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MISSION 1

GAME ON

From the Max Flash series , Vol. 1

The result is a series opener that falls frustratingly short of its potential; here’s hoping subsequent volumes (the first...

A series opener introduces a crime-fighting preteen escapologist.

Max Flash is a first-class escape artist and master illusionist who spends his free time bound in chains trying to escape from tanks of water. But when Max discovers that his parents are actually undercover agents for a secret organization known as the Department for Extraordinary Activity, life at the Flash household becomes even more interesting. In this kickoff novel, a programmer from the hottest gaming company in the world accidentally creates a portal between the real and Virtual worlds, and Max is called on by the DFEA to use his unique skill set to travel to the Virtual world and close the portal so that rogue characters can’t travel back and forth between worlds and wreak havoc. All of the ingredients are there—the premise is intriguing, there’s the promise of fast-paced action, and a Houdini-esque kid protagonist has the potential to be a winning character—but unfortunately, the book fails to ever truly bring Max or his story to life. Even the artwork is disappointingly one-dimensional. The story is told in the third person by a decidedly adult narrator, and Max is never allowed to find his own voice and connect on an emotional level with readers.

The result is a series opener that falls frustratingly short of its potential; here’s hoping subsequent volumes (the first six are publishing simultaneously) improve. (Adventure. 9-12)

Pub Date: Nov. 1, 2013

ISBN: 978-1-4677-1465-5

Page Count: 144

Publisher: Darby Creek

Review Posted Online: Oct. 1, 2013

Kirkus Reviews Issue: Oct. 15, 2013

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KNIGHTS VS. DINOSAURS

Epic—in plot, not length—and as wise and wonderful as Gerald Morris’ Arthurian exploits.

Who needs dragons when there are Terrible Lizards to be fought?

Having recklessly boasted to King Arthur and the court that he’d slain 40 dragons, Sir Erec can hardly refuse when Merlin offers him more challenging foes…and so it is that in no time (so to speak), Erec, with bookish Sir Hector, the silent and enigmatic Black Knight, and blustering Sir Bors with his thin but doughty squire, Mel, in tow, are hewing away at fearsome creatures sporting natural armor and weapons every bit as effective as knightly ones. Happily, while all the glorious mashing and bashing leads to awesome feats aplenty—who would suspect that a ravening T. Rex could be decked by a well-placed punch to the jaw?—when the dust settles neither bloodshed nor permanent injury has been dealt to either side. Better yet, not even the stunning revelation that two of the Three Stooges–style bumblers aren’t what they seem (“Anyone else here a girl?”) keeps the questers from developing into a well-knit team capable of repeatedly saving one another’s bacon. Phelan endows the all-white human cast with finely drawn, eloquently expressive faces but otherwise works in a loose, movement-filled style, pitting his clanking crew against an almost nonstop onslaught of toothy monsters in a monochrome mix of single scenes and occasional wordless sequential panels.

Epic—in plot, not length—and as wise and wonderful as Gerald Morris’ Arthurian exploits. (Graphic/fantasy hybrid. 9-11)

Pub Date: Oct. 23, 2018

ISBN: 978-0-06-268623-7

Page Count: 160

Publisher: Greenwillow Books

Review Posted Online: June 24, 2018

Kirkus Reviews Issue: July 15, 2018

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ALMOST SUPER

A solid debut: fluent, funny and eminently sequel-worthy.

Inventively tweaking a popular premise, Jensen pits two Incredibles-style families with superpowers against each other—until a new challenge rises to unite them.

The Johnsons invariably spit at the mere mention of their hated rivals, the Baileys. Likewise, all Baileys habitually shake their fists when referring to the Johnsons. Having long looked forward to getting a superpower so that he too can battle his clan’s nemeses, Rafter Bailey is devastated when, instead of being able to fly or something else cool, he acquires the “power” to strike a match on soft polyester. But when hated classmate Juanita Johnson turns up newly endowed with a similarly bogus power and, against all family tradition, they compare notes, it becomes clear that something fishy is going on. Both families regard themselves as the heroes and their rivals as the villains. Someone has been inciting them to fight each other. Worse yet, that someone has apparently developed a device that turns real superpowers into silly ones. Teaching themselves on the fly how to get past their prejudice and work together, Rafter, his little brother, Benny, and Juanita follow a well-laid-out chain of clues and deductions to the climactic discovery of a third, genuinely nefarious family, the Joneses, and a fiendishly clever scheme to dispose of all the Baileys and Johnsons at once. Can they carry the day?

A solid debut: fluent, funny and eminently sequel-worthy. (Adventure. 10-12)

Pub Date: Jan. 21, 2014

ISBN: 978-0-06-220961-0

Page Count: 256

Publisher: Harper/HarperCollins

Review Posted Online: Nov. 1, 2013

Kirkus Reviews Issue: Nov. 15, 2013

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