Reviews provided by Syndetics
Publishers Weekly Review
Patrick's skill at a computer game earns him a place on Finders Keepers , a positively dizzy and dizzying game show transmitted from a parallel dimension, in which Finders from our dimension win valuable prizes by hunting for objects that have accidentally fallen through a barrier from the parallel universe into ours. As Patrick struggles to win the computer he desperately wants, he is forced to learn a hard truth about valuing things over people. In addition to teaching this poignant lesson, Rodda serves up at least one scream ingly funny riotous situation per chapter and keeps her adventure moving at lightning speed--making for an uncommonly satisfying read. Young's line drawings deftly keep pace with the story's changing moods. Ages 10-up. (Oct.) (c) Copyright PWxyz, LLC. All rights reserved
School Library Journal Review
Gr 4-6-- Patrick seems to be in luck when he's invited to be on a television game show, ``Finders Keepers.'' The only problem is that there's no such channel where he lives and there's no such game show. But when the boy tunes in on Saturday morning, he's pulled through the television into a parallel universe. There, he must decode the riddles of three ``seekers'' whose possessions have been lost through the barrier between the worlds. Patrick must go back to his world and return with the lost objects in order to win fabulous prizes (including the computer for which he yearns). He faces many dangers, and his ingenuity is tested as he plays the game. Patrick makes friends, rescues lost souls, and learns a little about the space-time continuum in this lively adventure. Family values are strong, and the solid realistic setting makes the fantasy element credible. Anyone who has ever wondered where odd socks go and why keys are so often not where they've been left will enjoy this time-travel story with a computer twist.-- Anne Connor, Los Angeles Public Library (c) Copyright 2010. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.
Gr. 4-7. While playing a computer game in a local software store, Patrick receives a personal message inviting him to participate in a game show. Instructed to tune in Channel 8 the following Saturday at 10 a.m., Patrick finds himself transported onto the set of "Finders Keepers," a quiz show in a parallel world beyond the "great barrier." He meets Lucky Lamont, the show's robot host; Boopie Cupid, Lucky's Vanna White-like assistant; and Maxie, the inventor of the computer that transports people between the two worlds. Patrick learns that when things from his own world mysteriously disappear, they have actually slipped through the great barrier into this parallel world. (At last--an explanation for all those missing socks!) Guided by riddles and a beeper, Patrick must find three missing items for the game's contestants and return them to the other side. As she did in The Best Kept Secret , Rodda creates a convincing fantasy world, stocked with intriguing and unusual characters. Particularly interesting is Patrick's baby-sitter, Estelle, who arrived accidentally from the other side and is now fading (the result of trans-barrier effect). A fascinating find for young fantasy lovers. (Reviewed Nov. 15, 1991)0688105165Kay Weisman
Horn Book Review
Patrick's fascination with computers involves him in a series of bizarre visits to an alternate world where he must participate in a game show to find objects that contestants have lost in his world. The game show parody is too forced; the writing is awkward; and the Australian words are jarring. From HORN BOOK 1991, (c) Copyright 2010. The Horn Book, Inc., a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.
Kirkus Book Review
An original fantasy from Australia takes middle child Patrick across the ``Barrier'' between alternate worlds to play in a strange quiz show: he's given riddles about three items lost in his own world and told to bring them back for game-show prizes. The items won't look the same in his world: they'll seem less valuable. The quiz-show host is a robot (``What human being could smile like that for hours at a time?''), and the items lost mean much more to the contestants than anyone is at first aware. As his search goes on, a power breakdown almost makes it impossible for Patrick to complete the tasks, but he does restore the items, plus a game-show staff member's sister; he also makes friends, realizes the importance of his family, and ends up with his heart's desire: his own computer. Patrick's family, arguing but caring about each other, and the boy's abandoned daydream about having a quiet house to keep his computer in ring true. Though the fantasy is limited to the barrier and the passage of things between the worlds, it's clever; it even includes an explanation for single socks and other misplaced things. An amusing product of an age of game shows and wishful thinking. (Fiction. 9-12)