Syndetics cover image
Image from Syndetics

Only You Can Save Mankind

By: Material type: TextTextPublication details: Random House Children's Publishers UK 22 Feb 2018 Description: vip; 211pISBN:
  • 9780552576796
DDC classification:
  • YL/F/PRA
Fiction notes: Click to open in new window
Star ratings
    Average rating: 0.0 (0 votes)
Holdings
Item type Current library Collection Call number Status Notes Date due Barcode Item holds
Reading Challenge Colombo Children's Area Fiction YA/F/PRA Checked out Not For Loan (Restricted Access) Young Adults Collection (Blue Tag) 16/11/2019 CY00025727
Teens books Teens books Colombo Children's Area Fiction YA/F/PRA Checked out Young Adults' Collection (Blue Tag) 04/06/2024 CY00025728
Teens books Teens books Kandy Children's Area Fiction YL/F/PRA Checked out "Space Chase" Reading Challenge 2019 18/05/2024 YB141881
Reading Challenge Kandy Children's Area Fiction YL/F/PRA Not For Loan "Space Chase" Reading Challenge 2019 YB141863
Total holds: 0

Enhanced descriptions from Syndetics:

This is the first book in the Johnny Maxwell trilogy.

Johnny Maxwell is just an ordinary boy - not smart, popular or rich.
But he does love video games.

And as his parents argue themselves out of a marriage, Johnny plays at becoming humanity's last hope, shooting invading aliens out of a pixelated sky.

Then comes a message from the last remaining alien spaceship- We Wish to Talk.

And suddenly Johnny is thrust into the very real world of the video game, and comes face to face with an alien race that needs his help.

Only Johnny can save them. And this isn't a game anymore . . .

6.99 GBP

Excerpt provided by Syndetics

Only You Can Save Mankind Chapter One The Hero with a Thousand Extra Lives Johnny bit his lip and concentrated. Right. Come in quick, let a missile target itself -- beep beep beep beebeebeebeeb -- on the first fighter, fire the missile -- thwump -- empty the guns at the fighter -- fplat fplat fplat fplat -- hit fighter No. 2 and take out its shields with the laser -- bwizzle -- while the missile -- pwwosh -- takes out fighter No. 1, dive, switch guns, rake fighter No. 3 as it turns fplat fplat fplat -- pick up fighter No. 2 in the sights again up the upcurve, let go a missile -- thwump -- and rake it with -- Fwit fwit fwit. Fighter No. 4! It always came in last, but if you went after it first, the others would have time to turn and you'd end up in the sights of three of them. He'd died six times already. And it was only five o'clock. His hands flew over the keyboard. Stars roared past as he accelerated out of the melee. It'd leave him short of fuel, but by the time they caught up, the shields would be back and he'd be ready, and two of them would already have taken damage, and . . . here they come . . . missiles away, wow, lucky hit on the first one, die die die!, red fireball -- swsssh -- take shield loss while concentrating fire on the next one -- swsssh -- and now the last one was running, but he could outrun it, hit the accelerator -- ggrrRRRSSHHH -- and just keep it in his sights while he poured shot after shot into -- swssh. Ah! The huge bulk of their capital ship was in the corner of the screen. Level 10, here we come . . . careful, careful . . . there were no more ships now, so all he had to do was keep out of its range and then sweep in and We wish to talk. Johnny blinked at the message on the screen. We wish to talk. The ship roared by -- eeeyooowwwnn. He reached out for the throttle key and slowed himself down, and then turned and got the big red shape in his sights again. We wish to talk. His finger hovered on the Fire button. Then, without really looking, he moved it over to the keyboard and pressed Pause. Then he read the manual. Only You Can Save Mankind, it said on the cover. "Full Sound and Graphics. The Ultimate Game." A ScreeWee heavy cruiser, it said on page seventeen, could be taken out with seventy-six laser shots. Once you'd cleared the fighter escort and found a handy spot where the ScreeWee's guns couldn't get you, it was just a matter of time. We wish to talk. Even with the Pause on, the message still flashed on the screen. There was nothing in the manual about messages. Johnny riffled through the pages. It must be one of the New Features the game was Packed With. He put down the book, put his hands on the keys, and cautiously tapped out: Die, alein scum/No! We do not wish to die! We wish to talk! It wasn't supposed to be like this, was it? Wobbler Johnson, who'd given him the disk and photocopied the manual on his dad's copier, had said that once you'd completed level 10, you got given an extra 10,000 points and the Scroll of Valor and moved on to the Arcturus Sector, where there were different ships and more of them. Johnny wanted the Scroll of Valor. Johnny fired the laser one more time. Swsssh. He didn't really know why. It was just because you had the joystick and there was the Fire button and that was what it was for. After all, there wasn't a Don't Fire button. We Surrender! PLEASE! He reached over and, very carefully, pressed the Save Game button. The computer whirred and clicked, and then was silent. He didn't play again the whole evening. He did his homework. It was Geography. You had to color in Great Britain and put a dot on the map of the world where you thought it was. The ScreeWee Captain thumped her desk with one of her forelegs. "What?" The First Officer swallowed and tried to keep her tail held at a respectful angle. "He just vanished again, ma'am," she said. "But did he accept?" "No, ma'am." The Captain drummed the fingers of three hands on the table. She looked slightly like a newt but mainly like an alligator. "But we didn't fire on him!" "No, ma'am." "And you sent my message?" "Yes, ma'am." "And every time we've killed him, he comes back. . . ." He caught up with Wobbler in break. Wobbler was the kind of boy who was always picked last when you had to pick teams, although that was all right at the moment as the PE teacher didn't believe in teams because they encouraged competition. He wobbled. It was glandular, he said. He wobbled especially when he ran. Bits of Wobbler headed in various directions; it was only on average that he was running in any particular direction. But he was good at games. They just weren't the ones that people thought you ought to be good at. If ever there was an Interschool First-One-to-Break-the-Unbreakable-Copy-Protection-on-Galactic-Thrusters, Wobbler wouldn't just be on the team, he'd be picking the team. "Yo, Wobbler," said Johnny. "It's not cool to say yo anymore," said Wobbler. "Is it rad to say cool?" said Johnny. "Cool's always cool. And no one says rad anymore, either." Wobbler looked around conspiratorially and then fished a package from his bag. "This is cool. Have a shot at this." "What is it?" said Johnny. "I cracked Fighter Star TeraBomber," said Wobbler. "Only don't tell anyone, all right? Just type FSB. It's not much good, really. The space bar drops the bombs, and . . . well . . . just press the keys, you'll see what they do. . . ." "Listen . . . you know Only You Can Save Mankind?" "Still playing that, are you?" "You didn't, you know, do anything to it, did you? Um? Before you gave me a copy?" Only You Can Save Mankind . Copyright © by Terry Pratchett. Reprinted by permission of HarperCollins Publishers, Inc. All rights reserved. Available now wherever books are sold. Excerpted from Only You Can Save Mankind by Terry Pratchett All rights reserved by the original copyright owners. Excerpts are provided for display purposes only and may not be reproduced, reprinted or distributed without the written permission of the publisher.

Reviews provided by Syndetics

Publishers Weekly Review

Released in Britain in 1992, just after the first Gulf War, the launch title in Pratchett's Johnny Maxwell trilogy reaches American shores in the midst of current conflicts in the Middle East. A whimsical but ultimately unsettling "war game" conceit drives the book: what if video games weren't just games? Teenager Johnny plays video games (pirated copies from a friend) to escape the "Trying Times" that his parents are going through and the bombs dropping in the Middle East every time he turns on the television. But one afternoon while Johnny is playing the game Only You Can Save Mankind, the alien ScreeWee fleet from within the game surrenders to him, an action that is outside the game's parameters. The hero begins to dream himself into the game space and pledges to help give the ScreeWee safe passage to avoid slaughter by the human gamers. Johnny has less success convincing his friends of what he's doing, except for a proficient gamer, Kirsty, who is motivated to win at all costs. Pratchett's wartime allegory is apt, if frequently heavy-handed ("Do you think the pilots really just sit there like... like a game?... We turn it into games and it's not games"). Still, the compelling premise and Pratchett's humorous touches (such as the aliens' frustration with human attackers who "die" and just keep coming back) may well attract fans to this trilogy. Ages 8-up. (July) (c) Copyright PWxyz, LLC. All rights reserved

School Library Journal Review

Gr 5-8-Johnny Maxwell, 12, thinks he's a loser. People don't seem to notice him, his parents are threatening to split up, and he's not very good at the shoot-up-the-bad-guys computer games that he and his friends are always playing. But after his hacker buddy, Wobbler, gives him an illegal copy of "Only You Can Save Mankind," strange things happen. The captain of the alien fleet that Johnny is supposed to shoot up surrenders to him-unheard of in a computer game-and soon after that all of the aliens from all copies of the game have vanished. Players looking for someone to shoot at sail through light years of empty space and return the game to the store, demanding their money back. Johnny also discovers that he is able to enter the alien ship in dreams and grows convinced that the aliens are somehow real, and are actually dying when human players shoot at them. And soon the day arrives when the humans can resume their shooting. The story is told against the backdrop of the 1991 Gulf War, in which many of the battles were fought with the help of PC screens, and the antiwar message of the story soon becomes a little too heavy-handed and obvious. Although the storytelling here is not as polished as it is in Pratchett's The Wee Free Men (HarperCollins, 2003), the humor is sharp and the story is great fun to read. This is the first in a trilogy published in England; U.S. editions of Johnny and the Dead and Johnny and the Bomb will soon follow.-Walter Minkel, New York Public Library (c) Copyright 2010. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.

Booklist Review

Gr. 5-8. 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. --Cindy Dobrez Copyright 2005 Booklist

Horn Book Review

(Intermediate, Middle School) Much like Pratchett's Discworld heroine Tiffany Aching, insecure Johnny Maxwell has hero-hood thrust upon him. While the twelve-year-old is playing the videogame Only You Can Save Mankind, the enemy aliens surrender to him and ask for safe conduct to their home world. After a quick check with his hacker friend Wobbler, Johnny learns that this is not part of the game. Despite his friends' doubts, Johnny takes up the challenge, and the alien fleet disappears off the screens of gamers around the globe. Meanwhile, the first Gulf War is being played out in the news, and Johnny sees disturbing similarities between the blips on his spaceship's view screen and the blips on Stormin' Norman's televised battle plans. With the help of overachiever Kirsty, Johnny succeeds in saving the ScreeWee race. If Gandhi and Monty Python had collaborated on Ender's Game or the junior novelization of The Last Starfighter, this quirky and timely knee-slapper would have been the likely outcome. Published in Britain in 1992, this first in a trilogy of very different adventures is still fresh, engaging, and thought-provoking. Readers with a taste for British humor will be clamoring for the sequels. (c) Copyright 2010. The Horn Book, Inc., a wholly owned subsidiary of Media Source, Inc. No redistribution permitted. All rights reserved.

Kirkus Book Review

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. (Fiction. 10-14) Copyright ©Kirkus Reviews, used with permission.

There are no comments on this title.

to post a comment.