Books by William Gibson
Burning Chrome
Best-known for his seminal sf novel Neuromancer, William Gibson is actually best when writing short fiction. Tautly-written and suspenseful, Burning Chrome collects 10 of his best short stories with a preface from Bruce Sterling, now available for the first time in trade paperback. These brilliant, high-resolution stories show Gibson's characters and intensely-realized worlds at his absolute best, from the chip-enhanced couriers of "Johnny Mnemonic" to the street-tech melancholy of "Burning Chrome."
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Burning Chrome
Ten stories deal with a human memory bank, UFOs, sleep machines, interstellar travel, a Soviet space station, and computer crime
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Pattern Recognition (Blue Ant)
“Pattern Recognition is William Gibson’s best book since he rewrote all the rules in Neuromancer.”—Neil Gaiman, author of American Gods
“One of the first authentic and vital novels of the 21st century.”—The Washington Post Book World
The accolades and acclaim are endless for William Gibson's coast-to-coast bestseller. Set in the post-9/11 present, Pattern Recognition is the story of one woman's never-ending search for the now...
Cayce Pollard is a new kind of prophet—a world-renowned “coolhunter” who predicts the hottest trends. While in London to evaluate the redesign of a famous corporate logo, she’s offered a different assignment: find the creator of the obscure, enigmatic video clips being uploaded to the internet—footage that is generating massive underground buzz worldwide.
Still haunted by the memory of her missing father—a Cold War security guru who disappeared in downtown Manhattan on the morning of September 11, 2001—Cayce is soon traveling through parallel universes of marketing, globalization, and terror, heading always for the still point where the three converge. From London to Tokyo to Moscow, she follows the implications of a secret as disturbing—and compelling—as the twenty-first century promises to be...
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Pattern Recognition (Blue Ant)
“Pattern Recognition is William Gibson’s best book since he rewrote all the rules in Neuromancer.”—Neil Gaiman, author of American Gods
“One of the first authentic and vital novels of the 21st century.”—The Washington Post Book World
The accolades and acclaim are endless for William Gibson's coast-to-coast bestseller. Set in the post-9/11 present, Pattern Recognition is the story of one woman's never-ending search for the now...
Cayce Pollard is a new kind of prophet—a world-renowned “coolhunter” who predicts the hottest trends. While in London to evaluate the redesign of a famous corporate logo, she’s offered a different assignment: find the creator of the obscure, enigmatic video clips being uploaded to the internet—footage that is generating massive underground buzz worldwide.
Still haunted by the memory of her missing father—a Cold War security guru who disappeared in downtown Manhattan on the morning of September 11, 2001—Cayce is soon traveling through parallel universes of marketing, globalization, and terror, heading always for the still point where the three converge. From London to Tokyo to Moscow, she follows the implications of a secret as disturbing—and compelling—as the twenty-first century promises to be...
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Neuromancer
Winner of the Hugo, Nebula, and Philip K. Dick Awards, Neuromancer is a science fiction masterpiece—a classic that ranks as one of the twentieth century’s most potent visions of the future.
Case was the sharpest data-thief in the matrix—until he crossed the wrong people and they crippled his nervous system, banishing him from cyberspace. Now a mysterious new employer has recruited him for a last-chance run at an unthinkably powerful artificial intelligence. With a dead man riding shotgun and Molly, a mirror-eyed street-samurai, to watch his back, Case is ready for the adventure that upped the ante on an entire genre of fiction.
Neuromancer was the first fully-realized glimpse of humankind’s digital future—a shocking vision that has challenged our assumptions about technology and ourselves, reinvented the way we speak and think, and forever altered the landscape of our imaginations.
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$20.00
Neuromancer
Winner of the Hugo, Nebula, and Philip K. Dick Awards, Neuromancer is a science fiction masterpiece—a classic that ranks as one of the twentieth century’s most potent visions of the future.
Case was the sharpest data-thief in the matrix—until he crossed the wrong people and they crippled his nervous system, banishing him from cyberspace. Now a mysterious new employer has recruited him for a last-chance run at an unthinkably powerful artificial intelligence. With a dead man riding shotgun and Molly, a mirror-eyed street-samurai, to watch his back, Case is ready for the adventure that upped the ante on an entire genre of fiction.
Neuromancer was the first fully-realized glimpse of humankind’s digital future—a shocking vision that has challenged our assumptions about technology and ourselves, reinvented the way we speak and think, and forever altered the landscape of our imaginations.
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Count Zero (Sprawl Trilogy)
William Gibson continues the visionary Sprawl Trilogy that began with Neuromancer in this frighteningly probable parable of the future.
A corporate mercenary wakes in a reconstructed body, a beautiful woman by his side. Then Hosaka Corporation reactivates him, for a mission more dangerous than the one he’s recovering from: to get a defecting chief of R&D—and the biochip he’s perfected—out intact. But this proves to be of supreme interest to certain other parties—some of whom aren’t remotely human....
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Count Zero (Sprawl Trilogy)
A stylish, street smart, frighteningly probable parable of the future from the visionary, New York Times bestselling author of Neuromancer and Agency.
A corporate mercenary wakes in a reconstructed body, a beautiful woman by his side. Then Hosaka Corporation reactivates him, for a mission more dangerous than the one he’s recovering from: to get a defecting chief of R&D—and the biochip he’s perfected—out intact. But this proves to be of supreme interest to certain other parties—some of whom aren’t remotely human...
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The Miracle Worker
NO ONE COULD REACH HER
Twelve-year-old Helen Keller lived in a prison of silence and darkness. Born deaf, blind, and mute, with no way to express herself or comprehend those around her, she flew into primal rages against anyone who tried to help her, fighting tooth and nail with a strength born of furious, unknowing desperation.
Then Annie Sullivan came. Half-blind herself, but possessing an almost fanatical determination, she would begin a frightening and incredibly moving struggle to tame the wild girl no one could reach, and bring Helen into the world at last....
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Agency (The Jackpot Trilogy)
AN INSTANT NEW YORK TIMES BESTSELLER
“ONE OF THE MOST VISIONARY, ORIGINAL, AND QUIETLY INFLUENTIAL WRITERS CURRENTLY WORKING”* returns with a sharply imagined follow-up to the New York Times bestselling The Peripheral.
William Gibson has trained his eye on the future for decades, ever since coining the term “cyberspace” and then popularizing it in his classic speculative novel Neuromancer in the early 1980s. Cory Doctorow raved that The Peripheral is “spectacular, a piece of trenchant, far-future speculation that features all the eyeball kicks of Neuromancer.” Now Gibson is back with Agency—a science fiction thriller heavily influenced by our most current events.
Verity Jane, gifted app whisperer, takes a job as the beta tester for a new product: a digital assistant, accessed through a pair of ordinary-looking glasses. “Eunice,” the disarmingly human AI in the glasses, manifests a face, a fragmentary past, and a canny grasp of combat strategy. Realizing that her cryptic new employers don’t yet know how powerful and valuable Eunice is, Verity instinctively decides that it’s best they don’t.
Meanwhile, a century ahead in London, in a different time line entirely, Wilf Netherton works amid plutocrats and plunderers, survivors of the slow and steady apocalypse known as the jackpot. His boss, the enigmatic Ainsley Lowbeer, can look into alternate pasts and nudge their ultimate directions. Verity and Eunice are her current project. Wilf can see what Verity and Eunice can’t: their own version of the jackpot, just around the corner, and the roles they both may play in it.
*The Boston Globe
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Agency (The Jackpot Trilogy)
AN INSTANT NEW YORK TIMES BESTSELLER
“ONE OF THE MOST VISIONARY, ORIGINAL, AND QUIETLY INFLUENTIAL WRITERS CURRENTLY WORKING”* returns with a sharply imagined follow-up to the New York Times bestselling The Peripheral.
William Gibson has trained his eye on the future for decades, ever since coining the term “cyberspace” and then popularizing it in his classic speculative novel Neuromancer in the early 1980s. Cory Doctorow raved that The Peripheral is “spectacular, a piece of trenchant, far-future speculation that features all the eyeball kicks of Neuromancer.” Now Gibson is back with Agency—a science fiction thriller heavily influenced by our most current events.
Verity Jane, gifted app whisperer, takes a job as the beta tester for a new product: a digital assistant, accessed through a pair of ordinary-looking glasses. “Eunice,” the disarmingly human AI in the glasses, manifests a face, a fragmentary past, and a canny grasp of combat strategy. Realizing that her cryptic new employers don’t yet know how powerful and valuable Eunice is, Verity instinctively decides that it’s best they don’t.
Meanwhile, a century ahead in London, in a different time line entirely, Wilf Netherton works amid plutocrats and plunderers, survivors of the slow and steady apocalypse known as the jackpot. His boss, the enigmatic Ainsley Lowbeer, can look into alternate pasts and nudge their ultimate directions. Verity and Eunice are her current project. Wilf can see what Verity and Eunice can’t: their own version of the jackpot, just around the corner, and the roles they both may play in it.
*The Boston Globe
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Neuromancer (Penguin Galaxy)
A deluxe hardcover edition of the pioneering cyberpunk novel that predicted our obsession with the Internet—part of Penguin Galaxy, a collectible series of six sci-fi/fantasy classics, featuring a series introduction by Neil Gaiman
Winner of the AIGA + Design Observer 50 Books | 50 Covers competition
Before the Internet was commonplace, William Gibson showed us the Matrix—a world within the world, the representation of every byte of data in cyberspace. Henry Dorsett Case was the sharpest data-thief in the Matrix, until an ex-employer crippled his nervous system. Now a new employer has recruited him for a last-chance run against an unthinkably powerful artificial intelligence. With a mirror-eyed girl street-samurai riding shotgun, he’s ready for the silicon-quick, bleakly prophetic adventure that upped the ante on an entire genre of fiction.
Penguin Galaxy
Six of our greatest masterworks of science fiction and fantasy, in dazzling collector-worthy hardcover editions, and featuring a series introduction by #1 New York Times bestselling author Neil Gaiman, Penguin Galaxy represents a constellation of achievement in visionary fiction, lighting the way toward our knowledge of the universe, and of ourselves. From historical legends to mythic futures, monuments of world-building to mind-bending dystopias, these touchstones of human invention and storytelling ingenuity have transported millions of readers to distant realms, and will continue for generations to chart the frontiers of the imagination.
The Once and Future King by T. H. White
Stranger in a Strange Land by Robert A. Heinlein
Dune by Frank Herbert
2001: A Space Odyssey by Arthur C. Clarke
The Left Hand of Darkness by Ursula K. Le Guin
Neuromancer by William Gibson
For more than seventy years, Penguin has been the leading publisher of classic literature in the English-speaking world. 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.
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The Peripheral
The New York Times bestselling author of Neuromancer and Zero History presents a fast-paced sci-fi thriller that takes a terrifying look into the future...
Flynne Fisher lives down a country road, in a rural America where jobs are scarce, unless you count illegal drug manufacture, which she’s trying to avoid. Her brother Burton lives 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.
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Spook Country
Multilingual Tito engages in sensitive information transfers from his single-room warehouse apartment, while investigative journalist Hollis frets over his start-up magazine's censure of its own promotions, and prescription drug addict Milgrim wonders about the military connections of an enigmatic benefactor. 250,000 first printing.
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Zero History
The iconic visionary returns with his first new novel since the New York Times bestseller Spook Country.
Whatever you do, because you are an artist, will bring you to the next thing of your own...
When she sang for The Curfew, Hollis Henry's face was known worldwide. She still runs into people who remember the poster. Unfortunately, in the post-crash economy, cult memorabilia doesn't pay the rent, and right now she's a journalist in need of a job. The last person she wants to work for is Hubertus Bigend, twisted genius of global marketing; but there's no way to tell an entity like Bigend that you want nothing more to do with him. That simply brings you more firmly to his attention.
Milgrim is clean, drug-free for the first time in a decade. It took eight months in a clinic in Basel. Fifteen complete changes of his blood. Bigend paid for all that. Milgrim's idiomatic Russian is superb, and he notices things. Meanwhile no one notices Milgrim. That makes him worth every penny, though it cost Bigend more than his cartel-grade custom-armored truck.
The culture of the military has trickled down to the street- Bigend knows that, and he'll find a way to take a cut. What surprises him though is that someone else seems to be on top of that situation in a way that Bigend associates only with himself. Bigend loves staring into the abyss of the global market; he's just not used to it staring back.
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The Peripheral (The Jackpot Trilogy)
The New York Times bestselling author of Neuromancer and Agency presents a fast-paced sci-fi thriller that takes a terrifying look into the future.
DON'T MISS THE SERIES—NOW STREAMING EXCLUSIVELY ON PRIME VIDEO!
Flynne Fisher lives down a country road, in a rural America where jobs are scarce, unless you count illegal drug manufacture, which she’s trying to avoid. Her brother Burton lives 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.
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Distrust That Particular Flavor
A collection of New York Times bestselling author William Gibson’s articles and essays about contemporary culture—a privileged view into the mind of a writer whose thinking has shaped not only a generation of writers but our entire culture...
Though best known for his fiction, William Gibson is as much in demand for his cutting-edge observations on the world we live in now. Originally printed in publications as varied as Wired, the New York Times, and the Observer, these articles and essays cover thirty years of thoughtful, observant life, and are reported in the wry, humane voice that lovers of Gibson have come to crave.
“Gibson pulls off a dazzling trick. Instead of predicting the future, he finds the future all around him, mashed up with the past, and reveals our own domain to us.”—The New York Times Book Review
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Mona Lisa Overdrive
William Gibson, author of the extraordinary multiaward-winning novel Neuromancer, has written his most brilliant and thrilling work to date . . .The Mona Lisa Overdrive.
Enter Gibson's unique world—lyric and mechanical, sensual and violent, sobering and exciting—where multinational corporations and high tech outlaws vie for power, traveling into the computer-generated universe known as cyberspace. Into this world comes Mona, a young girl with a murky past and an uncertain future whose life is on a collision course with internationally famous Sense/Net star Angie Mitchell. Since childhood, Angie has been able to tap into cyberspace without a computer. Now, from inside cyberspace, a kidnapping plot is masterminded by a phantom entity who has plans for Mona, Angie, and all humanity, plans that cannot be controlled . . . or even known. And behind the intrigue lurks the shadowy Yazuka, the powerful Japanese underworld, whose leaders ruthlessly manipulate people and events to suit their own purposes . . . or so they think.
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The Miracle Worker: A Play
Based on the remarkable true story of Helen Keller and her teacher Annie Sullivan, this inspiring and unforgettable play has moved countless readers and become an American classic.
Young Helen Keller, blind, deaf, and mute since infancy, is in danger of being sent to an institution because her inability to communicate has left her frustrated and violent. In desperation, her parents seek help from the Perkins Institute, which sends them a "half-blind Yankee schoolgirl" named Annie Sullivan to tutor their daughter. Despite the Kellers' resistance and the belief that Helen "is like a little safe, locked, that no one can open," Annie suspects that within Helen lies the potential for more, if only she can reach her. Through persistence, love, and sheer stubbornness, Annie breaks through Helen's walls of silence and darkness and teaches her to communicate, bringing her into the world at last.
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The Difference Engine: A Novel
The 20th anniversary edition of the classic steampunk novel
With new commentary by the authors
1855: The Industrial Revolution is in full swing, powered by steam-driven cybernetic Engines. Charles Babbage perfects his Analytical Engine, and the computer age arrives a century ahead of its time. Three extraordinary characters race toward a rendezvous with the future: Sybil Gerard—fallen woman, politician’s tart, daughter of a Luddite agitator; Edward “Leviathan” Mallory—explorer and paleontologist; Laurence Oliphant—diplomat, mystic, and spy. Their adventure begins with the discovery of a box of punched Engine cards of unknown origin and purpose. Cards someone wants badly enough to kill for.
Part detective story, part historical thriller, The Difference Engine took the science fiction community by storm when it was first published twenty years ago. This special anniversary edition features an Introduction by Cory Doctorow and a collaborative essay from the authors looking back on their creation. Provocative, compelling, intensely imagined, this novel is poised to impress a whole new generation.
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Virtual Light (Bridge Trilogy)
NEW YORK TIMES bestseller • 2005: Welcome to NoCal and SoCal, the uneasy sister-states of what used to be California.
The millennium has come and gone, leaving in its wake only stunned survivors. In Los Angeles, Berry Rydell is a former armed-response rentacop now working for a bounty hunter. Chevette Washington is a bicycle messenger turned pickpocket who impulsively snatches a pair of innocent-looking sunglasses. But these are no ordinary shades. What you can see through these high-tech specs can make you rich—or get you killed. Now Berry and Chevette are on the run, zeroing in on the digitalized heart of DatAmerica, where pure information is the greatest high. And a mind can be a terrible thing to crash. . . .
Praise for Virtual Light
“Both exhilarating and terrifying . . . Although considered the master of 'cyberpunk' science fiction, William Gibson is also one fine suspense writer.”—People
“A stunner . . . A terrifically stylish burst of kick-butt imagination.”—Entertainment Weekly
“Convincing . . . frightening . . . Virtual Light is written with a sense of craft, a sense of humor and a sense of the ultimate seriousness of the problems it explores.”—Chicago Tribune
“In the emerging pop culture of the information age, Gibson is the brightest star.”—The San Diego Union-Tribune
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Zero History (Blue Ant)
Hollis Henry never intended to work for global marketing magnate Hubertus Bigend again. But now she’s broke, and Bigend has just the thing to get her back in the game...
Milgrim can disappear in almost any setting, and his Russian is perfectly idiomatic—so much so that he spoke it with his therapist in the secret Swiss clinic where Bigend paid for him to be cured of his addiction...
Garreth doesn't owe Bigend a thing. But he does have friends from whom he can call in the kinds of favors powerful people need when things go sideways...
They all have something Bigend wants as he finds himself outmaneuvered and adrift, after a Department of Defense contract for combat-wear turns out to be the gateway drug for arms dealers so shadowy they can out-Bigend Bigend himself.
“Zero History is [Gibson’s] best yet, a triumph of science fiction as social criticism and adventure.”—BoingBoing.net
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Zero History (Blue Ant)
Hollis Henry never intended to work for global marketing magnate Hubertus Bigend again. But now she’s broke, and Bigend has just the thing to get her back in the game...
Milgrim can disappear in almost any setting, and his Russian is perfectly idiomatic—so much so that he spoke it with his therapist in the secret Swiss clinic where Bigend paid for him to be cured of his addiction...
Garreth doesn't owe Bigend a thing. But he does have friends from whom he can call in the kinds of favors powerful people need when things go sideways...
They all have something Bigend wants as he finds himself outmaneuvered and adrift, after a Department of Defense contract for combat-wear turns out to be the gateway drug for arms dealers so shadowy they can out-Bigend Bigend himself.
“Zero History is [Gibson’s] best yet, a triumph of science fiction as social criticism and adventure.”—BoingBoing.net
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Idoru (Bridge Trilogy)
“The best novel William Gibson has ever written about the world we’re entering daily. Neuromancer made Gibson famous; Idoru cements that fame.”—The Washington Post Book World
21st century Tokyo, after the millennial quake. Neon rain. Light everywhere blowing under any door you might try to close. Where the New Buildings, the largest in the world, erect themselves unaided, their slow rippling movements like the contractions of a sea-creature...
Colin Laney is here looking for work. He is an intuitive fisher for patterns of information, the “signature” an individual creates simply by going about the business of living. But Laney knows how to sift for the dangerous bits. Which makes him useful—to certain people.
Chia McKenzie is here on a rescue mission. She’s fourteen. Her idol is the singer Rez, of the band Lo/Rez. When the Seattle chapter of the Lo/Rez fan club decided that he might be in trouble in Tokyo, they sent Chia to check it out.
Rei Toei is the idoru—the beautiful, entirely virtual media star adored by all Japan. Rez has declared that he will marry her. This is the rumor that has brought Chia to Tokyo. True or not, the idoru and the powerful interests surrounding her are enough to put all their lives in danger...
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Spook Country (Blue Ant)
The “cool and scary”(San Francisco Chronicle) New York Times bestseller from the author of Pattern Recognition and Neuromancer.
spook (spo͞ok) n.: A specter; a ghost. Slang for “intelligence agent.”
country (ˈkən-trē) n.: In the mind or in reality. The World. The United States of America, New Improved Edition. What lies before you. What lies behind.
spook country (spo͞ok ˈkən-trē) n.: The place where we all have landed, few by choice. The place we are learning to live.
Hollis Henry is a journalist, on investigative assignment for a magazine called Node, which doesn’t exist yet. Bobby Chombo apparently does exist, as a producer. But in his day job, Bobby is a troubleshooter for military navigation equipment. He refuses to sleep in the same place twice. He meets no one. And Hollis Henry has been told to find him...
“A devastatingly precise reflection of the American zeitgeist.”—The Washington Post Book World
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Spook Country (Blue Ant)
The “cool and scary”(San Francisco Chronicle) New York Times bestseller from the author of Pattern Recognition and Neuromancer.
• spook (spo͞ok) n.: A specter; a ghost. Slang for “intelligence agent.”
• country (ˈkən-trē) n.: In the mind or in reality. The World. The United States of America, New Improved Edition. What lies before you. What lies behind.
• spook country (spo͞ok ˈkən-trē) n.: The place where we all have landed, few by choice. The place we are learning to live.
Hollis Henry is a journalist, on investigative assignment for a magazine called Node, which doesn’t exist yet. Bobby Chombo apparently does exist, as a producer. But in his day job, Bobby is a troubleshooter for military navigation equipment. He refuses to sleep in the same place twice. He meets no one. And Hollis Henry has been told to find him...
“A devastatingly precise reflection of the American zeitgeist.”—The Washington Post Book World
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William Gibson's Archangel
Science Fiction Superstar William Gibson’s first graphic novel! The U.S. political leaders of 2016 abandon the radioactive planet they’ve destroyed and harness the power of humanity’s last hope: The Splitter, a colossal machine designed to manufacture a bright new reality for them to infiltrate and corrupt.
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Conversations with William Gibson
"After reading Neuromancer for the first time," literary scholar Larry McCaffery wrote, "I knew I had seen the future of science fiction] (and maybe of literature in general), and its name was William Gibson." McCaffery was right. Gibson's 1984 debut is one of the most celebrated SF novels of the last half century, and in a career spanning more than three decades, the American Canadian science fiction writer and reluctant futurist responsible for introducing "cyberspace" into the lexicon has published nine other novels.
Editor Patrick A. Smith draws the twenty-three interviews in this collection from a variety of media and sources--print and online journals and fanzines, academic journals, newspapers, blogs, and podcasts. Myriad topics include Gibson's childhood in the American South and his early adulthood in Canada, with travel in Europe; his chafing against the traditional SF mold, the origins of "cyberspace," and the unintended consequences (for both the author and society) of changing the way we think about technology; the writing process and the reader's role in a new kind of fiction. Gibson (b. 1948) takes on branding and fashion, celebrity culture, social networking, the post-9/11 world, future uses of technology, and the isolation and alienation engendered by new ways of solving old problems. The conversations also provide overviews of his novels, short fiction, and nonfiction.
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Alien 3: The Unproduced Screenplay by William Gibson
by William Gibson, Pat Cadigan
The first-draft Alien screenplay by William Gibson, the founder of cyberpunk, turned into a novel by Pat Cadigan, the Hugo Award-Winning “Queen of Cyberpunk.”
William Gibson’s never-before-adapted screenplay for the direct sequel to Aliens, revealing the fates of Ripley, Newt, the synthetic Bishop, and Corporal Hicks. When the Colonial Marines vessel Sulaco docks with space station and military installation Anchorpoint, a new form of Xenomorph appears. Written by Hugo Award-winning novelist and “Queen of Cyberpunk” Pat Cadigan, based on Gibson’s never-produced first draft.
The Sulaco—on its return journey from LV-426—enters a sector controlled by the “Union of Progressive Peoples,” a nation-state engaged in an ongoing cold war and arms race. U.P.P. personnel board the Sulaco and find hypersleep tubes with Ripley, Newt, and an injured Hicks. A Facehugger attacks the lead commando, and the others narrowly escape, taking what remains of Bishop with them.
The Sulaco continues to Anchorpoint, a space station and military installation the size of a small moon, where it falls under control of the military’s Weapons Division. Boarding the Sulaco, a team of Colonial Marines and scientists is assaulted by a pair of Xenomorph drones. In the fight Ripley's cryotube is badly damaged. It’s taken aboard Anchorpoint, where Ripley is kept comatose. Newt and an injured Corporal Hicks are awakened, and Newt is sent to Gateway Station on the way to Earth. The U.P.P. sends Bishop to Anchorpoint, where Hicks begins to hear rumors of experimentation—the cloning and genetic modification of Xenomorphs.
The kind of experimentation that could yield a monstrous hybrid, and perhaps even a Queen.
ALIEN 3 TM & © Twentieth Century Films. All rights reserved.
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Neuromancer: Deluxe Edition
This deluxe trade paperback edition of Neuromancer features stunning new cover art, art printed inside the front and back covers, and sprayed edges.
Winner of the Hugo, Nebula, and Philip K. Dick Awards, Neuromancer is a science fiction masterpiece—a classic that ranks as one of the twentieth century’s most potent visions of the future.
Case was the sharpest data-thief in the matrix—until he crossed the wrong people and they crippled his nervous system, banishing him from cyberspace. Now a mysterious new employer has recruited him for a last-chance run at an unthinkably powerful artificial intelligence. With a dead man riding shotgun and Molly, a mirror-eyed street-samurai, to watch his back, Case is ready for the adventure that upped the ante on an entire genre of fiction.
Neuromancer was the first fully-realized glimpse of humankind’s digital future—a shocking vision that has challenged our assumptions about technology and ourselves, reinvented the way we speak and think, and forever altered the landscape of our imaginations.
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$25.00