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It's time for Lily, Katie, and Jasper to head home from their exciting Delaware adventure, but the Awful Autarch's spies and goons are everywhere, and it's clear that *they* have other plans for our three intrepid heroes. Chock full of ups, downs, twists, turns, and even a band of sentient lobsters fighting on the side of Good, this fourth installment of the Pals in Peril series is every bit as wild, wacky, and wonderfully outrageous as the first three.
Anthony has never been able to stand up for himself- that is, not until he finds his girlfriend, Diana, in someone else's arms. Then Anthony vows revenge and devises The Plan. It begins with getting a job at O'Dermott's, the fast-food restaurant where Turner (a.k.a. the guy who stole his girlfriend) happens to be a star employee. It involves one anarchist, one condiment troll, and one '85 Oldsmobile named Margot. But when these ingredients are finally assembled, will The Plan satisfy Anthony's hunger for revenge? And more important, will he ever prove he's not a wuss?
Looking forward to a vacation, Katie, Lily, and Jasper attach their flying Gyroscopic Sky Suite to the Moose Tongue Lodge and Resort, where they mingle with other child heroes found in books, and where they become embroiled in a mystery involving lederhosen-clothed quintuplets and a screaming ventriloquist.
From Publishers Weekly In this chilling novel, Anderson (Burger Wuss; Thirsty) imagines a society dominated by the feed a next-generation Internet/television hybrid that is directly hardwired into the brain. Teen narrator Titus never questions his world, in which parents select their babies' attributes in the conceptionarium, corporations dominate the information stream, and kids learn to employ the feed more efficiently in School. But everything changes when he and his pals travel to the moon for spring break. There Titus meets home-schooled Violet, who thinks for herself, searches out news and asserts that "Everything we've grown up with the stories on the feed, the games, all of that it's all streamlining our personalities so we're easier to sell to." Without exposition, Anderson deftly combines elements of today's teen scene, including parties and shopping malls, with imaginative and disturbing fantasy twists. "Chats" flow privately from mind to mind; Titus flies an "upcar"; people go "mal" (short for "malfunctioning") in contraband sites that intoxicate by scrambling the feed; and, after Titus and his friends develop lesions, banner ads and sit-coms dub the lesions the newest hot trend, causing one friend to commission a fake one and another to outdo her by getting cuts all over her body. Excerpts from the feed at the close of each chapter demonstrate the blinding barrage of entertainment and temptations for conspicuous consumption. Titus proves a believably flawed hero, and ultimately the novel's greatest strength lies in his denial of and uncomfortable awakening to the truth. This satire offers a thought-provoking and scathing indictment that may prod readers to examine the more sinister possibilities of corporate- and media-dominated culture. Ages 14-up. Copyright 2002 Cahners Business Information, Inc.
When Brian and Gregory arrive at a distant relative's strange manse, they stumble upon a board game and suddenly they became players and must deal with attitudinal trolls and warring kingdoms.
A droll biography reveals the high notes--and the low notes- in the life of the world's foremost composer of Baroque music. This is not your usual picture book biography. Nor was George Frideric Handel your everyday eighteenth-century composer. This witty and yet rigorously researched and accessible biography captures Handel's essential spirit--from a child who smuggled a clavichord into the attic to play music against his father's orders to a young man who imported forty-five pounds of mountain snow to chill wine for a gala--as well as his remarkable, enduring musical triumphs. But M. T. Anderson also shows Handel's struggles and chronicles the illness, ill fortune, and despair that led to his greatest achievement, the Messiah.
In the sixth and final Pals in Peril adventure, Jasper Dash is off into the universe to search for his long lost father!<P> In this action-packed conclusion to the celebrated Pals in Peril series, Jasper Dash soars to unprecedented heights--as in, intergalactic, out-of-this-world dimensions--in order to locate the father he's never known. And if Jasper's previous adventures are any indication, this is going to be one stellar expedition!
It is a land of wonders. It is a land of mystery. It is a land that time forgot (or chose specifically not to remember). Cut off from the civilized world for untold years by prohibitive interstate tolls at the New Jersey border, this land is called: Delaware. It is into the mist-shrouded heart of this forbidden mountainous realm that our plucky and intrepid heroes, Jasper Dash: Boy Technonaut, and his friends Lily Gefelty and Katie Mulligan, must journey to unravel a terrible mystery in this third weird and wacky installment of M. T. Anderson's Thrilling Tales.
The Kingdom on the Waves (The Astonishing Life of Octavian Nothing: Traitor to the Nation; Volume 2)by M. T. Anderson
Volume 2 of the National Book Award Winner and NEW YORK TIMES bestseller -- a stunning resolution to the epic tale that "fascinates, appalls, condemns, and enthralls." In 1775, fearing a death sentence, Octavian and his tutor, Dr. Trefusis, escape through rising tides and pouring rain to find shelter in British-occupied Boston. Sundered from all he knows -- the College of Lucidity, the rebel cause -- Octavian hopes to find safe harbor. Instead, he is soon to learn of Lord Dunmore's proclamation offering freedom to slaves who join the counterrevolutionary forces. In Volume 2 of his unparalleled masterwork, M. T. Anderson recounts Octavian's experiences as the Revolutionary War explodes around him, thrusting him into intense battles and tantalizing him with elusive visions of liberty. Ultimately, this astonishing narrative escalates to a startling, deeply satisfying climax, while reexamining our national origins in a singularly provocative light.
Graduation from high school? A senior thesis? A betrayal by someone you love? A loss of innocence? The death of a parent? Losing the family you always wished you had? Facing a harsh reality? What's the line that separates childhood from the "real world"? And what happens when it's nothing you imagined it would be? Do you want to be a published author? The editors at HarperCollins invite you to submit a short story about a character who has to face the "real world" for the first time. The story must involve a single, life-changing event. First prize is the opportunity to be published alongside your favorite authors in the paperback edition of the No Such Thing as the Real World collection. All stories must be between 5,000 and 10,000 words long, and all contributing authors must be between fourteen and nineteen years old.
From bestselling and National Book Award-winning author M. T. Anderson comes the paperback reissue of a middle-grade adventure starring two of the most disarmingly deadpan boys you'll ever meet. When Brian and Gregory receive an invitation to stay at a distant relative's strange manse . . . well, they should know better than to go, but since this is a middle-grade adventure novel, they go anyway. Why not? Once there, they stumble upon The Game of Sunken Places, a board game that mirrors a greater game for which they have suddenly became players. Soon the boys are dealing with attitudinal trolls, warring kingdoms, and some very starchy britches. Luckily, they have wit, deadpan observation, and a keen sense of adventure on their side.
The fun and fantasy continue with bestselling and award-winning author M. T. Anderson. You haven't seen strange until you've seen what Brian and Gregory are up against.... Something incredibly strange is happening. It's not The Game of Sunken Places-Brian and Gregory have been through that before. But still...strange creatures have begun to chase after them. And Gregory's adventurous cousin Prudence has disappeared. When Brian and Gregory go to the Vermont woods to track down Prudence, they find many things are...off. People are not where they're supposed to be. Time has stopped working properly.
Murder! Mystery! Rebellion! From bestselling and National Book Award-winning author M.T. Anderson, a third visit to the world of THE GAME OF SUNKEN PLACES. The land of New Norumbega is an unusual one--an empire of gut and bone, a kingdom of blood and mucus. At its dark, dry heart is a ruling class that doesn't care about much besides itself . . . and a ruler who is (literally) a one-eyed stump of flesh. Brian and Gregory have come to New Norumbega for a reason--to get the Norumbegans to help them thwart an alien attack back home on earth. But instead, the two boys find themselves caught up in both a robot rebellion and a murder mystery after one of the Norumbegan leaders is sent to sleep . . . permanently. In New Norumbega, it's very hard to know who to trust. There are assassins around every corner, and secrets pave every conversation. Brian and Gregory will be lucky to make it out alive, never sure if they are meant to catch the murderer . . . or be the killer's next victim.
From National Book Award and Printz Honor winner M.T. Anderson comes the amazing conclusion to his Norumbegan Quartet! Brian and Gregory have seen it all. They've played a strange, twisty game and won, and then created their own...sort of. They've gone to investigate intergalactic suburban sprawl that was infringing on the Vermont forests, and landed in the empire of New Norumbega inside the huge body of an alien. They've escaped certain death, walked right into it, and wreaked small amounts of havoc of their own. And finally, they're going to make sense of all their travels and adventures...if they possibly can! Part fantasy, part mystery, part quest, part Monty Python, the Game of Sunken Places #4 brings to a close the incredible, strange, funny journey of Brian and Gregory, as only the masterful M. T. Anderson could.
A gothic tale becomes all too shockingly real in this mesmerizing magnum opus by the acclaimed author of FEED. It sounds like a fairy tale. He is a boy dressed in silks and white wigs and given the finest of classical educations. Raised by a group of rational philosophers known only by numbers, the boy and his mother -- a princess in exile from a faraway land -- are the only persons in their household assigned names. As the boy's regal mother, Cassiopeia, entertains the house scholars with her beauty and wit, young Octavian begins to question the purpose behind his guardians' fanatical studies. Only after he dares to open a forbidden door does he learn the hideous nature of their experiments -- and his own chilling role in them. Set against the disquiet of Revolutionary Boston, M. T. Anderson's extraordinary novel takes place at a time when American Patriots rioted and battled to win liberty while African slaves were entreated to risk their lives for a freedom they would never claim. The first of two parts, this deeply provocative novel reimagines the past as an eerie place that has startling resonance for readers today.
All Chris really wants is to be a normal kid, to hang out with his friends, avoid his parents, and get a date with Rebecca Schwartz. Unfortunately, Chris appears to be turning into a vampire. So while his hometown performs an ancient ritual that keeps Tch'muchgar, the Vampire Lord, locked in another world, Chris desperately tries to save himself from his own vampiric fate.
In Whales on Stilts, a madman has unleashed an army of stilt-walking, laser-beaming, thoroughly angry whales upon the world! Luckily, Jasper Dash and his friends Katie Mulligan and Lily Gefelty are around to save the day.
What sort of madman would unleash an army of stilt-walking, laser-beaming, thoroughly angry whales upon the world? Who cares! All that matters is that his dastardly plan be foiled. Lucky for Lily Gefelty, her two best friends are the intrepid stars of their own middle-grade series novels: Jasper Dash (better know as the Boy Technonaut) and Katie Mulligan (beloved by millions as the heroine of the Horror Hollow series). It's going to take all their smarts to stop this insane, inane plot from succeeding.
Your hands-on, friendly guide to writing young adult fictionWith young adult book sales rising, and bestselling authors like J.K. Rowling and Stephenie Meyer exploding onto the scene, aspiring YA writers are more numerous than ever. Are you interested in writing a young adult novel, but aren't sure how to fit the style that appeals to young readers?Writing Young Adult Fiction For Dummies gives you tricks of the trade and proven tips on all the steps to write a YA book, from developing an idea to publication.Unique writing exercises to help you find your own authentic teen voiceTips to avoid when submitting manuscriptsHow to break into the flourishing young adult marketWith the help of this step-by-step guide, you'll have all the skills to write an inspiring and marketable young adult novel.
Our intrepid heroes are home from their Delaware crime-stopping excitement, only to discover that Lily's mom has become possessed by a menacing zombie who wants to take over the world! (Or, at least, the world of stage and screen.) Thank goodness Lily's friends Katie, Jasper, and foxy Blue-Hen-State monk Drgnan Pghlik are around--accompanied by Jasper's Astounding High-Pressure Holy Water Extruder Gun, of course--to help save the day. But not before some truly scary things happen, things involving stuff like killer tarantulas, web-footed teen vampire boys, bad weather (it's a horror novel, remember?), and, well...the rest is just too terrifying for words!
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