieve and Jules, just as Jules is about to ask Gen out on a date. And finally, his JumpMan won't send him back to where he came from.
'Will Theo get back to his own time, without disintegrating? Will the very fabric of space and time be torn to shreds? And most important...will Jules ever be able to ask Gen out on that date? Only time will tell in this roller-coaster ride of action, humor, and suspense from international best-seller James Valentine.' (Publication summary)
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2y Jumpman Rule 2 Milsons Point : Random House Australia , 2003 Z1091344 2003 single work children's fiction children's science fiction
'"The year is fifteen billion and seventy-three and Theo - teenager, TimeJumper, legend - is the biggest celebrity on the Two Planets. Theo knows there's only one rule when you TimeJump- Don't Touch Anything. Just the slightest change to events could have catastrophic consequences. But Theo's been spending a lot of time with Quincy Carter One, the man in charge 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 and Gen 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. (Hopefully without Gen's Mum noticing they're up to anything). Can Rule 1 be broken? And if it can't, then why do we need Rule 2?"' (Publication summary)
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3y JumpMan Rule 3 : See Rule One! JumpMan Rule Three : See Rule One! Milsons Point : Random House Australia , 2004 Z1162229 2004 single work children's fiction children's science fiction
'Theodore Pine Four - teenager, TimeJumper, legend - can't work out why TimeJumping is no longer the hottest thing since the Big Bang. Sure, Quincy Carter One tried to undermine the entire structure of Time itself by changing history, but now that Quincy's disappeared, surely a little TimeJumping won't hurt anyone?Meanwhile, back in the third millennium, Jules Santorini - teenager, daydreamer, dork - can't work out why he's suddenly the most popular kid at school. He and Gen did TimeJump into the future and then back to the past to save the present from Quincy's evil plans ... but no one's supposed to know about that. And why was Quincy so interested in them in the first place?No one knows what's going to happen next. Or before. Which is what happens when you start fooling around with time ...' (Publication summary)
Publication Details of Only Known VersionEarliest 2 Known Versions of
Works about this Work
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The Key to Kids' Imagination: Books
2005
single work
column
— Appears in: The Sun-Herald , 23 January 2005; (p. 37)
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The Key to Kids' Imagination: Books
2005
single work
column
— Appears in: The Sun-Herald , 23 January 2005; (p. 37)