57 pages • 1 hour read
MondoVideo Arcade, one of the book’s motifs, lies in the center of Edgeview, the town that hosts Martin’s alternative school. The arcade is where Martin and his friends sneak off to on Friday nights. There, they can exercise their psychic abilities to rack up high scores on the video game and pinball machines. While visiting the town, the boys learn that local residents fear them and wish the school would go away. The arcade is a motif that represents the boys’ fantasies about a world of success and pleasure that’s largely closed off to them while they serve time at the alternative school.
Edgeview Alternative, another motif, is a last chance dumping ground for disruptive boys who are kicked out of their regular schools. It’s underfunded and disheveled; its textbooks are old and held together by tape; cafeteria food is barely edible; the staff includes teachers who can’t find work in regular schools; and teenage bullies control the dorm hallways. Into this dreary, fearful place goes Martin, who manages to discover good friends and caring teachers among the riffraff and the overwhelmed instructors. Edgeview faces disbandment for its poor results; it represents the low quality of facilities for troubled youth in much of the US. It’s also an object lesson in how people can turn around a bad situation and get value from it.
Martin’s friends have superpowers that function as motifs in the story. These are psychic in nature: Each kid has a way of interacting with the physical world without touching things. Martin tells Trash he has telekinesis—the ability to move objects with his mind—but he and the other boys with powers at first are afraid of their almost-magical abilities, and they reject the idea. Later, though, they realize their powers aren’t signs of insanity but unusual talent. They begin to call themselves the “Psi Five,” psi meaning psychic abilities. These powers anchor the plot’s action sequences, but they also symbolize skills or traits that anyone might possess that could get them into trouble, abilities that might therefore be ignored, denied, or suppressed.
Zenner cards are used to test psychic ability. They consist of playing cards marked, not with hearts, spades, diamonds, and clubs, but with five shapes, including “a square, a star, a plus sign, a minus sign, and wavy lines” (144). Each shape recurs five times in a deck. Random guessing will be right roughly 20% of the time; an unusually large number of “hits,” or correct guesses, might point to some sort of mental ability to detect the shape without seeing it. Martin discovers that Cheater’s results, zero hits in 25 tries, are impossible, and he confronts Cheater, who admits he was trying to hide his ability to hear others’ thoughts. Thus, the Zenner card tests symbolize the turning point that helps Martin and his friends realize their potential as kids with powers.
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