With this extraordinary first volume in what promises to be an epoch-making masterpiece, Neal Stephenson hacks into the secret histories of nations and the private obsessions of men, decrypting with dazzling virtuosity the forces that shaped this century. In 1942, Lawrence Pritchard Waterhouse - mathematical genius and young Captain in the U.S. Navy - is assigned to detachment 2702. It is an outfit so secret that only a handful of people know it exists, and some of those people have names like Churchill and Roosevelt. The mission of Watrehouse and Detatchment 2702-commanded by Marine Raider Bobby Shaftoe-is to keep the Nazis ignorant of the fact that Allied Intelligence has cracked the enemy's fabled Enigma code. It is a game, a cryptographic chess match between Waterhouse and his German counterpart, translated into action by the gung-ho Shaftoe and his forces. Fast-forward to the present, where Waterhouse's crypto-hacker grandson, Randy, is attempting to create a "data haven" in Southeast Asia - a place where encrypted data can be stored and exchanged free of repression and scrutiny. As governments and multinationals attack the endeavor, Randy joins forces with Shaftoe's tough-as-nails grandaughter, Amy, to secretly salvage a sunken Nazi sumarine that holds the key to keeping the dream of a data haven afloat. But soon their scheme brings to light a massive conspiracy with its roots in Detachment 2702 linked to an unbreakable Nazi code called Arethusa. And it will represent the path to unimaginable riches and a future of personal and digital liberty...or to universal totalitarianism reborn. A breathtaking tour de force, and Neal Stephenson's most accomplished and affecting work to date, CRYPTONOMICON is profound and prophetic, hypnotic and hyper-driven, as it leaps forward and back between World War II and the World Wide Web, hinting all the while at a dark day-after-tomorrow. It is a work of great art, thought, and creative daring; the product of a truly icon
Case, a burned-out computer whiz, is asked to steal a security code that is locked in the most heavily guarded databank in the solar system, in a special twentieth anniversary edition of the influential Hugo, Nebula, and Philip K. Dick Award-winning novel.
From New York Times bestselling author Orson Scott Card, Ender's Game—adapted to film in 2013 starring Asa Butterfield and Harrison Ford—is the classic Hugo and Nebula award-winning science fiction novel of a young boy's recruitment into the midst of an interstellar war. In order to develop a secure defense against a hostile alien race's next attack, government agencies breed child geniuses and train them as soldiers. A brilliant young boy, Andrew "Ender" Wiggin lives with his kind but distant parents, his sadistic brother Peter, and the person he loves more than anyone else, his sister Valentine. Peter and Valentine were candidates for the soldier-training program but didn't make the cut—young Ender is the Wiggin drafted to the orbiting Battle School for rigorous military training. Ender's skills make him a leader in school and respected in the Battle Room, where children play at mock battles in zero gravity. Yet growing up in an artificial community of young soldiers Ender suffers greatly from isolation, rivalry from his peers, pressure from the adult teachers, and an unsettling fear of the alien invaders. His psychological battles include loneliness, fear that he is becoming like the cruel brother he remembers, and fanning the flames of devotion to his beloved sister. Is Ender the general Earth needs? But Ender is not the only result of the genetic experiments. The war with the Buggers has been raging for a hundred years, and the quest for the perfect general has been underway for almost as long. Ender's two older siblings are every bit as unusual as he is, but in very different ways. Between the three of them lie the abilities to remake a world. If, that is, the world survives. Orson Scott Card's Ender's Game is the winner of the 1985 Nebula Award for Best Novel and the 1986 Hugo Award for Best Novel. THE ENDER UNIVERSE Ender series Ender’s Game / Ender in Exile / Speaker for the Dead / Xenocide / Children of the Mind Ender’s Shadow series Ender’s Shadow / Shadow of the Hegemon / Shadow Puppets / Shadow of the Giant / Shadows in Flight Children of the Fleet The First Formic War (with Aaron Johnston) Earth Unaware / Earth Afire / Earth Awakens The Second Formic War (with Aaron Johnston) The Swarm /The Hive Ender novellas A War of Gifts /First Meetings
The “brilliantly realized” (The New York Times Book Review) breakthrough novel from visionary author Neal Stephenson, a modern classic that predicted the metaverse and inspired generations of Silicon Valley innovators Hiro lives in a Los Angeles where franchises line the freeway as far as the eye can see. The only relief from the sea of logos is within the autonomous city-states, where law-abiding citizens don’t dare leave their mansions. Hiro delivers pizza to the mansions for a living, defending his pies from marauders when necessary with a matched set of samurai swords. His home is a shared 20 X 30 U-Stor-It. He spends most of his time goggled in to the Metaverse, where his avatar is legendary. But in the club known as The Black Sun, his fellow hackers are being felled by a weird new drug called Snow Crash that reduces them to nothing more than a jittering cloud of bad digital karma (and IRL, a vegetative state). Investigating the Infocalypse leads Hiro all the way back to the beginning of language itself, with roots in an ancient Sumerian priesthood. He’ll be joined by Y.T., a fearless teenaged skateboard courier. Together, they must race to stop a shadowy virtual villain hell-bent on world domination.
"In the most important business book since The Tipping Point, Chris Anderson shows how the future of commerce and culture isn't in hits, the high-volume head of a traditional demand curve, but in what used to be regarded as misses - the endlessly long tail of that same curve."--BOOK JACKET.
This classic science fiction masterwork by Isaac Asimov weaves stories about robots, humanity, and the deep questions of existence into a novel of shocking intelligence and heart. “A must-read for science-fiction buffs and literature enjoyers alike.”—The Guardian I, Robot, the first and most widely read book in Asimov’s Robot series, forever changed the world’s perception of artificial intelligence. Here are stories of robots gone mad, of mind-reading robots, and robots with a sense of humor. Of robot politicians, and robots who secretly run the world—all told with the dramatic blend of science fact and science fiction that has become Asimov’s trademark. The Three Laws of Robotics: 1) A robot may not injure a human being or, through inaction, allow a human being to come to harm. 2) A robot must obey orders given to it by human beings except where such orders would conflict with the First Law. 3) A robot must protect its own existence as long as such protection does not conflict with the First or Second Law. With these three, simple directives, Isaac Asimov formulated the laws governing robots’ behavior. In I, Robot, Asimov chronicles the development of the robot from its primitive origins in the present to its ultimate perfection in the not-so-distant future—a future in which humanity itself may be rendered obsolete. “Tremendously exciting and entertaining . . . Asimov dramatizes an interesting question: How can we live with machines that, generation by generation, grow more intelligent than their creators and not eventually clash with our own invention?”—The Chicago Tribune
NEW YORK TIMES BESTSELLER • “Extremely funny . . . inspired lunacy . . . [and] over much too soon.”—The Washington Post Book World SOON TO BE A HULU SERIES • Now celebrating the pivotal 42nd anniversary of the original radio show on which the book was based. Nominated as one of America’s best-loved novels by PBS’s The Great American Read Seconds before Earth is demolished to make way for a galactic freeway, Arthur Dent is plucked off the planet by his friend Ford Prefect, a researcher for the revised edition of The Hitchhiker’s Guide to the Galaxy who, for the last fifteen years, has been posing as an out-of-work actor. Together, this dynamic pair began a journey through space aided by a galaxyful of fellow travelers: Zaphod Beeblebrox—the two-headed, three-armed ex-hippie and totally out-to-lunch president of the galaxy; Trillian (formerly Tricia McMillan), Zaphod’s girlfriend, whom Arthur tried to pick up at a cocktail party once upon a time zone; Marvin, a paranoid, brilliant, and chronically depressed robot; and Veet Voojagig, a former graduate student obsessed with the disappearance of all the ballpoint pens he’s bought over the years. Where are these pens? Why are we born? Why do we die? For all the answers, stick your thumb to the stars! Praise for The Hitchhiker’s Guide to the Galaxy “A whimsical oddyssey . . . Characters frolic through the galaxy with infectious joy.”—Publishers Weekly “Irresistable!”—The Boston Globe