Trapped in a pirated version of a simulated-reality game program, a group of friends nearly have a real tragedy. Arvin plus his mother and six of his ninth- and tenth-grade friends awake in a land of magic and orcs, pledged to rescue a princess. Actually, they're asleep in the basement of computer- whiz Sheldon, who has pirated a quest program. At first, their game follows familiar lines as characters wield their powers to defeat the enemy. Then trouble looms: the program has bugs, while Mom shows signs of a real-world illness that incapacitates her game character and threatens her life. Even so, there's no choice: the game goes on. Continually skirting disaster, the troupe defeats a mock princess, releases an ensorcelled chief mage, and is finally allowed to return home—just in time, since an aneurism in Mom's brain is near breaking. Simulated reality, first seen in adult ``cyberpunk,'' is becoming a trendy plot device in YA fiction (see also recent books by Gillian Rubenstein and Monica Hughes). This succeeds better than most: though there is little development of the technology, the details are ingenious, and having the teen personalities show through their game-character facades is entertaining. The beginning here does hold more promise than is ever realized; Mom's illness and the computer bugs prove to be mostly distractions. Still, the adventures are vivid and diverting. (Fiction. 12+)*justify no*