It's 1983 . . . and Marly needs a job. She wants to buy Donkey Kong cards to swap with the other kids at school, but her parents think the cards are a waste of money. Then Marly's friend Yousra gives her an idea, and she decides to start her own business. But working on your own isn't easy, and when she catches a bus that goes in the wrong direction, it's just the start of Marly's problems! Follow Marly on her adventure in the second of four stories about a daring girl torn between two worlds.