Book picks similar to
Pixel Juice by Jeff Noon
science-fiction
fiction
short-stories
sci-fi
Worlds of Exile and Illusion: Rocannon’s World, Planet of Exile, City of Illusions
Ursula K. Le GuinUrsula K. Le Guin - 1966
Le Guin is one of the greatest science fiction writers and many times the winner of the Hugo and Nebula Awards. Her career as a novelist was launched by the three novels contained in Worlds Of Exile And Illusion. These novels, Rocannon's World, Planet Of Exile, and City Of Illusions, are set in the same universe as Le Guin's ground-breaking classic, The Left Hand Of Darkness.Tor is pleased to return these previously unavailable works to print in this attractive new edition.
The Night Land
William Hope Hodgson - 1912
The last few millions of the human race are gathered together in a gigantic metal pyramid, the Last Redoubt, under siege from unknown forces and Powers outside in the dark. These are held back by a Circle of energy, known as the "air clog," powered from the Earth's internal energy. For millennia, vast living shapes - the Watchers - have waited in the darkness near the pyramid: it is thought they are waiting for the inevitable time when the Circle's power finally weakens and dies. Other living things have been seen in the darkness beyond, some of unknown origins, and others that may once have been human.To leave the protection of the Circle means almost certain death, or worse, but as the story commences, the narrator establishes mind contact with an inhabitant of another, forgotten, Redoubt, and sets off into the darkness to find her.
The Vorrh
Brian Catling - 2012
It is a place of demons and angels, of warriors and priests. Sentient and magical, the Vorrh bends time and wipes memory. Legend has it that the Garden of Eden still exists at its heart. Now, a renegade English soldier aims to be the first human to traverse its expanse. Armed with only a strange bow, he begins his journey, but some fear the consequences of his mission, and a native marksman has been chosen to stop him. Around them swirl a remarkable cast of characters, including a Cyclops raised by robots and a young girl with tragic curiosity, as well as historical figures, such as writer Raymond Roussel, heiress Sarah Winchester, and photographer Edward Muybridge. While fact and fiction blend, the hunter will become the hunted, and everyone’s fate hangs in the balance under the will of the Vorrh.
The World of Null-A
A.E. van Vogt - 1945
E. van Vogt was one of the giants of the 1940s, the Golden Age of classic SF. Of his masterpieces, The World of Null-A is his most famous and most influential. Published in 1949 it was the first major trade SF hardcover, and has been in print in various editions ever since. The entire careers of Philip K. Dick, Keith Laumer, Alfred Bester, Charles Harness, and Philip Jose Farmer were created or influenced by The World of Null-A, and so it is required reading for anyone who wishes to know the canon of SF classics.It is the year 2650 and Earth has become a world of non-Aristotelianism, or Null-A. This is the story of Gilbert Gosseyn, who lives in that future world where the Games Machine, made up of twenty-five thousand electronic brains, sets the course of people's lives. Gosseyn isn't even sure of his own identity, but realizes he has some remarkable abilities and sets out to use them to discover who has made him a pawn in an interstellar plot.
Rainbows End
Vernor Vinge - 2006
The world that he remembers was much as we know it today. Now, as he regains his faculties through a cure developed during the years of his near-fatal decline, he discovers that the world has changed and so has his place in it. He was a world-renowned poet. Now he is seventy-five years old, though by a medical miracle he looks much younger, and he’s starting over, for the first time unsure of his poetic gifts. Living with his son’s family, he has no choice but to learn how to cope with a new information age in which the virtual and the real are a seamless continuum, layers of reality built on digital views seen by a single person or millions, depending on your choice. But the consensus reality of the digital world is available only if, like his thirteen-year-old granddaughter Miri, you know how to wear your wireless access—through nodes designed into smart clothes—and to see the digital context—through smart contact lenses. With knowledge comes risk. When Robert begins to re-train at Fairmont High, learning with other older people what is second nature to Miri and other teens at school, he unwittingly becomes part of a wide-ranging conspiracy to use technology as a tool for world domination. In a world where every computer chip has Homeland Security built-in, this conspiracy is something that baffles even the most sophisticated security analysts, including Robert’s son and daughter-in law, two top people in the U.S. military. And even Miri, in her attempts to protect her grandfather, may be entangled in the plot. As Robert becomes more deeply involved in conspiracy, he is shocked to learn of a radical change planned for the UCSD Geisel Library; all the books there, and worldwide, would cease to physically exist. He and his fellow re-trainees feel compelled to join protests against the change. With forces around the world converging on San Diego, both the conspiracy and the protest climax in a spectacular moment as unique and satisfying as it is unexpected.
Immortality, Inc.
Robert Sheckley - 1959
Yes, that seemed normal enough---but what was this talk about "death trauma"?Thus was Thomas Blaine introduced to the year 2110, where science had discovered the technique of transferring a man's consciousness from one body to another. Where a man's mind could be snatched from the past, when his body was at the point of death, and brought forward into a "host body" in this fantastic future world. But that was only a small part of it. For the future had proved the reality of life after death, and discovered worlds beyond or simultaneous with our own---worlds where, through scientific techniques, a man could live again, in another body, when he died here. And in the process, the reality of ghosts, poltergeists, and zombies was also established. What did it all mean? How had this discovery of what they called the "hereafter" shaped the world of 2110? Thomas Blaine found himself living in a future where the discoveries and techniques imagined by people of his time, while having come about, were completely overwhelmed by discoveries no one had ever dreamed of.
The Death of Grass
John Christopher - 1956
The rest of the world looks on with concern, though safe in the expectation that a counter-virus will be developed any day. Then Chung-Li mutates and spreads. Wheat, barley, oats, rye: no grass crop is safe, and global famine threatens.In Britain, where green fields are fast turning brown, the Government lies to its citizens, devising secret plans to preserve the lives of a few at the expense of the many.Getting wind of what's in store, John Custance and his family decide they must abandon their London home to head for the sanctuary of his brother's farm in a remote northern valley.And so they begin the long trek across a country fast descending into barbarism, where the law of the gun prevails, and the civilized values they once took for granted become the price they must pay if they are to survive.
Blueprints of the Afterlife
Ryan Boudinot - 2012
The end of the world is a distant, distorted memory called “the Age of F***ed Up Shit.” A sentient glacier has wiped out most of North America. Medical care is supplied by open-source nanotechnology, and human nervous systems can be hacked.Abby Fogg is a film archivist with a niggling feeling that her life is not really her own. She may be right. Al Skinner is a former mercenary for the Boeing Army, who’s been dragging his war baggage behind him for nearly a century. Woo-jin Kan is a virtuoso dishwasher with the Hotel and Restaurant Management Olympics medals to prove it. Over them all hovers a mysterious man named Dirk Bickle, who sends all these characters to a full-scale replica of Manhattan under construction in Puget Sound. An ambitious novel that writes large the hopes and anxieties of our time—climate change, social strife, the depersonalization of the digital age — Blueprints of the Afterlife will establish Ryan Boudinot as an exceptional novelist of great daring.Blueprints of the Afterlife alternates between a richly imagined future in which the apocalypse is a distant, hazy memory, and a present in which a man recounts his search for a secret organization bent on harnessing the brightest minds to control human destiny and life on earth. There are giant heads that appear in the sky. The world's greatest dishwasher. Over 600 clones of an ancient pop singer's backup dancer. Red carpet events. A mystical refrigerator.
Machines Like Me
Ian McEwan - 2019
In a world not quite like this one, two lovers will be tested beyond their understanding.Machines Like Me occurs in an alternative 1980s London. Charlie, drifting through life and dodging full-time employment, is in love with Miranda, a bright student who lives with a terrible secret. When Charlie comes into money, he buys Adam, one of the first batch of synthetic humans. With Miranda’s assistance, he co-designs Adam’s personality. This near-perfect human is beautiful, strong and clever – a love triangle soon forms. These three beings will confront a profound moral dilemma. Ian McEwan’s subversive and entertaining new novel poses fundamental questions: what makes us human? Our outward deeds or our inner lives? Could a machine understand the human heart? This provocative and thrilling tale warns of the power to invent things beyond our control.
The Purple Cloud
M.P. Shiel - 1901
. . What then, my God, shall I do?" The Purple Cloud is widely hailed as a masterpiece of science fiction and one of the best "last man" novels ever written. A deadly purple vapor passes over the world and annihilates all living creatures except one man, Adam Jeffson. He embarks on an epic journey across a silent and devastated planet, an apocalyptic Robinson Crusoe putting together the semblance of a normal life from the flotsam and jetsam of his former existence. As he descends into madness over the years, he becomes increasingly aware that his survival was no accident and that his destiny—and the fate of the human race—are part of a profound, cosmological plan.
Machine Learning: New and Collected Stories
Hugh Howey - 2017
These stories explore everything from artificial intelligence to parallel universes to video games, and each story is accompanied by an author’s note exploring the background and genesis of each story. Howey’s incisive mind makes Machine Learning: New and Collected Stories a compulsively readable and thought-provoking selection of short works—from a modern master at the top of his game.
The Bridge
Iain Banks - 1986
It leads from nowhere to nowhere, the mysterious world-spanning structure on which everyone seems to live. Rescued from the sea, devoid of personality or memory, all John Orr knows is the Bridge, his persistent dreams of war, and his desire for Chief Engineer Arrol's provocative daughter, Abberlaine.
Kabu Kabu
Nnedi Okorafor - 2013
This debut short story collection by award-winning author Nnedi Okorafor includes notable previously-published short work, a new novella co-written with New York Times bestselling author Alan Dean Foster, and a brief foreword by Whoopi Goldberg.
The Stars My Destination
Alfred Bester - 1956
The Stars My Destination is a classic of technological prophecy and timeless narrative enchantment by an acknowledged master of science fiction.
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.