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[.ca] The Toonies Invade Silicon Valley (ISBN 1932586296)



Are The Pirates of Silicon Valley To Blame For an Invasion of Vulture-Apes from Rejected PC Cartoons?:
Read THE TOONIES INVADE SILICON VALLEY, by Betty Dravis, and that question will be answered, along with a few others! Betty provided readers with an easy flow into TOONIES by developing an immediately surged sympathy with Jeremy's difficulty understanding and handling his parents' recent increase in arguments. In addition to the sympathy which Jeremy effortlessly elicited, his spunk endeared him to the reader; and the author's natural ability to create a realistic portrayal of Jeremy's age-related behavior closed the deal. While the Toonies were getting OUT of Cartoon Land and into the "real" world, the reader was simultaneously getting INTO Jeremy's world a la Betty Dravis ... who happens to have (who would'a guessed) a healthy collection of kids, grandkids, and greats providing continuous, contiguous, and concurrent contributions to the spark and spirit of her writing. As appropriate and effective as Toonies is as a young adult offering, it is carefully sophisticated enough to capture the attention of seasoned readers as well. Some of my favorite parts of this sagacious, serendipitous story include: 1. --- The way Dravis made up a sort of mini set of "Laws of Physics" or game board rules for how Cartoon Land residents were limited or enhanced in our world. What I liked most about this interesting set of rules (which, not over or under done, was just right in complexity) was how Dravis worked, played, and built from them. She accomplished a masterful weaving there, with simple, yet ingenious solutions to several quirky problems. Note, for example, how the characters used tin foil to further the effects of the laws of gravity, how they used food and other basic necessities (and body parts) as weapons. The processes and solutions Davis applied to further her precocious plot gave an already good storyline a feel of being an engrossing game-board in addition to being an entertaining fantasy. 2. --- The way Dravis wove her ethical systems ("moral of the story") into her laws of physics. For example, as the opening of the story quickly exposes, sympathy unlocks the gateway between the human world and Cartoon Land (Cartoon Land exists inside the world of computers). Sympathy felt by a Toonie for a human allows the Toonie to speak to the human. A second, ingeniously related "procedure" allows a human to release a Toonie to step through the monitor, into the reality of flesh-and-blood. Of course, the ways of returning to Cartoon Land are equally intriguing and easily acceptable, with a few fun additions to the ways exposed at the end of the story. 3. --- The way the author gradually and delicately introduced unique concepts of magic from Cartoon Land, with an ingenuity which would give the sorcery set ups in Harry Potter (love that series!) a run for their wands and gizmos. Be sure to catch the nuances in the story's conclusion, as Dravis pulls a few surprises out of her hat about exactly how the gizmos work, and how their necessity evolves. 4. --- The way Dravis mentioned or brought in cultural icons from the Valley, and from the "times" in which the story took place, thereby seating the story into its societal framework of popular foods, activities, and even a BIG Icon from the valley, Apple Computer's "The Woz" (and of course Apple, in Toonies, is translated to Orange, which certainly fits the surrounding vicinities). As an example of the foods and activities, here"s a quote: >> While munching pizza and guzzling sodas, they watched TV, and by the time Wheel of Fortune ended it was eight o'clock. << 5. --- The author's use of biblical concepts for Good Vs Evil, expanding them into creatively unique angles of interpretation. I was impressed and relieved that Betty didn't push any religious concepts to a point which would turn off readers with different belief systems. For example, my beliefs about "666" do not see that number sequence as a Badge of Evil, as an infallible sign of "The Beast." In fact, strangely, the publishing house which put out my novel, THE ROSE AND THE PYRAMID (a trade paperback fantasy which has a few intriguing parallels to TOONIES), has 666 in all of the ISBN's of its books. When I noticed that number sequence in my novel's ISBN, I had asked the publisher about it. I certainly didn't, and don't see AUTHORS UNLIMITED as an evil entity. And, even though the part of my novel's ISBN which has a triple 6 in it is the "brand" from the publishing house, rather than a brand on my novel, I was not concerned with any type of negativity through that connection. Quite the opposite, in fact. Which brings me to mention that I believe all numbers can be used for either high Good or high Evil (even though many professional Numerologists give positive or negative meaning to numbers). From my way of looking at the essence of energy patterns (which numbers evoke), 666 can be as much a true blessing as it can be used to evoke pure negativity. Having noted the above disclaimer, I can easily say that I was impressed with the way Dravis played subtly on the Biblical concept of 666 heralding evil, impressed with the way she intriguingly designed that omen into Toonies, especially through the arch-villain, Dab (loved that this name reversed the letters of "bad"). Without giving away any essentials in the plot, I'll move on to mention another part of this novel which I liked, i.e., the way Dravis showed, developed, and evolved the fact that the other Backgrounders were not truly Evil in the sense that Dab was. The concluding events and scenes beautifully worked out the redemption and "saving" of the good guys on both sides of the 666 gateway, along with, of course, executing the comeuppance for irredeemable evil. Betty Dravis has offered a telling exposition on the variations, levels, ways, and means of Good Vs Evil in a very entertaining venue. As if that wouldn't be enough to satisfy any finicky reader's need for brain stretches, Betty also developed and grew the relationship between Jeremy's parents into a resolution appropriate to the story, which ran full circle to its opening, as sympathy for Jeremy's plight opened more than one gateway. My favorite opening was the one which allowed me to slip right into the read, and be carried through to the end, with interest, warmth, and humor ever present and abided. Cartoons and Color Crayons (electronic or oil) Rule, and Personal Computers Rock! Linda G. Shelnutt P. S. Though I'm an admirer of Bill Gates and use Windows, I can understand the appeal (and symbolism) of Apple products, especially in view of the interesting Biblical persuasions and allusions. Some of the reviews of THE PIRATES OF SILICON VALLEY (which is a gem of a movie, on video and DVD; it continues to haunt my memory banks) expressed this "division" interestingly, and the historic facts dramatized in that movie added depth to my enjoyment of Toonies.


My soccer team loves this book! It's like a high-tech fairytale for kids of all ages!:
When I first saw one of my soccer team-mates reading this book, I laughed at him. I thought the cover was for little kids but when he told me about it I had to get one for myself. Now every member of my team has a copy and it's spreading all over California. It's about some good cartoon characters who get out of a Silicon Valley boy's computer and make friends with Jeremy and his friends. BUT then some bad Toonies follow the good ones out and try to take over Orange Computer (satire of Apple Computer ... The author gets points for humor in this book too). The story is a mad chase all over Silicon Valley as The Woz (co-founder of the real-life Apple Computer) joins the kids and their parents in rounding up the bad TOONIES to send them back into the computer. My parents never took me to Silicon Valley yet, but I enjoyed reading about some of the hot spots there ... like the Children's Discovery Museum, The Woz's famous purple caves at his home, etc. This book goes everywhere with me ... traveling among my smelly gym socks and other stuff. (That's an inside joke because that's how Doog Toonie travels when Jeremy takes him on his first Valley outing.) For more fun stuff, you'll have to read this rockin' fine book for yourself. I think this author's a genius for coming up with an awesome story like this. I hope she writes a series. I'd like to see a book about Toonies invading New York, Hollywood, Paris, AND, of course, Rhode Island.


21st Century Young People's Story Has Much More Than A Fine Tale!:
Betty Dravis is a sensitive writer, one who has observed the idiosyncrasies of today's youth and has found a manner to bring her fine-honed journalistic writing skills to the literary table. In a book directed towards the age 8 - 13 readership, Dravis has taken all the current obsessions (computers, blogs, emails, anime, fantasy, and the preoccupation with fractured families), aligned these into a storyline that is entertaining and well designed, interspersed some drawings/illustrations by the her granddaughter Kristy Soza Ardizzone, and in the end has captured the imagination of children 'of all ages' while gently being supportive of family values. Based on the concept that computer cartoon figures created by imaginative kids, whose concerns with their home and school lives encourage them to escape into the safety of the computer, can come to life - by stepping out of the computer screen and relating to their creators as innovative folk - Dravis has created a fable of good and evil in the tradition of Aesop but very much grounded in the language and imagery of today. She has the gift to create three dimensional 'real people' while retaining the imagination of transferring personalities to 'computer generated people', a trait that makes her story fine enough for anyone to suspend belief for the duration of the book. But the tender aspect of this little foray into children's literature is Dravis ability to say a lot about our current society problems such as broken homes, parent/child engagements, that omnipresent monster of corporate greed that threatens just about every aspect of our lives, and communication in general. And while Dravis has focused on a make-believe tale, she grounds her credibility for youngsters by placing the story appropriately in Silicon Valley, the birthplace of computer obsession, with specific sited as backgrounds for her action. This is a fine tale for parents to give their youngsters: my recommendation would be to take the pleasure of reading it first before passing it on in a shared gesture of love and respect. Grady Harp.


TOONIES -- What's in YOUR computer?:
My friend across the country from me took this and another book to Guam, and when she got back she sent them to me to take on my trip to Australia. It was our little joke, a "Sisterhood of the Traveling Books." I thought it looked like good airplane reading so I started it in Maine and finished it over the Pacific. What a fun book! Betty Dravis tells a great little story about a teenaged cartoonist named Jeremy Kern whose characters step out of his computer. Your attention will be grabbed by the delightful inhabitants of Cartoon Land, but the top-notch human characters more than hold their own. Jeremy and his friends Buddy and Ashley practically jump off the pages themselves, their issues, interests and dialogue are so vivid. They're smart, inquisitive kids with nurturing natures and a sense of responsibility -- and what an adventure they have! Wouldn't you like all the kids you know to be just like them? The Toonies are enormous fun. Their characteristics and background are described in enough detail to engage and entertain the reader, but by no means overwhelm the rocking story line. The good and the bad Toonies have their own culture, history and idiom -- golly-by-golly, they do! I wonder if anyone else will be reminded of THE BORROWERS, the Carnegie Medal-winning classic by Mary Norton? TOONIES has the same delightful feel while being thoroughly modern. (Hint, hint: there were a number of sequels to THE BORROWERS -- we sure would like to see more of the Toonies! Where are they going to turn up next?) TOONIES deals with some tough issues and models some excellent approaches to them. Jeremy's parents Arthur and Jessica are having problems, but they drop their squabbling to get involved in the Toonies crisis, supporting their son all the way. Along with Steve "The Woz" Wozniak, Jeremy and his family and friends use all their creativity and courage to fight off the evil challenge of the Mischief Makers. TOONIES is aimed at kids aged 8 to 13. When I was that age I loved stories with a strong sense of place, and I still enjoy that in a book. Somebody's sure to see a fun movie in it, but don't wait for that because the book is so rewarding. Kristy Soza Ardizzone's illustrations are the perfect finishing touch and will inspire your own imagination. Here's a win-win idea -- read TOONIES to a child this month, or take turns reading it to each other! You'll have some giggles and some excitement, and maybe a chance to talk about a few things kids should know about the world.


Courtesy of Teens Read Too:
In this charming story of good versus evil, author Betty Dravis introduces us to the Toonies. Small beings who live in Cartoon Land, the world inside of our computers, the Toonies, like humans, come in good and bad form. Although some of them look a lot like us, others, such as the Mischief-Makers, resemble ape-like birds. But I bet you're wondering what the heck Toonies have to do with Silicon Valley, aren't you? Thirteen-year-old Jeremy Kern is a young cartoonist/illustrator with his own very popular cartoon, "Doog Days." Absolutely enamored with his Apple computer, nicknamed "Wiseguy," Jeremy spends a lot of his time creating and updating the characters involved in his "Doog Days" cartoon. The world of the Toonies provides a reprieve for Jeremy, since his parents seem to be constantly arguing ever since his dad lost his job. But the day Doog, the main character from his cartoon, jumps out of his computer and enters Jeremy's real life is a little bit beyond imagination. Doog is on a mission, though, and he won't quit until he convinces Jeremy that the world he has created is more than just fiction. It seems that, in Cartoon Land, there's a Mischief-Maker named Dab who will do anything to stay in the real world. He plans to take over all of the computers he can -- hoping, one day, to even take over the world. But Doog, working under the guidance of the leader of Cartoon Land, Uncle Wom, is on a quest to stop Dab and his fellow Mischief-Makers before bad things start to happen in the real world. Along with his fellow Toonies, they need Jeremy's help, and his expertise, to stop Dab. This is a great science-fiction fantasy story for kids of all ages, or for those who are young at heart. Although the story of good versus evil has been told thousands of time, it's never been told quite like this. You'll appreciate Ms. Dravis' insight into the behind-the-scenes workings of a young teenager's mind, and laugh-out-loud at the humorous scenarios her humans and Toonies find themselves in. This story is a real winner! Reviewed by: Jennifer Wardrip, aka "The Genius"


Author:Betty Dravis
Binding:Paperback
EAN:9781932586299
ISBN:1932586296
Number Of Pages:164
Publication Date:2005-04-07
Reading Level:Ages 9-12



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