Flatland: A Romance of Many Dimensions


Edwin A. Abbott - 1884
    The work of English clergyman, educator and Shakespearean scholar Edwin A. Abbott (1838-1926), it describes the journeys of A. Square [sic – ed.], a mathematician and resident of the two-dimensional Flatland, where women-thin, straight lines-are the lowliest of shapes, and where men may have any number of sides, depending on their social status.Through strange occurrences that bring him into contact with a host of geometric forms, Square has adventures in Spaceland (three dimensions), Lineland (one dimension) and Pointland (no dimensions) and ultimately entertains thoughts of visiting a land of four dimensions—a revolutionary idea for which he is returned to his two-dimensional world. Charmingly illustrated by the author, Flatland is not only fascinating reading, it is still a first-rate fictional introduction to the concept of the multiple dimensions of space. "Instructive, entertaining, and stimulating to the imagination." — Mathematics Teacher.

Anathem


Neal Stephenson - 2008
    Over the centuries, cities and governments have risen and fallen beyond the concent's walls. Three times during history's darkest epochs violence born of superstition and ignorance has invaded and devastated the cloistered mathic community. Yet the avout have always managed to adapt in the wake of catastrophe, becoming out of necessity even more austere and less dependent on technology and material things. And Erasmas has no fear of the outside—the Extramuros—for the last of the terrible times was long, long ago.Now, in celebration of the week-long, once-in-a-decade rite of Apert, the fraas and suurs prepare to venture beyond the concent's gates—at the same time opening them wide to welcome the curious "extras" in. During his first Apert as a fraa, Erasmas eagerly anticipates reconnecting with the landmarks and family he hasn't seen since he was "collected." But before the week is out, both the existence he abandoned and the one he embraced will stand poised on the brink of cataclysmic change.Powerful unforeseen forces jeopardize the peaceful stability of mathic life and the established ennui of the Extramuros—a threat that only an unsteady alliance of saecular and avout can oppose—as, one by one, Erasmas and his colleagues, teachers, and friends are summoned forth from the safety of the concent in hopes of warding off global disaster. Suddenly burdened with a staggering responsibility, Erasmas finds himself a major player in a drama that will determine the future of his world—as he sets out on an extraordinary odyssey that will carry him to the most dangerous, inhospitable corners of the planet . . . and beyond.

Breakdown


Katherine Amt Hanna - 2011
    But unresolved grief over his dead wife and baby and the horrors he witnessed as he traveled through a changed world have damaged him. He struggles to let go of his past, accept the healing kindness of those around him, and let love back into his life.Approximately 103,000 words, or 425 printed pages.

The Peripheral


William Gibson - 2014
    Her brother Burton lives, or tries to, on money from the Veterans Administration, for neurological damage suffered in the Marines’ elite Haptic Recon unit. Flynne earns what she can by assembling product at the local 3D printshop. She made more as a combat scout in an online game, playing for a rich man, but she’s had to let the shooter games go.Wilf Netherton lives in London, seventy-some years later, on the far side of decades of slow-motion apocalypse. Things are pretty good now, for the haves, and there aren’t many have-nots left. Wilf, a high-powered publicist and celebrity-minder, fancies himself a romantic misfit, in a society where reaching into the past is just another hobby. Burton’s been moonlighting online, secretly working security in some game prototype, a virtual world that looks vaguely like London, but a lot weirder. He’s got Flynne taking over shifts, promised her the game’s not a shooter. Still, the crime she witnesses there is plenty bad.Flynne and Wilf are about to meet one another. Her world will be altered utterly, irrevocably, and Wilf’s, for all its decadence and power, will learn that some of these third-world types from the past can be badass.

The Zombie Survival Guide: Complete Protection from the Living Dead


Max Brooks - 2003
    Fully illustrated and exhaustively comprehensive, this book covers everything you need to know, including how to understand zombie physiology and behavior, the most effective defense tactics and weaponry, ways to outfit your home for a long siege, and how to survive and adapt in any territory or terrain.Top 10 Lessons for Surviving a Zombie Attack 1. Organize before they rise! 2. They feel no fear, why should you?3. Use your head: cut off theirs.4. Blades don’t need reloading.5. Ideal protection = tight clothes, short hair.6. Get up the staircase, then destroy it. 7. Get out of the car, get onto the bike.8. Keep moving, keep low, keep quiet, keep alert!9. No place is safe, only safer. 10. The zombie may be gone, but the threat lives on. Don’t be carefree and foolish with your most precious asset—life. This book is your key to survival against the hordes of undead who may be stalking you right now without your even knowing it. The Zombie Survival Guide offers complete protection through trusted, proven tips for safeguarding yourself and your loved ones against the living dead. It is a book that can save your life.

Press Start to Play


Daniel H. WilsonSeanan McGuire - 2015
    The humble, pixelated games of the ‘70s and ‘80s have evolved into the vivid, realistic, and immersive form of entertainment that now rivals all other forms of media for dominance in the consumer marketplace. For many, video games have become the cultural icons around which pop culture revolves.PRESS START TO PLAY is an anthology of stories inspired by video games: stories that attempt to recreate the feel of a video game in prose form; stories that play with the concepts common (or exclusive) to video games; and stories about the creation of video games and/or about the video games—or the gamers—themselves.These stories will appeal to anyone who has interacted with games, from hardcore teenaged fanatics, to men and women who game after their children have gone to bed, to your well-meaning aunt who won’t stop inviting you to join her farm-based Facebook games.At the helm of this project are Daniel H. Wilson—bestselling novelist and expert in artificial intelligence—and John Joseph Adams—bestselling, Hugo Award-nominated editor of more than a dozen science fiction/fantasy anthologies and series editor of Best American Science Fiction & Fantasy (volume one forthcoming from Houghton Mifflin in 2015). Together, they have drawn on their wide-ranging contacts to assemble an incredibly talented group of authors who are eager to attack the topic of video games from startling and fascinating angles.Under the direction of an A.I. specialist and a veteran editor, the anthology will expose readers to a strategically chosen mix of stories that explore novel video game concepts in prose narratives, such as save points, kill screens, gold-farming, respawning, first-person shooters, unlocking achievements, and getting “pwned.” Likewise, each of our authors is an accomplished specialist in areas such as science fiction, fantasy, and techno-thrillers, and many have experience writing for video games professionally.Combining unique viewpoints and exacting realism, this anthology promises to thrill generations of readers, from those who grew up with Atari 2600s to the console and PC gamers of today.

Cities in Flight


James Blish - 1970
    Named after the migrant workers of America's Dust Bowl, these novels convey Blish's "history of the future," a brilliant and bleak look at a world where cities roam the Galaxy looking for work and a sustainable way of life.In the first novel, They Shall Have Stars, man has thoroughly explored the Solar System, yet the dream of going even further seems to have died in all but one man. His battle to realize his dream results in two momentous discoveries anti-gravity and the secret of immortality. In A Life for the Stars, it is centuries later and anti-gravity generations have enabled whole cities to lift off the surface of the earth to become galactic wanderers. In Earthman, Come Home, the nomadic cities revert to barbarism and marauding rogue cities begin to pose a threat to all civilized worlds. In the final novel, The Triumph of Time, history repeats itself as the cities once again journey back in to space making a terrifying discovery which could destroy the entire Universe. A serious and haunting vision of our world and its limits, Cities in Flight marks the return to print of one of science fiction's most inimitable writers.A Selection of the Science Fiction Book Club

Starfarers


Poul Anderson - 1998
    But because the origin of the alien signals is thousands of light-years away, the crew will age only a few years while millennia pass on Earth. And though they are ready to face the ramifications of such a voyage, none of the starfarers are prepared for what awaits them at the outer edge of the cosmos--or back at the planet they once called home.

Stone Spring


Stephen Baxter - 2010
    This is alternate history at its most mindblowing.

The Crack in Space


Philip K. Dick - 1966
    Jim Briskin, campaigning to be the first black president of the United States, thinks alter-Earth is the solution to the chronic overpopulation that has seventy million people cryogenically frozen; Tito Cravelli, a shadowy private detective, wants to know why Dr Lurton Sands is hiding his mistress on the planet; billionaire mutant George Walt wants to make the empty world all his own. But when the other earth turns out to be inhabited, everything changes.Winner of both the Hugo and John W. Campbell awards for best novel, widely regarded as the premiere science fiction writer of his day, and the object of cult-like adoration from his legions of fans, Philip K. Dick has come to be seen in a literary light that defies classification in much the same way as Borges and Calvino. With breathtaking insight, he utilizes vividly unfamiliar worlds to evoke the hauntingly and hilariously familiar in our society and ourselves.

Hidden Empire


Kevin J. Anderson - 2002
    Two archaeologists glean forbidden knowledge from the ruins of a dead world. Robot servants of ruling insectoid Klikiss guard the Klikiss Torch, which has the power to create suns. The reasons for the fall of the Klikiss empire may return.

Triplanetary


E.E. "Doc" Smith - 1948
    The Arisians, using advanced mental technology, have foreseen the invasion of their galaxy by the corrupt and evil Eddorians, so they begin a breeding program on every planet in their universe. Their goal...to produce super warriors who can hold off the invading Eddorians.

Tales of the Dying Earth


Jack Vance - 1998
    Jack Vance is one of the most remarkable talents ever to grace the world of science fiction. His unique, stylish voice has been beloved by generations of readers. Some of his enduring classics are the 1950 novel The Dying Earth and its sequels, The Eyes of the Overworld, Cugel's Saga, and Rialto the Marvelous.

A Modern Utopia


H.G. Wells - 1905
    With more than 1,700 titles, Penguin Classics represents a global bookshelf of the best works throughout history and across genres and disciplines. Readers trust the series to provide authoritative texts enhanced by introductions and notes by distinguished scholars and contemporary authors, as well as up-to-date translations by award-winning translators.

The Girl Who Was on Fire: Your Favorite Authors on Suzanne Collins' Hunger Games Trilogy


Leah WilsonCara Lockwood - 2011
    From the trilogy's darker themes of violence and social control to fashion and weaponry, the collection's exploration of the Hunger Games reveals exactly how rich, and how perilous, protagonist Katniss' world really is.• How does the way the Games affect the brain explain Haymitch's drinking, Annie's distraction, and Wiress' speech problems?• What does the rebellion have in common with the War on Terror?• Why isn't the answer to "Peeta or Gale?" as interesting as the question itself?• What should Panem have learned from the fates of other hedonistic societies throughout history and what can we?The Girl Who Was On Fire covers all three books in the Hunger Games trilogy.