The Cybernetic WalrusThe Cybernetic Walrus
Title rated 2.75 out of 5 stars, based on 2 ratings(2 ratings)
Book, 1995
Current format, Book, 1995, , No Longer Available.Book, 1995
Current format, Book, 1995, , No Longer Available. Offered in 0 more formatsThe creator of The Saga of the Well World presents a new science fiction adventure series featuring computer whiz Cory Maddox, who becomes involved in a virtual reality research project whose dangers are all too real. Original.
Computer whiz Cory Maddox becomes involved in a virtual reality research project whose dangers are all too real
Everything you think you know is wrong . . .
That was the strange message left on Cory Maddox’s e-mail—just at the moment when years of work on a revolutionary subspace computer system was about to pay off. Nothing would be the same for Cory again. Suddenly his life was thrown into chaos when the company that controlled his patent was sold out from under him, and instead of imminent wealth, Cory was facing immediate poverty. Then along came Alan Stark, who wanted to recruit Cory for a special research project on virtual reality.
Stark was reviving the secret NSA work of the legendary Matthew Brand, who had disappeared under mysterious circumstances years before. Cory had always idolized Brand, so he was initially thrilled to be involved. But he quickly discovered that there was nothing virtual about the realities he was working on. Instead, he found that Stark was on the verge of controlling the very fabric of reality itself.
Cory was unsure of Stark’s ultimate goal, until he began to recall pieces of another life and found himself in the middle of a battle between two groups of people who could use “rabbit holes” in space and time to jump between different realities, personalities, and lives. Whoever had control of the power to shape reality would have the power to become a god—or a devil. But before Cory could combat Stark and his minions, he first had to remember which side he was on . . .
Computer whiz Cory Maddox becomes involved in a virtual reality research project whose dangers are all too real
Everything you think you know is wrong . . .
That was the strange message left on Cory Maddox’s e-mail—just at the moment when years of work on a revolutionary subspace computer system was about to pay off. Nothing would be the same for Cory again. Suddenly his life was thrown into chaos when the company that controlled his patent was sold out from under him, and instead of imminent wealth, Cory was facing immediate poverty. Then along came Alan Stark, who wanted to recruit Cory for a special research project on virtual reality.
Stark was reviving the secret NSA work of the legendary Matthew Brand, who had disappeared under mysterious circumstances years before. Cory had always idolized Brand, so he was initially thrilled to be involved. But he quickly discovered that there was nothing virtual about the realities he was working on. Instead, he found that Stark was on the verge of controlling the very fabric of reality itself.
Cory was unsure of Stark’s ultimate goal, until he began to recall pieces of another life and found himself in the middle of a battle between two groups of people who could use “rabbit holes” in space and time to jump between different realities, personalities, and lives. Whoever had control of the power to shape reality would have the power to become a god—or a devil. But before Cory could combat Stark and his minions, he first had to remember which side he was on . . .
Title availability
Find this title on
College of San Mateo LibrariesAbout
Details
Publication
- New York : Ballantine Books, c1995.
Opinion
More from the community
Community lists featuring this title
There are no community lists featuring this title
Community contributions
There are no quotations from this title
There are no quotations from this title
From the community