Interstellar Pig by William Sleator

First published: 1984

Type of work: Science fiction

Themes: The supernatural

Time of work: A summer in modern times

Recommended Ages: 13-15

Locale: A beach not far from Boston

Principal Characters:

  • Barney, a sixteen-year-old boy vacationing with his parents, who tends to keep to himself and loves to read science fiction
  • Zena, a young, attractive, petite woman who is both demure and aggressive, easy to anger
  • Manny, a young, bearded, athletic man; he has a keen interest in cooking
  • Joe, also young and athletic; he is a man of few words and displays the most physical prowess of the three

The Story

July along the beach is not Barney’s idea of a good vacation. There is no one his age, and he sunburns easily. If it were not for his science fiction readings, he would have nothing to occupy him. Barney’s interest in this beach vacation suddenly increases when the owner and caretaker tells him that the old sea captain’s house that his family is renting is haunted. Before Barney can explore this intriguing prospect, three young adults rent the only other cottage on the beach, right next door.

Upon their arrival, Zena, Manny, and Joe immediately begin to ask questions about the sea captain’s house. By making fast acquaintance with Barney, they invite themselves in to search the old house thoroughly and methodically. They pay particular attention to the bedroom occupied by Barney. They examine the paneling and windows in minutest detail, especially the scratch marks around the front window. It is these scratch marks that created the legend of the haunted house. The sea captain locked his brother, Ethan, in this bedroom for twenty years until Ethan’s death. Ethan became insane after he was keelhauled for killing a sailor found adrift. Ethan, obsessed by a curious trinket that he took from the dead sailor, clawed at this front window in a vain attempt to reach the trinket that his brother buried on an island viewed from this room.

Barney, curious as to the three’s keen interest in the sea captain’s house, in turn searches their cottage and discovers photocopied pages of a century-old diary. These pages explain the eerie events at sea that led to Ethan’s insanity. Meanwhile, Zena introduces Barney to the game Interstellar Pig. The board pulses with reality: Stars and planets shine and vibrate. The object of the game is to find and keep hold of The Piggy. Because of the information in the old diary, Barney is most anxious to get to the island viewed from his front bedroom as are the other three. Barney joins the others windsurfing to the island. He locates the buried trinket first and keeps it hidden from the others. To his surprise, the trinket is identical to The Piggy in the board game. Barney discovers that he is involved in the real-life version of Interstellar Pig.

The three are sly enough to get Barney’s parents away from the house for the full day, even the night. Barney reluctantly engages in Interstellar Pig. Each of the game pieces is now a real player. The others are no longer Zena, Manny, and Joe, but Zulma, Mayna, and Jrlb in their true-life forms. As the play begins, all know that Barney is in possession of The Piggy. He has chosen four game cards: an oxygen breather, a disguise selector, a neural whip, and the disease immunity. He must use all of his resolve (even though he is deemed to be the lowest of intellect) to retain possession of The Piggy. As he demonstrates his wile, he realizes that to win he must know why it is important to keep The Piggy. Fortunately, the one holding The Piggy can communicate with it. Is the winner really the one holding The Piggy?

Context

Science fiction, like fantasy, stirs the imagination. The three foreign life-forms of Zulma, Mayna, and Jrlb conjure unique images. There is excitement in their mode of travel, especially in the hyperspace concept. Yet science fiction has another purpose. It is conceived with scientific possibilities and the potential changes that this technology may cultivate in society.

If hyperspace travel (being able to travel anywhere and whenever) exists, then humankind will meet other life-forms. Yet humankind must have the knowledge and the keen insight to know that all is not as it seems. Intelligence is not in winning the game but in how one responds to the blows that fate gives. Sleator sends a social message with Barney.

At first, Barney is intrigued with these three individuals, because they take an interest in him. He soon learns, however, that their interest is superficial and self-serving. These three use Barney to gain personal reward. Barney is considered a primitive life-form. Barney, at the start of the game, believes this himself. Yet Barney uses wisely and judiciously that which is given to him, represented by the four game cards. It is this aspect that allows him to overpower the others intellectually. Barney realizes that all is not as it seems, but Zulma, Mayna, and Jrlb are not able to see the real Barney.

This story fascinates young readers for two reasons. First, the concept of hyperspace travel allows the imagination of the reader to be wild and exotic in where and when it can go. The reader can take himself anywhere and experience whatever the mind can create. Second, the main character, Barney, is really a hero. He outwits and overcomes the three supposedly intellectually superior space travelers. He is a role model. His quiet fortitude and perseverance allow him to work with what he has and be a winner. This is a science-fiction thriller that successfully relates a moral.