A funny and fast-paced story about two best friends whose innocent game could make them not-so legendary, from New York Times bestselling author Gordon Korman. Best friends Jeff and Wiley are legends. There is practically no one in their school who hasn't been nicknamed by the duo. They've dubbed their own underachieving class "The Dim Bulbs"; their pop-eyed principal is better known as "Deer in Headlights"; and their enormous new English teacher, Mr. Hughes, is "Mr. Huge." But now some of the nicknames that Jeff and Wiley have invented are backfiring on them. Will the duo be able to get it together before it's too late?
The author, a computer science professor diagnosed with terminal cancer, explores his life, the lessons that he has learned, how he has worked to achieve his childhood dreams, and the effect of his diagnosis on him and his family.
A step-by-step plan offers examples and exercises on how to determine and live by a set of values, experiment with failure as a formula for success, and take life beyond set limits.
The Texting Game is a game with non-fictional characters. The characters never appear in any conversation. Each character is a receiver of random text messages projected as gold mail. The key to the game; solicit text messages for the gain of gold mail! This gold mail icon is a transmitting signal flashing across my cellular phone screen representing the acceptance and submission of a text message through this former small cell phone device known as ‘Nokia’ in my possession. Phone service is text message only. Phone calls are necessary but, a gold mail pop up inbox message is what it’s all about. Everyone recognizes these cell phones as free nights and free weekends, which may not be that critical to the millennia’s! To my knowledge I am the only one with this phone. I anticipate gold mail coming in. I sent the gold mail out! Welcome to the Texting Game.
Have you ever felt alone? Well, a student at Rose Academy has always felt that way. In fact, with no friends and no one being fond of you, what's the point in continuing on in this life, right? But one day, that sort of thinking was altered when this student accidently downloads a software that will change one's life forever. This software talks to you, laughs with you, eats with you, and will be there for you. But most importantly, she is your friend . . . and she is alive. However, she is also linked to the murders that have been occurring lately. Does she really want to be your friend like she says, or is she after your life? But with the help of a dedicated and mysterious student body president, an immature and anything-but-nice bully, and a perv doctor, we will soon discover the truth.
Erlin, the cleverest man in Albion, is keeping a secret: there's no such thing as magic. This doesn't stop him from enjoying a comfortable job as the king's inquisitor, where he pretends to keep the kingdom safe from witches, warlocks, and anything else that frightens the superstitious people of Tomelac. Erlin's carefree life falls apart when he’s ordered to tutor Prince Garth, a clueless boy who has never learned a thing. When Erlin uncovers a plot to assassinate the prince, the two of them are forced to flee the kingdom. As they travel together, Erlin begins to see potential in the young man as a future king. But their journey is complicated by the arrival of Morrigin, a mysterious woman who confounds Erlin at every turn, causing him to question everything he knows. Deciding that Garth is the best hope for the dark times that have come to Albion, Erlin takes on the impossible task of teaching the prince while leading him through a world more dangerous—and more magical—than he ever wanted to believe. "Readers will love this fast-paced fantasy adventure.” —Kathryn Dare, Portland Book Review "Adam D. Jones is at the height of his comic powers in this delightful retelling!" - Bonnie Wheeler, Arthurian scholar and founding editor of Arthuriana
Hailed for his grandeur of imagination and superb worldbuilding, winner of and nominee for more than fifty awards for his outstanding work, Mike Resnick has rightfully won a place as one of science fiction's master storytellers. Now, in Kirinyaga, Resnick presents the haunting and utterly compelling tale of one man's utopia. By the twentieth second century in the African nation of Kenya, polluted cities sprawl up the flanks of sacred Mount Kirinyaga. Great animal herds are but distant memories. European crops now grow on the sweeping savannas. But Koriba, a distinguished, educated man of Kikuyu ancestry, knows that life was different for his people centuries ago--and he is determined to build a utopian colony, not on earth, but on the terraformed planetoid he proudly names Kirinyaga. As the mundumugu--witch doctor--Koriba leads the colonists. Reinstating the ancient customs and stringent laws of the Kikuyu people, he alone decides their fate. He must face many challenges to the struggling colony's survival: from a brilliant young girl whose radiant intellect could threaten their traditional ways to the interference of "Maintenance" which holds the power to revoke the colony's charter. All the while, only Koriba--unbeknownst to his people--maintains the computer link to the rest of humanity. Ironically, the Kirinyaga experiment threatens to collapse--not from violence or greed--but from humankind's insatiable desire for knowledge. The Kikuyu people can no more stand still in time than their planet can stop revolving around its sun. Deeply moving, swiftly paced, and profound in its implications, Kirinyaga is Mike Resnick's most triumphant work to date. His Fable of Utopia is the book every science fiction reader will want to own and savor for years to come.