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SHADOW RANCH

From the Nancy Drew series

A repackaging, by and large, but rich in features and close enough to the originals to preserve their attractions.

A text-centered but gamer-friendly e-version of one of Nancy Drew’s more popular cases.

Reworked from the most recent revision of Nancy Drew #5: The Secret of Shadow Ranch (1931, 1965, 1993) and its 2004 video-game version, this iteration sticks to the same general plot but runs through multiple tracks. The updated, present-tense narrative (“Y’all ain’t gonna be textin, tweeterin and titterin while the rest of us’re singin, are ya?”) is liberally strewn with links to “collectible” icons, color spot art with touch-activated sound effects and side games (horse races, “hidden object” tableaus and word scrambles, for instance). Readers can also decode messages, identify suspects, affect events at frequent intervals by making choices (though sometimes there is but one “choice” offered) and even listen to abbreviated versions of cowboy songs. Children fond of skipping ahead will be frustrated, as in the first run-through the eight chapters can only be read in order, and some choices lead to dead ends requiring a return to the chapter’s beginning. For all the video game–style illustrations and the requirement that readers sign in as “players,” there is very little animation—but the mix of cliffhangers and interactive distractions should keep both budding sleuths and video addicts absorbed.

A repackaging, by and large, but rich in features and close enough to the originals to preserve their attractions. (iPad mystery/game. 9-11)

Pub Date: Feb. 23, 2011

ISBN: N/A

Page Count: -

Publisher: Her Interactive

Review Posted Online: May 3, 2011

Kirkus Reviews Issue: June 1, 2011

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BEN FRANKLIN'S IN MY BATHROOM!

It’s not the first time old Ben has paid our times a call, but it’s funny and free-spirited, with an informational load that...

Antics both instructive and embarrassing ensue after a mysterious package left on their doorstep brings a Founding Father into the lives of two modern children.

Summoned somehow by what looks for all the world like an old-time crystal radio set, Ben Franklin turns out to be an amiable sort. He is immediately taken in hand by 7-year-old Olive for a tour of modern wonders—early versions of which many, from electrical appliances in the kitchen to the Illinois town’s public library and fire department, he justly lays claim to inventing. Meanwhile big brother Nolan, 10, tags along, frantic to return him to his own era before either their divorced mom or snoopy classmate Tommy Tuttle sees him. Fleming, author of Ben Franklin’s Almanac (2003) (and also, not uncoincidentally considering the final scene of this outing, Our Eleanor, 2005), mixes history with humor as the great man dispenses aphorisms and reminiscences through diverse misadventures, all of which end well, before vanishing at last. Following a closing, sequel-cueing kicker (see above) she then separates facts from fancies in closing notes, with print and online leads to more of the former. To go with spot illustrations of the evidently all-white cast throughout the narrative, Fearing incorporates change-of-pace sets of sequential panels for Franklin’s biographical and scientific anecdotes. Final illustrations not seen.

It’s not the first time old Ben has paid our times a call, but it’s funny and free-spirited, with an informational load that adds flavor without weight. (Graphic/fantasy hybrid. 9-11)

Pub Date: Sept. 26, 2017

ISBN: 978-1-101-93406-7

Page Count: 240

Publisher: Schwartz & Wade/Random

Review Posted Online: May 9, 2017

Kirkus Reviews Issue: June 1, 2017

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BRIGHTSTORM

From the Brightstorm series , Vol. 1

A kid adventurer with a disability makes this steampunk offering stand out.

Orphaned twins, an adventurer dad lost to an ice monster, and an airship race around the world.

In Lontown, 12-year-old twins Arthur and Maudie learn that their explorer father has gone missing on his quest to reach South Polaris, the crew of his sky-ship apparently eaten by monsters. As he’s accused of sabotage, their father’s property is forfeit. The disgraced twins are sent off to live in a garret in a scene straight out of an Edwardian novel à la A Little Princess. Maudie has the consolation of her engineering skills, but all Arthur wants is to be an adventurer like his father. A chance to join Harriet Culpepper’s journey to South Polaris might offer excitement and let him clear his father’s name—if only he can avoid getting eaten by intelligent ice monsters. Though some steampunk set dressing is appropriately over-the-top (such as a flying house, thinly depicted but charming), adaptive tools for Arthur’s disability are wonderfully realistic. His iron arm is a standard, sometimes painful passive prosthesis. The crew adapts the airship galley for Arthur’s needs, even creating a spiked chopping board. Off the ship, Arthur and Maudie meet people and animals in vignettes that are appealingly rendered but slight. Harriet teaches the white twins respect for the cultures they encounter on these travels, though they are never more than observers of non-Lontowners’ different ways.

A kid adventurer with a disability makes this steampunk offering stand out. (Steampunk. 9-11)

Pub Date: March 17, 2020

ISBN: 978-1-324-00564-3

Page Count: 352

Publisher: Norton Young Readers

Review Posted Online: Dec. 7, 2019

Kirkus Reviews Issue: Jan. 1, 2020

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