Bean Dog and Nugget: No. 1—The
Ball; No. 2—The Cookie. By Charise Mericle Harper. Knopf. $4.99 each.
Squish No. 5: Game On! By
Jennifer L. Holm and Matthew Holm. Random House. $6.99.
Graphic novels move all the
way down the age range to ages 5-8 with Charise Mericle Harper’s adventures of
sort-of-frankfurter-shaped Bean Dog and sort-of-chicken-nugget-shaped Nugget.
The two comestible comrades have suitably silly adventures, involving only
themselves, in the first two books, and there is more edginess to the
characters and the narration than you might expect in books for this age group.
The Ball involves Bean Dog losing his
favorite ball in a bush – because he has thrown it at Nugget and it has bounced
off her and hurt her enough to elicit an “Ow!” The friends imagine the bush as
a monster, so they have to come up with a monster-fighting way to retrieve the
ball and their shoes (which they have thrown into the bush in the hope of knocking
the ball out). Thus are born Superdog and Ninja Nugget, who together get everything
out of the bush and then find themselves thoroughly bored – so they throw
everything back in and resume their costumes, except that this time Bean Dog
dresses up as a cake instead of a superhero, which works out fine because the
costume is a cake and the friends get
to have a snack before dealing again with getting their things back. The
premise, the characters, the narration and the overall approach are absurd
enough to be amusing and entertaining, and the writing is simple enough so that
kids in the target age range will enjoy reading The Ball all by themselves. They will also enjoy The Cookie, in which something unusual
happens: the characters lie to each other and are not reprimanded. Nugget goes
through elaborate machinations to get Bean Dog’s attention by claiming that she
has a huge invisible donut, which eventually disappears, or gets lost…well, whatever.
Then Bean Dog brings in three cookies for the two to share, but the third one
does not break in half evenly, so the friends argue over who gets the bigger
half – and Bean Dog gets revenge for the invisible-donut prank by getting
Nugget to close her eyes long enough for him to take the larger piece for
himself. This is scarcely exemplary
behavior by either character, but the fact that these books are not preachy and not determinedly filled with correct manners will make them all the
more appealing to young readers – especially since the characters accept each
other’s foibles and remain friends even when they behave less than upstandingly
with each other.
Friends are not entirely
good for each other in the latest book in the Squish series, either. The first four of these books – which are
for ages 7-10 – did not stand up particularly well against the Babymouse books created by the same
sister-and-brother team of Jennifer L. Holm and Matthew Holm. This one, though,
does. The unicellular friends here are Squish, Pod and Peggy, and the plot has
to do with Squish being introduced by Pod and Peggy to a video game called
“Mitosis” that is so captivating that – driven by his friends’ greater
game-play success – Squish neglects pretty much everything, from reading and
writing about Moby-Dick (correctly
shown with the hyphen!), to preparing for a comic-book convention that he has
been eager to visit with his father, to small matters such as sleep, food and
personal hygiene. The authors – who make
a cameo amoeboid appearance of their own here – effectively use variations of
some of the narrative tricks that have worked so well in the Babymouse series. For example, they
comment on the story and characters by having large word-containing arrows
pointing to things at certain times, and they include a dream sequence in which
Squish finds himself transformed into a pixelated Squish within the game that
he has been playing so obsessively. Eventually Squish realizes on his own –
thanks in part to elements of a comic-book story about his hero, Super Amoeba –
that he is overdoing the whole “Mitosis” thing, and he decides to take a break
from the game. This does not help him turn in his Moby-Dick report on time, but in a nice plot twist, he gets
permission to work for some extra credit to raise his grade when it turns out
that his teacher is, like Squish himself, a comic-book fan. The lessons learned
here are reasonable and soft-pedaled, the story moves along smartly, and the
characters have more unicellular depth than in earlier entries in this series. Hopefully
the authors will keep the adventures of Squish going at the same high, and
highly amusing, level that they reach in Game
On!
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