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THE MAMMOTH BOOK OF FANTASY

“I am breaking a long silence to write this review of the lost papers of mysteriously weird Mammoth editor Michael Ashley,...

The tireless and Argus-eyed Ashley, editor of Mammoths by the dozen (The Mammoth Book of Fairy Tales, 1997), focuses here on fantasy, 23 drafts of the pure stuff. In Theodore R. Cogswell’s “The Wall Around the World” (1953), 14-year-old Porgie goes to school on a broomstick, studies elementals, Practical Astrology, and magic, and wants to build a machine to lift him over the 1,000-foot-high glass wall that runs around the world. Oddly familiar? Ursula K. LeGuin offers “Darkrose and Diamond,” a new and still uncollected addition to her “completed” Earthsea landscape. Robert E. Howard’s “The Valley of the Worm” (1934) finds Howard in brilliant form, coalescing many famed heroes into a single figure (not Conan), while George MacDonald’s “The Golden Key” (1867) is a kind of adult fairy story. Also here: Lord Dunsany’s “The Hoard of the Gibbelins” (1911) and Harlan Ellison’s “Paladin of the Lost Hour” (1985). A.A. Merritt’s classic “The Moon Pool” (1918) is seen in its hardly ever reprinted short-story form, wherein its lost-world effects emerge far more strongly than in Merritt’s pallid later novelization. Shining amid these jewels is “The Last Hieroglyph” (1935), in the diamond-crunching style of lost poet Clark Ashton Smith.

“I am breaking a long silence to write this review of the lost papers of mysteriously weird Mammoth editor Michael Ashley, who disappeared into Hyperborea in 2002. How did I come across these papers? Well may you ask . . .”

Pub Date: Nov. 1, 2001

ISBN: 0-7867-0917-0

Page Count: 512

Publisher: N/A

Review Posted Online: May 19, 2010

Kirkus Reviews Issue: Sept. 1, 2001

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THE HOUSE IN THE CERULEAN SEA

A breezy and fun contemporary fantasy.

A tightly wound caseworker is pushed out of his comfort zone when he’s sent to observe a remote orphanage for magical children.

Linus Baker loves rules, which makes him perfectly suited for his job as a midlevel bureaucrat working for the Department in Charge of Magical Youth, where he investigates orphanages for children who can do things like make objects float, who have tails or feathers, and even those who are young witches. Linus clings to the notion that his job is about saving children from cruel or dangerous homes, but really he’s a cog in a government machine that treats magical children as second-class citizens. When Extremely Upper Management sends for Linus, he learns that his next assignment is a mission to an island orphanage for especially dangerous kids. He is to stay on the island for a month and write reports for Extremely Upper Management, which warns him to be especially meticulous in his observations. When he reaches the island, he meets extraordinary kids like Talia the gnome, Theodore the wyvern, and Chauncey, an amorphous blob whose parentage is unknown. The proprietor of the orphanage is a strange but charming man named Arthur, who makes it clear to Linus that he will do anything in his power to give his charges a loving home on the island. As Linus spends more time with Arthur and the kids, he starts to question a world that would shun them for being different, and he even develops romantic feelings for Arthur. Lambda Literary Award–winning author Klune (The Art of Breathing, 2019, etc.) has a knack for creating endearing characters, and readers will grow to love Arthur and the orphans alongside Linus. Linus himself is a lovable protagonist despite his prickliness, and Klune aptly handles his evolving feelings and morals. The prose is a touch wooden in places, but fans of quirky fantasy will eat it up.

A breezy and fun contemporary fantasy.

Pub Date: March 17, 2020

ISBN: 978-1-250-21728-8

Page Count: 352

Publisher: Tor

Review Posted Online: Nov. 10, 2019

Kirkus Reviews Issue: Dec. 1, 2019

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READY PLAYER ONE

Too much puzzle-solving, not enough suspense.

Video-game players embrace the quest of a lifetime in a virtual world; screenwriter Cline’s first novel is old wine in new bottles. 

The real world, in 2045, is the usual dystopian horror story. So who can blame Wade, our narrator, if he spends most of his time in a virtual world? The 18-year-old, orphaned at 11, has no friends in his vertical trailer park in Oklahoma City, while the OASIS has captivating bells and whistles, and it’s free. Its creator, the legendary billionaire James Halliday, left a curious will. He had devised an elaborate online game, a hunt for a hidden Easter egg. The finder would inherit his estate. Old-fashioned riddles lead to three keys and three gates. Wade, or rather his avatar Parzival, is the first gunter (egg-hunter) to win the Copper Key, first of three. Halliday was obsessed with the pop culture of the 1980s, primarily the arcade games, so the novel is as much retro as futurist. Parzival’s great strength is that he has absorbed all Halliday’s obsessions; he knows by heart three essential movies, crossing the line from geek to freak. His most formidable competitors are the Sixers, contract gunters working for the evil conglomerate IOI, whose goal is to acquire the OASIS. Cline’s narrative is straightforward but loaded with exposition. It takes a while to reach a scene that crackles with excitement: the meeting between Parzival (now world famous as the lead contender) and Sorrento, the head of IOI. The latter tries to recruit Parzival; when he fails, he issues and executes a death threat. Wade’s trailer is demolished, his relatives killed; luckily Wade was not at home. Too bad this is the dramatic high point. Parzival threads his way between more ’80s games and movies to gain the other keys; it’s clever but not exciting. Even a romance with another avatar and the ultimate “epic throwdown” fail to stir the blood.

Too much puzzle-solving, not enough suspense.

Pub Date: Aug. 16, 2011

ISBN: 978-0-307-88743-6

Page Count: 384

Publisher: Crown

Review Posted Online: April 18, 2011

Kirkus Reviews Issue: May 1, 2011

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