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CYBERSPIES

From the Swift & Hawk series , Vol. 1

An excellent kickoff for a new spy series.

Tween whiz kids get recruited into spy games.

Caleb Quinn is a supergenius when it comes to AI, capable of programming some very fancy gizmos and gadgets. His best friend, Zenobia Rafiq, is an engineering wunderkind. Together they attend the ARC Institute in London, an accelerated school for the best and brightest. When intruders enter Caleb’s home and abduct his widowed mother, Caleb turns to Zen for help. It turns out that family members of high-tech talents, Zen’s included, are being kidnapped. One thing leads to another, and soon Caleb and Zen are recruited to investigate the peculiar Möbius Program. Given the code names Swift and Hawk, the 12-year-old sleuthing geniuses embark on a dangerous mission that brings them to the docklands of Amsterdam, through the tunnels beneath the British Museum, and aboard the mysterious container ship Nightfall, with a villainous island lair on the horizon. Action, adventure, gadgetry, suspense: Everything a young spy thriller enthusiast craves can be found here. Swift and Hawk make for engaging protagonists, and their absurdly heightened world is one readers will be eager to return to. The exposition is smartly paced, the action is well structured, and there’s just enough humor to keep things rolling. Caleb is White, with an American mother and English father; Zen is Syrian, and there’s plenty of diversity among the supporting players.

An excellent kickoff for a new spy series. (Thriller. 9-13)

Pub Date: Nov. 22, 2022

ISBN: 978-1-5362-2415-3

Page Count: 256

Publisher: Walker US/Candlewick

Review Posted Online: Sept. 13, 2022

Kirkus Reviews Issue: Oct. 1, 2022

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ESCAPE FROM MR. LEMONCELLO'S LIBRARY

From the Mr. Lemoncello's Library series , Vol. 1

Full of puzzles to think about, puns to groan at and references to children’s book titles, this solid, tightly plotted read...

When a lock-in becomes a reality game, 12-year-old Kyle Keeley and his friends use library resources to find their way out of Alexandriaville’s new public library.

The author of numerous mysteries for children and adults turns his hand to a puzzle adventure with great success. Starting with the premise that billionaire game-maker Luigi Lemoncello has donated a fortune to building a library in a town that went without for 12 years, Grabenstein cleverly uses the tools of board and video games—hints and tricks and escape hatches—to enhance this intricate and suspenseful story. Twelve 12-year-old winners of an essay contest get to be the first to see the new facility and, as a bonus, to play his new escape game. Lemoncello’s gratitude to the library of his childhood extends to providing a helpful holographic image of his 1968 librarian, but his modern version also includes changing video screens, touch-screen computers in the reading desks and an Electronic Learning Center as well as floor-to-ceiling bookshelves stretching up three stories. Although the characters, from gamer Kyle to schemer Charles Chiltington, are lightly developed, the benefits of pooling strengths to work together are clear.

Full of puzzles to think about, puns to groan at and references to children’s book titles, this solid, tightly plotted read is a winner for readers and game-players alike. (Mystery. 9-13)

Pub Date: June 25, 2013

ISBN: 978-0-375-87089-7

Page Count: 304

Publisher: Random House

Review Posted Online: April 2, 2013

Kirkus Reviews Issue: May 1, 2013

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HOLES

Good Guys and Bad get just deserts in the end, and Stanley gets plenty of opportunities to display pluck and valor in this...

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Sentenced to a brutal juvenile detention camp for a crime he didn't commit, a wimpy teenager turns four generations of bad family luck around in this sunburnt tale of courage, obsession, and buried treasure from Sachar (Wayside School Gets a Little Stranger, 1995, etc.).

Driven mad by the murder of her black beau, a schoolteacher turns on the once-friendly, verdant town of Green Lake, Texas, becomes feared bandit Kissin' Kate Barlow, and dies, laughing, without revealing where she buried her stash. A century of rainless years later, lake and town are memories—but, with the involuntary help of gangs of juvenile offenders, the last descendant of the last residents is still digging. Enter Stanley Yelnats IV, great-grandson of one of Kissin' Kate's victims and the latest to fall to the family curse of being in the wrong place at the wrong time; under the direction of The Warden, a woman with rattlesnake venom polish on her long nails, Stanley and each of his fellow inmates dig a hole a day in the rock-hard lake bed. Weeks of punishing labor later, Stanley digs up a clue, but is canny enough to conceal the information of which hole it came from. Through flashbacks, Sachar weaves a complex net of hidden relationships and well-timed revelations as he puts his slightly larger-than-life characters under a sun so punishing that readers will be reaching for water bottles.

Good Guys and Bad get just deserts in the end, and Stanley gets plenty of opportunities to display pluck and valor in this rugged, engrossing adventure. (Fiction. 9-13)

Pub Date: Sept. 1, 1998

ISBN: 978-0-374-33265-5

Page Count: 233

Publisher: Farrar, Straus and Giroux

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: June 15, 2000

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