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TOMO TAKES FLIGHT

From the Tomo's Adventure Journal series

Homing in on the delight of discovery, Lai’s second Tomo book encourages readers to get creative when solving problems.

Tomo and his best friend, Maya, use his great-grandfather’s Adventure Journal to solve more problems (Tomo Explores the World, 2016).

As Tomo plots how to fly like a bird, Maya has discovered some unusual bird tracks to investigate. Off they go to their treehouse to see if the Adventure Journal can help them with these mysteries. Though the book has a diagram of a “flying machine” (actually a suit with wings, which may stretch many young readers’ notion of “machine”), it does not have all the information Tomo needs, so he decides to experiment. After Maya suggests he model his wings after a bird’s, they find a map in the Adventure Journal that leads them to a bird sanctuary on their island home. At the sanctuary, they spot the rare boka bird—the source of the mysterious tracks. Observing how the boka flies inspires Tomo to try again. Lai sets his tale in a lushly green fishing community. Background details of Cape Cod–style frame houses combine with such stereotypical elements as clothing style, animal-head medallions, and Tomo’s father’s animal-tooth necklace to give readers a sense of a modern, generic indigenous community. Tomo and Maya have pink skin, black hair, and black, button eyes. But the main event is Tomo’s Leonardo-like excitement in invention.

Homing in on the delight of discovery, Lai’s second Tomo book encourages readers to get creative when solving problems. (Picture book. 5-7)

Pub Date: Oct. 24, 2017

ISBN: 978-1-250-08546-7

Page Count: 40

Publisher: Imprint

Review Posted Online: Aug. 1, 2017

Kirkus Reviews Issue: Aug. 15, 2017

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GAME OVER, SUPER RABBIT BOY!

From the Press Start! series , Vol. 1

A strong series start.

In a video game, a superpowered rabbit must rescue a singing dog that brings everyone happiness.

In the frame story, a brown-skinned human protagonist plays a video game on a handheld console evocative of the classic Nintendo Gameboy. The bulk of the book relates the game’s storyline: Animal Town is a peaceful place where everyone is delighted by Singing Dog, until the fun-hating King Viking (whose black-mustachioed, pink-skinned looks reference the Super Mario Brothers game series villain, Wario) uses his army of robots to abduct Singing Dog. To save Singing Dog—and fun—the animals send the fastest among them, Simon the Hedgehog, to get Super Rabbit Boy (who gains speed and jumping powers by eating special carrots) to save the day. The chapters take Super Rabbit Boy through video game levels, with classic, video game–style settings and enemies. Throughout the book, when the game’s player loses either a life in the game or the game entirely, the unnamed kid must choose to persevere and not give up. The storylines are differentiated by colorful art styles—cartoonish for the real world, 8-bit pixel-sprite–style for the game. The fast, repetitive plot uses basic, simple sentences and child-friendly objects of interest, such as lakes of lava, for children working on reading independence, while the nerdy in-jokes benefit adults reading with a child.

A strong series start. (Early reader. 5-7)

Pub Date: Jan. 3, 2017

ISBN: 978-1-338-03472-1

Page Count: 80

Publisher: Branches/Scholastic

Review Posted Online: Sept. 18, 2016

Kirkus Reviews Issue: Oct. 1, 2016

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ALICE IN A WINTER WONDERLAND

A visually engaging but otherwise underwhelming take on a classic.

A retelling of Alice’s Adventures in Wonderland, set in the Alaskan tundra.

Prolific picture-book author and illustrator Brett depicts Alice with short black hair, tan skin, and a fur-lined parka, while Lewis Carroll’s well-known characters are recast in new guises: The Cheshire Cat and Queen of Hearts appear as a Smilodon (saber-toothed cat) and snowy owl, respectively. Progressing at a rapid-fire pace, the narrative follows key moments of the original plot, including Alice’s fall down the rabbit hole (located within a glacier here), her tea party with the Hatter and the March Hare (this time, with the Old Prospector and the Varying Hare), and a scene where several playing cards paint the roses red (instead, the cotton grass) at the Queen’s behest. Characteristic of Brett’s illustrative style, each spread is packed with detail. Observant readers will find much to explore, from the well-worn playing cards that line each page to the intricate Alaskan birds and mammals featured at every turn. Still, the hectic rhythm of the story might lose youngsters, and its ho-hum text flattens some of Carroll’s whimsy. Adults may be disappointed that Brett has chosen to highlight only the area’s animals and colonial history (the Prospector hearkens back to Alaska’s history of colonial encroachment), with no explicit mention of the land’s rich Indigenous nations and cultures.

A visually engaging but otherwise underwhelming take on a classic. (Picture book. 5-7)

Pub Date: Nov. 26, 2024

ISBN: 9780593533888

Page Count: 40

Publisher: Putnam

Review Posted Online: Sept. 28, 2024

Kirkus Reviews Issue: Nov. 1, 2024

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