April 9, 2008
George Arthur Bloom
Hacker has discovered an army of awesome creatures he can use to rule cyberspace, but they are carved in stone on the walls of the Pyramid of Jimaya. To bring the animals to life, he must steal the Sphere of Being, a magical orb closely guarded by three ghosts (Hacker’s worst nightmare). How can he distract them so he can steal the Sphere? Opportunity knocks when he tricks Jules, recently hired as tour guide, into pushing the wrong button and falling, along with the kids and Creech, into an underground arena from which there is no escape! Confronted by the Jam Master, the guardian of the pyramid, and the Pyramid’s three ghosts, the kids are told they can go free if they can overcome the ghosts in a game of Jimaya Jam. The game is like basketball except for a few small quirks: When Matt tries to dribble and move the ball across the court, it breaks! And he can’t move from where he stands on the court once he receives it. Coach Jackie struggles with a game plan until the kids realize that diagramming her plays makes it a whole lot easier to follow them. Down to their last ball, stopping Hacker rests on their ability to diagram and execute the right play.