A Wrinkle in Time: The Graphic Novel

A Wrinkle in Time: The Graphic Novel

A Wrinkle in Time: The Graphic Novel

A Wrinkle in Time: The Graphic Novel

Paperback(Reissue)

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Overview

NEWBERY MEDAL WINNER • TIME MAGAZINE’S 100 BEST FANTASY BOOKS OF ALL TIME • NOW A MAJOR MOTION PICTURE FROM DISNEY

Read the ground-breaking science fiction and fantasy classic that has delighted children for over 60 years—now as a graphic novel!

"A Wrinkle in Time is one of my favorite books of all time. I've read it so often, I know it by heart." —Meg Cabot

“Know somebody who hasn't met Mrs Whatsit, Mrs Who or Mrs Which? Larson's colorful panels bring Madeleine L'Engle's brilliant time-travel favorite to life in an exciting new way. This is page-turning eye candy of the highest order.” —James Patterson


Late one night, three otherworldly creatures appear and sweep Meg Murry, her brother Charles Wallace, and their friend Calvin O'Keefe away on a mission to save Mr. Murray, who has gone missing while doing top-secret work for the government. They travel via tesseract—a wrinkle that transports one across space and time—to the planet Camazotz, where Mr. Murray is being held captive. There they discover a dark force that threatens not only Mr. Murray but the safety of the whole universe.

In the decades since its first publication, A Wrinkle in Time has never been illustrated. Now, Eisner and Ignatz Award-winning Hope Larson takes the classic story to a new level with her vividly imagined interpretations of tessering and favorite characters like the Happy Medium and Aunt Beast. Perfect for old fans and winning over new ones, this graphic novel adaptation is a must-read.

A Wrinkle in Time is the first book in Madeleine L’Engle’s Time Quintet.


Praise for A Wrinkle in Time: The Graphic Novel:

“Know somebody who hasn't met Mrs Whatsit, Mrs Who or Mrs Which? Larson's colorful panels bring Madeleine L'Engle's brilliant time-travel favorite to life in an exciting new way. This is page-turning eye candy of the highest order.” —James Patterson

“This adaptation is fabulous for presenting a fresh vision to those familiar with the original, but it's so true to the story's soul that even those who've never read it will come away with a genuine understanding of L'Engle's ideas and heart.” —Booklist, starred review

“The memorable story of Meg Murry, Charles Wallace Murry, and Calvin O'Keefe's adventure across space and time is conveyed with all the intellectual and emotional impact of the original novel.” —BCCB

“Larson has remained true to the story, preserving the original chapter format and retaining L'Engle's voice. Black-and-white artwork is accented with blue, echoing the original cover color.” —School Library Journal


Product Details

ISBN-13: 9781250056948
Publisher: Square Fish
Publication date: 03/31/2015
Series: Time Quintet Series
Edition description: Reissue
Pages: 416
Sales rank: 35,546
Product dimensions: 5.40(w) x 8.10(h) x 1.20(d)
Lexile: 740L (what's this?)
Age Range: 10 - 14 Years

About the Author

About The Author
Madeleine L'Engle (1918-2007) was the author of many acclaimed books for children.
Hope Larson is the author of Salamander Dream, Gray Horses, Chiggers, and Mercury. She won a 2007 Eisner Award. She lives in Los Angeles, California.

Date of Birth:

January 12, 1918

Date of Death:

September 6, 2007

Place of Birth:

New York, NY

Place of Death:

Litchfield, CT

Education:

Smith College, 1941

Reading Group Guide

In the middle of a stormy night, a mysterious stranger shows up at the household of Meg Murry and her brother Charles Wallace with knowledge about disappearance of their father—the stranger explains that there is such a thing as a tesseract, a method of traveling through space and time. The two siblings are joined by Calvin O'Keefe, a popular boy with uncanny communication skills, and the three of them venture across the universe to confront a dark force called IT and save Mr. Murry.


This graphic novel was adapted from a classic prose novel. Adaptations are very common—many movies and plays were originally books. What is unique about adapting a book into a graphic novel? How is it similar to adapting a book into a play or movie?

Before they confront IT, Meg, Calvin and Charles Wallace are given gifts. Calvin's natural gift of communication is strengthened, Meg is given her faults, and Charles Wallace is given the resilience of his childhood. What gift do you think you would receive from Mrs. Whatsit?

IT argues that everyone is safer and happier because IT controls them—but obviously Camazotz is a very scary place. What do you think is the right balance between freedom and playing by the rules?

Meg, Charles Wallace and Calvin rely on instincts to make many of their decisions. What do you think of this strategy? Do you trust your own instincts?

Many graphic novels represent three dimensions on a piece of paper—but this one had to represent two, three, and more dimensions when the children traveled via tesseract. What did you think of the illustrations of these hard-to-imagine concepts?

Meg tells IT, "Like and equal are not the same thing at all!" Do you agree? How do the ideas of "like" and "equal" differ?

Meg, Charles Wallace and Calvin venture thousands of light years from home to find Mr. Murry, and Meg returns to Camazotz alone to save Charles Wallace. How far would you go to save a family member? What if you weren't sure you would succeed?

The Dark Thing is evil. Mrs. Which tells the children that some of the best fighters of evil have come from earth. They list great people throughout history: Jesus, da Vinci, Shakespeare, and more. Who would you add to their list? What makes you choose them?

Meg's advantage against IT is that she has love and IT does not. What types of love do you see in the novel? What strengths is Meg able to draw from loving and being loved?

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