When someone uses futuristic technology to play pranks on twelve-year-old Dorso Clayman, he and his best friend set off on a supposedly impossible journey through space and time trying to stop the gamesters who are endangering the universe.
During World War II, while his father is in Europe fighting and his mother is working in Chicago, a five-year-old boy goes to live with his grandmother in a rural Norwegian American community in Minnesota. Based on events from the author's life.
As winter progresses, the strange man in the worn flight jacket dances frequently on the ice of the rink, expressing more with his movements than most people do with words.
Harold and his best friend, both hopeless geeks and societal misfits, try to survive unusual science experiments, the attacks of the football team, and other dangers of junior high school.
Because of his success surviving alone in the wilderness for fifty-four days, fifteen-year-old Brian, profoundly changed by his time in the wild, is asked to undergo a similar experience to help scientists learn more about the psychology of survival.
After a plane crash, thirteen-year-old Brian spends fifty-four days in the wilderness, learning to survive initially with only the aid of a hatchet given him by his mother, and learning also to survive his parents' divorce.
Chris receives a computer game in the mail that somehow becomes real and he finds himself trapped in a mysterious adventure in which he must retrieve a magic crystal from a dragon and use it to release Princess Darvina from the evil spell that has turned her to stone.
Having expanded his summer lawn mowing job into an ever-growing business conglomerate, a twelve-year-old boy gets involved in high finance thanks to his hippie stockbroker, takes on sponsorship of a boxer, and becomes a media sensation.