10 year old Jesper dreams himself into another world. In there he meets the princess Isabel and the raven Black Sigurd, who become his best friends. He is whirled into fierce events among sorceress', troll's, dragons and all the wellknown fantasy figures. Electro - the Emperor of the computer world - wishes to destroy Fantasyland, but is prevented from this by Jesper and Black Sigurd, helped by a magnet. Jespers dream becomes reality. When he returns from his nightly dream-experiences, Black Sigurd is there, and he himself is dressed up as a knight, in the clothes he was given by Isabel. It all reaches a happy ending, after many dramatic events. The imaginative story contains an almost unbroken link of exiting situations filled with action, but also very fine lyrical pictures and emotional passages. The main figure Jesper from "The real World" is at the same time real and a part of the fantasy story. The hero manages to save the fantasy from the cold, callous computerworld. In spite of the description of the fight against Electro himself, which is difficult to catch up with, it is a story that without any doubt will appeal to a large number of readers from 11 to 14 years of age.
Jesper, 10 years of age, travells
in his dreams to the land beyond the
limits af any adults' imagination, Fantasyland. He comes to a world he
is already
familiar to, from all the fairytales he's been told throughout his
childhood. He
meets the raven Black Mac, who becomes his devoted companion. The
fantasyworld
is divided into 3 empires: Symphonyland,
the world of song and music; Fantasyland,
the world that contains all the figures from H.C. Andersen to Disney
and Tolkien
- and DOS: the world of computergames,
ruled by the warriorprograme Electro.
DOS spreads out and threatens to absorb the others, older empires.
Prince
Major of Symphonyland offers to marry Princess Isabel from Fantasyland.
But according
to the law, anyone is allowed to make such a proposal. Electro turns up
and
asks for her hand in marriage. She turns down Electro's offer and DOS
starts a campaign
to conquer the world. Merlin, the wizard, who's magic protects
Fantasyland, tries
to calm things down, but makes a mistake and gets erased by Electro.
Jesper (and Black Mac) escapes and fetches a tiny toy-magnet in his
home in
the real world. Armed with this magnet he travells back the following
night -
to Nomansland, the neutral country between the other three. Jesper and
Black
Mac enter DOS, to find Electro and fight him. But realistickly, to
themselves they
admit that the don't know what to do, if and when they succeed to track
him down.
They fight their way through DOS, through the world of computergames
with
Pac-Man and many other games, are hunted by K-Ram's and Bit's - and
they are wanted
as computervirus with orders to be erased immediately. At one point
Jesper's father
sees the boy and the raven on his computerscreen back home, and more
trouble begins.
In the end they defeat the wargame Zak, helped by the dog with eyes as
big
as teacups (H.C. Andersen) and finally they meet Electro. As they are
not willing
to work with him, Electro tries to erase them. But as he sends his
com.mands against
them, they crash into the tiny toy-magnet in Jesper's pocket, and
Electro
breaks down. The empire of DOS erases itself, untill it has the size it
had before
Electro was created.
Princess Isabel and Prince Major get together, and Jesper and Black Mac
are
guests of honour at the magnificent wedding-party on the castle.
Jesper has to be in Nomansland before 12.a.m. otherwise he will never
be able
to return to the real world. He consideres to stay there forever, but
at last he
chooses to go back to his parents, who are terribly worried. He has a
lot of explaining
to do - and every night, as he sleeps safely in his bed, a big, black
raven watches
over him from the cornice, outside his window.
In this translation
the raven Sorte Sigurd is named Black Mac.