Jumpman
2 total works
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?
Theodore Pine Four has hair that constantly changes colour, a coat that talks to him and a defective Jumpman Pro! 3198 years in the future, Theo has won a competition to be the first to visit an exciting new JumpSite. But when he finds himself in the 21st century (or Mil 3 as it's known to Theo) he realises something has gone dreadfully wrong. Jules and Genevieve are equally shocked when he suddenly appears in Gen's room but agree to hide him so that the future is altered as little as possible by his presence. Jumpman is the hilarious account of Theo's time in Mil 3 (which he is VERY unimpressed by) and of Jules and Gen's heroic efforts to rescue him and return him to his own time. A fast-paced, and highly entertaining read that's bang up to date and then some.