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How to write by Stephen King

In our final extract from his new book, On Writing, Stephen King reveals six key rules for writing a bestseller. Take note, as this is your chance to have a story published in the paperback version and to meet the master storyteller himself

  1. The basics: forget plot, but remember the importance of ‘situation’

I won’t try to convince you that I’ve never plotted any more than I’d try to convince you that I’ve never told a lie, but I do both as infrequently as possible. I distrust plot for two reasons: first, because our lives are largely plotless, even when you add in all our reasonable precautions and careful planning; and second, because I believe plotting and the spontaneity of real creation aren’t compatible.

A strong enough situation renders the whole question of plot moot. The most interesting situations can usually be expressed as a What-if question:

What if vampires invaded a small New England village? (Salem’s Lot).

What if a young mother and her son became trapped in their stalled car by a rabid dog? (Cujo).

These were situations which occurred to me – while showering, while driving, while taking my daily walk – and which I eventually turned into books. In no case were they plotted, not even to the extent of a single note jotted on a single piece of scrap paper.

  1. Similes and metaphors – the rights, the wrongs

When a simile or metaphor doesn’t work, the results are sometimes funny and sometimes embarrassing. Recently, I read this sentence in a forthcoming novel I prefer not to name: ‘He sat stolidly beside the corpse, waiting for the medical examiner as patiently as a man waiting for a turkey sandwich.’ If there is a clarifying connection here, I wasn’t able to make it.

My all-time favourite similes come from the hard-boiled-detective fiction of the 40s and 50s, and the literary descendants of the dime-dreadful writers. These favourites include ‘It was darker than a carload of assholes’ (George V Higgins) and ‘I lit a cigarette [that] tasted like a plumber’s handkerchief’ (Raymond Chandler).

  1. Dialogue: talk is ‘sneaky’

It’s dialogue that gives your cast their voices, and is crucial in defining their characters – only what people do tells us more about what they’re like, and talk is sneaky: what people say often conveys their character to others in ways of which they – the speakers – are completely unaware.

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Well-crafted dialogue will indicate if a character is smart or dumb, honest or dishonest, amusing or an old sobersides. Good dialogue, such as that written by George V Higgins, Peter Straub or Graham Greene, is a delight to read; bad dialogue is deadly.

  1. Characters: nobody is the ‘bad-guy’

The job boils down to two things: paying attention to how the real people around you behave and then telling the truth about what you see. It’s also important to remember that no one is ‘the bad guy’ or ‘the best friend’ or ‘the whore with a heart of gold’ in real life; in real life we each of us regard ourselves as the main character, the protagonist, the big cheese; the camera is on us , baby. If you can bring this attitude into your fiction, you may not find it easier to create brilliant characters, but it will be harder for you to create the sort of one-dimensional dopes that populate so much pop fiction.

  1. Pace: fast is not always best

Pace is the speed at which your narrative unfolds. There is a kind of unspoken (hence undefended and unexamined) belief in publishing circles that the most commercially successful stories and novels are fast-paced. Like so many unexamined beliefs in the publishing business, this idea is largely bullshit… which is why, when books like Umberto Eco’s The Name of the Rose suddenly break out of the pack and climb the bestseller lists, publishers and editors are astonished. I suspect that most of them ascribe these books’ unexpected success to unpredictable and deplorable lapses into good taste on the part of the reading public.

I believe each story should be allowed to unfold at its own pace, and that pace is not always double time. Nevertheless, you need to beware – if you slow the pace down too much, even the most patient reader is apt to grow restive.

  1. Do the research, but don’t overdo it for the reader

You may be entranced with what you’re learning about flesh-eating bacteria, the sewer system of New York, or the IQ potential of Collie pups, but your readers are probably going to care a lot more about your characters and your story.

Exceptions to the rule? Sure, aren’t there always? There have been very successful writers – Arthur Hailey and James Michener are the first ones that come to my mind – whose novels rely heavily on fact and research. Other popular writers, such as Tom Clancy and Patricia Cornwell, are more story-oriented, but still deliver large dollops of factual information along with the melodrama. I sometimes think that these writers appeal to a large segment of the reading population who feel that fiction is somehow immoral, a low taste which can only be justified by saying, ‘Well, ahem, yes, I do read [fill in author’s name here], but only on airplanes and in hotel rooms that don’t have CNN; also, I learned a great deal about [fill in appropriate subject here].’

The Observer

 

Writing Advice: by Chuck Palahniuk

In six seconds, you’ll hate me.
But in six months, you’ll be a better writer.

From this point forward—at least for the next half year—you may not use “thought” verbs. These include: Thinks, Knows, Understands, Realizes, Believes, Wants, Remembers, Imagines, Desires, and a hundred others you love to use.

The list should also include: Loves and Hates.
And it should include: Is and Has, but we’ll get to those later.

Until some time around Christmas, you can’t write: Kenny wondered if Monica didn’t like him going out at night…”

Instead, you’ll have to Un-pack that to something like: “The
mornings after Kenny had stayed out, beyond the last bus, until he’d had to bum a ride or pay for a cab and got home to find Monica faking sleep, faking because she never slept that quiet, those mornings, she’d only put her own cup of coffee in the microwave. Never his.”

Instead of characters knowing anything, you must now present the details that allow the reader to know them. Instead of a character wanting something, you must now describe the thing so that the reader wants it.

Instead of saying: “Adam knew Gwen liked him.” You’ll have to say: “Between classes, Gwen had always leaned on his locker when he’d go to open it. She’s roll her eyes and shove off with one foot, leaving a black-heel mark on the painted metal, but she also left the smell of her perfume. The combination lock would still be warm from her butt. And the next break, Gwen would be leaned there, again.”

In short, no more short-cuts. Only specific sensory detail: action, smell, taste, sound, and feeling.

Typically, writers use these “thought” verbs at the beginning of a paragraph (In this form, you can call them “Thesis Statements” and I’ll rail against those, later). In a way, they state the intention of the paragraph. And what follows, illustrates them.

For example:
“Brenda knew she’d never make the deadline. was backed up from the bridge, past the first eight or nine exits. Her cell phone battery was dead. At home, the dogs would need to go out, or there would be a mess to clean up. Plus, she’d promised to water the plants for her neighbor…”

Do you see how the opening “thesis statement” steals the thunder of what follows? Don’t do it.

If nothing else, cut the opening sentence and place it after all the others. Better yet, transplant it and change it to: Brenda would never make the deadline.

Thinking is abstract. Knowing and believing are intangible. Your story will always be stronger if you just show the physical actions and details of your characters and allow your reader to do the thinking and knowing. And loving and hating.

Don’t tell your reader: “Lisa hated Tom.”

Instead, make your case like a lawyer in court, detail by detail.

Present each piece of evidence. For example: “During roll call, in the breath after the teacher said Tom’s name, in that moment before he could answer, right then, Lisa would whisper-shout ‘Butt Wipe,’ just as Tom was saying, ‘Here’.”

One of the most-common mistakes that beginning writers make is leaving their characters alone. Writing, you may be alone. Reading, your audience may be alone. But your character should spend very, very little time alone. Because a solitary character starts thinking or worrying or wondering.

For example: Waiting for the bus, Mark started to worry about how long the trip would take…”

A better break-down might be: “The schedule said the bus would come by at noon, but Mark’s watch said it was already 11:57. You could see all the way down the road, as far as the Mall, and not see a bus. No doubt, the driver was parked at the turn-around, the far end of the line, taking a nap. The driver was kicked back, asleep, and Mark was going to be late. Or worse, the driver was drinking, and he’d pull up drunk and charge Mark seventy-five cents for death in a fiery traffic accident…”

A character alone must lapse into fantasy or memory, but even then you can’t use “thought” verbs or any of their abstract relatives.

Oh, and you can just forget about using the verbs forget and remember.

No more transitions such as: “Wanda remembered how Nelson used to brush her hair.”

Instead: “Back in their sophomore year, Nelson used to brush her hair with smooth, long strokes of his hand.”

Again, Un-pack. Don’t take short-cuts.

Better yet, get your character with another character, fast.
Get them together and get the action started. Let their actions and words show their thoughts. You—stay out of their heads.

And while you’re avoiding “thought” verbs, be very wary about using the bland verbs “is” and “have.”

For example:
“Ann’s eyes are blue.”

“Ann has blue eyes.”

Versus:

“Ann coughed and waved one hand past her face, clearing the cigarette smoke from her eyes, blue eyes, before she smiled…”

Instead of bland “is” and “has” statements, try burying your details of what a character has or is, in actions or gestures. At its most basic, this is showing your story instead of telling it.

And forever after, once you’ve learned to Un-pack your characters, you’ll hate the lazy writer who settles for: “Jim sat beside the telephone, wondering why Amanda didn’t call.”

Please. For now, hate me all you want, but don’t use thought verbs. After Christmas, go crazy, but I’d bet money you won’t.

(…)

For this month’s homework, pick through your writing and circle every “thought” verb. Then, find some way to eliminate it. Kill it by Un-packing it.

Then, pick through some published fiction and do the same thing. Be ruthless.

“Marty imagined fish, jumping in the moonlight…”

“Nancy recalled the way the wine tasted…”

“Larry knew he was a dead man…”

Find them. After that, find a way to re-write them. Make them stronger.

The FUSION 2015 photographs. Enjoy!

Click here

 

 

An unpublished novel by Harper Lee is to finally see the light of day, 60 years after the US author put it aside to write To Kill a Mockingbird.

Go Set a Watchman, which features the character Scout Finch as an adult, will be released on 14 July.

Lee wrote it in the mid-1950s but put it aside on the advice of her editor.

“I thought it a pretty decent effort.” said Lee, now 88. “I am humbled and amazed that this will now be published after all these years.”

Set in the fictional southern town of Maycomb during the mid-1950s, Go Set a Watchman sees Scout return from New York to visit her father, the lawyer Atticus Finch.

According to the publisher’s announcement: “She is forced to grapple with issues both personal and political as she tries to understand her father’s attitude toward society, and her own feelings about the place where she was born and spent her childhood.”

Harper Lee in 1963To Kill a Mockingbird won the Pulitzer Prize in 1961

Lee’s editor persuaded her to rework some of the story’s flashback sequences as a novel in their own right – and that book became To Kill a Mockingbird.

“I was a first-time writer, so I did as I was told,” the author revealed.

The manuscript was discovered last autumn, attached to an original typescript of To Kill a Mockingbird.

“I hadn’t realised it [the original book] had survived, so was surprised and delighted when my dear friend and lawyer Tonja Carter discovered it,” Lee continued.

“After much thought and hesitation, I shared it with a handful of people I trust and was pleased to hear that they considered it worthy of publication.”

Harper Collins plans an initial print run of two million copies.

To Kill a Mockingbird was published in July 1960 and won a Pulitzer Prize. Two years later it was adapted into an Oscar-winning film starring Gregory Peck.

Lee has rarely spoken to the media since the 1960s and is unlikely to do any publicity for her “new” book.

‘Extraordinary gift’

In a statement, Harper Collins’ Jonathan Burnham called Go Set a Watchman “a remarkable literary event” whose “discovery is an extraordinary gift to the many readers and fans of To Kill a Mockingbird”.

He said: “Reading in many ways like a sequel to Harper Lee’s classic novel, it is a compelling and ultimately moving narrative about a father and a daughter’s relationship, and the life of a small Alabama town living through the racial tensions of the 1950s.”

Go Set a Watchman will be published in the UK by William Heinemann, the original UK publisher of To Kill a Mockingbird.

Tom Weldon, of parent company Penguin Random House, said its publication would be “a major event”.

“The story of this first book – both parent to To Kill a Mockingbird and rather wonderfully acting as its sequel – is fascinating,” he continued.

“Millions of fans around the world will have the chance to reacquaint themselves with Scout, her father Atticus and the prejudices and claustrophobia of that small town in Alabama Harper Lee conjures so brilliantly.”

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To Kill a Mockingbird – abridged

In the small fictional town of Maycomb in the Depression-ravaged American South, a black man named Tom Robinson is falsely accused of raping a white woman.

A lawyer named Atticus Finch defends Robinson in court. The frenzy stirred up by the case and her father’s quest for justice are seen through the eyes of Finch’s six-year-old daughter Scout. The book explores issues of race, class and the loss of innocence.

“You never really understand a person until you consider things from his point of view… until you climb into his skin and walk around in it.” – Atticus Finch to Scout.

“It was times like these when I thought my father, who hated guns and had never been to any wars, was the bravest man who ever lived.” – Scout Finch.

From The BBC

Buy or Borrow a Book this Summer!

The English Department would like to know what you read this Summer, so we have set you the following challenge:

 

  1. Go to either a bookshop or a library wherever you are.
  2. Take a photograph of you holding the book you are reading outside the shop or the library.
  3. Email your picture to buyorborrowabook@shrewsbury.in.th  before the start of term.
  4. Include your name and the place you took the photograph.

10 books every gamer should read

From Lord of the Rings to Akira, these are the books that have influenced the world’s greatest game designers
Reading a book

What are the most influential books in the gaming industry? Photograph: Linda Nylind for the Guardian

In the 17 years I’ve spent writing about technology, I have had the good fortune to meet, interview and chat with hundreds of game designers from all over the world. I have visited studios throughout the US, in Russia, in Japan, in France, Denmark and, heck, even Britain. And although the cultural references can often be hugely diverse, there are certain books and movies that come up in conversation over and over again.

Here, then, are the 10 books that game designers and developers have cited to me most often as influences on their work. There is a lot of science fiction and fantasy, of course – these being the predominant genres in the realm of mainstream narrative gaming. In some ways the list could be seen as evidence of the industry’s cultural homogeneity – the way in which big franchises like Mass Effect, Elder Scrolls and Halo all draw from similar influences. I think they will certainly give you a better idea of the concepts and conventions driving the games industry – perhaps they will tell you why we have the games we have. I should stress, however, that these aren’t the only books ever referenced to me in development studios.

Indeed there are no doubt ridiculous omissions – it was never going to be possible to capture all facets of game design inspiration. Also, I chose to stick with fiction to narrow things down a little. I’d invite readers to add their own suggestions in the comments section.

For now, here are the 10 books that developers from Osaka to Ohio have most commonly referenced to me. Each entry also has a few alternate titles (all of them also mentioned by developers) which I’ve sneakily added so fewer people would shout at me.

Whatever else, all of these are worth reading.

Akira – Katsuhiro Otomo

AkiraOtomo’s arresting and vivid portrayal of gang warfare on the streets of a post-apocalyptic Tokyo ran throughout the ’80s, drawing in influences from both the West (Star Wars) and the East (Japanese author Seishi Yokomizo), to dazzling effect. Widely credited with introducing both manga, and though its animated movie translation, anime, to Western audiences, Akira explores ideas of mutation, psychokinesis, military corruption and terrorism, all the while exhibiting the nuclear paranoia that flooded Japanese culture after 1945. Every Armageddon-obsessed adventure from Final Fantasy to Infamous has ideas that can be traced back here. Alternatively: Another classic 80s manga, Fist of the North Star, has been influential. And from the west, Frank Miller’s The Dark Knight Returns and Alan Moore’s Watchmen are two works dealing in similar areas of warped heroism, mutated humanity and future-noir paranoia.

Call of Cthulhu and Other Weird Stories – HP Lovecraft

Call of the CthuluThrough a selection of interconnected stories written throughout the twenties and thirties, American writer HP Lovecraft created a new horror mythology, blending the supernatural and science fiction and imagining a universe of dank oppressive dread in which humanity is at the mercy of gigantically powerful monsters. Lovecraft’s bestiary was a huge influence on the makers of seminal tabletop role-playing game, Dungeons and Dragons, thereby working its way into most video game RPGs ever since. And the Cthulhu Mythos that emerged from his works has had an enormous influence on games designers in other genres: indeed, the entire concept of ‘end of level bosses’ practically percolates Lovecraft’s entire philosophy into one game convention. Alternatively: other writers whose own complex fantasy/horror mythologies have inspired game designers include Michael Moorcock (especially the Elric books) and Stephen King (The Dark Tower). Lovecraft was also an influence on another provider of video game set texts, Robert Bloch.

Dragon Ball – Akira Toriyama

Dragon BallOriginally serialised in the weekly Japanese comic, Shōnen Jump, Dragon Ball is widely considered to be one of the greatest mangas of all-time, its volumes selling over 230m copies worldwide. Based around the Chinese novel Journey to the West (the source for the cult TV series Monkey), the epic work combines exciting martial arts action and a Picaresque narrative heaving with eccentric and fascinating characters. There have been dozens of video game conversions of the original works, but Toriyama’s mix of combat, mythology and comedy has inspired hundreds more beat-’em-ups and action adventures. There are also dozens of games that make use of the “over 9000” meme, originating from Dragon Ball Z. Alternatively: Any of the ‘big three’ manga – Naruto, Bleach or One Piece, all hugely influential to game designers.

The Greek Myths – Robert Graves

Greek MythsVideo games are utterly crammed with conventions, ideas and archetypes ripped from world mythologies, but Ancient Greece has provided many of the key inspirations. The idea of the heroic quest, a central element in almost every role-playing game, is symbolised in the adventures of Odysseus, Perseus and Theseus, as are the underlying concepts of prophesy, destiny and of ‘the chosen one’ who is born to vanquish evil. This inspiration is obvious in titles like God of War and Altered Beast, but every time a character reaches for a magic item or feels as though they are at the mercy of vengeful gods, it is likely the source goes back to Ancient Greece. I have opted for Robert Graves’ much-respected analysis here, but there are plenty of other options, including Bullfinch’s Mythology. Alternatively: the Norse and Celtic mythologies have also been a huge influence on game designers, adding their own slants on iconic concepts such as magical items, warring gods and heroic journeys. There’s also the Bible, of course, which is filled with war, heroism and wrathful deities.

The Hero With a Thousand Faces – Joseph Campbell

Hero With A thousand FacesThis is a slight cheat as it’s obviously not a novel, but Joseph Campbell’s exhaustive study of world mythologies and the concept of the heroic archetype has been named as an inspiration by countless developers I have spoken to over the last two decades. Campbell’s central argument, that all mythological tales spring from a single monomyth in which a hero defeats a series of challenges to attain a life-changing gift, is central to both video game and movie structure. This is the core stuff of story-telling, later refined into a writing guide by Christopher Vogler in his similarly much-cited work, The Writer’s Journey: Mythic Structure For Writers. Alternatively: Sir James George Frazer’s classic study of archetypal religious beliefs and practices, The Golden Bough, is another oft-named source for video game ideas.

House of Leaves – Mark Z. Danielewski

House of LeavesThere was a time in the early 2000s when it seemed every studio I visited had a well-thumbed copy of this challenging but fascinating novel left on a desk somewhere. Here, though, it’s as much about form as it is about content – House of Leaves is a cybertext, a work of “ergodic” literature in which the formatting of the text becomes a puzzle the reader must solve. Through footnotes, blank pages, interviews and codes, Danielewski creates a sort of dynamic experience, that reflected a lot of the experiments into interactive fiction and alternative reality gaming taking place on the web at the time. In essence its a story about how to tell stories in the digital age. Alternatively: Fictions by Jorge Luis Borges is another surreal and playful text that creates meaning in obtuse layers – it has been name-checked by many developers I’ve spoken to. A couple also mentioned Theodore Roszak’s Flicker, a slightly more conventional take on Danielewski’s use of fictionalised historical writing.

King Solomon’s Mines – H. Rider Haggard

King Solomon's MinesPublished in 1885, Haggard’s colonialist romp through the deserts and mountains of Africa, brought us Allan Quartermain, the archetypal flawed adventure hero, and introduced the Lost World genre of fiction. These elements, modernised through the Indiana Jones trilogy (don’t… just don’t mention the fourth film), has gone on to inspire everything from Pitfall to Tomb Raider. Any game in which a hero and his bickering team locate a lost temple filled with fabled treasures probably has its roots in Haggard’s novel. Alternatively: Along with Robert Louis Stevenson (Treasure Island) and Edgar Rice Burroughs (Tarzan), Haggard no doubt influenced the heroic fantasy works of authors like Robert E. Howard, whose Conan books have spawned a hundred monosyllabic video game warriors as well shaping the whole sword and sorcery sub-genre.

Lord of the Rings – J.R.R Tolkien

Lord of the RingsWell, it had to be in here. Although Dungeons and Dragons co-creator Gary Gygax claimed not to have been a fan of Tolkien’s sprawling masterpiece, he conceded its huge influence on his legendary tabletop RPG, specially in the fantastical races that inhabited the rule set. And through D&D, the trilogy has exerted its influence on just about every fantasy video game ever created, from the earliest straight D&D and AD&D conversions to the formative Japanese role-playing games such as Dragon Quest and Final Fantasy, and on into the massively multiplayer era of World of Warcraft. Informed by mythology and folklore, Tolkien established a vast all-encompassing reality to Middle Earth, including a far-reaching sense of history. Arguably, it is Tolkien who taught fantasy game designers about the importance of mythological backstory, of establishing aeons of conflict and lore, lending authenticity to entirely imagined worlds. If a game narrative begins, “after 3,000 years of war…” you can probably blame this guy. Alternatively: Michael Moorcock again, as well as the more playful and parodic Terry Pratchett who subverts all of those supernatural systems for comic effect. And of course, there is a new generation of designers who will grow up on the likes of Brandon Sanderson and Steven Erikson. Mervyn Peake’s Gormenghast books should not be overlooked either.

Neuromancer – William Gibson

NeuromancerCertainly not the first cyberpunk novel, but possibly the most influential. Gibson’s post-modern tale of hackers, criminal corporations and sentient AIs worked alongside Bladerunner to instil in game designers a new aesthetic of the future. No shiny spaceships and helpful robots, just noirish paranoia, busted up computer hardware, hard-drinking renegades and drugs. The anarchic, counter-culture feel of Gibson’s works appealed to the bedroom programmers of the 80s and early 90s who identified with the author’s damaged, technically brilliant protagonists, and with the assimilation of biological and computer organisms. Games like Syndicate, Beneath as Steel Sky and later Deus Ex, .hack// and Metal Gear Solid caught the vibe perfectly. Alternatively: pretty much anything by Bruce Sterling, Neal Stephenson or Pat Cadigan. And from manga, Bubblegum Crisis, Ghost in the Shell and Appleseed.

Starship Troopers – Robert A. Heinlein

Starship troopersGears of War, Halo, Killzone, Quake… all of them owe a debt to the concept of the space marine brilliantly realised in Heinlein’s future war epic. He wasn’t the first to write about the concept of a mechanised military defending humanity from invading aliens, but Heinlein captured many of the key elements that would go into the biggest sci-fi games. A troubled hero advancing through the ranks, an insect-like extra-terrestrial threat, a factional military… whatever you think about the archetypal video game space soldier, with his buzz cut, tribal tattoos and immense metallic body armour, it is one of the key images of this console generation, and his family tree goes back to this novel and its contemporaries. Alternatively: Ender’s Game by Orson Scott Card, EE Smith’s Lensman series and Iain M Banks’ Culture novels also deal with galactic war, mega weaponry and vicious aliens/AIs. And where would games be without those?

The New York Times


November 27, 2013

YOUNG ADULT

BOXERS and SAINTS. Written and illustrated by Gene Luen Yang. (First Second, $18.99 and $15.99.) In these companion graphic novels, Yang, a Michael L. Printz Award winner, tackles the complicated history of China’s Boxer Rebellion, using characters with opposing perspectives to explore the era’s politics and religion.

ELEANOR & PARK. By Rainbow Rowell. (St. Martin’s Griffin, $18.99.) A misfit girl from an abusive home and a Korean-American boy from a happy one bond over music and comics on the school bus in this novel, which our reviewer, John Green, said “reminded me not just what it’s like to be young and in love with a girl, but also what it’s like to be young and in love with a book.”

FANGIRL. By Rainbow Rowell. (St. Martin’s Griffin, $18.99.) In her second Y.A. novel published in 2013, Rowell cleverly interweaves the story of an introverted girl’s freshman year in college — and first romance — with the “Harry Potter”-like fan fiction she writes in her spare time.

THE 5TH WAVE. By Rick Yancey. (Putnam, $18.99.) Yancey’s wildly entertaining novel, in which aliens come to Earth, manages the elusive trick of appealing to young readers and adults alike.

PICTURE ME GONE. By Meg Rosoff. (Putnam, $17.99.) Mila, a young Londoner with an uncanny gift for empathy, accompanies her father to upstate New York to search for his best friend. Questions of honesty and trust are central to this novel, a ­National Book Award finalist.

THE RITHMATIST. By Brandon Sanderson. Illustrated by Ben McSweeney. (Tor/Tom Doherty, $17.99.) A boy longs to join a magical cadre defending humanity against merciless “chalklings” in this fantasy, set in an alternate version of ­America.

ROSE UNDER FIRE. By Elizabeth Wein. (Hyperion, $17.99.) In Wein’s second World War II adventure novel — the first, “Code Name Verity,” was highly praised last year — Rose, 18, an American transport pilot and aspiring poet, struggles to survive in a women’s concentration camp after her plane is grounded in Germany.

◆◆◆

MIDDLE GRADE

BETTER NATE THAN EVER. By Tim Federle. (Simon & Schuster, $16.99.) A 13-year-old escapes to New York for a Broadway audition in this debut novel, described by Patrick Healy in The New York Times as “a twinkling adventure tale for the musical theater set.”

THE CATS OF TANGLEWOOD FOREST. By Charles de Lint. Illustrated by Charles Vess. (Little, Brown, $17.99.) A young girl whose life is saved when magical cats ­transform her into a kitten learns there are consequences to playing with time and fate.

FLORA AND ULYSSES: The Illuminated Adventures. By Kate DiCamillo. Illustrated by K. G. Campbell. (Candlewick, $17.99.) A freak accident with a vacuum cleaner turns an ordinary squirrel into a super­hero in this madcap chapter book by the author of “Because of Winn-Dixie” and “The Miraculous Journey of Edward ­Tulane.”

HERO ON A BICYCLE. By Shirley Hughes. (Candlewick, $15.99.) In this first novel by the award-winning picture-book author and illustrator, a family in Nazi-occupied Florence aids the partisans.

MY HAPPY LIFE. By Rose Lagercrantz. ­Illustrated by Eva Eriksson. (Gecko, $16.95.) In her review on NYTimes.com, Pamela Paul described this chapter book, about a kindergartner’s experience of starting school, as “one of those joyous rarities: a book about girls who are neither infallible nor pratfall-prone, but who are instead very real.”

THE TRUE BLUE SCOUTS OF SUGAR MAN SWAMP. By Kathi Appelt. (Atheneum, $16.99.) In a swamp near the Gulf of Mexico, raccoon brothers search for the yeti-like Sugar Man, who, if awakened, can help save their home from becoming a theme park. Our reviewer, Lisa Von Drasek, said Appelt’s “mastery of pacing and tone makes for wonderful reading aloud.”

◆◆◆

PICTURE BOOKS

AFRICA IS MY HOME: A Child of the Amistad. By Monica Edinger. Illustrated by Robert Byrd. (Candlewick, $17.99.) A West African girl, on board the Amistad when older slaves take over the ship, has a long journey back to her homeland.

THE BEAR’S SONG. Written and illustrated by Benjamin Chaud. (Chronicle, $17.99.) A bear cub chases a bee into the Paris opera house while his father struggles to find him amid the amusing distractions of Chaud’s busy scenes.

BLUEBIRD. Written and illustrated by Bob Staake. (Schwartz & Wade, $17.99.) In this wordless tale of a bullied boy and the bird who helps him, Staake, creator of “The Red Lemon,” has drawn a book of true beauty with a bittersweet ending.

THE BOY WHO LOVED MATH: The Improbable Life of Paul Erdos. By Deborah Heiligman. Illustrated by LeUyen Pham. (Roaring Brook, $17.99.) A picture-book ­biography of Erdos, the eccentric Hungarian-born mathematician.

BUILDING OUR HOUSE. Written and illustrated by Jonathan Bean. (Farrar, Straus & Giroux, $17.99.) A true tale of homesteader parents in the 1970s.

THE DARK. By Lemony Snicket. Illustrated by Jon Klassen. (Little, Brown, $16.99.) A little boy and the darkness he fears reach a detente in this just-spooky-enough story, a New York Times Best Illustrated award winner.

FOG ISLAND. Written and illustrated by Tomi Ungerer. (Phaidon, $16.95.) In this Times Best Illustrated award winner, storm-tossed siblings wash ashore on a forbidden island off the coast of Ireland.

HILDA AND THE BIRD PARADE. Written and illustrated by Luke Pearson. (Flying Eye/NoBrow, $24.) In this graphic novel, a blue-haired girl named Hilda feels out of place in urban Tolberg, until an amnesiac raven helps her settle in.

JOURNEY. Written and illustrated by ­Aaron Becker. (Candlewick, $15.99.) A lonely girl draws a red door on her bedroom wall and enters a lushly detailed imaginary world.

MR. WUFFLES! Written and illustrated by David Wiesner. (Clarion, $17.99.) A house cat does battle with space aliens in this wordless picture book by Wiesner, a winner of three Caldecott Medals.

SOMETHING BIG. By Sylvie Neeman. ­Illustrated by Ingrid Godon. (Enchanted Lion, $16.95.) A little boy, frustrated by his desire to do something significant, and his father, who wants to help him, find a new perspective at the seashore.

THIS IS THE ROPE: A Story From the Great Migration. By Jacqueline Woodson. Illustrated by James Ransome. (Nancy Paulsen/Penguin, $16.99.) The multiple Newbery Honor winner Woodson uses a common household item to reflect one family’s experience of the Great Migration.