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THE WORLD OF MAMOKO IN THE YEAR 3000

The Mizielinskis have crafted a civilization that is clever and compassionate, hardworking and fun-loving; it is a pleasure...

In this companion to Welcome to Mamoko (2013), the wordless, hunt-and-find scenes depict the next millennium. Only the settings are futuristic, however; the daily dramas are universal.

The opening spread names 32 animals and extraterrestrials, inviting readers to follow a unique thread for each one and to invent a narrative: “You tell the story!” Viewers first witness the characters in tall apartment pods, crisscrossed by ramps. Inside the circular windows and on the streets, these characters establish their identities: rock star, delivery driver, surfer dude, robot-builder and baby in a bubble. The creatures visit natural settings with exotic flora; interact near an enormous, pink transformer, while technicians fiddle with its innards; and revel in a concert and rocket race. Flying surfboards, machines shaped like UFOs and teleportation are among the modes of transport. Situations develop in busy, but not overwhelming, rainbow-hued compositions rendered in mixed media: An ET gets lost, the baby bear’s bubble bursts, a pig falls in love. Fans of the first title will recognize animal types and family names; they may speculate on relationships. An “old world” part of the city, with its adorned buildings and familiar military statue, will send close lookers back to the original to compare the effects of time.

The Mizielinskis have crafted a civilization that is clever and compassionate, hardworking and fun-loving; it is a pleasure to inhabit and visit. (Picture book. 5-8)

Pub Date: March 11, 2014

ISBN: 978-0-7636-7125-9

Page Count: 16

Publisher: Big Picture/Candlewick

Review Posted Online: Dec. 6, 2013

Kirkus Reviews Issue: Dec. 15, 2013

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THE LOST STONE

From the The Kingdom of Wrenly series , Vol. 1

A gentle adventure that sets the stage for future quests.

A lonely prince gains a friend for a quest to find a missing jewel.

Prince Lucas of Wrenly has everything a boy could possibly want—except a friend. His father has forbidden him to play with the village children for reasons of propriety. Adventure-seeking Lucas acquires peasant clothes to masquerade as a commoner and make friends, but he is caught out. His mother, the queen, persuades the king to allow him one friend: Clara, the daughter of her personal dressmaker. When the queen’s prized emerald pendant goes missing, Lucas and Clara set off to find it. They follow the jewel as it changes hands, interviewing each temporary owner. Their adventure cleverly introduces the series’ world and peoples, taking the children to the fairy island of Primlox, the trolls’ home of Burth, the wizard island of Hobsgrove and finally Mermaid’s Cove. By befriending the mermaids, Lucas and Clara finally recover the jewel. In thanks, the king gives Clara a horse of her own so that she may ride with Lucas on their future adventures. The third-person narration is generally unobtrusive, allowing the characters to take center stage. The charming, medieval-flavored illustrations set the fairy-tale scene and take up enough page space that new and reluctant readers won’t be overwhelmed by text.

 A gentle adventure that sets the stage for future quests. (Fantasy. 5-8)

Pub Date: April 1, 2014

ISBN: 978-1-4424-9691-0

Page Count: 128

Publisher: Little Simon/Simon & Schuster

Review Posted Online: Feb. 11, 2014

Kirkus Reviews Issue: March 1, 2014

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JACK GETS ZAPPED!

From the Jack Book series , Vol. 8

Zip to get this Zapped Jack book.

A rad addition to Barnett and Pizzoli’s early readers about Jack the rabbit, the Lady, and Rex the dog.

One rainy day, the Lady (who presents White) and Rex settle in for a nice day of reading. Jack doesn’t join them in this cozy activity, as he’s too busy enjoying his video game, “Rad Kid.” Then in a fantastic twist, lightning strikes, and, as the title foreshadows, Jack gets zapped into the game. An unlikely hero emerges as the Lady picks up the game controls and plays the game to save Zapped Jack, who, after some in-game fun, is defeated by the Boss. Pizzoli cleverly alters his illustrations for the scenes of the game within the book to make them appear pixelated, and Barnett’s funny, controlled text makes the story accessible to emergent readers. The text describing the Lady’s acquisition of gaming skills is particularly chuckleworthy: “You got this! Now go! Hop over that pit! Press A and RIGHT! / Oh. You fell in. // That’s OK! You get three lives. So you have two lives left! Just stomp on this bad guy and— / You died again.” Gaming isn’t vilified in this story, nor is reading elevated as the better activity, which makes it all the more likely that readers who prefer gaming over reading will actually enjoy this title. The backmatter gives directions for drawing Zapped Jack, and readers may well wish there were an accompanying game, too. (This book was reviewed digitally with 9-by-13-inch double-page spreads viewed at 22.2% of actual size.)

Zip to get this Zapped Jack book. (Early reader. 5-8)

Pub Date: Feb. 2, 2021

ISBN: 978-0-593-11401-8

Page Count: 80

Publisher: Viking

Review Posted Online: Nov. 26, 2020

Kirkus Reviews Issue: Dec. 15, 2020

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