含有"Science-Fiction"标签的书籍

The Scar

SUMMARY:
A mythmaker of the highest order, China Miéville has emblazoned the fantasy novel with fresh language, startling images, and stunning originality. Set in the same sprawling world of Miéville’s Arthur C. Clarke Award-winning novel, Perdido Street Station, this latest epic introduces a whole new cast of intriguing characters and dazzling creations. Aboard a vast seafaring vessel, a band of prisoners and slaves, their bodies remade into grotesque biological oddities, is being transported to the fledgling colony of New Crobuzon. But the journey is not theirs alone. They are joined by a handful of travelers, each with a reason for fleeing the city. Among them is Bellis Coldwine, a renowned linguist whose services as an interpreter grant her passage—and escape from horrific punishment. For she is linked to Isaac Dan der Grimnebulin, the brilliant renegade scientist who has unwittingly unleashed a nightmare upon New Crobuzon.For Bellis, the plan is clear: live among the new frontiersmen of the colony until it is safe to return home. But when the ship is besieged by pirates on the Swollen Ocean, the senior officers are summarily executed. The surviving passengers are brought to Armada, a city constructed from the hulls of pirated ships, a floating, landless mass ruled by the bizarre duality called the Lovers. On Armada, everyone is given work, and even Remades live as equals to humans, Cactae, and Cray. Yet no one may ever leave.Lonely and embittered in her captivity, Bellis knows that to show dissent is a death sentence. Instead, she must furtively seek information about Armada’s agenda. The answer lies in the dark, amorphous shapes that float undetected miles below the waters—terrifying entities with a singular, chilling mission. . . .China Miéville is a writer for a new era—and The Scar is a luminous, brilliantly imagined novel that is nothing short of spectacular.From the Trade Paperback edition.

Blue Mars

From Publishers Weekly

Red Mars, the kickoff to Robinson's epic Mars trilogy, won the Nebula for best SF novel of 1992; its follow-up, Green Mars, won the parallel Hugo for 1994. The conclusion to the saga is not unlike the terrain of Robinson's Red Planet: fertile and fully developed in some spots, vast and arid in others?but, ultimately, it's an impressive achievement. Using the last 200 years of American history as his template for Martian history, Robinson projects his tale of Mars's colonization from the 21st century, in which settlers successfully revolt against Earth, into the next century, when various interests on Mars work out their differences on issues ranging from government to the terraforming of the planet and immigration. Sax Russell, Maya Toitovna and others reprise their roles from the first two novels, but the dominant "personality" is the planet itself, which Robinson describes in exhaustive naturalistic detail. Characters look repeatedly for sermons in its stones and are nearly overwhelmed by textbook abstracts on the biological and geological minutiae of their environment. Not until the closing chapters, when they begin confronting their mortality, does the human dimension of the story balance out its awesome ecological extrapolations. Robinson's achievement here is on a par with Bradbury's The Martian Chronicles and Herbert's Dune, even if his clinical detachment may leave some readers wondering whether there really is life on Mars. Author tour.
Copyright 1996 Reed Business Information, Inc.

From Library Journal

This third book in Robinson's hard-science Mars trilogy follows 1992 Nebula winner Red Mars (LJ 11/15/92) and 1994 Hugo winner Green Mars (LJ 3/15/94). In the 21st century, colonists almost succeed in terraforming Mars. While they fight for independence from Earth and attempt to avert a civil war, they find their new civilization threatened by an ice age. A well-written, thoughtful conclusion to the trilogy. Highly recommended for sf collections.
Copyright 1996 Reed Business Information, Inc.

Green Mars

Amazon.com Review

Kim Stanley Robinson has earned a reputation as the master of Mars fiction, writing books that are scientific, sociological and, best yet, fantastic. Green Mars continues the story of humans settling the planet in a process called "terraforming." In Green Mars, which won the 1994

From Publishers Weekly

The sequel to Red Mars details an early 22nd-century Mars controlled by Earth's metanationals, gigantic corporations intent on exploiting Mars. Debate among the settlers--some native-born, some the surviving members of the First Hundred--is divided between the minimalist areoformists, who have come to love Mars in all its harshness, and the terraformists, who want to replicate Earth. As the surface of Mars warms and is seeded with genetically altered plants, the settlers await Earth's self-destruction, which they hope will give them a chance to claim their independence. They travel endlessly over every inch of Mars--no mean feat, since most of the First Hundred are criminals wanted for their roles in the failed revolt of 2061--with each kilometer and each group of settlers they meet described in laborious detail. When they're not traveling, these colonists contemplate the history of which they have been a part and which they can only partially recall as a result of their longevity treatments. With the collapse of Earth society and internecine battles among the metanationals, the Martian settlers liberate their cities and declare their planet free. This wide-ranging novel is loaded with all manner of scientific and historical detail, but the story bogs down under its very breadth and seems almost like a Martian year--twice as long as it needs to be. The next and final volume in the trilogy will be Blue Mars .
Copyright 1994 Reed Business Information, Inc.

Red Mars

Amazon.com Review

Red Mars opens with a tragic murder, an event that becomes the focal point for the surviving characters and the turning point in a long intrigue that pits idealistic Mars colonists against a desperately overpopulated Earth, radical political groups of all stripes against each other, and the interests of transnational corporations against the dreams of the pioneers.

This is a vast book: a chronicle of the exploration of Mars with some of the most engaging, vivid, and human characters in recent science fiction. Robinson fantasizes brilliantly about the science of terraforming a hostile world, analyzes the socio-economic forces that propel and attempt to control real interplanetary colonization, and imagines the diverse reactions that humanity would have to the dead, red planet.

Red Mars is so magnificent a story, you will want to move on to __ and , or 1998's . --L. Blunt Jackson

From Publishers Weekly

The first installment in Robinson's ( Blind Geometer ) new trilogy is an action-packed and thoughtful tale of the exploration and settlement of Mars--riven by both personal and ideological conflicts--in the early 21st century. The official leaders of the "first hundred" (initial party of settlers) are American Frank Chalmers and Russian Maya Katarina Toitova, but subgroups break out under the informal guidance of popular favorites like the ebullient Arkady Nikoleyevich Bogdanov, who sets up a base on one of Mars's moons, and the enigmatic Hiroko, who establishes the planet's farm. As the group struggles to secure a foothold on the frigid, barren landscape, friction develops both on Mars and on Earth between those who advocate terraforming, or immediately altering Mars's natural environment to make it more habitable, and those who favor more study of the planet before changes are introduced. The success of the pioneers' venture brings additional settlers to Mars. All too soon, the first hundred find themselves outnumbered by newcomers and caught up in political problems as complex as any found on Earth.
Copyright 1992 Reed Business Information, Inc.

Caves of Steel

From Wikipedia

The Caves of Steel is a novel by Isaac Asimov. It is essentially a detective story, and illustrates an idea Asimov advocated, that science fiction is a flavor that can be applied to any literary genre, rather than a limited genre itself. Specifically, in the book Asimov's Mysteries, he states that he wrote the novel in response to the assertion by editor John W. Campbell that mystery and science fiction were incompatible genres. Campbell had said that the science fiction writer could invent "facts" in his imaginary future that the reader would not know. Asimov countered that there were rules implicit in the art of writing mysteries, and that the clues could be in the plot, even if they were not obvious, or were deliberately obfuscated. He went on to write several science-fiction mysteries in both novel and short-story form, as well as mainstream mysteries such as The Death Dealers and Murder at the ABA which had elements of science but were not science fiction. Read more - Shopping-Enabled Wikipedia on Amazon

In the article: Plot introduction | Plot summary | Character histories | Reception | Television adaptation | Other adaptations | Cultural references

From School Library Journal

Grade 6 Up—Isaac Asimov's mid-20th century tale artfully combines science fiction and detection. William Dufris performs it in multiple voices and with just enough camp to pull in contemporary listeners by playing to the ironies of the period in which the story was written. A human police detective, Baley, lives in New York City a thousand years hence. He's tapped to help solve a murder in a community where robots are not reviled and ends up with a partner, Daneel, who is a highly sophisticated, humanoid machine. Baley and Daneel don't have an easy time with each other or with those New Yorkers, called Medievalists, who despise robots. The action moves swiftly, yet there is time for Asimov to weave in some engaging and edifying glosses on the Bible as literature—and for Baley to smoke, making this as an adult book of the period. While most of Dufris's voices are successful, his interpretation of Baley's 16-year-old son reduces the latter to sounding like a whiney 8-year-old. Asimov's story is a great way to introduce young readers to a polymath who captured the "American century" through futurism and literate character development.—_Francisca Goldsmith, Halifax Public Libraries, Canada_
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.

Look to Windward

EDITORIAL REVIEW:

The Twin Novae battle had been one of the last of the Idiran war, and one of the most horrific: desperate to avert their inevitable defeat, the Idirans had induced not one but two suns to explode, snuffing out worlds and biospheres teeming with sentient life. They were attacks of incredible proportion -- gigadeathcrimes. But the war ended, and life went on.

Now, eight hundred years later, light from the first explosion is about to reach the Masaq' Orbital, home to the Culture's most adventurous and decadent souls. There it will fall upon Masaq's 50 billion inhabitants, gathered to commemorate the deaths of the innocent and to reflect, if only for a moment, on what some call the Culture's own complicity in the terrible event.

Also journeying to Masaq' is Major Quilan, an emissary from the war-ravaged world of Chel. In the aftermath of the conflict that split his world apart, most believe he has come to Masaq' to bring home Chel's most brilliant star and self-exiled dissident, the honored Composer Ziller.

Ziller claims he will do anything to avoid a meeting with Major Quilan, who he suspects has come to murder him. But the Major's true assignment will have far greater consequences than the death of a mere political dissident, as part of a conspiracy more ambitious than even he can know -- a mission his superiors have buried so deeply in his mind that even he cannot remember it.

Hailed by SFX magazine as "an excellent hopping-on point if you've never read a Banks SF novel before," *Look to Windward* is an awe-inspiring immersion into the wildly original, vividly realized civilization that Banks calls the Culture.

Foundation's Edge

Product Description

At last, the costly and bitter war between the two Foundations had come to an end. The scientists of the First Foundation had proved victorious; and now they retum to Hari Seldon's long-established plan to build a new Empire that the Second Foundation is not destroyed after all-and that its still-defiant survivors are preparing their revenge. Now the two exiled citizens of the Foundation-a renegade Councilman and the doddering historian-set out in search of the mythical planet Earth. . .and proof that the Second Foundation still exists. Meanwhile someone-or something-outside of both Foundations sees to be orchestrating events to suit its own ominous purpose. Soon representatives of both the First and Second Foundations will find themselves racing toward a mysterious world called Gaia and a final shocking destiny at the very end of the universe!

From the Publisher

At last, the costly and bitter war between the two Foundations had come to an end. The scientists of the First Foundation had proved victorious; and now they return to Hari Seldon's long-established plan to build a new Empire that the Second Foundation is not destroyed after all-and that its still-defiant survivors are preparing their revenge. Now the two exiled citizens of the Foundation-a renegade Councilman and the doddering historian-set out in search of the mythical planet Earth. . .and proof that the Second Foundation still exists. Meanwhile someone-or something-outside of both Foundations sees to be orchestrating events to suit its own ominous purpose. Soon representatives of both the First and Second Foundations will find themselves racing toward a mysterious world called Gaia and a final shocking destiny at the very end of the universe!

Second Foundation

Product Description

Isaac Asimov's Foundation novels are one of the great masterworks of science fiction. As unsurpassed blend of nonstop action, daring ideas, and extensive world-building, they chronicle the struggle of a courageous group of men and women dedicated to preserving humanity's light in a galaxy plunged into a nightmare of ignorance and violence thirty thousand years long.

After years of struggle, the Foundation lies in ruins—destroyed by the mutant mind power of the Mule. But it is rumored that there is a Second Foundation hidden somewhere at the end of the Galaxy, established to preserve the knowledge of mankind through the long centuries of barbarism. The Mule failed to find it the first time—but now he is certain he knows where it lies.

The fate of the Foundation rests on young Arcadia Darell, only fourteen years old and burdened with a terrible secret. As its scientists gird for a final showdown with the Mule, the survivors of the First Foundation begin their desperate search. They too want the Second Foundation destroyed...before it destroys them.

From the Inside Flap

Isaac Asimov's Foundation novels are one of the great masterworks of science fiction. As unsurpassed blend of nonstop action, daring ideas, and extensive world-building, they chronicle the struggle of a courageous group of men and women dedicated to preserving humanity's light in a galaxy plunged into a nightmare of ignorance and violence thirty thousand years long.

After years of struggle, the Foundation lies in ruins?destroyed by the mutant mind power of the Mule. But it is rumored that there is a Second Foundation hidden somewhere at the end of the Galaxy, established to preserve the knowledge of mankind through the long centuries of barbarism. The Mule failed to find it the first time?but now he is certain he knows where it lies.

The fate of the Foundation rests on young Arcadia Darell, only fourteen years old and burdened with a terrible secret. As its scientists gird for a final showdown with the Mule, the survivors of the First Foundation begin their desperate search. They too want the Second Foundation destroyed?before it destroys them.

Foundation

Amazon.com Review

Foundation marks the first of a series of tales set so far in the future that Earth is all but forgotten by humans who live throughout the galaxy. Yet all is not well with the Galactic Empire. Its vast size is crippling to it. In particular, the administrative planet, honeycombed and tunneled with offices and staff, is vulnerable to attack or breakdown. The only person willing to confront this imminent catastrophe is Hari Seldon, a psychohistorian and mathematician. Seldon can scientifically predict the future, and it doesn't look pretty: a new Dark Age is scheduled to send humanity into barbarism in 500 years. He concocts a scheme to save the knowledge of the race in an Encyclopedia Galactica. But this project will take generations to complete, and who will take up the torch after him? The first Foundation trilogy (_Foundation_, , ) won a Hugo Award in 1965 for "Best All-Time Series." It's science fiction on the grand scale; one of the classics of the field. --Brooks Peck

Product Description

For twelve thousand years the Galactic Empire has ruled supreme. Now it is dying. But only Hari Sheldon, creator of the revolutionary science of psychohistory, can see into the future--to a dark age of ignorance, barbarism, and warfare that will last thirty thousand years. To preserve knowledge and save mankind, Seldon gathers the best minds in the Empire--both scientists and scholars--and brings them to a bleak planet at the edge of the Galaxy to serve as a beacon of hope for a fututre generations. He calls his sanctuary the Foundation.

But soon the fledgling Foundation finds itself at the mercy of corrupt warlords rising in the wake of the receding Empire. Mankind's last best hope is faced with an agonizing choice: submit to the barbarians and be overrun--or fight them and be destroyed.

Old Man's War

From Publishers Weekly

Starred Review. Though a lot of SF writers are more or less efficiently continuing the tradition of Robert A. Heinlein, Scalzi's astonishingly proficient first novel reads like an original work by the late grand master. Seventy-five-year-old John Perry joins the Colonial Defense Force because he has nothing to keep him on Earth. Suddenly installed in a better-than-new young body, he begins developing loyalty toward his comrades in arms as they battle aliens for habitable planets in a crowded galaxy. As bloody combat experiences pile up, Perry begins wondering whether the slaughter is justified; in short, is being a warrior really a good thing, let alone being human? The definition of "human" keeps expanding as Perry is pushed through a series of mind-stretching revelations. The story obviously resembles such novels as Starship Trooper and Time Enough for Love, but Scalzi is not just recycling classic Heinlein. He's working out new twists, variations that startle even as they satisfy. The novel's tone is right on target, too—sentimentality balanced by hardheaded calculation, know-it-all smugness moderated by innocent wonder. This virtuoso debut pays tribute to SF's past while showing that well-worn tropes still can have real zip when they're approached with ingenuity.
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved.

From

With his wife dead and buried, and life nearly over at 75, John Perry takes the only logical course of action left him: he joins the army. Now better known as the Colonial Defense Force (CDF), Perry's service-of-choice has extended its reach into interstellar space to pave the way for human colonization of other planets while fending off marauding aliens. The CDF has a trick up its sleeve that makes enlistment especially enticing for seniors: the promise of restoring youth. After bonding with a group of fellow recruits who dub their clique the Old Farts, Perry finds himself in a new body crafted from his original DNA and upgraded for battle, including fast-clotting "smartblood" and a brain-implanted personal computer. All too quickly the Old Farts are separated, and Perry fights for his life on various alien-infested battlegrounds. Scalzi's blending of wry humor and futuristic warfare recalls Joe Haldeman's classic, The Forever War (1974), and strikes the right fan--pleasing chords to probably garner major sf award nominations. Carl Hays
Copyright © American Library Association. All rights reserved

The Left Hand of Darkness

Amazon.com Review

Genly Ai is an emissary from the human galaxy to Winter, a lost, stray world. His mission is to bring the planet back into the fold of an evolving galactic civilization, but to do so he must bridge the gulf between his own culture and prejudices and those that he encounters. On a planet where people are of no gender--or both--this is a broad gulf indeed. The inventiveness and delicacy with which Le Guin portrays her alien world are not only unusual and inspiring, they are fundamental to almost all decent science fiction that has been written since. In fact, reading Le Guin again may cause the eye to narrow somewhat disapprovingly at the younger generation: what new ground are they breaking that is not already explored here with greater skill and acumen? It cannot be said, however, that this is a rollicking good story. Le Guin takes a lot of time to explore her characters, the world of her creation, and the philosophical themes that arise.

If there were a canon of classic science fiction, The Left Hand of Darkness would be included without debate. Certainly, no science fiction bookshelf may be said to be complete without it. But the real question: is it fun to read? It is science fiction of an earlier time, a time that has not worn particularly well in the genre. The Left Hand of Darkness was a groundbreaking book in 1969, a time when, like the rest of the arts, science fiction was awakening to new dimensions in both society and literature. But the first excursions out of the pulp tradition are sometimes difficult to reread with much enjoyment. Rereading The Left Hand of Darkness, decades after its publication, one feels that those who chose it for the Hugo and Nebula awards were right to do so, for it truly does stand out as one of the great books of that era. It is immensely rich in timeless wisdom and insight.

The Left Hand of Darkness is science fiction for the thinking reader, and should be read attentively in order to properly savor the depth of insight and the subtleties of plot and character. It is one of those pleasures that requires a little investment at the beginning, but pays back tenfold with the joy of raw imagination that resonates through the subsequent 30 years of science fiction storytelling. Not only is the bookshelf incomplete without owning it, so is the reader without having read it. --L. Blunt Jackson

From Wikipedia

The Left Hand of Darkness is a 1969 science fiction novel by Ursula K. Le Guin. It is part of the Hainish Cycle, a series of books by Le Guin all set in the fictional Hainish universe. Read more - Shopping-Enabled Wikipedia on Amazon

In the article: Setting and premise | Plot summary | Reception | Introduction | Character Analysis | Background | Themes | Style | Translations

Flowers for Algernon

Amazon.com Review

Daniel Keyes wrote little SF but is highly regarded for one classic, Flowers for Algernon. As a 1959 novella it won a Hugo Award; the 1966 novel-length expansion won a Nebula. The Oscar-winning movie adaptation Charly (1968) also spawned a 1980 Broadway musical.

Following his doctor's instructions, engaging simpleton Charlie Gordon tells his own story in semi-literate "progris riports." He dimly wants to better himself, but with an IQ of 68 can't even beat the laboratory mouse Algernon at maze-solving:

I dint feel bad because I watched Algernon and I lernd how to finish the amaze even if it takes me along time.

I dint know mice were so smart.

Algernon is extra-clever thanks to an experimental brain operation so far tried only on animals. Charlie eagerly volunteers as the first human subject. After frustrating delays and agonies of concentration, the effects begin to show and the reports steadily improve: "Punctuation, is? fun!" But getting smarter brings cruel shocks, as Charlie realizes that his merry "friends" at the bakery where he sweeps the floor have all along been laughing at him, never with him. The IQ rise continues, taking him steadily past the human average to genius level and beyond, until he's as intellectually alone as the old, foolish Charlie ever was--and now painfully aware of it. Then, ominously, the smart mouse Algernon begins to deteriorate...

Flowers for Algernon is a timeless tear-jerker with a terrific emotional impact. --David Langford

Review

PRAISE FOR FLOWERS FOR ALGERNON
"A tale that is convincing, suspenseful and touching."--_The New York Times _
"An ingeniously touching story . . . Moving . . . Intensely real."--_The Baltimore Sun_

Shadow of the Giant

SUMMARY: Bean's past was a battle just to survive. He first appeared on the streets of Rotterdam, a tiny child with a mind leagues beyond anyone else. He knew he could not survive through strength; he used his tactical genius to gain acceptance into a children's gang, and then to help make that gang a template for success for all the others. He civilized them, and lived to grow older. Then he was discovered by the recruiters for the Battle School.For Earth was at war -- a terrible war with an inscrutable alien enemy. A war that humanity was near to losing. But the long distances of interstellar space has given hope to the defenders of Earth -- they had time to train military geniuses up from childhood, forging them into an irresistible force in the high-orbital facility called the Battle School. That story is told in two books, the beloved classic Ender's Game, and its parallel, Ender's Shadow.Bean was the smallest student at the Battle School, but he became Ender Wiggins' right hand. Since then he has grown to be a power on Earth. He served the Hegemon as strategist and general in the terrible wars that followed Ender's defeat of the alien empire attacking Earth. Now he and his wife Petra yearn for a safe place to build a family -- something he has never known -- but there is nowhere on Earth that does not harbor his enemies -- old enemies from the days in Ender's Jeesh, new enemies from the wars on Earth. To find security, Bean and Petra must once again follow in Ender's footsteps. They must leave Earth behind, in the control of the Hegemon, and look to the stars.

The Shadow of the Hegemon

SUMMARY: Orson Scott Card finally explores what happened on earth after the war with the Buggers in the sixth book of his Ender series, Shadow of the Hegemon. This novel is the continuation of the story of Bean, which began with Ender's Shadow, a parallel novel to Card's Hugo and Nebula Award-winning Ender's Game. While Ender heads off to a faraway planet, Bean and the other brilliant children who helped Ender save the earth from alien invaders have become war heroes and have finally been sent home to live with their parents. While the children try to fit back in with the family and friends they haven't known for nearly a decade, someone's worried about their safety. Peter Wiggins, Ender's brother, has foreseen that the talented children are in danger of being killed or kidnapped. His fears are quickly realized, and only Bean manages to escape. Bean knows he must save the others and protect humanity from a new evil that has arisen, an evil from his past. But just as he played second to Ender during the Bugger war, Bean must again step into the shadow of another, the one who will be Hegemon. In Shadow of the Hegemon, Card can't help but fall back into old patterns. But while the theme is the same as in previous books--brilliant, tragic children with the fate of the human race resting on their shoulders--Shadow of the Hegemon does a wonderful job of continuing Bean's tale against a backdrop of the politics and intrigue of a fragile earth. While the novel is accessible, new readers to the series would be wise to begin with Ender's Game or Ender's Shadow. --Kathie Huddleston

Ender in Exile

EDITORIAL REVIEW:

After twenty-three years, Orson Scott Card returns to his acclaimed best-selling series with the first true, direct sequel to the classic *Ender's Game*.

In *Ender’s Game*, the world’s most gifted children were taken from their families and sent to an elite training school. At Battle School, they learned combat, strategy, and secret intelligence to fight a dangerous war on behalf of those left on Earth. But they also learned some important and less definable lessons about life.

After the life-changing events of those years, these children—now teenagers—must leave the school and readapt to life in the outside world.

Having not seen their families or interacted with other people for years—where do they go now? What can they do?

Ender fought for humanity, but he is now reviled as a ruthless assassin. No longer allowed to live on Earth, he enters into exile. With his sister Valentine, he chooses to leave the only home he’s ever known to begin a relativistic—and revelatory—journey beyond the stars.

What happened during the years between *Ender’s Game* and *Speaker for the Dead*? What did Ender go through from the ages of 12 through 35? The story of those years has never been told. Taking place 3000 years before Ender finally receives his chance at redemption in *Speaker for the Dead*, this is the long-lost story of Ender.

For twenty-three years, millions of readers have wondered and now they will receive the answers. ***Ender in Exile*** is **Orson Scott Card**’s moving return to all the action and the adventure, the profound exploration of war and society, and the characters one never forgot.

*On one of these ships, there is a baby that just may share the same special gifts as Ender’s old friend Bean**...***

Children of the Mind

Children of the Mind Orson Scott Card returns at last to the story of Ender Wiggin, the child hero of the Hugo and Nebula award winner Ender's Game, who as a man found a way to redeem the Xenocide of his youth and restore the Hive Queen to life. Now his adopted world, Lusitania, is threatened by the same planet-destroying weapon that he himself used so many thousands of years before. Lusitania is home to three sentient species: The Pequeninos, a strange race native to Lusitania; a large colony of humans; and the Hive Queen, brought there by Ender. But the Starways Congress fears Lusitania and a strange virus that it harbors, and they have gathered a fleet to destroy the planet. Ender's oldest friend, Jane, the computer intelligence that has evolved with him over three thousand years, allowed the Starways Congress to discover her existence when she tried t stop the fleet. Now they are trying to kill her as well, by shutting down the network of computers and ansibles in which she lives. They are afraid of her and of her control over all human communications. Jane can save the three sentient races of Lusitania. She has learned how to move ships outside the universe, and then instantly back to a different world, abolishing the light-speed limit. But it takes all the processing power available to her, and the Starways Congress is shutting down the Net world by world. Soon she will not be able to move the ships. But there is hope: during the first trip outside, Ender's mind briefly took control and created two new beings - replicas of his brother Peter, who was the Hegemon, and his sister Valentine. These two children of Ender's mind, together with his adopted children from Lusitania, are racing against time to discover new worlds, to influence the Starways Congress to recall the fleet, and to save Jane by finding a home for her disembodied intelligence once the Human Network is closed off to her.

Ender's Game

SUMMARY:
Winner of the Hugo and Nebula Awards 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. Born in Richland, Washington, in 1951, Orson Scott Card grew up in California, Arizona, and Utah. He lived in Brazil for two years as an unpaid missionary for the Mormon Church and received degrees from Brigham Young University (1975) and the University of Utah (1981). The author of numerous books, Card was the first writer to receive both the Hugo and Nebula awards for best novel two years in a row, first for "Ender's Game" and then for the sequel "Speaker for the Dead." He lives with his wife and children in North Carolina. Winner of the Hugo and Nebula Awards 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? And what if Ender is merely the brilliant result of 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. An increasingly popular and relevant novel that risks and achieves and delivers more than most anything else within the science fiction genre, "Ender's Game" is a contemporary classic--a work, as Gene Wolf has written, that "will still be finding new readers when 99 percent of the books published this year are completely forgotten." "'Intense' is the word for "Ender's Game.""--"The New York Times" "An affecting novel full of surprises that seem inevitable once they are explained. The key, of course, is Ender Wiggin himself. Mr. Card never makes the mistake of patronizing or sentimentalizing his hero. Alternately likable and insufferable, his is a convincing little Napoleon in short pants."--Gerald Jonas, "The New York Times Book Review" "A gripping tale of adventure in space and a scathing indictment of the military mind."--"Library Journal" "This twenty-five-year-old science fiction classic [is] unlike many hardcore SF titles [in that it] is particularly appropriate for a younger audience, for its protagonist, Ender Wiggin, is just six years old at the novel's beginning and still a pre-teen at its end. Ender's parents have received a special dispensation to have a third child in spite of strict population control laws. [Ender's] brilliant older siblings, Peter and Valentine, have each showed great promise, but each falls just short of having 'the right stuff.' The International Fleet (I.F.) believes that Ender may be the commander they need to lead great armies against invasion by alien 'buggers.' When Ender does exhibit the desired combination of compassion and cruelty, the I.F. takes him to the distant Battle School, where brilliant children are trained in military strategy and tactics. The centerpiece of their education is a simulated battle game at which Ender quickly excels, eventually becoming the youngest commander in history. Life at Battle School, especially [its many] battle games, is richly described. Ender is portrayed as just a pawn in the larger game being played by the I.F., and readers will alternately sympathize with his exploitation and cheer when he is able to make friends in spite of the tremendous forces working to isolate and dehumanize him . . . For the most part, this novel will deservedly reach a new generation."--Norah Piehl, "Children's Literature" "Card has taken the venerable SF concepts of a superman and interstellar war against aliens, and, with superb characterization, pacing, and language, combined them into a seamless story of compelling power. This is Card at the height of his very considerable powers--a major SF novel by any reasonable standards."--"Booklist"