Children's Literature Reviews
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Only you can save mankind
by Terry Pratchett.
New York : HarperCollins, 2005.
xi, 207 p. ; 24 cm.

Annotations:

Twelve-year-old Johnny endures tensions between his parents, watches television coverage of the Gulf War, and plays a computer game called Only You Can Save Mankind, in which he is increasingly drawn into the reality of the alien ScreeWee.
Ages 8 up.
Grs 3 up.

Best Books:

Booklist Book Review Stars , Apr. 15, 2005 ; United States
Children's Catalog, Nineteenth Edition, 2006 ; H.W. Wilson; United States
Middle and Junior High School Library Catalog, Ninth Edition, 2005 ; H.W. Wilson; United States

Horn Book Guide:

Spring 2006 Intermediate Fiction Rating 2, Superior, well above average.

Reading Measurement Programs:


Accelerated Reader
Interest Level Middle Grade
Book Level 3.9
Accelerated Reader Points 5

Lexile, MetaMetrics, Inc.
Lexile Measure 600

Reading Counts-Scholastic
Interest Level 6-8
Reading Level 4
Title Point Value 11
Lexile Measure 600

Reviews:

Cindy Dobrez (Booklist, Apr. 15, 2005 (Vol. 101, No. 16))
Johnny Maxwell's life is full of conflict. His parents are going through trying times, and the 1991 Gulf War is raging on his television every night, looking more like his computer war games than a news broadcast. A new game, provided by his hacker friend, Wobbler, is not what he expects. Only You Can Save Mankind is supposed to be an adventure-packed game of killing aliens, but on the first play, the game's newtlike female ScreeWee captain surrenders to Johnny, asking for safe conduct for aliens across the game borders. Now other gamers find only empty spaces when they fire up the game; there's nothing to kill. Johnny's heroic endeavors to save the aliens is a wild ride, full of Pratchett's trademark humor; digs at primitive, low-resolution games such as Space Invaders; and some not-so-subtle philosophy about war and peace. Readers will recognize some of the gamer types--among them, Johnny's sidekick Wobbler, who never plays computer games, preferring instead to crack the codes. There's also Johnny's feisty girl pal, Kirsty (whose dialogue is printed in italics and whose game name is Sigourney). One hopes that when Johnny returns for subsequent adventures, they will be along for the ride. Category: Books for Middle Readers--Fiction. 2005, HarperCollins, $15.99, $16.89. Gr. 5-8. Starred Review

Janet L. Rose (Children's Literature)
Johnny and his friends live to play video games, to conquer and kill one alien race after another. When the aliens surrender, stop shooting back, and ask for help, Johnny is puzzled. Can he really save them from mankind? This is not the way a computer game works. Aliens flee or fight back. They do not ask for help. When he turns on the computer, he enters another world--or is it just in his mind? Is he making up the whole scenario? He sees other players and tries to get them to stop shooting, but no one listens and he finally turns and shoots on his own brethren. It is just a computer game, right? Turn the computer off and you are back in your bedroom. No one dies, right? He convinces Kristy to help him and they enter the alien spaceship where they fly the ship at breakneck speed to send them home. Store copies of the game now contain no aliens. Where did they go? What is real or imaginary? Which is more real--killing aliens on a computer screen or watching news broadcasts of people getting killed? One never knows if it is really happening or only going on in Johnny’s mind but the main issue is, are we out to destroy other worlds or here to save them? This book is the first in the Johnny Maxwell trilogy. 2005, HarperCollins Publishers, $15.99. Ages 11 to 14.

Kirkus (Kirkus Reviews, June 15, 2005 (Vol. 73, No. 12))
An author's note explains that this volume, the first in the "Johnny Maxwell" trilogy, was written during the first Gulf War, though this is its first publication in the U.S. Johnny Maxwell is like many boys, spending his time after school busily blowing up alien ScreeWee fighters in his new computer game. Until one of the ScreeWee talks to him. She is Captain of the ScreeWee fleet, and she has asked Johnny for safe conduct back to ScreeWee space, because "[w]hen we die, we die. Forever." Juxtaposed against Johnny's inexplicably real involvement in a computer game-when he dreams, he enters game space and can wake up only when he "dies"-are the televised events of the first war in Iraq, when the nightly news showed missile's-eye views of the remote bombing of Baghdad. This offering doesn't pretend to subtlety at all, but the premise is so very intriguing, and so well-presented (in characteristically wry Pratchett fashion), that Johnny's cry for the essential humanity of all to be recognized, whether English, Iraqi or ScreeWee, loses none of its poignancy-or timeliness. 2005, HarperCollins, 224p, $15.99. Category: Fiction. Ages 10 to 14. © 2005 Kirkus Reviews/VNU eMedia, Inc. All rights reserved.

Paula Rohrlick (KLIATT Review, September 2005 (Vol. 39, No. 5))
What happens when war games become all too real? When Johnny starts to play a computer game called “Only You Can Save Mankind,” he unexpectedly gets a message from the alien ScreeWee he’s supposed to be battling on screen: they wish to surrender, it seems. The British 12-year-old gradually gets drawn into their reality (how this works is a bit murky) and their desperate attempt to survive, aided by a clever girl and by his friends, an entertainingly varied group of misfits. Set against the backdrop of the first Gulf War and the “Trying Times” Johnny is experiencing at home with his squabbling, neglectful parents, this is a suspenseful and sardonically funny tale by a master of fantasy (known for his Discworld series as well as The Wee Free Men and other YA titles), with terrific dialog and characters. It has some mordant observations to offer on war and peace, too. This novel was first published in Great Britain; in a brief introduction, Pratchett explains that in this updated American edition there are only a few changes in slang and plot details. Sequels are Johnny and the Dead and Johnny and the Bomb. A treat for all humor and SF fans. (The Johnny Maxwell Trilogy; 1) Category: Hardcover Fiction. KLIATT Codes: J*--Exceptional book, recommended for junior high school students. 1992, 2004, HarperCollins, 224p., $15.99 and (Lib. bdg: $16.89.). Ages 12 to 15.

Horn Book (The Horn Book Guide, Spring 2006)
When video game enemy aliens surrender to twelve-year-old Johnny Maxwell and ask for safe conduct to their home world, Johnny takes up the challenge, and the alien fleet disappears off the screens of gamers around the globe. This quirky and timely knee-slapper, first in a trilogy published in Britain in 1992, is still fresh, engaging, and thought-provoking. Category: Intermediate Fiction. 2005, HarperCollins, 208pp, 15.99, 16.89. Ages 9 to 12. Rating: 2: Superior, well above average.

Carole Brewer (The Kutztown University Book Review, Spring 2006)
Set during the first Gulf War, this book tells the story of Johnny Maxwell, who loves to play computer games but is not very good at them. When he starts playing "Only You Can Save Mankind," strange things start happening. A fleet of aliens surrenders to him and he has to take care of them according to the rules of the Geneva Convention. Since I am not a big fan of computer games or fantasy books, this was a tough read for me, but it should prove popular with its intended audience. There is a lot of humor in this book. Children may be confused by the British terms, and if they are not familiar with the first Gulf War, that could be confusing as well. Category: Fantasy. 1992, HarperCollins, $16.89. Ages 10 to 14.

Series:

The Johnny Maxwell trilogy ; 1

Subjects:

Computer games Fiction.
War Fiction.
Conduct of life Fiction.
LanguageCall NumberLCCNDewey DecimalISBN/ISSN
English (eng) PZ7.P8865 On 2005
2004004341 [Fic]
0060541857
0060541865 (lib. bdg.)
9780060541859
9780060541866
View the WorldCat Record for this item.