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Ernest Cline - book author

ERNEST CLINE is a novelist, screenwriter, father, and full-time geek. His first novel, Ready Player One, was a New York Times and USA Today bestseller, appeared on numerous “best of the year” lists, and is set to be adapted into a motion picture by Warner Bros. and director Steven Spielberg. His second novel, ARMADA, debuted at #4 on the NYT Bestseller list and is being made into a film by Universal Pictures. Ernie lives in Austin, Texas, with his family, a time-traveling DeLorean, and a large collection of classic video games.

Ernest Cline is the author of books: Ready Player One (Ready Player One, #1), Armada, The Importance of Being Ernest, Untitled (Ready Player One, #2), ゲームウォーズ(上), ゲームウォーズ(下), Ready Player One, Armada and Dark Matter: 3 Book Collection, Press Start to Play, Robot Uprisings, Lightspeed Magazine, November 2015

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Author Books

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01
IN THE YEAR 2044, reality is an ugly place. The only time teenage Wade Watts really feels alive is when he's jacked into the virtual utopia known as the OASIS. Wade's devoted his life to studying the puzzles hidden within this world's digital confines, puzzles that are based on their creator's obsession with the pop culture of decades past and that promise massive power and fortune to whoever can unlock them.

But when Wade stumbles upon the first clue, he finds himself beset by players willing to kill to take this ultimate prize. The race is on, and if Wade's going to survive, he'll have to win—and confront the real world he's always been so desperate to escape.
02
Zack Lightman has spent his life dreaming. Dreaming that the real world could be a little more like the countless science-fiction books, movies, and videogames he’s spent his life consuming. Dreaming that one day, some fantastic, world-altering event will shatter the monotony of his humdrum existence and whisk him off on some grand space-faring adventure.

But hey, there’s nothing wrong with a little escapism, right? After all, Zack tells himself, he knows the difference between fantasy and reality. He knows that here in the real world, aimless teenage gamers with anger issues don’t get chosen to save the universe.

And then he sees the flying saucer.

Even stranger, the alien ship he’s staring at is straight out of the videogame he plays every night, a hugely popular online flight simulator called Armada—in which gamers just happen to be protecting the earth from alien invaders.

No, Zack hasn’t lost his mind. As impossible as it seems, what he’s seeing is all too real. And his skills—as well as those of millions of gamers across the world—are going to be needed to save the earth from what’s about to befall it.

It’s Zack’s chance, at last, to play the hero. But even through the terror and exhilaration, he can’t help thinking back to all those science-fiction stories he grew up with, and wondering: Doesn’t something about this scenario seem a little…familiar?

At once gleefully embracing and brilliantly subverting science-fiction conventions as only Ernest Cline could, Armada is a rollicking, surprising thriller, a classic coming of age adventure, and an alien invasion tale like nothing you’ve ever read before—one whose every page is infused with the pop-culture savvy that has helped make Ready Player One a phenomenon.
03
This is not the play by Oscar Wilde.

Ernest (Ernie) Cline has been Ernest his whole life and in this first slim (48 pages) volume, he begins to explain to us what that has meant in these poems intended for performance. This companion book to his CD, The Geek Wants Out, contains many of the same poems, notably: The Geek Wants Out, Dance Monkeys Dance, and Nerd Porn Auteur among others. It also contains three bonus poems not found on the CD. Cline's work is simultaneously clever, witty, intelligent and 100% Airwolf! Some strong language and subject matter in some poems.
04
The untitled story is being kept under wraps, but it is yet another sci-fi project.

Source
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ready player one, armada and dark matter 3 books collection set - the most mind-blowing and twisted thriller of the year. Description:- Ready Player One It's the year 2044, and the real world has become an ugly place. We're out of oil. We've wrecked the climate. Famine, poverty, and disease are widespread. Like most of humanity, Wade Watts escapes this depressing reality by spending his waking hours jacked into the OASIS, a sprawling virtual utopia where you can be anything you want to be, where you can live and play and fall in love on any of ten thousand planets. And like most of humanity, Wade is obsessed by the ultimate lottery ticket that lies concealed within this alternate reality: OASIS founder James Halliday, who dies with no heir, has promised that control of the OASIS - and his massive fortune - will go to the person who can solve the riddles he has left scattered throughout his creation. Armada It's just another day of high school for Zack Lightman. He's daydreaming through another boring math class, with just one more month to go until graduation and freedom_if he can make it that long without getting suspended again. Then he glances out his classroom window and spots the flying saucer. At first, Zack thinks he's going crazy. Dark Matter: The Most Mind-Blowing And Twisted Thriller Of The Year Those are the last words Jason Dessen hears before the masked abductor knocks him unconscious.Before he awakes to find himself strapped to a gurney, surrounded by strangers in hazmat suits.Before the man he's never met smiles down at him and says, 'Welcome back.'In this world he's woken up to, Jason's life is not the one he knows. His wife is not his wife. His son was never born.
08
Video games are a multi-billion dollar a year industry that has outpaced movies and books combined. 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.
09
Humans beware. As the robotic revolution continues to creep into our lives, it brings with it an impending sense of doom. What horrifying scenarios might unfold if our technology were to go awry? From self-aware robotic toys to intelligent machines violently malfunctioning, this anthology brings to life the half-formed questions and fears we all have about the increasing presence of robots in our lives. With contributions from a mix of bestselling, award-winning, and up-and-coming writers, and including a rare story by “the father of artificial intelligence,” Dr. John McCarthy, Robot Uprisings meticulously describes the exhilarating and terrifying near-future in which humans can only survive by being cleverer than the rebellious machines they have created.
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CONTENTS

Short Stories - Science Fiction
"Here is My Thinking on a Situation That Affects Us All" by Rahul Kanakia
"The Pipes of Pan" by Brian Stableford (reprint)
"Rock, Paper, Scissors, Love, Death" by Caroline M. Yoachim
"The Light Brigade" by Kameron Hurley (reprint)

Short Stories - Fantasy
"The Black Fairy’s Curse" by Karen Joy Fowler (reprint)
"When We Were Giants" by Helena Bell
"Printable" by Toh EnJoe (reprint)
"The Plausibility of Dragons" by Kenneth Schneyer

Novella (Subscription / eBook exclusive)
"The Least Trumps" by Elizabeth Hand

Novel Excerpts (eBook exclusives)
"Chimera" by Mira Grant

Lightspeed Magazine, November 2015 #65
Edited by John Joseph Adams
Cover Art (& Gallery & Artist Spotlight): John Broslo