From School Library Journal
Grade 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 Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.
--This text refers to an out of print or unavailable edition of this title.
From Booklist
*Starred 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 DobrezCopyright © American Library Association. All rights reserved
--This text refers to an out of print or unavailable edition of this title.
Review
"An impressively original book with its thrills and spills, its inventiveness, its wit and continuous readability. A rare treat--a top-quality gripping tale genuinely rooted in contemporary culture"
-
Daily Telegraph
Book Description
As the mightly alien fleet from the very latest computer game thunders across the computer screen, Johnny prepares to blow them into the usual million pieces.
And they send him a message:
We surrender.
They're not supposed to do that! They're supposed to die. And computer joysticks don't have 'Don't Fire' buttons...
It's hard enough, trying to save Mankind from the Galactic Hordes. It's even harder trying to save the Galactic Hordes from Mankind. But it's only a game, isn't it?
From the Publisher
A hughly entertaining and thought-provoking new adventure from the master of comic fantasy, Terry Pratchett, author of the bestselling
Truckers trilogy
--This text refers to an out of print or unavailable edition of this title.
From the Back Cover
IF NOT YOU, WHO ELSE?
As the mighty alien fleet from the very latest computer game thunders across the computer screen, Johnny prepares to blow them into the usual million pieces.
And they send him a message.
We surrender.
They're not supposed to do that! They're supposed to die. And computer joysticks don't have 'Don't Fire' buttons...
It's hard enough, trying to save Mankind from the Galactic Hordes. It's even harder trying to save the Galactic Hordes from Mankind. But it's only a game, isn't it.
Isn't it?
A hugely entertaining and thought-provoking new adventure from the master of comic fantasy, Terry Pratchett, author of the bestselling Truckers trilogy.
--This text refers to an out of print or unavailable edition of this title.
About the Author
Terry Pratchett was born in 1948 and is still not dead. He started work as a journalist one day in 1965 and saw his first corpse three hours later, work experience meaning something in those days. After doing just about every job it's possible to do in provincial journalism, except of course covering Saturday afternoon football, he joined the Central Electricity Generating Board and became press officer for four nuclear power stations. He'd write a book about his experiences if he thought anyone would believe it.
All this came to an end in 1987 when it became obvious that the Discworld series was much more enjoyable than real work. Since then the books have reached double figures and have a regular place in the bestseller lists. He also writes books for younger readers. Occasionally he gets accused of literature.
Terry Pratchett lives in Wiltshire with his wife Lyn and daughter Rhianna. He says writing is the most fun anyone can have by themselves.
--This text refers to an out of print or unavailable edition of this title.
From AudioFile
Here is an unusually rich work of young adult science fiction, with a mature message, believable characters and conflicts, and a satisfying ending. Briefly, the line between computer game-space and real space-time blurs for the 12-year-old boy protagonist, who must then treat the digital aliens as real...er...people. Like all Pratchett novels, this is loaded with pointed, good-natured humor. Richard Mitchley reads with the effortless ease of the veteran audiobook narrator, aptly capturing each character with pacing, intonation, speed and accents, the latter always British but not always from the same social class. No enhancements, but thoroughly enjoyable nonetheless. D.W. (c)AudioFile, Portland, Maine
--This text refers to the
Audio Cassette
edition.