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CHUPACABRA

From the Cryptid Hunters series , Vol. 3

A decent-enough adventure, but not one for the ages.

Marty and Grace return for their third rare-animal adventure (Tentacles, 2009, etc.).

Thirteen-year-old cousins Grace and Marty were separated at the end of their last adventure. Grace agreed to leave with her grandfather, Dr. Noah Blackwood, even though she knows he is not the wildlife conservationist he pretends to be on his television show. Marty stayed with Grace’s father (and his uncle), Dr. Travis Wolfe, world-renowned cryptozoologist. When Wolfe leaves them alone, Marty and his best friend, Luther, decide to try to find Grace at Dr. Blackwood’s Seattle Ark, one of his chain of zoos. With the help of a new friend, Luther and Marty sneak into the Ark and begin searching for Grace. Blackwood discovers that the boys are on the property, but he can’t pinpoint them; likewise, the boys find the secret research lab beneath the Ark, but they can’t get to it. Everything is complicated by Blackwood’s genetically created chupacabra, a legendary cryptid and voracious monster loose in the lab’s ductwork. Smith’s third in a series of four adventures stands alone well enough, but it works best as part of the series (a helpful recap of the series thus far orients readers to its labyrinthine twists). The adventure sequences are entertaining, but some of the humor may strike kids as rather lame; the ever-hungry Luther’s antics especially ring false.

A decent-enough adventure, but not one for the ages. (Adventure. 9-12)

Pub Date: Sept. 24, 2013

ISBN: 978-0-545-17817-4

Page Count: 304

Publisher: Scholastic

Review Posted Online: Aug. 13, 2013

Kirkus Reviews Issue: Sept. 1, 2013

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LAST DAY ON MARS

From the Chronicle of the Dark Star series , Vol. 1

Enigmatic enemies, sabotage, space travel, and short, bone-wracking bits of time travel make for a banging adventure.

All remaining humans are leaving Mars for a distant planet, but departure day goes sideways.

The “burning husk” of Earth fell into the sun five years ago, and Mars is about to become uninhabitable. The Scorpius leaves today with the last 100 million passengers. Thirteen-year-old Liam’s sad to go: he was born on Mars and identifies as a Martian, unconcerned that his Earth heritage is “Thai, Irish, Nigerian, Texan, and like ten more.” His parents and his friend Phoebe’s parents are rushing the final research for terraforming their destination planet when a radioactive explosion, complete with mushroom cloud, blows the lab to bits. The Scorpius departs with Liam’s sister and the 100 million aboard, leaving Liam, Phoebe, and a highly skilled robot functionally alone (their parents are alive but unconscious)—can they catch the Scorpius? Emerson’s story is fast, exciting, and terrifying, involving spacecraft of many sizes, travel through space, more explosions, an alien gadget that shows Liam the near future (and that extraterrestrials exist! Humans hadn’t known), and some shadowy characters. Who’s the blue ET chronologist murdered in Scene 1? Who’s trying to exterminate humankind, and why? How many unrelated ET groups are out there? A stunning reveal at the end will leave readers gasping for the next installment.

Enigmatic enemies, sabotage, space travel, and short, bone-wracking bits of time travel make for a banging adventure. (Science fiction. 9-12)

Pub Date: Feb. 14, 2017

ISBN: 978-0-06-230671-5

Page Count: 336

Publisher: Walden Pond Press/HarperCollins

Review Posted Online: Nov. 15, 2016

Kirkus Reviews Issue: Dec. 1, 2016

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ENLIGHTEN ME (A GRAPHIC NOVEL)

A thoughtful, humorous, community-centered exploration of identity and Buddhism.

Stories of Buddha’s past lives help a young boy “find [himself] in the moment.”

Binh and his siblings, who are of Vietnamese descent, can’t believe they’re spending the weekend at a silent meditation retreat. Binh would rather play his Game Boy so he doesn’t have to meditate and inevitably think about the bullies at school. It is only when Sister Peace tells stories about the Buddha and his past life that Binh is able to imagine himself entering a video game–inspired world and thus process his feelings of shame, isolation, and anger. With each Jataka tale, Binh’s awareness expands, and so, too, does his ability to be present for and helpful to those around him. A welcome addition to the handful of middle-grade stories featuring Buddhist protagonists, this exploration of identity and Buddhist principles will find an audience with young readers who love Raina Telgemeier but aren’t quite ready to level up to the complexity and nuance of Gene Luen Yang’s epic American Born Chinese (2006). The video game elements are compelling, although they understandably diminish as the story progresses and the protagonist’s inner life grows. Warm fall colors and luscious black lines anchor the story as it transitions among flashbacks, stories, and the present day. Filled with talking animals, the parables can be a little heavy-handed, but the witty banter between Binh and the narrator during fantasy sequences provides levity. (This review was updated for accuracy.)

A thoughtful, humorous, community-centered exploration of identity and Buddhism. (bibliography) (Graphic fiction. 9-12)

Pub Date: Sept. 19, 2023

ISBN: 9780759555488

Page Count: 144

Publisher: Little, Brown Ink

Review Posted Online: July 13, 2023

Kirkus Reviews Issue: Aug. 1, 2023

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