93 pages • 3 hours read
Neal ShustermanA modern alternative to SparkNotes and CliffsNotes, SuperSummary offers high-quality Study Guides with detailed chapter summaries and analysis of major themes, characters, and more. For select classroom titles, we also provide Teaching Guides with discussion and quiz questions to prompt student engagement.
Full Tilt opens with its protagonist, Blake, at an amusement park with his brother, Quinn, and his friends, Russ and Maggie. Quinn is upset because he lost his favorite hat—a black cap featuring a rude gesture—on a roller coaster. As Maggie worries about the way she looks in a funhouse mirror, Russ, her boyfriend, does little more than joke. Blake reflects on his hardworking ethic, which earned him a scholarship to Columbia University at 16 years old. They all realize that Quinn is gone. Quinn has previously gotten himself and Blake kicked out of the park for pranks. Quinn didn’t speak until past the age of three; riding a child’s roller coaster with their father prompted his first words, and Quinn became an adrenaline junkie. Since then, their parents split up, and their father left “on the night of our annual viewing of The Wizard of Oz” (5).
Blake finds Quinn scaling a roller coaster to grab his hat. A crowd watches as the 13-year-old starts to descend. Blake watches from the coaster’s exit stairs as Quinn crawls toward him; however, the coaster is a hanging ride, and a passing train nearly knocks Quinn from the scaffolding. Blake pulls him over the stair rail before the coaster can harm him. As Blake admonishes Quinn, Quinn acknowledges that he sometimes disconnects from reality.
The friends line up for the park’s newest ride: the Kamikaze. Blake is hesitant to ride; he blames the long line, but Quinn reveals that Blake is afraid of coasters. Blake hints at a past incident that caused his trauma, but when an empty line opens, he joins his friends. The intense ride panics Blake when supporting beams, followed by the track itself, begin to fall from the coaster. Blake is certain they will fly off the track, but it’s an illusion: There’s a hidden track that takes them safely back to the coaster station.
Blake tries to calm down after the ride as Quinn plays a ball-throwing game. Blake watches the Kamikaze from the ground until the girl working the game, Cassandra, speaks to him. She offers him a free attempt at the throwing game; on his first try, Blake easily knocks over a stack of cans. Cassandra gives him a teddy bear as a prize. From the bear’s shirt pocket, Blake pulls a card reading: “An invitation to ride 10 Hawking Road; Midnight to Dawn” (19). When Blake turns to ask Cassandra about it, she is gone.
Blake’s story is about his relationships with his family and friends, with a focus on the role of trauma in those relationships. The first chapter concentrates on developing the characters of Blake, Quinn, Maggie, and Russ because their shifting relationships will provide much of the novel’s emotional heft.
Blake and Quinn are foils. While Quinn is not Blake’s antagonist, he functions as an ongoing hurdle between Blake and his eventual goal (escaping the park). Blake is reliable and mature; as he puts it, “I’m the constant. Constantly studying […] with the regularity of a celestial clock” (3). On the other hand, “Quinn’s life was a bullet in a barrel ready to explode” (6). Finding common ground between them will prove necessary and difficult. The brothers’ relationship is explored in these early chapters through the loss of Quinn’s hat. The hat “feature[s] a rude cartoon of a hand with its middle finger up,” (1) and Quinn’s quest to retrieve it shows the strained relationship between him and Blake: Blake watches Quinn scale the coaster from a safe vantage point, but he ultimately saves Quinn’s life. The main plot of the novel—Blake’s journey to survive all seven of Cassandra’s rides—reflects this core conflict.
Maggie and Russ play smaller roles in Blake’s journey, and their weaknesses foreshadow the difficulties they will face in Cassandra’s park. Maggie is obsessed with her image, even in a funhouse mirror: “to hear her talk, you’d think she was dumb and ugly” (3). While Maggie’s foibles do not affect the way Blake sees her, the same is not true for her boyfriend, Russ. Blake refers to Russ as “a disenfranchised jock. He muscles up regularly, […] but never lasts more than a month in any of the sports he’s tried” (2). From the beginning, readers know that Russ is image-conscious and easily distracted—traits that will factor into the novel’s central plot. Blake also hints at romantic feelings for Maggie. When she touches Blake’s hand, he “went a little red” (16). This complication will impact his interactions with both Maggie and Russ and create further obstacles.
The park’s danger, and its relationship to Blake’s trauma, is foreshadowed early in the novel. Blake is unaware that the Kamikaze includes a fake derailment. His response gives readers a first clue to the bus crash that dictates his view of the world around him: “Seven years old, spinning out of control” (14). This trauma is the central emotional hurdle of the novel. While Cassandra is the story’s antagonist, Blake must make peace with his trauma before he can escape her plans. While the novel is not yet a supernatural tale, there are hints of its impending paranormal elements. In the first chapter, Quinn confesses, “I go places sometimes” (9), which foreshadows Quinn’s spiritual presence at Cassandra’s park later.
When Blake and his friends first enter the Kamikaze’s line, the long wait gives Blake an excuse to avoid the ride. However, park staff “removed the chain that blocked the ride’s second line—a line that was completely empty” (11). Blake mentions feelings of destiny or déjà vu throughout these early chapters, and the sudden opening of a second line aligns with these concepts. Even in these early pages, Cassandra is manipulating Blake’s world to lure him into her park.
Cassandra’s introduction is deceiving. When Blake first sees her, he describes her in romantic terms: “This girl was beautiful. Beautiful in a way that even now is hard to explain” (17). She isn’t an immediately threatening antagonist. As a villain, Cassandra relies on psychological manipulation. Using her beauty to convince Blake to play the ball toss game is an early indication of her methods, and a few instances foreshadow her threatening nature: The teddy bear she gives Blake wears “a bright yellow jersey bearing the number 7. School bus yellow,” (19), which reminds him of the school bus crash. After Blake reads the invitation, Cassandra vanishes and there is another employee at the booth, who does not know who she is.
By Neal Shusterman