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The World of Null-A

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  • 190 stron
  • 7 godzin czytania

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The classic novel of non-Aristotelian logic & the coming race of supermen. Grandmaster A.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 & most influential. It was the 1st major trade SF hardback ever, in 1949, & has been in print in various editions ever since. The entire careers of Philip K. Dick, Keith Laumer, Alfred Bester, Charles Harness & Philip Jose Farmer were created or influenced by The World of Null-A, & so it's required reading for anyone who wishes to know the SF classics canon. It's 2650 & Earth has become a world of non-Aristotelianism, of Null-A. This is the story of Gilbert Gosseyn, who lives in that future world where the Games Machine, made up of 25,000 electronic brains, sets the course of people's lives. Gosseyn isn't even sure of his own identity, but realizes he's some remarkable abilities & sets out to use them to discover who has made him a pawn in an interstellar plot.

Zakup książki

The World of Null-A, Alfred Elton Van Vogt

Język
Rok wydania
1977
Oprawa
(miękka)
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3,8
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3902 Ocena

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Tytuł
The World of Null-A
Język
angielski
Rok wydania
1977
Oprawa
miękka
Liczba stron
190
ISBN10
0425054543
ISBN13
9780425054543
Ocena
3,75 z 5
Opis
The classic novel of non-Aristotelian logic & the coming race of supermen. Grandmaster A.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 & most influential. It was the 1st major trade SF hardback ever, in 1949, & has been in print in various editions ever since. The entire careers of Philip K. Dick, Keith Laumer, Alfred Bester, Charles Harness & Philip Jose Farmer were created or influenced by The World of Null-A, & so it's required reading for anyone who wishes to know the SF classics canon. It's 2650 & Earth has become a world of non-Aristotelianism, of Null-A. This is the story of Gilbert Gosseyn, who lives in that future world where the Games Machine, made up of 25,000 electronic brains, sets the course of people's lives. Gosseyn isn't even sure of his own identity, but realizes he's some remarkable abilities & sets out to use them to discover who has made him a pawn in an interstellar plot.