How Would You Move Mount Fuji?: Microsoft's Cult of the Puzzle -- How the World's Smartest Companies Select the Most Creative Thinkers
Average customer rating: 4 out of 5 stars
  • Good for interview backup
  • The answer key to your next interview
  • The utility coefficient between the contents of this book and your interview at Microsoft will be < 0.15
  • This book was a delicious read!
  • Not good for preparing any interview
How Would You Move Mount Fuji?: Microsoft's Cult of the Puzzle -- How the World's Smartest Companies Select the Most Creative Thinkers
William Poundstone
Manufacturer: Little, Brown and Company
ProductGroup: Book
Binding: Paperback

GuidesGuides | Job Hunting & Careers | Business & Investing | Subjects | Books
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InterviewingInterviewing | Job Hunting & Careers | Business & Investing | Subjects | Books
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ASIN: 0316778494

Book Description

Microsoft's notoriously grueling interview process has been emulated by companies everywhere that seek to separate the most creative thinkers from the merely brilliant. HOW WOULD YOU MOVE MOUNT FUJI? reveals more than 35 of these challenging riddles and puzzles and, for the first time, shows how answers can be found through creative and effective analytical thinking.

Customer Reviews:

5 out of 5 stars Good for interview backup.......2007-06-05

This was a pretty fun read. The book goes over the origins of brainteaser/puzzle interviews, how they are/should be used, and has a lot of well explained examples. For my purposes of going over brainteasers that I might run into in investment banking interviews, the book was pretty handy because the few brainteasers I did get, I had read about before. If you are trying to do the same thing for other types of interviews (with trading companies or something more quantitative) then the book isn't as good in those areas, because the questions are more probability/stat based.

Overall, very enjoyable and well-written.

5 out of 5 stars The answer key to your next interview.......2007-04-15

For anyone looking for an entry level position at a financial or technology firm, this is a must read. Insane logic puzzles and brainteasers are the new craze in interviewing, and the ideas are spreading to more and more companies. Whether such silly interview questions are a good measure of a candidate's intelligence is debatable. But one thing for certain is that interview brainteasers are here to stay.

Mt Fuji covers all angles of the interview brainteaser, from its history and origins to how they should be handled in an interview. The first segment of the book about the history of interviewing and puzzles is an interesting read and gives you insight into why their creators first put them to practice. As both an interview and interviewee, the history may help you understand their application, but overall this segment is not very practical for a tough interview.

The meat of this book comes near the middle, where it gives a list of popular logic puzzles actually used by some companies (solutions to all puzzles mentioned throughout the book are in the appendix). If you have the time, they are fun to work out. After this page of puzzles, the author describes how employers applied them in interviews and gives general guidelines for defeating similar questions.

The final chapter before the appendix is directed towards potential interviewers. It explains how some companies have gone overboard and improperly used brainteasers to evaluate job candidates. For interviewees, it makes you feel better if you had a bad interview because of unfair use of brainteasers.

Mt Fuji is an excellent read for any young person currently seeking a job, and any employer who would like to incorporate brainteaser questions into the interview process. The puzzles and history are geared towards technology firms like Microsoft, but these brainteasers are also very common with Wall Street firms. Not only is this read informative, but will be fun if you enjoy thinking out of the box.

4 out of 5 stars The utility coefficient between the contents of this book and your interview at Microsoft will be < 0.15.......2007-02-09

At this point, this is for entertainment purposes only. Like the late James Fixx's brainteaser books, these now are just for fun. If you really wish to cram logic puzzles for interviews, it probably pays to look at very old ones rather than current hot ones, since HR departments are not snoozing at the wheel on the ambitious nerdnicks who memorized vocabulary lists for the SAT.

There does appear to be some mapping of the techniques tested here and workplace problem solving skills, but we are in the artistic stage of alchemy rather than a scientific stage of chemistry on the topic. Anyone who claims these puzzles distinguish intelligence might as well be wearing a pointed hat and gazing into a bowl of mercury (on a tripod, warmed by a candle no less).

Still, lots of fun.

5 out of 5 stars This book was a delicious read!.......2007-02-07

I typically read for a half an hour a day and found that it felt more like 5 minutes when reading this book. Learn about the puzzles, riddles and just plain crazy questions used by some of the world's top companies (including Microsoft) when looking for top creative "out of the box" thinkers for their organizations. Be prepared to be stumped on more than one of these puzzles - but you'll also be jumping for joy when you solve a few! Totally entertaining and captivating.

1 out of 5 stars Not good for preparing any interview.......2006-12-21

This book was a disappointment. It consists of a few anecdotes about William Shockley and Microsoft people, and does not offer any insights into the questions asked, or how to solve them. It is not any significant research into the puzzle questions in job interviews. Nor is it an original collection of brainteasers. It is written in the style of a very long Sunday magazine, and not a book. For a job seeker who might be faced with logic and puzzle interviews this book has very little to offer. It can actually be detrimental, because it gives a feeling of intimidation, and not revelation.
Geography Crafts for Kids: 50 Cool Projects & Activities for Exploring the World
Average customer rating: 5 out of 5 stars
  • magnificent
Geography Crafts for Kids: 50 Cool Projects & Activities for Exploring the World
Joe Rhatigan , and Heather Smith
Manufacturer: Lark Books
ProductGroup: Book
Binding: Hardcover

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ASIN: 1579901964

Book Description

Explore planet Earth--while having tons of fun! More than 50 cool projects, along with illustrations and sidebars for parents, will take youngsters on a trip from their very own rooms to the wide world beyond. Go on a treasure hunt throughout the house and see where your favorite things came from (and try not to be jealous of the places they've been). Trace your family tree as far back as you can to find out everyone's nationalities--and then "publish" your results on a batik banner. Carry on an ancient tradition by making a classic clay bowl. Rat-a-tat-tat: Can you hear the rhythm? Sure you can, because drums are the universal sound of music. Make one out of cardboard and bang a beat. Treat your taste buds to Chinese Five-Spice Popcorn, French Pain au Chocolat (that's chocolate bread to you!), Nigerian Fruit Salad, and German Pretzels. Take a citizenship quiz, watch your world manners, and discover how people from other lands hear animal sounds. For parents there are informative sidebars, with fun facts and activities that will help you answer all those questions the kids are sure to ask.and you might not know the answers to. While children are enjoying themselves, they'll learn firsthand how the things they do can make a real difference to our planet!

Customer Reviews:

5 out of 5 stars magnificent.......2003-08-24

This is a fantastic step by step approach to learning through INTELLIGENT craft activities. No more growing been shoots,like we've all done 100 times before. This book is full of thought provoking, challenging, unusual craft ideas about the world.It is aimed at late primary to early high school aged kids, but I enjoyed the activities as much as my kids did. We have used almost all of the activities in this book, from making our own mud bricks to the creating a dream travel box. The lay out is fantastic with lots of photo's. I want more books like this please.
How Would You Move Mount Fuji? Microsoft's Cult of the Puzzle - How the World's Smartest Company Selects the Most Creative Thinkers
Average customer rating: 4 out of 5 stars
  • If you interview people, this book is worth an investment..
  • Interesting, but not practical
  • Forget it if you go to MS international interviews
  • Microsoft doesn't ask puzzle questions anymore.
  • How many gas stations in USA?
How Would You Move Mount Fuji? Microsoft's Cult of the Puzzle - How the World's Smartest Company Selects the Most Creative Thinkers
William Poundstone
Manufacturer: Little, Brown and Company
ProductGroup: Book
Binding: Hardcover

GuidesGuides | Job Hunting & Careers | Business & Investing | Subjects | Books
Job HuntingJob Hunting | Job Hunting & Careers | Business & Investing | Subjects | Books
InterviewingInterviewing | Job Hunting & Careers | Business & Investing | Subjects | Books
GeneralGeneral | Business & Investing | Subjects | Books
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Management & LeadershipManagement & Leadership | Business & Investing | Subjects | Books | Business Ethics | Consolidation & Merger | Decision-Making & Problem Solving | Distribution & Warehouse Management | Industrial | Information Management | Leadership | Management | Management Science | Motivational | Negotiating | Operations Research | Planning & Forecasting | Pricing | Production & Operations | Project Management | Quality Control | Risk Assessment | Statistics | Strategy & Competition | Systems & Planning | Systems Analysis | Teams | Total Quality Management | Training
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ASIN: 0316919160

Book Description

Microsoft's interview process is a notoriously grueling sequence of brain-busting questions that separate the most creative thinkers from the merely brilliant. So effective is their technique that other leading corporations-from the high-tech industry to consulting and financial services-are modeling their own hiring practices on Bill Gates' unique approach. How Would You Move Mount Fuji? reveals for the first time more than 35 of Microsoft's puzzles and riddles, such as: n Why does a mirror reverse right and left but not up and down? n If you could eliminate one U.S. state, which would it be? n How would you make an MM? n How many piano tuners are there in the world? And, for the first time, this book supplies answers and approaches using creative analytical thinking that works. Anyone in business, and everyone who wants to be, will find here a valuable new approach to hiring, identifying talent in an organization, and getting the job of a lifetime.

Download Description

Microsoft's interview process is a notoriously grueling sequence of brain-busting questions that separate the most creative thinkers from the merely brilliant. So effective is their technique that other leading corporations-from the high-tech industry to consulting and financial services-are modeling their own hiring practices on Bill Gates's unique approach. HOW WOULD YOU MOVE MOUNT FUJI? reveals for the first time more than 35 of Microsoft's puzzles and riddles, such as: - Why does a mirror reverse right and left but not up and down? - If you could eliminate one U.S. state, which would it be? - How would you make an M&M? - How many piano tuners are there in the world? And for the first time, this book supplies answers and approaches using creative analytical thinking that works. Anyone in business, and everyone who wants to be, will find here a valuable new approach to hiring, identifying talent in an organization, and getting the job of a lifetime.

Customer Reviews:

5 out of 5 stars If you interview people, this book is worth an investment.........2007-01-21

Don't get decepted that this book is not about Microsoft -- rather how does one find the right talent! While the book talks about Microsoft examples on interviewing, it does contain lot more than Microsoft interviewing. It talks about how to conduct interviews for various levels and positions, how do you get the best out of a person, and how do you spot the right talent in the person whom you are recruiting. I have been on both sides of the table and these days almost on the side of interviewing candidates -- believe me this book has changed my attitude towards how I view every one of my candidate and it feels good about it too.

Whether you are interviewing or being interviewed, you won't regret your money on this a bit. In fact, some one walked of with my book, so, I invested in one more copy of this book, that every now and then, I refer to it.

3 out of 5 stars Interesting, but not practical.......2006-12-11

I bought this book to prepare for an entry level Software Development Engineer interview. I thought it was an interesting read, but in none of my 6 interviews that day was I asked a single puzzle question. All my questions were solved using algorithms and code written on the whiteboard. The book was interesting for the sake of light reading and there were 2 pages of useful information about the number of interviews a candidate receives as an indicator of how well it's going, but overall, this probably just made me more nervous for my interviews because it suggests that a single incorrect answer could lead to a "no hire" decision and a single "no hire" is enough to sink a candidate. I know that I answered several questions incorrectly and I still got offers from both groups I interviewed with, so read the book, but know it's not quite as daunting as Poundstone tries to present it (or at least not always).

5 out of 5 stars Forget it if you go to MS international interviews.......2006-08-01

During the Microsoft international interviews I did a couple of months ago there were no puzzle questions. The technical interviews went as advertised. The international hiring manager (an indian girl, whose name I don't want to remember) handled candidates as if they were pieces of meat and used agressive, pressure tactics against us. She didn't care we ended up with a very bad impression of Microsoft. This contradicts almost everything described in the book, therefore I would advice you to not read it unless if you want to be frustrated after being crushed by a clueless HR manager.

3 out of 5 stars Microsoft doesn't ask puzzle questions anymore........2006-06-28

This book is fine if you go to a company that actually asks puzzle questions.

However, in October 2005 I went on three job interviews at Microsoft (each 4 hours long) and there wasn't a single puzzle question asked. I had to do whiteboard work where I created code to solve something with data structures.

Luckily I studied on data structures before I went on the interview and all three groups wanted to hire me :)

4 out of 5 stars How many gas stations in USA?.......2006-04-06

I am looking for jobs and read this book recently. First of all, it is an easy read, yuu can read it while you are relaxing. I did know most of the puzzles included in this book. Tackling the open ended estimation questions like, "How many gas stations in USA?" were new to me. This book provides a good outline how to approach such estimation questions.
Gary Gygax's Gygaxian Fantasy Worlds Volume 5: Insidiae (Gygaxian Fantasy Worlds)
Average customer rating: 4 out of 5 stars
  • Gygaxian Insight for hopeless RPG'er
Gary Gygax's Gygaxian Fantasy Worlds Volume 5: Insidiae (Gygaxian Fantasy Worlds)
Dan Cross
Manufacturer: Troll Lord Games
ProductGroup: Book
Binding: Hardcover

GeneralGeneral | Puzzles & Games | Entertainment | Subjects | Books
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ASIN: 193127553X

Book Description

Adventure scenarios are an indispensable part of all role playing games. Gary Gygax's Insidiae: The Brainstormers Guide to Adventure Writing covers five vitally important aspects of game adventure design: back story, antagonists, motive, locale and plot. Each chapter builds upon the details of the last, teaching the hallmarks of good game mastering. Working through the guide will aid game masters in creating adventures for any role playing game; provide an array of ideas, character types, backgrounds, places of encounter and danger, and plot devices needed to propel characters deeper into the story.

Customer Reviews:

4 out of 5 stars Gygaxian Insight for hopeless RPG'er.......2006-01-06

Edited by Gary Gygax, and written by Dan Cross, this is the fifth volume in the Gygaxian Fantasy Worlds series. The following excerpt is from the publisher's website;

Gary Gygax's Insidiae: The Brainstormers Guide to Adventure Writing, Volume Five of the Gygaxian Fantasy World Series, breaks new ground for game designers, professional or amateur, writers or anyone who has ever wanted to unravel the mysteries good adventure or story writing!

Adventure scenarios are an indispensable part of all role playing games. Gary Gygax's Insidiae: The Brainstormers Guide to Adventure Writing covers five vitally important aspects of game adventure design: back story, antagonists, motive, locale and plot. Each chapter builds upon the details of the last, teaching the hallmarks of good game mastering. Working through the guide will aid game masters in creating adventures for any role playing game; provide an array of ideas, character types, backgrounds, places of encounter and danger, and plot devices needed to propel characters deeper into the story.

Just a sampling of the introdution: "Weaving together multiple events leading to gratifying conclusions, while maintaining for the players a sense of actual danger without the threat of certain doom, and the capacity to use or disregard rules when appropriate are the hallmarks of good game mastering. Adventures must not "lead by the nose", dragging characters lock-step through a clunky, linear plot. And resolution should allow for continuance; the promise of greater glory and danger in an ongoing campaign."

Professionally written by Dan Cross and edited by Gary Gygax, Gary Gygax's Insidiae: The Brainstormers Guide to Adventure Writing adds a whole new dimension to game mastering and design.

Organized into five 'Books', and 6 Appendices, Insidiae is essentially a how-to book about conceptualizing a fantasy-based RPG campaign.

Book 1: Milieu events; this section details examples of regional backstory to help describe the general conditions of the area in which the adventuring will take place. The author recommends one or more of the presented events be established for the campaign. The more events the DM has to work with, the richer the gaming experience for the players. For example;

Peasants vs. Priesthood: A peasant uprising is directed at the priesthood due to ill treatment. The peasantry might have been subjegated to an inquisition, or denied healing services. Or, perhaps, the priesthood is the corrupt ruling class, such as in an evil theocracy. Or, perchance, a new deity has revealed itself to a small number of the underclass. Such a god might cause anarchy, stirring up a rabble which wishes to harm followers of the existing pantheon, especially if they are Lawful.

Book 2: Story-Roles; this section details examples of personalties the characters will encounter along their journey. This is not to say the author outlines specific NPC's, but rather, the roles such an NPC would play For example;

Competitor:
Hooks: legends and runours (your competitor wants same prize), nuisance, NPC grudge, sudden attack, calamitous threat. Obstacles: any. Prospects: n/a.
A competitor is a non-player character who is a rival of one or more of the PC team that is likely jealous of one of the hero's accomplishments, envies their fame or riches, and doggedly is attempting to thwart or outdo their deeds...

Book 3: Characteristics; this section details examples of specific personalty types that the NPC's detailed in Book 2 will comparise. The section begins a series of seven tables which detail D&D Class, D20 Class, LA Game Order, Castles and Crusades Class, NPC types (adventurer, avenger, criminal, etc.), Race (if other than human), LA Race (if other than human). The section goes on to discussion specific personality needs, goals and motivations of the NPC, and detailed descriptions of character types. This section also contains histroical references to ecclesiatical hierarchy, titles for royalty, primitive shaman hierarchies, and a few details of common religious symbols from real life.

Book 4: Plot; this section offers the campaign author many varying examples of what might make an interesting plot, and/or sub-plot. It DOES NOT detail the plot itself, but instead offers the campaign author suggestions about a potential plot, and all the considerations which might need to be taken into account about that plot.

Book 5: Objective; this section details what the group of adventurers is supposed to accomplish; attain knowledge, attain truth, avenge person, conceal identity, conquer locale, etc. It goes on to offer advice on keeping the game moving at a game-appropriate pace, and general tidbits on simply running an adventure.

Appendices; cover details from ready-made plots, courts of law (which details crimes and their associated punishments), money, tables for determining human physical traits, and a sample adventure which illustrates how it is all put together.

Finally, the book ends with a two page form which the user can use in assembling all the details of their campaign/adventure from the previous sections (an enterprising person might create an online form for doing this, and be hailed a conquering hero...hhmmm...)

I had my doubts when I first bought this book. I mean, how do you tell someone in a book, how to create that which exists only in the reader's imagination? But Dan Cross and Gary Gygax have achieved that here. I was actually very surprised at the breadth of detail they manage to provide in such a short book. Really, the only bad marks I can give it once again fall to the layout of the book. Though the layout does not hinder the parsing of the information contained between the covers, it certainly doesn't help it much. And graphics are limited to royalty-free (at least, I hope they're royalty-free) historical engravings, many of which you're already probably familiar. However, this does allow the content to be King. Which in the book world, is usually paramount.

In this reviewer's opinion, this is the gem of the Gygaxian Fantasy series so far. A job well done. If you're a DM, GM, CK (or any other variation of game writer), or are embarking upon your first quest to create a grand campaign setting, I fully encourage you to pick this one up.
CREATIVE PUZZLES OF THE WORLD
Average customer rating: Not rated
    CREATIVE PUZZLES OF THE WORLD
    Pieter and Jack Botermans Van Delft
    Manufacturer: Harry N. Abrams
    ProductGroup: Book
    Binding: Paperback
    ASIN: 0810922711
    Creative puzzles of the world
    Average customer rating: 5 out of 5 stars
    • So you like puzzles?
    • A delightful and fun book of mechanical puzzles
    • best ever
    Creative puzzles of the world
    Pieter van Delft
    Manufacturer: H. N. Abrams
    ProductGroup: Book
    Binding: Hardcover

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    3. New Wood Puzzle Designs: A Guide to the Construction of Both New and Historic Puzzles New Wood Puzzle Designs: A Guide to the Construction of Both New and Historic Puzzles
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    ASIN: 0810907658

    Customer Reviews:

    5 out of 5 stars So you like puzzles?.......2005-02-21

    When you see this book,you'll wonder if there would be any sense in anyone writing another book on puzzles.Well don't fret ,there will be others ,but it will be hard to beat this one.I have loved puzzles since school days ,but this one blew away my mind when I found it.It's got everything;mathematical,matchstick,construction,packing,wire puzzles,string and ball,mazes,magic squares,take apart,tangrams,
    sliding,and on and on.Not only are there oodles of photos of new as well as antique or collectible puzzles,but also instructions to make and solve them.If you've come by or have otherwise obtained a puzzle that you've been unable to solve;you'll likely find it here.Even if you don't have one of the puzzles shown,you'll love reading about it,how it,s made and even solved.The pictures and sketches are all excellent.This book alone could keep an enthusastist or novice occupied for years.
    In case this book can't be found ,let me tell you about two others,both which involved one of the authors of this book.

    The Book of Ingenious & Diabolical Puzzles
    by Jerry Slocum and Jack Botermans
    (Can't find on Amazon-sorry!)
    and,
    New Book of Puzzles
    by Slocum and Botermans
    (See my review on Dec 2,2003)

    5 out of 5 stars A delightful and fun book of mechanical puzzles.......1999-04-03

    If you are interested in puzzles ....mechanical and manipulative ....paper, wood, wire, string, puzzles, mazes, ... look at this book ..beautifully produced, fantastic pictures and complete solutions .... make your own puzzles and get hooked. An exquisite gem of a book !!!

    5 out of 5 stars best ever.......1999-03-24

    This is the best puzzle book I've ever seen, bar none. Wire puzzles, wooden, string, etc. Emphasis on making your own. This book should definitely stay in print.
    Creative Puzzles of the World
    Average customer rating: Not rated
      Creative Puzzles of the World
      Van Delft Pieter
      Manufacturer: Harry N Abrams
      ProductGroup: Book
      Binding: Hardcover
      ASIN: B000LBK45E
      Storybook puzzles: From Around the world in eighty days to Little women
      Average customer rating: Not rated
        Storybook puzzles: From Around the world in eighty days to Little women
        Joan Garren
        Manufacturer: Young Readers Press
        ProductGroup: Book
        Binding: Unknown Binding

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        ASIN: B000731I4M
        World-wide fun and activity book
        Average customer rating: Not rated
          World-wide fun and activity book
          Walter Brown Gibson
          Manufacturer: Treasure Books
          ProductGroup: Book
          Binding: Unknown Binding

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          ASIN: B0007I6ULI

          Cusp
          Average customer rating: 3 out of 5 stars
          • Strong Ideas Poorly Implemented
          • Crushed under the weight of ideas
          • Hard SciFi, Hard Ideas, Hard to Understand, Hard to Read
          • Couldn't bother finishing
          • Bad science, flat characters
          Cusp
          Robert A. Metzger
          Manufacturer: Ace
          ProductGroup: Book
          Binding: Paperback

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          ASIN: 0441013015

          Book Description

          The year is 2051. An enigmatic entity has its own plan for human evolution, using the supercomputer known as CUSP--the first computer designed to run on the software of the human mind.

          Download Description

          The year is 2051. An enigmatic entity has its own plan for human evolution, using the supercomputer known as CUSP-the first machine designed to run on the software of the human mind.

          Customer Reviews:

          2 out of 5 stars Strong Ideas Poorly Implemented.......2007-09-12

          This is a hard sci fi book. The concepts presented from the thruster ring attached to the earth to the new world social structure and the strange brain transplanting are all good and fun sci fi ideas. Unfortuantely, Metzger fails to uses them not as tools to tell a story. Instead they seem to be the point of the story.

          Orson Scott Card wrote in an essay that what makes science fiction one of the great literary frontiers is that you can bend all the rules, make fantastic worlds, and then throw humans into it and see what evolves. Metzger got the first part of it. He built an different kind of world. Unfortunately he didn't use it for anything. Other than telling a very bizzare stor; a story which lacks ANY human connection and any underlying theme. Despite how much the world changes in this novel, the characters don't seem to at all.

          The second half of the book seems to try to up the ante by adding even more obscurity. The talking dinosaur was the point where this book broke and pretty much gave up hope. From then on, with no expectations for the book, I was no longer let down, but no recovery was made either.

          Rarely do I feel at the end of a book as though my time could have been better spent doing anything else. Reading this book, unfortunately, is one of those experiences. I finished this book as a child finishes his brocoli: only so that I could move on to better things. This book is not awful, but it is not good.

          3 out of 5 stars Crushed under the weight of ideas .......2007-06-30

          I have to agree with others. The ideas were grand and original, the writing was excellent, the characters were beautifully realized, the plot was interesting and arresting and I loved the Alabama setting...but too many cooks spoil the broth. In this case, the plethora of ideas the author attempts to pack into one story becomes a burden for the reader. The future history one must learn and the sheer number of terms encoutered is offputting - Void, ghosts, Swirl, CUSP, Jeni, Dolls, Pure, ...you almost need a notebook handy for quick reference. And this is a shame because the ideas are startling, original and what I liked best, characters are authentic with real dialogue and growth.

          Warning ***** Plot giveaway. There is enough material for at least a Tetralogy: (1) The initial flares and devastation, wars and emergence of the General, (2) the aftermath, creation of CUSP, Simon, Bill, Jenis, (3) the Singularity (Sarah) and the start of the long journey and (4) the arrival and subsequent events. As it stands, throwing everything together was like dumping the contents of the bottom bin in a big pot. Not only is there the possiblity of human extincition but also First Contact, the Singularity, Time Travel, space adventures and lots of X-men like action. After a while you have to ask, how many new directions, misdirections, misconceptions (at least four different ideas concerning the Swirl) can one book take and remain intact? Just when you think you understand, along comes intelligent dinosaurs, then a second group of "aliens", then magical manipulation of the fabric of the universe, then time travel...It's too much.

          The saddest thing about the entire work is that the characters are so appealing - from the odd entrance of the police woman to Simon and his demons, Xavier, Christina, the ambassador, even the determined, grim general. Sarah remains as she should - an unknowable mystery. There is no "main" character but instead a series of major players. Maybe next time Metzger will concentrate deeper on fewer ideas. I mean, if you can get three or four books from an idea then go for it - scifi fans love series. For all the vaunted incredible technology promised, people are not happier or even better off. In fact, quality of life has degenerated with the disappearance of privacy, mental control and drabness. Though surrounded by eye-popping technology, Americans are forced to work like slaves on plantations - does that make sense? My grade - C+

          2 out of 5 stars Hard SciFi, Hard Ideas, Hard to Understand, Hard to Read.......2007-03-17

          The problem that Metzger has in this book is that he has too many ideas to share at one time and unless you have a handle on AI and quantum physics and mechanics they are thrown out too quickly to catch the concepts. Then you never have time to assimilate them into the story (which is over 500 pages).

          In quick succession he passes by the effect of the two Rings that have circled the earth and divided it into four quadrants. Each has it's own societal function, the one in the old US west of the ring going up the east coast is to function as a bread basket for the rest (I think). There was so much more here he could have done, and though I hate to suggest it, maybe he should have made this two or three books.

          All of what happens goes back to a 'race' from Alpha Centuri A (called the Alphans) who were looking for the beginnings of sentient races in other solar systems and then 'moving' them to an 'incubator' around Alpha Centuri B. You got that yet! It all began 1 Billion years ago, but there was a catastropy with the Alphans, 100 million years ago and they all disappeared! Uh! Metzger lost me at "It all..."

          OK, so I fought my way through the book and in the end felt disappointed that I wasn't rewarded with anything interesting or entertaining. Make your own choice.

          Good book for people who like to read software manuals.

          1 out of 5 stars Couldn't bother finishing.......2006-12-30

          This is not the worst book I've ever read, but it's the worst I've read this year: I read four or five a week and write this on 30 December. The writing is fairly bad. Enamored of misplaced sentence modifiers, the prose reads like it was written by someone who reads a lot but doesn't pay much attention to the structure of what was written.
          I agree with an earlier reviewer that one needs to be willing to forgive a lot when reading science fiction. Happily, Metzger here does not share the necessary-to-forgive ultraconservative political views of many of the people he imitates (e.g., Niven), but, alas, that positive point does not compensate for the lack of thinking evident here.
          This is science fiction insomuch as it covers many of the ideas common in science fiction (extraterrestrial travel, artificial intelligence, and the like), but it is science fiction per se just as "Aida" is a work of Egyptian history.
          This would probably make a good comic book along the lines of the 1960s/1970s Marvel stuff: there are a lot of descriptions of scenes that would be fun to draw, and explanation never played a big part in those works. You'll find no explanations of the technology/phenomena here and only the most cursory motive attributions applied to the characters. (One would say almost obligatory attributions, insofar as such explanations have become inextricably intertwined with descriptions of said stock characters. Among other examples, the required representative of the military-industrial complex, Sutherland, is outstanding.)
          Metzger's devices for filling in background are extraordinarily tiresome. Characters (e.g., the police officers) spend pages just after having been introduced discussing their own backgrounds for no reason relevant to the plot or (in another scene) one character actually reads aloud a dossier compiled on another character to that character.
          What parts of this book I could get through I read while waiting for a fast food hamburger to be made and served, while waiting for a bus, and so forth. It was better than doing nothing at such times, but once I got home I tossed the book on the "get rid of" pile. It'll be on the free shelf at my local library soon, with my bookmark still two-thirds of the way through.
          One final point: I guess this book is safe from spoiler reviews: it's hard to imagine anyone being interested enough to care about not being able to read to the end.

          1 out of 5 stars Bad science, flat characters.......2006-10-16

          This was pretty lame. Sure, there're BIG things going on, with worlds and stars being shoved about as a matter of course, and of course a big story involving aliens and AI's and blends in between and (of course) saving the Earth (sort-of), with lot's of big concepts tossed about. Fundamentally though, while it pretends to be hard science scifi, the science is so unrealistic as to have stretched my temporary suspension of disbelief beyond the breaking point. This is a fantasy dressed-up as scifi, and not even very well-done fantasy. You simply can't strap a reaction engine on largely fluid bodies like the Earth or sun and accelerate them at 1/10 - 1 G without causing rather a lot of world-destroying metamorphic destruction (in the case of the Earth) or worse, completely aside from the tsunami problem. Then there're the characters, which were all pretty flat and lived and acted in a world which seemed devoid of people beyond those cast in the story, in spite of their world-changing activities (Phobos is landed in Alabama, and no government entity bothers to investigate?). Then the supposedly advanced physics - this is mostly just buzzwords being thrown about, with lot's of vividly described visuals (this would look good as a bad scifi movie). Add to this a fragmented story, and about the most positive thing this book has is competent grammar and spelling.
          Keeper of the Flame: How to Inspire Others on the Cusp of Change
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            Keeper of the Flame: How to Inspire Others on the Cusp of Change
            Mike Lipkin
            Manufacturer: Environics/Lipkin
            ProductGroup: Book
            Binding: Paperback
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            In this book, Mike Lipkin leverages the proprietary Environics Social Values Research, and his own personal contact with over a million people, to deliver an imagination-stretching view of the future. Specifically, he identifies the Nine Life-Transforming Trends shaping the way you live, work and play. Then Mike coaches you on how to master the Six Nuclear Dimensions to become a Keeper of The Flame. You will learn how to massively increase your personal leadership through Focus, Strategy, Learning, Emotional-Power, Action and Social Kudos. Mike Lipkin writes books for people who don't have time to read books. He makes the complex simple. He makes understanding the future easy. And he inspires people to do what they have to do to achieve what they dream of achieving. Keeper of The Flame is a fast, easy manual-for-personal-success. It is designed to give you exactly what you need to perform at your Personal Best and excite others do the same.
            Cusp
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              Cusp
              Thomas Herpich
              Manufacturer: Alternative Comics
              ProductGroup: Book
              Binding: Paperback

              GeneralGeneral | Comics & Graphic Novels | Subjects | Books
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              Billiards Inside a Cusp  - MSRI Preprint No 035-94
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                Billiards Inside a Cusp - MSRI Preprint No 035-94
                J L King
                Manufacturer: Mathematical Sciences Research Institute
                ProductGroup: Book
                Binding: Paperback

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                Chebyshev systems and the versal unfolding of the cusps of order n (Travaux en cours)
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                  Pavao Mardesic
                  Manufacturer: Hermann
                  ProductGroup: Book
                  Binding: Unknown Binding

                  Mathematical AnalysisMathematical Analysis | Mathematics | Science | Subjects | Books
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                  Children of the Cusp
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                    Children of the Cusp
                    Gurutej Singh Khalsa
                    Manufacturer: Trafford Publishing
                    ProductGroup: Book
                    Binding: Paperback

                    GeneralGeneral | Poetry | Literature & Fiction | Subjects | Books
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                    Release Date: 2006-07-06

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                    Closed Incompressible Surfaces in 2-Generator Hyperbolic 3-Maniforls with a Single Cusp  - 016-92
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                      D D; A W Reid Long
                      Manufacturer: Mathematical Sciences Research Institute
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                      Cusp
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                        Robert A. Metzger
                        Manufacturer: EASTERN PRESS
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                        Binding: Hardcover
                        ASIN: B000OKGV0O
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                          Robert A. Metzger
                          Manufacturer: EASTON PRESS
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                            Jocelyn Saidenberg
                            Manufacturer: Kelsey Street Press
                            ProductGroup: Book
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