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About Scott Meyer
In his spare time, he produced the successful web comic Basic Instructions. He slowly built a following of fans all over the world, to whom he sold his first self-published novel, Off to Be the Wizard. The book's success brought him a publishing deal.
Scott Meyer is the bestselling author of seven novels. He lives in Arizona with his wife, their cats, and his most important possession, a working air conditioner.
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An io9 Can't Miss Science Fiction and Fantasy title in March 2014.
Martin Banks is just a normal guy who has made an abnormal discovery: he can manipulate reality, thanks to reality being nothing more than a computer program. With every use of this ability, though, Martin finds his little “tweaks” have not escaped notice. Rather than face prosecution, he decides instead to travel back in time to the Middle Ages and pose as a wizard.
What could possibly go wrong?
An American hacker in King Arthur's court, Martin must now train to become a full-fledged master of his powers, discover the truth behind the ancient wizard Merlin…and not, y'know, die or anything.
The adventures of an American hacker in Medieval England continue as Martin Banks takes his next step on the journey toward mastering his reality-altering powers and fulfilling his destiny.A month has passed since Martin helped to defeat the evil programmer Jimmy, and things couldn’t be going better. Except for his love life, that is. Feeling distant and lost, Gwen has journeyed to Atlantis, a tolerant and benevolent kingdom governed by the Sorceresses, and a place known to be a safe haven to all female time-travelers. Thankfully, Martin and Philip are invited to a summit in Atlantis for all of the leaders of the time-traveler colonies, and now Martin thinks this will be a chance to try again with Gwen. Of course, this is Martin Banks we’re talking about, so murder, mystery, and high intrigue all get in the way of a guy who just wants one more shot to get the girl. The follow-up to the hilarious Off to Be the Wizard, Scott Meyer’s Spell or High Water proves that no matter what powers you have over time and space, you can’t control rotten luck.
So of course they decide to make dragons. It does not go well.
As the wizards struggle to control their creations and protect innocent citizens, they try new things (most of which they don't enjoy), meet new people (most of whom are angry at them), and fight epic battles (most of which they lose).
But their biggest challenge may be a young girl who knows that the wizards created the dragons and is determined to make them pay. On her side she has powerful allies, a magical artifact, and a faithful if not particularly helpful dog.
Fight and Flight is a rollicking tale of bravery, wonder, love, revenge, greed, discovery, deception, and animal husbandry.
Ever since Martin Banks and his fellow computer geeks discovered that reality is just a computer program to be happily hacked, they’ve been jaunting back and forth through time, posing as medieval wizards and having the epic adventures that other nerds can only dream of having. But even in their wildest fantasies, they never expected to end up at the mercy of the former apprentice whom they sent to prison for gross misuse of magic and all-around evil behavior.
Who knew that the vengeful Todd would escape, then conjure a computer game packed with wolves, wenches, wastelands, and assorted harrowing hazards—and trap his hapless former friends inside it? Stripped of their magic powers, the would-be wizards must brave terrifying dangers, technical glitches, and one another’s company if they want to see medieval England—and their favorite sci-fi movies on VHS—ever again. Can our heroes survive this magical mystery torture? Or will it only lead them and their pointy hats into more peril?
But the very publicity that has made Rutherford a laughing stock in the department lands him what could be the job opportunity of a lifetime: the chance to work with a team of eccentric experts, at the direction of a demanding but distracted billionaire. Together, they must solve the murder of a psychologist who specialized in the treatment of patients who give people “the creeps.”
There is no shortage of suspects.
Even when finding oneself engaged in interstellar war, good form must be observed. Our story is set thousands of years after the Terran Exodus, where two powerful, planet-dominating families—the elegant House Jakabitus and the less refined Hahn Empire—have reached a critical point in their generations-long war. Master Hennik, the Hahn ruler’s only son, has been captured, and the disposition of his internment may represent a last and welcome chance for peace.
Enter Wollard, the impeccably distinguished and impossibly correct Master of Formalities for House Jakabitus. When he suggests that Master Hennik be taken in as a ward of the House, certain complications arise. Wollard believes utterly and devotedly in adhering to rules and good etiquette. But how does one inform the ruler of a planet that you are claiming his son as your own—and still create enough goodwill to deescalate an intergalactic war?
From the author of the popular Magic 2.0 series comes the witty tale of a mischievous A.I. gone rogue.
Al, a well-meaning but impish artificial intelligence, has the mind of a six-year-old and a penchant for tantrums. And the first one to discover just how much trouble Al could cause is Hope Takeda, the lab assistant in charge of educating and socializing him. Day care is a lot more difficult when your kid is an evolving and easily frightened A.I.
When Al manages to access the Internet and escape the lab days before his official unveiling, Hope and her team embark on a mission to contain him—before he creates any real problems.
Soon the NSA is on Al’s back, the US Army is fighting a brigade of mass-produced robots, and a wannabe cyberterrorist is looking to silence Al permanently. After months spent “raising” Al, Hope knows she’s running out of time—and she’s not sure she’ll be able to protect him. Will she manage to control the unruly A.I. and quell a global crisis, or will Al outsmart them once and for all?
Wer hätte gedacht, dass der rachgierige Todd entkommen würde, um dann ein Computerspiel voller Wölfe, Weibsbilder, Wüstenei und anderer grauenhafter Gefahren heraufzubeschwören—und seine unglückseligen ehemaligen Freunde darin gefangen zu halten? Ihrer magischen Kräfte beraubt, müssen sich die Möchtegern-Zauberer schrecklichen Gefahren, technischen Pannen und der Gesellschaft ihrer Freunde stellen.
Werden sie jemals ihr Zuhause im mittelalterlichen England — und ihre Lieblings-Science-Fiction-Filme auf VHS — wiedersehen? Werden unsere Helden dieses Magical-Mystery-Martyrium überstehen? Oder wird es sie und ihre spitzen Hüte nur noch weit größeren Gefahren aussetzen?
Die Abenteuer von Martin Banks, dem Hacker aus Amerika mit der Fähigkeit, die Realität zu verändern, gehen weiter …
Einen Monat ist es nun her, seit Martin dabei geholfen hat, dem bösen Programmierer Jimmy das Handwerk zu legen, und die Dinge könnten für ihn eigentlich nicht besser laufen. Abgesehen von seinem Liebesleben. Denn Gwen, das Mädchen seiner Träume, hat sich nach Atlantis aufgemacht, einem toleranten, von Zauberinnen regierten Königreich, das dafür bekannt ist, gerade für weibliche Zeitreisende ein sicherer Hafen zu sein.
Zum Glück werden Martin und Phillip nach Atlantis zu einem Gipfeltreffen der Anführer aller Zeitreisekolonien eingeladen. Für Martin DIE Gelegenheit, noch einmal sein Glück bei Gwen zu versuchen. Aber natürlich sprechen wir hier von Martin Banks, der nicht einfach nur in Ruhe im zweiten Anlauf mit seiner großen Liebe anbändeln kann, sondern es stattdessen mit Mord, Intrigen und jeder Menge Geheimnissen zu tun bekommt.
Scott Meyers "Auf Zauber komm raus", der zweite Teil der urkomischen "Magic 2.0"-Reihe, setzt genau da an, wo "Plötzlich Zauberer" endete: mit Witz, skurrilen Einfällen und der Erkenntnis, dass einem selbst die Macht über Raum und Zeit nichts nützt, wenn man einfach nur immer wieder verdammtes Pech hat.