From School Library Journal
Grade 6 Up. This compelling collection features confident storytelling and surprise endings. Modern technology merges with fantasy in the title story. Cheapskate Bill Essler dumps Denise Bainbridge as his graduation-dance date so he doesn't have to spend his money on her. Furious when she then humiliates him in front of the entire school, he discovers a new computer web site, Curses, Inc., and chooses from a menu of spells to make Denise's life miserable. However, the curses never seem to have their desired effect and Bill's bank account quickly dwindles. Other selections include a hilarious take on what might happen if humans could understand animals but animals still couldn't understand humans; meditations on vanity; and the moral question of whether or not it is right to take the life of someone who took yours?if you were raised from the dead. A strong theme of morality and making choices runs throughout the book. "Witch-Hunt," a fable about censorship, is sure to promote discussion. Vande Velde skillfully deceives readers into thinking that the story is taking place in the distant past, making the twist at the end all the more relevant. The author writes about her inspiration for each tale in a short afterword, giving teens insight into the perennial question, "Where do you get your ideas?" This will be a hot choice for YAs and can be easily booktalked off the shelves.?Tim Wadham, Dallas Public Library, TX
Copyright 1997 Reed Business Information, Inc.
--This text refers to an out of print or unavailable edition of this title.
From Kirkus Reviews
An uneven collection of ten short stories by Vande Velde (Tales from the Brothers Grimm and the Sisters Weird, 1995, etc.) that treats spell-casting in modern, historical, and timeless settings. The title story is a breezy computer tale, in which eighth- grader Bill outrages a girl by uninviting her to a dance at the last minute. Her subsequent treatment of him inspires him to order a curse from an on-line service that will cause her dog to be lost for a period of time for a fee. That curse, and each successive one, benefits her more, until a neat twist brings the clever tale to a close. Another ambitious tale, ``The Witch's Son,'' set in the time of the American Revolution, is well drawn and poignant, but suffers a weak ending. ``Remember Me,'' a strong story, presents food for thought about the link between memory and identity, and then backs away from a satisfying conclusion. The stories are least effective when imitating folk tales, and most effective when both plot and setting are vital enough to make an impression. Vande Velde is often amusing, and fans of the previous book will be entertained by this one, but an introduction and afterword about how the book came to be, who gave it a title, and where ideas come from sound superfluous and indulgent. (Short stories. 12+) --
Copyright ©1997, Kirkus Associates, LP. All rights reserved.
--This text refers to an out of print or unavailable edition of this title.