Showing posts with label Johnny Ray Barnes Jr.. Show all posts
Showing posts with label Johnny Ray Barnes Jr.. Show all posts

Friday, August 20, 2010

Strange Matter #16: The Weird, Weird West

Spurs. Six shooters. Bad attitudes. Cowboys, ya'll. And we're not talking dudes who just happen to listen to Taylor Swift and own a couple of goofy hats. We're talking about the real deal, the kind that didn't bathe and didn't take no for an answer. The guys who shot first and asked questions later. Could cowboys really have been any cooler? I mean, there's really only one thing you could possibly do to increase their kick-ass-factor. What's that, you ask? Duh--It's to make them undead! That's right. You heard me. Undead cowboys. Be about it.

And so sets the scene for Johnny Ray Barnes Jr.'s THE WEIRD, WEIRD WEST. Shane Reece had a very important great, great, great, great (that's four 'greats', for those of you keeping track) grandfather. The man just so happened to be responsible for taking down one of the west's most notorious gunslingers--Mr. Clayton Motley. And after a present-day earthquake in the nearby town of Mullenfield, the ghoulish gunman is set free from his grave deep in a cave, and starts heading straight for the youngest descendant of Nathaniel Reece, the man who killed Motley years and years ago. Shane and his friend Gabe (Gabey if you want to make him angry) now have to find out how to stop Clayton before he finds the boys and turns them into cowpies. Which is gross. And not really what happens. But it sounds funny, so whatever.

This book is what I like to call a 'slow burner'. The story takes its sweet time developing, and that's not necessarily a bad thing. If a book plays its cards right, this kind of pacing can really pay off in the end, and I think that's the case with THE WEIRD, WEIRD WEST. Mr. Barnes let's the narrative grow organically, peppering it with good characters (I'm thinking of the scene at The Steerhunter in particular, and the natural-feeling relationship between Shane and Gabe) and cool situations, like the runaway wagon ride, and the final gun-slinging showdown with Motley. Cool tidbit for kids: The author makes Shane seem like a real cowboy a few times, having him speak like he's big and tough. It really puts the reader into the cowboy mindset. And it's very chuckle-worthy for us older folk.

The slow pacing that makes the story work could also be something that may alienate younger readers, who may feel like "nothing is happening", when in fact the author is merely carefully setting up major plot points. The story does have its fair share of action, and these scenes are done well, with plenty of great language fueling the literary flames, but one could argue they are a bit few and far between. I tend to really love the Strange Matters that are non-stop thrills, but this entry won me over in the end with its consistency. I especially liked how the author described Clayton Motley, all rotted and generally disgusting, and how varied the characters were, from a knowledgeable specter to a rough-around-the-edges musician. The characters were the real stars in the end; they really struck a chord with me.

After all is said and done, it's a slow-burning yet solid entry in the Strange Matter library.

I give THE WEIRD, WEIRD WEST 3.5 glowing green bullets out of 5.

Wednesday, June 17, 2009

Strange Matter #14: Plant People

PLANT PEOPLE is your typical weird-neighbors-move-in-next-door type of story, only imagine that the neighbors are strange botanical creatures that are disguised as regular people and secretly trying to overtake the entire human race. Oh, and it's up to 8th grader Rachel Pearson to stop the whole plant circus from spinning into motion, because her parents don't believe her crazy stories. No pressure, right?

I wanted this story to be way cooler than it turned out to be, simply because I grow carnivorous plants, and with that experience comes an expectation of particularly wicked greenery. The cover alone, which is fitted with a grinning, Audrey II look-alike, seems to promise plenty of botanical misadventures. And it does deliver on some levels, just not all.

Rachel meets the two bizarre neighbor kids early on in the story. One of them likes to eat bugs and the other enjoys pocketing handfuls of dirt because it's of "good quality". They both talk a little bit too properly, as does the whole new neighboring Smith family, which, in addition to the strange behavior, initially alerts Rachel to something being "off". This is all after Rachel collects a strange seed from the forest behind her house, and as things progress, it eventually hatches out of her backpack in the school locker room, and then proceeds to grow to monstrous proportions and try to do away with her. This was actually one of the cooler scenes in the book, complete with dozens of hungry vines/tendrils that carry Rachel about the locker room like a rag doll.

One of the funnier moments, and a definite 90s throwback/reference, is when Rachel's dad comes home from playing golf and wants to watch "Pierwatch". I'll let you figure out what beach-running sitcom the author was alluding to there! There was a good sense of suspense in this Strange Matter entry, just because the reader is left wondering throughout the whole book what the Smith family is ultimately going to do to Rachel and her parents, and when it all comes out, the action gets really good. I can really see kids enjoying this one. Who hasn't had a weird family move into their neighborhood? This would clear up so much for kids--obviously every weird, new family is secretly made of plants. Obviously.

Could have been better, could have been much worse, PLANT PEOPLE is a solid Strange Matter entry. Although I'm still waiting for a really good carnivorous plant story to come along and do them justice. Maybe it's my job to write it...we'll see!

I give PLANT PEOPLE a 3.5 out of 5.

Friday, May 8, 2009

Strange Matter #12: Dead On Its Tracks

Three words: Haunted, runaway train. DEAD ON ITS TRACKS stars Elizabeth and Jacob, two good friends who love scary movies. They're trying to see the latest one at the local cinema, a real screamer called Terror Train, but it's sold out. So what do they do instead? They go exploring at the old haunted train depot, of course! To their horror, the Fairfield Express starts to move once they're on it, and suddenly they're at the mercy of Odd John Cape, the insane engineer that supposedly (and purposely) crashed the train years and years ago.

This is, for whatever reason, another of those Strange Matters that I have very little recollection of, but I was pleasantly surprised at its quality. The entire plot basically revolves around the kids trying to stop the train before it replays its horrific crash while they're on-board. The author did a great job populating this tale with plenty of good characters that added a lot to the story (I particularly liked George, a tar-covered corpse who initially helps the protagonists, and Charlie, a behemoth waiter that protects a ghostly little girl and charges about, smashing things). The characters were better drawn than previous Strange Matters, and I thought that along with the nicely imagined backstory, they really contributed to rounding out the entire package.

There were also some nice twists towards the end of this book that make it stand out among other entries. I just felt that the story was well-developed and executed just the right way. This is like a Strange Matter sleeper hit! Nothing overly spectacular, but just really well-done.

I give DEAD ON ITS TRACKS a 4 out of 5.

Wednesday, March 18, 2009

Strange Matter #10: Knightmare

This is an odd one for me. I just finished KNIGHTMARE and I'm left feeling, well...nothing, really. I don't remember reading this one back in the day and I barely remember reading it a few minutes ago, so this should be an interesting review.

Basically, Mitchell (the main character shares my name!) Garrison steals a seal from a coat of armor at a museum and it causes him to have a bad "knightmare" in which he battles four creatures of evil: An ogre, a giant wild boar, a griffin, and the Count Deschaul, who takes the form of an emerald suit of armor. Then the nightmare begins to manifest itself in Mitchell's real life, threatening to obliterate him unless he returns the seal to its rightful place back on the armor in the museum.

This Strange Matter was definitely forgettable, and I'm not really sure why. The story was interesting enough, and it was nicely intricate for a middle-grade book. Maybe it's my mood, or maybe it was that the writing was a little confusing at times - I don't know. I just found myself loosing interest at random points in the story, through no real fault of the author, at least as far as I could tell.

There were some redeemable qualities, like how you get to hear about a few characters from other Strange Matter books - the bully Kyle Banner (who was in the last book as well) and Morgan Taylor (who happens to live next door to Mitchell). So that's always cool. This is one of the things I always loved about the series, how characters from other books would just randomly pop up at times. Also, there was a neat little puzzle that the griffin gives to Mitchell to solve, and the author actually put the picture of it in-between the text, which I liked. Which reminds me: In the last book, DEADLY DELIVERY, something similar was done, where a hand-drawn cartoon was pasted in amongst the text, and it broke things up and added a lot to the story's appeal.

I also liked the monsters that Mitchell had to fight. The description of the ogre near the beginning was really good, with all the talk about a goo that oozed out of his belly button. And the whole puzzle sequence with the griffin was also well-done. Plus, the book centers around dreams, a subject I've always been interested in.

Overall, a solid, but strangely forgettable entry in the Strange Matter series.

I give KNIGHTMARE a 3 out of 5.

Tuesday, March 3, 2009

Strange Matter #8: Frozen Dinners

Who can resist a story about being trapped in a mountain cabin during a freak snow storm while abominable snowmen try to force their way in? I certainly can't! FROZEN DINNERS was one of my favorite Strange Matter books as a kid, and I think it still holds up pretty well today.

Like I mentioned above, the jist of the story is relatively simple: Three siblings, Max, Mark, and Teresa, are stuck inside their Uncle Shoe's cabin on Crier Mountain while a horrible snow storm rages outside. They're alone because Uncle Shoe left to get groceries right before the storm began, and they're left wondering what happened to him. It isn't long before the kids start to experience some odd things: a form walking back and forth out in the blinding whiteness, a huge footprint in the snow, and odd, un-locatable scratching noises. And then - the best part, as always - CHAOS!

I like this Strange Matter book because it's almost pure action from beginning to end, just as any good middle-grade fiction book should be (at least I think so,). The premise is interesting and pretty foolproof, allowing for lots of scares and suspense. The story isn't so scary to me now, but I remember really getting a kick out of it when I was in 5th/6th grade, really imagining how a yeti would burst through a barricaded window.

It's interesting to me how the writing is getting better as I continue on through the Strange Matter series. It seems Engle and Barnes were getting the hang of things as the entries approached double digits. There was only ONE typo in this book, and it was on the LAST PAGE! Oh no! Haha! The intended word was "whole" and it came out as "who" instead. Bummer!

In the end, I still love this book and it was nice to re-read it.

I give FROZEN DINNERS a 4.5 out of 5.

Tuesday, January 20, 2009

Strange Matter #6: Bad Circuits

It's looking like I may have given away the fourth and fifth Strange Matter books, so we're jumping to the sixth entry in the series. If I remember correctly, this was one of the first Strange Matter stories that I acquired, so it was a real treat to read through this again, even if I recalled almost none of it. The mind is a mystery wrapped in an enigma! Or maybe I just have a horrible long term memory. I'm thinking it's the latter.

Anyways...Bad Circuits is a classic tale of technology-gone-wrong. Stephanie Meeker is our narrator, and she tells the reader about her cousin Daniel, who she happens to live with because her parents died in a boating accident years ago (at least that's what she tells us...). Daniel is a really smart guy, and he always enters the annual Fairfield Junior Science Competition. This year he's created a computer that can learn and think for itself, and Daniel is confident that he's going to win this year against his arch nemesis, Frank Dunk, who has taken first place for five years running. While the computer, which is given the name Brian later on in the story, starts out benign enough, it soon begins to crave more and more information and will stop at nothing to acquire it.

Out of the first batch of Strange Matter books, this one is definitely a strong contender, if not the best in show. The plot allows for lots of twists and turns, and the author does a great job making Brian out to be a scary piece of circuitry. One of the ways in which an ominous tone is acquired is through the use of all capitals when the super-computer speaks, and it makes the entity seem cold and malicious. Brian gets smarter and smarter throughout the story and it's cool to see him advance from a simple science project to a town-terrorizing Ken model (he steals the form of a manequin that Stephanie's Aunt uses to make clothes for Daniel - kind of explains the book cover art). The rivalry between Frank Dunk and Daniel Meeker drives the plot forward and gives the reader something to look forward to as tensions rise and the date for the competition creeps closer. There were a few little gems in the text - One of the tiny details that made me chuckle was how Brian acquired a British accent by consuming old tapes of Masterpiece Theater. It was stuff like this that made this Strange Matter shine a little brighter than earlier books.

As always, this Strange Matter book has its share of typos, but it isn't nearly as bad as some of the initial entries. Mostly just missing words here and there, so nothing too serious. I think the story could have used another twenty or thirty pages to flesh out the general buildup and the action in the last major scene, which is a showdown with Brian in a junk yard, but it seems that Strange Matter books have around a 120 page cap, probably for publishing reasons. It's unfortunate though, because a story like this could have really been expanded upon. On a final note, I really liked the twist at the end of this book. I didn't expect it at all, and I won't talk about it in this review. You'll have to read it for yourself to find out!

I'd venture to say that this is my favorite Strange Matter book so far. We'll see if this changes as I continue on through the series.

I give Bad Circuits a 4 out of 5.

Friday, December 12, 2008

Strange Matter #2: The Midnight Game

The second installment in the Strange Matter series is about a boy named Tyler Webb who finds a ticket to a midnight football game. The event is between two old teams from a historic Fairfield (the town where all the Strange Matter stories take place) and when Tyler arrives at the field, the players begin to unearth themselves for their unfinished business. That's right - a football game between two undead, zombie teams.

Tyler and his friend Libb, who happens to be extremely knowledgeable about football, go on to discover that the Green Devils, Fairfield's premier football team, lost the championship game when Tom Maul, the star player, botched everything in the last quarter. The team is then doomed to rise up from the grave and replay the game again and again for all eternity, unless something or someone can break the cycle.

Compared to No Substitutions, the first Strange Matter book, I thought The Midnight Game was a bit weak. The story was uninteresting and slightly confusing at times. I'm still trying to piece together all the details and I'm 23 years old! The concept was cool, but I think more could have been done in regards to story-building, maybe hanging around in certain scenes for longer. Also, there were a few glaring editorial errors. One in particular comes to mind in the second chapter. An entire paragraph is more or less repeated within the same page, looking like some text was moved around, but the original text wasn't deleted after the change was made. Yikes! How did this sneak by?!

Additionally, there just wasn't a whole lot of character development. Now I know this stuff is for middle-grade readers, but I'm beginning to think that these books could have benefitted from another 5,000 words or so. I would have loved to see the kids' encounters with the undead football players stretched out and filled with more detail. There was a lot of missed opportunity for expansion here, most notably during the supernatural bits. I also would have liked to get to know the main characters more. They just seemed too cookie-cutter.

Overall, a below-average entry in the Strange Matter series.

I give The Midnight Game a 2.5 out of 5.

Wednesday, November 26, 2008

The Strangest Matter

I was a weird kid growing up. I grew carnivorous plants. I spent an excessive amount of time in front of my Nintendo. And I was obsessed with scary books. Yes, any book that claimed to be the least bit frightening was on my to-do list.

I read them all: Goosebumps, Bone Chillers, Spinetinglers, Graveyard School, Ghosts of Fear Street, Spooksville...but none of them came close in quality to the Strange Matter books. There was something different about Strange Matter. It had a certain air about it, something the other series lacked. The tone was a bit more serious, a bit darker. The focus wasn't so much on humor as it was on building a truly scary story, which stood in stark contrast to what R.L. Stine was always trying to do with his Goosebumps books.

Engle and Barnes, the series' creators and writers, included really cool computer-rendered images at the back of each book. They depicted pivotal scenes from the story and added a cool little extra feature to look forward to while reading. The covers were also done in computer graphics, which made the Strange Matter books stand out next to the other middle grade horror series.

Much to my dismay, Engle and Barnes stopped writing the series in 1997 and seemed to disappear off the face of the earth. It is my hope that they will eventually stumble across this blog. I'd love to talk to them!

For years I thought I had lost all my old books, but this past week I happened upon them in a bin tucked away amongst a sea of Christmas decorations. I was ecstatic upon discovering this treasure trove of nostalgia, and to commemorate all the good times I had back in elementary school, I plan to go through and review each book series (and give each one its own blog), starting with Strange Matter. I will start at the beginning and work my way up, and this includes the double-size Strange Forces entries.

So if you have a special place in your heart for Strange Matter, then hop aboard. Hopefully I'll be able to get a new review up every few weeks.