Jumpman Rule #1
When a defective time-jumping device strands Theodore, a teen from the distant future, in the twenty-first century, he is helped by two high schoolers--Jules, who is having time problems of his own, and Gen, an old friend Jules was about to ask out.
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" Thirteen-year-old Jules has just worked up the nerve to ask his childhood friend Gen out on a date when a slightly older guy with much cooler gear materialized bedroom. Theo has been stranded in the early 21st century by a malfunction of his new time machine JumpMan Pro . He wants to return home, some 3000 years in the future, just as much as Jules wanted him gone, but the teens' immediate problem is keeping Theo hidden and out of trouble long enough to figure out how the unfamiliar JumpMan works." (Novelist Review)
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