Midnight on Strange Street / by K. E. Ormsbee.

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    • Publication Information:
      First edition.
    • Abstract:
      Summary: After a tight-knit group of friends on a glowboarding team discovers each has telepathic abilities, they catch the attention of Mr. Jensen, the most powerful man in Callaway, Texas, and extraterrestrial forces, as well.
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Booklist Reviews 2019 September #1

Avery, Bastian, Lola, and Dani make for an interesting team. The four neighbors live on Cedar Street (sometimes called Strange Street), and they glowboard together on a team called the Sardines. Every week, they meet to play games and discuss how to beat their rivals, the Grackles. But as the biggest glowboarding event of the year approaches, strange things start happening to the Sardines: they've discovered they can communicate telepathically with one another and can move things with their minds. These powers, which are out of control at first, slowly become manageable and seem to have come from some alien force. But are these aliens peaceful or dangerous? The story, interspersed with government reports from a mysterious group called the DGE, serves up adventure and intrigue in a near-future world. Equal parts Animorphs and Jake Maddox Sports Stories, this is a fine contemporary middle-grade sf story. Recommend it to sports lovers and fantasy readers alike. Grades 4-7. Copyright 2019 Booklist Reviews.

PW Reviews 2019 October #3

Ormsbee (The House in Poplar Wood) sets her latest story in Callaway, Tex., where a mysterious substance called Component G—"glow"—was discovered decades earlier to commercial success. It powers glowboards (for one application), and allows the four Sardines, a glowboard team from Cedar Lane (called "Strange Street" following the appearance of an unexplainable phenomenon), to compete against their obnoxious and well-funded rivals whose sponsor, the head of Gloworks, keeps them well-supplied with the newest in glow technology. When the Sardines discover that they possess telekinetic powers and can hear each other's thoughts, they feel sure they can win an upcoming glowboard competition, but a government agency plans to use them as weapons to end a terrible war being fought around the world. Though the complicated plot and multiple third-person narratives slow the lengthy story's pace, the four protagonists have compelling challenges: controlling their newfound abilities, training for their upcoming race, and navigating familial issues. The tale picks up toward the end, when the kids use their collective powers to stop the real enemies, and the idea and execution of glowboarding is great fun. Ages 8–12. Agent: Beth Phelan, Gallt & Zacker Literary Agency. (Jan.)

Copyright 2019 Publishers Weekly.