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"On-line gaming environments are completely different things... Essentially it's massive global role-playing."
- Peter Watts

Alderson Point  
  One end of a tramline, a path between stars that can be traversed using a hyperdrive engine.  

Also known at the "Crazy Eddie" point. The idea presented here is that there are pairs of points widely distant in space that are connected outside of normal space. A vessel equipped with the Alderson Drive can take advantage of this pair of points, moving from one to another without traversing the space in between.

I've been on trips where it was faster to drive over to another Alderson point, make a Jump, move around in the new system, Jump somewhere else, keep doing that until you come back to the original system at a different place - do all that and it would still be faster than merely to sail across the original system in normal space.
Technovelgy from The Mote in God's Eye, by Larry Niven (w/J. Pournelle).
Published by Simon & Schuster in 1974
Additional resources -

The phrase "jump" as well as a description of the process, first occurred in in the 1932 story Invaders from the Infinite by John Campbell (see jump).

Compare to jump point from Bill for Delivery (1964) by Christopher Anvil, collapsar jump from The Forever War (1974) by Joe Haldeman, hyperspace jump from Foundation(1951) by Isaac Asimov, planoforming from The Game of Rat and Dragon (1953) by Cordwainer Smith, jumpdoor from Whipping Star (1969) by Frank Herbert.

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Additional resources:
  More Ideas and Technology from The Mote in God's Eye
  More Ideas and Technology by Larry Niven (w/J. Pournelle)
  Tech news articles related to The Mote in God's Eye
  Tech news articles related to works by Larry Niven (w/J. Pournelle)

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