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'Fans of Robert Jordan and Brandon Sanderson will find much to admire' Guardian on The Shadow of What Was Lost AS SHADOWS RISE, A DARKNESS AWAKES An amnesty has been declared for all Augurs - finally allowing them to emerge from hiding and openly oppose the dark forces massing against Andarra. However, as Davian and his new allies hurry north towards the ever-weakening Boundary, fresh horrors along their path suggest that their reprieve may have come far too late. Meanwhile, Caeden continues to wrestle with the impossibly heavy burdens of his past. Yet as more and more of his memories return, he begins to realise that the motivations of the two sides in this ancient war may not be as clear-cut as they first seemed . . . An Echo of Things to Come continues the epic story that began in The Shadow of What Was Lost, the acclaimed fantasy blockbuster from James Islington. The Licanius trilogy: The Shadow of What Was Lost An Echo of Things to Come The Light of All That Falls Praise for the series: 'Numerous surprises . . . action aplenty' SciFiNow 'You'll be left wanting more' SFX 'Astoundingly intricate world-building' Daily Mail 'Action-packed epic fantasy' BookBag
This is not really a book. This is a building in the shape of a book...a maze. Each numbered page depicts a room in the maze. Tempted? Test your wits against mine. I guarantee that my maze will challenge you to think in ways you've never thought before. But beware. One wrong turn and you may never escape!
With his characteristic talent for finding the connections between writing and the stuff of our lives (most notably in his earlier hit Maps of the Imagination: The Writer as Cartographer), Peter Turchi ventures into new, and even more surprising, territory. In A Muse and a Maze, Turchi draws out the similarities between writing and puzzle-making and its flip side, puzzle-solving. He teases out how mystery lies at the heart of all storytelling. And he uncovers the magic—the creation of credible illusion—that writers share with the likes of Houdini and master magicians. In Turchi’s associative narrative, we learn about the history of puzzles, their obsessive quality, and that Benjamin Franklin was a devotee of an ancient precursor of sudoku called Magic Squares. Applying this rich backdrop to the requirements of writing, Turchi reveals as much about the human psyche as he does about the literary imagination and the creative process. With the goal of giving writers new ways to think about their work and readers new ways to consider the books they encounter, A Muse and a Maze suggests ways in which every piece of writing is a kind of puzzle. The work argues that literary writing is defined, at least in part, by its embrace of mystery; offers tangrams as a model for the presentation of complex characters; compares a writer’s relationship to his or her narrator to magicians and wizards; offers the maze and the labyrinth as alternatives to the more common notion of the narrative line; and concludes with a discussion of how readers and writers, like puzzle solvers, not only tolerate but find pleasure in difficulty. While always balancing erudition with accessibility, Turchi examines the work of writers as various as A. A. Milne, Dashiell Hammett, Truman Capote, Anton Chekhov, Alison Bechdel, F. Scott Fitzgerald, Antonya Nelson, Vladimir Nabokov, Charles D’Ambrosio, Michael Ondaatje, Alice Munro, Thomas Bernhard, and Mark Twain, elaborating and illuminating ways in which their works expand and deliver on the title’s double entendre, A Muse and a Maze. With 100 images that range from movie stills from Citizen Kane and Butch Cassidy and the Sundance Kid to examples of sudokus, crosswords, and other puzzles; from Norman Rockwell’s famous triple self-portrait to artwork by Charles Richie; and from historical arcana to today’s latest magic, A Muse and a Maze offers prose exposition, images, text quotations, and every available form of wisdom, leading the reader step-by-step through passages from stories and novels to demonstrate, with remarkable clarity, how writers evolve their eventual creations.
Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.
"Newt has been to hell and back with his friends. The Glade. The Maze. The Scorch. The inner halls of WICKED. But now he has a burden that can't be shared with Thomas and the other, the Flare. And Newt can't bear the thought of his friends watching him descend into madness as he succumbs to the virus. Leaving only a note, Newt departs the Berg before the Gladers return from their mission into Denver, Colorado. From there, he experiences the gritty nightmare of life on the streets, running from the infected and those hunting them, until he ends up in the Crank Palace, the last dumping ground of those without hope. Although Newt thought he was running away from his friends to save them from himself, along the way he meets a young mother named Keisha and her son, Dante, who end up saving Newt in a way he could never have imagined."--Publisher's description.
THE ULTIMATE PUZZLE BOOK is a must-have activity book for kids looking to challenge themselves while having hours of fun. This book contains: - wacky mazes - clever word games - interesting Math problems - outrageous brain teasers - visual exercises - logic puzzles Each puzzle is unique and marked with a difficulty rating out of 5 stars. Kids start easy and build their confidence and skills. The most difficult puzzles are guaranteed to stump even parents! Solutions are provided and explained in detail so that everyone learns. This book is recommended for kids ages 8 and up.
Lots of amazing mazes set in space, each one completely different from the one before. Many of the mazes contain extra puzzles to solve and challenges to complete en route, and the mazes get gradually more and more difficult throughout the book, pushing children to develop their problem-solving and visual recognition skills.
Professor Fellows presents a map of Ruskin's mind as it shifts from conditions of mastery to madness. In his study, he examines and transcribes the ways in which Ruskin observed his dislocation of imagination and shows how, in the very process of disintegration; he was enabled by his peculiar genius to transform the effects on his language and conceptualization into new forms of articulation under pain. Originally published in 1981. The Princeton Legacy Library uses the latest print-on-demand technology to again make available previously out-of-print books from the distinguished backlist of Princeton University Press. These editions preserve the original texts of these important books while presenting them in durable paperback and hardcover editions. The goal of the Princeton Legacy Library is to vastly increase access to the rich scholarly heritage found in the thousands of books published by Princeton University Press since its founding in 1905.
'An optimistic, accessible way to start thinking about change' - Financial Times Who Moved My Cheese? offered millions of readers relief for an evergreen problem: unanticipated and unwelcome change. Now its long-awaited sequel digs deeper, to show how readers can adapt their beliefs and achieve better results in any field. Johnson's theme is that all of our accomplishments are due to our beliefs: whether we're confident or insecure, cynical or positive, open-minded or inflexible. But it's difficult to change your beliefs - and with them, your outcomes. Find out how Hem, Haw, and the other characters from Who Moved My Cheese? deal with this challenge.